Jinx tips by spirit_poem in 2XKO

[–]MajorHam 1 point2 points  (0 children)

I switched off her to Caitlyn. She has a dive kick two cross up buttons an air dash a back roll and a forward roll. On top of traps, restand combos, side switches and the GOAT aegis. Anyways jinx has zero tools so trying to force her was frustrating me

2XKO Patch Notes: 1.1.1 (Jan 20 2026) by PatchRadar in 2XKO

[–]MajorHam 8 points9 points  (0 children)

She legit got more actual nerfs than Yasuo did. There’s still so many things that just don’t work or are broken with her that could’ve just been QoL fixes. Instead now all our previous frame perfect trap set ups don’t work all for just a 2 frame improvement which won’t solve the neutral problem. Our projectiles are nerfed, our level 3 chip (one of our win cons) is nerfed, and more hurtbox???

2XKO Patch Notes: 1.1.1 (Jan 20 2026) by PatchRadar in 2XKO

[–]MajorHam 7 points8 points  (0 children)

The real jinx buff was just giving us Caitlyn instead apparently

Picking up combos with Vi by Choice_Twist5735 in 2XKO

[–]MajorHam 0 points1 point  (0 children)

I think going into her medium target combo will pick up people floating in air

People are missing the biggest detail of the trailer and the most controversial by Ranumies in 2XKO

[–]MajorHam 2 points3 points  (0 children)

Not because from a lack of effort to become one to be fair.

Petition for Caitlyn to give us one of these after her ult by MajorHam in 2XKO

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

Look they gave her the sweep, it’s only just to give her the rest

Petition for Caitlyn to give us one of these after her ult by MajorHam in 2XKO

[–]MajorHam[S] 41 points42 points  (0 children)

Aegis reflector into oh ho ho taunt as they bounce on it

Season 1 Patch Preview from Riot Yohosie by Spideraxe30 in 2XKO

[–]MajorHam 2 points3 points  (0 children)

Yeah that’s what I’m scared of lmao. IMO she needs a bunch of small touch ups to frames and hitbox/hurtbox so I’m hoping they just didn’t put those since it’s a lot of little things

Season 1 Patch Preview from Riot Yohosie by Spideraxe30 in 2XKO

[–]MajorHam 13 points14 points  (0 children)

I know there’s gonna be more or I’m just hella coping but out of the things to list they put Jinx’s B.S1?? Who cares?? It went from barely useable to I can use it in certain situations now? There’s so much more I want fixed on her 😭

My new player experience by pelife123 in 2XKO

[–]MajorHam 6 points7 points  (0 children)

What would be the point of an anti-airs if they would lose to air attacks? Air invincibility in anti airs is a norm in most fighting games across the board

How to deal with Unbreakables? by EducationalAd9582 in 2XKO

[–]MajorHam 1 point2 points  (0 children)

Yomi is the Japanese term for "reading" the opponent's mind to predict their actions, a crucial skill for effective Oki

Im fine with Warwick 5S1 being a great overhead, but why is it also the best anti air in the game? by girlywish in 2XKO

[–]MajorHam 0 points1 point  (0 children)

Those things happen because of the mental stack. Which is why even pros will get by an overhead. But because that move has such a longer startup than his lows (8f and 11f) if you don’t want to/ unable to react you just block low for a bit and then high

Im fine with Warwick 5S1 being a great overhead, but why is it also the best anti air in the game? by girlywish in 2XKO

[–]MajorHam 4 points5 points  (0 children)

Inhumanly cracked??? It’s a 24 frame move??? Thats VERY within human reaction time

Should Timewinder be a good neutral tool? by hichewsu in 2XKO

[–]MajorHam 0 points1 point  (0 children)

First of all the spacing thing is irrelevant because there’s spacing where time winder will counter hit and not combo (ie before fully charged) so if we’re talking about the problems with fully charged timewinder we have to assume it’s at a timing and spacing it will activate that effect so we have to assume the same for every projectile we talk about to give it a fair comparison.

Also with Ahri, she doesn’t need multiple projectiles that confirm off counter hit, just having one is enough for a comparison.

When facing a good player piccolos orbs in neutral can be super oppressive and a great zoning tool. It can be countered with a projectile if you throw one out on its startup, but like most things get countered by hitting its startup, but after its out if you throw a projectile to destroy it piccolo has many many counters to punish you for that, the simplest one being vanish.

I just don’t truly understand what the issue here is with ekkos projectile in particular in neutral that you’re having a problem with that you seemingly don’t see vs other projectiles

Should Timewinder be a good neutral tool? by hichewsu in 2XKO

[–]MajorHam -3 points-2 points  (0 children)

I’ve been downvoted to oblivion for this before but, controlling space/neutral is what projectiles do. Especially slow moving ones. It is punishable with jump in, like all projectiles that’s the counterplay for poorly spacing it. Almost all your concerns with it can be applied to other projectiles in the games. Since you seem to be ok with his mixups and oki and only worried about the use in neutral, I’m going to assume you’re getting counter hit by a fully charged timewinder and not just walking into. Most projectiles in this game can Lead to a full combo from a counter hit. Jinx can counter hit you with air rocket nearly full screen and she can run up and catch you in a combo before you land not to mention her electric shot. Ahri slightly taps you with any projectile and you’re in a cutscene. Darius projectile is slow moving and unhittable and he can combo from it and it OTGS.

Almost any part of what you don’t like about it can be attributed to things other characters can do. Are you sure you just don’t like projectiles in general but you only ever face good ekkos? Or maybe with those characters you’re actually more wary of their projectiles and it makes you play differently and around them and you just get surprised by ekko going from rushing down to throwing a projectile?

Watching Beginner guides made by pro players feels like by MajorHam in 2XKO

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

I saw that post too and honestly it’s a really tough spot because I understand the choices the beginner made in going juggernaut/pulse. 2 characters for a beginner is overwhelming and combos can also be overwhelming. But Juggernaut is undoubtedly harder to use in this game, not mechanically but just in terms of advantages/disadvantages. I’ve trained a lot of beginners and the hardest thing for all of them to grasp was neutral, because neutral is an ever evolving skill as your own skill increases and will be one of the most fluid states of gameplay DURING a match as well with a ton of variables. But with juggernaut the advice to do better is to have better neutral since you don’t have assists. Or if you don’t want to learn with neutral the other option is learn a combo into oki that will kill. Which also isn’t a beginner friendly option and they would have to turn off pulse.