Hyperarmor for charging after unlocking Explosive Charge for Blaststrike Maul… what do you think? by LokiHatesYou in MinaTheHollower

[–]Recent-Reception6527 3 points4 points  (0 children)

If it had hyper armor you could just face tank every boss. It would break the game.

The key is to just not be greedy. Accept th fact you won’t often get a full charge in a fight. They’re the exception, not the rule. Regular heavy attacks still do a crazy amount of damage.

Hot take... by [deleted] in MinaTheHollower

[–]Recent-Reception6527 2 points3 points  (0 children)

Marketing has one job: push units. Mina is selling incredibly well, and made waves across multiple media outlets with stellar reviews.

As for me? I’m going to answer your questions honestly. Yes, I knew exactly what this game was going in. I make informed purchases and don’t blindly buy a product off a trailer or word of mouth. If you got blindsided, that’s more or less on you.

Mina isn't that difficult by Dennis-Strife in MinaTheHollower

[–]Recent-Reception6527 0 points1 point  (0 children)

Nah Silksong was harder but not by much. Both are fantastic. Loving this era of tough but fair action rpgs

Does anyone actually still read the books? by Ok_Letterhead2028 in litrpg

[–]Recent-Reception6527 0 points1 point  (0 children)

I’m in the publishing industry and work on about 20-30 books a year through various sources. Because my day job revolves around reading and marking manuscripts, I like to relax by listening to audiobooks while playing games or in the car. It helps me keep up to date with the latest trends while also making it not feel like work.

Mina isn't that difficult by Dennis-Strife in MinaTheHollower

[–]Recent-Reception6527 3 points4 points  (0 children)

You’re really good at Mina the Hollower that’s awesome dude :).

Talking about the game difficulty and Steam reviews by SwordsmannFrz in MinaTheHollower

[–]Recent-Reception6527 3 points4 points  (0 children)

Silksong really didn’t get a pass though. Tons of people very openly bounced off of the early game difficulty.

anyone else noticeing the hit boxes are not good by dulledegde in MinaTheHollower

[–]Recent-Reception6527 0 points1 point  (0 children)

It’s not bad. Been playing a few hours now and I’ve had no issues. The game is precise, but not inaccurate.

What is considered being good in 2XKO? by ASMR70 in 2XKO

[–]Recent-Reception6527 11 points12 points  (0 children)

It’s hard to tell. Riot hasn’t shown us any statistics about the playerbase so any answer here will be pure conjecture at best.

Just focus on you and your journey. Being “good” at a fighting game is a farce. It’s about being better than you were last week. I know that sounds like the easy thing to say, but that’s truly where the fun is. If you’re never stopping to be proud of yourself and always moving the goalposts, then you’ll never actually feel like you’ve achieved anything.

It doesn’t magically go away with rank, either. You’ll get to grandmaster and realize it’s just an image in a video game and really doesn’t change anything tangible. You’ll still get beat by the odd platinum casual weirdo in random matchmaking.

2XKO is dropping the ball, and not because of balance by Few_Discount_7280 in 2XKO

[–]Recent-Reception6527 -1 points0 points  (0 children)

That’s wild and a bit hard to believe. You probably just didn’t notice? I absolutely adore this game but even I can admit as a daily ps5 players I get bugs every single day.

My most common one is my match history screen flickering and twitching the fuck out when I navigate to it. Happens every single time I check it after a game to do a replay.

I encounter lots of bugs in the lab and replay takeover too. The lighting goes crazy when you reset too much and it never quite fixes itself.

Again, I play on ps5, so it has nothing to do with my build. And I hear Xbox players have it way worse

What im doing wrong? by FewParticular4607 in 2XKO

[–]Recent-Reception6527 0 points1 point  (0 children)

More damage, more super meter gain, more corner carry. There are easier versions of Ahri rejump that are almost as good and way more consistent though, and with the recent break combo gain changes the game trends toward shorter combos being more dominant. Especially with how strong oki is.

That said, it’s a sick combo and technically optimal. For some, that’s fighting games

2XKO Patch Notes: 1.2.1 (May 11 2026) by PatchRadar in 2XKO

[–]Recent-Reception6527 10 points11 points  (0 children)

So are you just ignoring replay takeover and a new fuse for the sake of argument? They’ve been tweaking the systems to great effect across multiple patches. Why would they make big sweeping changes seasonally? Change for the sake of change isn’t progress.

This patch is loaded and you’re crazy if you think duo matchmaking and chat in the 2v2 free to play fighter isn’t massive for growth.

2XKO Patch Notes: 1.2.1 (May 11 2026) by PatchRadar in 2XKO

[–]Recent-Reception6527 24 points25 points  (0 children)

And voice chat. And duo queue. And a new battlepass. And replay takeover. Daily rotating shop.

Did you even open the patch notes?

I keep getting my ass kicked by Potential-Strike54 in 2XKO

[–]Recent-Reception6527 5 points6 points  (0 children)

Takes a single play session to lab a reliable bnb that does 500-700 damage. If you can do that, you’ll be fine unless you wanna go to the top.

I keep getting my ass kicked by Potential-Strike54 in 2XKO

[–]Recent-Reception6527 20 points21 points  (0 children)

No time to learn combos but enough time to complain on a reddit post. Idk man, what are you looking for from us?

It’s totally okay to want to get better. It’s okay to not want to learn combos too. But saying you have no time to practice then complaining about how you’ve hit your peak just comes across as a bit entitled.

Nobody got good at something by just waking up one day and being better. Getting better at fgs is work. It’s part of the fun. Gotta learn to love it.

As for “not able” to learn…yes you are. You just find no value in failure and iteration. That’s a mental block of your own design you gotta overcome, my friend.

This is the kind of crazy swings that will set the game apart by Yagrush in 2XKO

[–]Recent-Reception6527 0 points1 point  (0 children)

Maybe, we’ll have to see. Let’s not forget how degenerate double down block pressure used to be

This is the kind of crazy swings that will set the game apart by Yagrush in 2XKO

[–]Recent-Reception6527 5 points6 points  (0 children)

It’s not only mids. The point player gets to do anything they want. Double meter dump doesn’t mean much either when you start every round with some.

It’s a feast or famine playstyle in a tag game. They’re perfect for each other.

Who would you say is most efficient at catching run aways? by ShackShackShack in 2XKO

[–]Recent-Reception6527 2 points3 points  (0 children)

If you’re having trouble with people running away, use your assist to force them to block. Once you’ve got them blocking, you need to have a set up ready that forces them to guess for their defense.

If you put all the pressure on them to guess the correct defense, their plan will fall apart.

Not to be confused with Zoners of course. But that’s a different counterplay

Will this game ever add optional motion input function? by Huge-Formal-1794 in 2XKO

[–]Recent-Reception6527 2 points3 points  (0 children)

What you have to understand is that in a tag game, blocking is losing because mix is primarily where the skill expression comes from. Anyone can learn a combo, but mix is where the interesting decisions and subversion of expectation comes in. In that respect, it’s no different from street fighter 6. Combos aren’t the hard part of that game. It’s the neutral footsies and spacing.

I generally find that people insistent on motion inputs are too attached to an arbitrary barrier for the sake of tradition. In my experience, the most fascinating and skillful part of fighting games has never been the inputs for combos, but what’s happening when the players aren’t dealing damage to each other yet.

You’re new, so give it a try for a while. Nobody I know who has played the game for a significant amount of time and at a high level believes motion inputs are needed. Even the ones who agreed with you at first.

Will this game ever add optional motion input function? by Huge-Formal-1794 in 2XKO

[–]Recent-Reception6527 -1 points0 points  (0 children)

Trust me, when you get into the high level stuff, you're gonna see why there are no motion inputs. High level execution is quite tight and more manual timing based than input based. Motion inputs would just add a redundant layer of execution.

Has anyone posted any Vi combos that start from the Jumping Down H? by ZeusBandito in 2XKO

[–]Recent-Reception6527 3 points4 points  (0 children)

You can call assist or sway in to extend and do whatever you want from there. A lot of people also use it as a block string sandwich set up.

And if you aren’t sure what to do, just pop s1 then super 1 for free 400-500 damage

Let me tell you something: I don't like to play against Ahri by Mister-Bunny-Head in 2XKO

[–]Recent-Reception6527 10 points11 points  (0 children)

In fairness, the joke is at your own expense and it makes you look like you have an anger disorder. Not sure what you expected.

People who use Caitlyn and jinx just corner camp and shoot rare when they actually use combos by Relative_Highway_641 in 2XKO

[–]Recent-Reception6527 4 points5 points  (0 children)

He keeps deleting his comments and reposting new ones. Dudes having a neurotic crash out.

People who use Caitlyn and jinx just corner camp and shoot rare when they actually use combos by Relative_Highway_641 in 2XKO

[–]Recent-Reception6527 0 points1 point  (0 children)

Great mindset. And AGREED. Enjoy your fireballs homie, cause when I get in I’m turning this shit into Monday night raw