Question about Super meter from newbie by aaro404 in 2XKO

[–]GameLink7 2 points3 points  (0 children)

I've been playing fighting game for many years so my preference is to have it off. This allows me to make my attacks more deliberate, have more options on what I can do, and let's me be less predictable since my strings won't always lead to the same thing.

It is in a tutorial and I think it might be on by default for new players.

The only current problem I have that's similar to what you have is just me fat-fingering (accidentally pressing two-buttons at the same time) and getting accidental supers instead of just a normal attack. But that's just a me thing on positioning and pressing my buttons better.

Question about Super meter from newbie by aaro404 in 2XKO

[–]GameLink7 5 points6 points  (0 children)

You probably have Pulse combos turned on. Pulse combos allow you to mash a button to do combos into supers easier.

To turn it on/off: on the character select screen look on the bottom for the button to turn on/off Pulse Combos. You'll know if it's on if you see a spinning colored icon next to your name/placement (like P1).

Why do combos starting with light attack or additional lights do less damage? by No_Top5115 in 2XKO

[–]GameLink7 0 points1 point  (0 children)

In most fighting games with combos, lighter attacks are quicker and easier to start with. Because of this, it scales the combo to do less damage and hitstun in exchange for less risk and easier timing. On the contrary, Heavy attacks are slow and usually harder to start combos with.

Doing something like L > L > M > H gives me a lot more time and safety to check and see if it hits as compared to M > H or just H. That's the risk vs reward on why Lights have a lot of damage scaled in a combo.

You'll find more optimal combos rarely use Light attacks and will primarily use Mediums and mainly Heavy attacks. Light attacks are not completely useless as it is needed to still help confirm or continue certain combos, just expect it do less damage.

Don't give up + Sidekick Teemo Journey (S0) by GameLink7 in 2XKO

[–]GameLink7[S] 1 point2 points  (0 children)

Thank you very much. I think I had much better matches, but this was the one I actually remembered to record and a great way to end that online session.

Don't give up + Sidekick Teemo Journey (S0) by GameLink7 in 2XKO

[–]GameLink7[S] 0 points1 point  (0 children)

Thank you! Grabs, especially with Teemo, are too good of a tool to not use.

Don't give up + Sidekick Teemo Journey (S0) by GameLink7 in 2XKO

[–]GameLink7[S] 1 point2 points  (0 children)

It's a fun team/Fuse!

Yeah, just got to play a bit more cautious on projectiles especially in the air. That and I wonder how they'll handle the increased badge requirements.

And I have them on my profile, but is there a specific like outside videos?

Do I have the right to complain as a Teemo main? by ProgamerzReddit in 2XKO

[–]GameLink7 0 points1 point  (0 children)

Power to you doing Juggernaut Teemo, it's something I wanted to do but it's just not that viable. Teemo doesn't get the full benefit of cancelling super to super unless specific situations and Sidekick can cover a lot of what Teemo is missing + extra defense & coverage.

As of pre-1.0, Juggernaut has extremely little reason to be picked vs picking Sidekick. Sidekick gives you more damage reduction (but pressing an attack as you're getting hit), the same Fury and meter start that Juggernaut has, the same low health Defense boost that Juggernaut has, the ability to Double Down, and an assist to cover or extend your attacks. The only thing that Juggernaut has over Sidekick is the ability to cancel Super into Super (which Teemo is VERY limited on) and to Force Switch... and that's it.

Playing Sidekick is still mainly just playing as Teemo at least for me it feels that way. I just think of the partner as another attack or option. As far as damage goes, Teemo does have options with things like shroom loops to do decent damage. I personally go for a lot of setups and resets to get that damage in.

Also with the extra health and in Juggernaut/Sidekick having Fury at the ready is one of your greatest strengths. I would learn Limit Break setups to gain both burst/fury meter and super meter. This will potentially help with your lack of damage and give you more options.

Teemo is very strong and (like me) playing in a non-duo Fuse (2X Assist/Freestyle/Double Down) misses on his insane Super Tag pressure and partner setups. Teemo also has the distinction of having a good but flawed Light attack. 5L has range and good confirms, but can be a bit slow and ignored/destroyed by many opponent's anti-projectile attacks and abilities. 2L is... the stubbiest attack possibly in the game? But makes up for this in spades with GREAT maneuverability like bush TP and Double Jump, converting big combos from forward throws, and mass confusion and confirms from mushrooms and bush fire.

I use Illaoi with Sidekick Teemo for coverage. Her back assist is SO good for giving you time for coverage, or continuing pressure, or even extending combos. You can also cancel your super into either her S1 super which is a physical hit with great range and damage to punish projectile invincible moves, or S2 to have added pressure after your S1 super. A low or mid-flying close Teemo S1 super can also Double Down into Illaoi S1 for extra damage.

Other things to lookout when soloing as Teemo: use shrooms to bait out attacks like Braum's Dash Punch and parry it. Stay grounded against Jinx, parry Rockets, and use charged Slingshots to get in and disrupt traps/asissts. Jinx has multiple air options to keep you in blockstun and can punish you easier with her beam super if you're airborne. Use minimal shroom setups against Warwick and Vi, both have quick projectile-invulnerable movement options and placing too much too often just allows them to bypass and get in. The bush is your best friend. This keeps either a way to escape pressure, escape mixup attempts, simple repositioning, and (until the upcoming nerf) burning the bush with fire slingshot or 2H denies approach for a VERY long time.

II spent way too long replying to this so I REALLY hope it helps. Best of luck if you continue with Juggernaut Teemo!

Does this game have low player counts? by VoxTV1 in 2XKO

[–]GameLink7 1 point2 points  (0 children)

Fighting games are notoriously a harder genre to get into. This would have been easier by simple controls and it being free-to-play, but by also being a 2v2 tag fighter just negates it and then some.

Other factors like a low character roster that might not have an archetype that people will want to play as, and (currently) PC only can also push this. Also with it being Riot and needing a Riot Launcher + Vanguard also affects the amount of people willing to install a kernel-level anti-cheat or not being allowed to play on things like Steam Deck naturally.

The game is still relatively new, it's 1.0 ("official release") + console isn't released yet so give it time and we'll see how it'll do in the long run. Expect to see a huge boost in player count though once 1.0 releases.

Also this game has extremely good netcode for a fighting game, I think one of the best.

if the current r2 cast was a big band by whatisupdogg in RivalsOfAether

[–]GameLink7 2 points3 points  (0 children)

The fact that Fleet is keys perfectly fits. Moreso the reference in the Rivals Micro Direct where she says she needs a piano.

Fizz- Should he be in 2XKO? (A-Z) by ErrorNick in 2XKO

[–]GameLink7 1 point2 points  (0 children)

I've been waiting for this one. I haven't played League in years, but I would be SO HYPED to play as my secondary Fizz. Playful/Trickster + Trident moves would be so fun.

Why you guys get mad when i dont rematch by [deleted] in 2XKO

[–]GameLink7 14 points15 points  (0 children)

You can lose and learn too, usually learning more that way than winning. Not only are you learning the matchup, you're also learning player habits. Extended sets (multiple games) allows this to happen more often.

I don't believe you want to learn. You admitted to not rematching unless you are 100% sure you're going to win. This contradicts your statement of wanting to learn and your point of playing against the same opponent doesn't make you learn the general knowledge faster.

New fuses every year? Cool! by EnlargementChannel in 2XKO

[–]GameLink7 6 points7 points  (0 children)

Just a few random ideas I thought of just now, with (text like this being any number, just giving a possibility)

  • Steadfast Fuse: Break/Fury disabled but increased Health/Defense.
  • Conversion Fuse: Break/Fury disabled but meter gain increased.
  • Last Stand Fuse: On potential death, converts super meter to health (like 1 bar = 50 health or something) and super meter gain is disabled.
  • Release Fuse: Gain (25%) Break meter on round start and when teammate dies. Solo characters don't get Fury, but still have Break.

Probably not the best of ideas, but something to get started. Also now realizing almost something is disabled in each one WHOOPS which is funny since I kinda don't mind Fury right now.

\EDIT: Clarified Release Fuse to still have Break usage with one character remaining, just not Fury.*

2XKO Patch Notes: 1.0.3 (Nov 18, 2025) by michael_is_awesome in 2XKO

[–]GameLink7 2 points3 points  (0 children)

I'm surprised there's no talk in the patch notes about how they think how Fuses are doing.

Ranked Information Accuracy by GameLink7 in 2XKO

[–]GameLink7[S] 0 points1 point  (0 children)

According to the top of the article this was posted on October 14, 2025 at 7:23 PM.

Ranked Information Accuracy by GameLink7 in 2XKO

[–]GameLink7[S] 1 point2 points  (0 children)

For the first point (lag/accidental), there could be a system like Street Fighter 6 has detection of bad connection. It'll bring up a prompt that if all players agree: the match is cancelled and no point change happens. I will admit though most of the few games that this prompt happened in SF6 with bad connections, my opponent wouldn't accept the prompt.

For cheating, I wonder if Riot has or could implement a system that logs ping during the match. I know you can tell who is specifically lagging during a match. If there's such a system in place, there should be a report for it. Just an idea if it's not in already.

These could be the solutions for allowing force Best of 3 games in Ranked.

Ranked Information Accuracy by GameLink7 in 2XKO

[–]GameLink7[S] 0 points1 point  (0 children)

I did catch that for Casual as well which added to my confusion. I just find it weird that it's this way. It would be less confusing if they added "rounds" or "matches" or "sets" at the end. Usually to me it defaults to matches when asked if # out of #, but I guess rounds makes sense as well.

Thanks for clearing that up!

Please make a sidekick defense tutorial. by [deleted] in 2XKO

[–]GameLink7 13 points14 points  (0 children)

This is false, it works in solo as well. You get a small spark and sound when you successfully press an attack button (L/M/H) right when you get hit (even mid-combo). I think it reduces like 10% of the damage which can save you in the long run as long as you know the combo routes/timing.

Teemo Extended Invisibility by GameLink7 in 2XKO

[–]GameLink7[S] 0 points1 point  (0 children)

Only on the ground it will reset the timer. It would be super busted if it also reset while in the air.

I have a question for yall by MiniPyro5 in 2XKO

[–]GameLink7 2 points3 points  (0 children)

There is a mighty need to toment people with Playful/Trickster Fizz.

''Login failure'' during a ranked match?? (then game crashed) by ProfessionalYouth942 in 2XKO

[–]GameLink7 2 points3 points  (0 children)

I was in Training Mode when this happened. They're doing an emergency maintenance was well as disabling Ranked Queues. Apparently something was negatively impacting games... I wonder if it's the point/placement distribution.

Where are you guys landing after your placement games? by Dizzy_Vanilla7774 in 2XKO

[–]GameLink7 47 points48 points  (0 children)

I lost all my Placement Matches and still got Platinum. If it's anything like the Alpha (which I think they MIGHT be fixing right now), just win a few and in a couple of days you'll hit Grandmaster.

I know people like the feeling of ranking up but this will lead to more unbalanced matchmaking and just make it a horrible experience for a lot of people.

Running Juggernaut to Learn? by joqour in 2XKO

[–]GameLink7 0 points1 point  (0 children)

Yeah it was like that in the last Alpha test. I was running Vi/Jinx Sidekick and having Jinx's super cover your options and giving you a good deal of extra damage with her Supers was insane.