The Nine-Tailed-Fox - Rushdown
2XKOAhri Guide - Moves, Combos, and Overview
Overview
Ahri is one of the most versatile yet challenging Champs you can play in 2XKO. Players who enjoy being hyper-mobile and keeping their opponents locked down will find the investment of learning
Ahri more than worth it.
No matter what team and Fuse you enjoy playing,
Ahri's move set will mesh perfectly.
A combination of tricky movement, ranged and projectile Specials makes
Ahri one of the most difficult champs for opponents to find openings against and punish.
In this guide, we’ll cover everything you need to play
Ahri effectively, from her combos, neutral game, and Assist strategies, to her best character and Fuse synergies.
If
Ahri has been giving you trouble, we’ll also break down how to counter her core game plan and key moves to watch out for so you can shut down the next Nine-Tailed Fox player you encounter.
Strengths And Weaknesses
- Superior air mobility and movement options allow her to evade and trick opponents
- Safe attacks and projectiles that are difficult to punish
- Strong synergies with each fuse and champion make her a good fit in every team
- High execution skill floor. Low damage until you learn her more challenging combos
- Struggles fighting against champs with abilities that counter projectiles
- Projectiles have limited range which prevents her from full screen zoning
Unique Mechanics
Air Dash
Currently the only champ in 2XKO who can both
Dash and
Back Dash in the air,
Ahri has unmatched aerial movement options when attacking and defending.
Most of her air normals and air specials can be cancelled into an
Air Dash. This gives
Ahri tricky mixup options and is used in most of her longer combos.
Omni-directional Movement
Spirit Rush (
S2 Special + any direction) is the only omnidirectional move in the game as well. On the ground
Ahri can move: ←↖↑↗→. In the air she can move: ←↙↓↘→.
Check out her Ult Finisher Combo below to see an example of using her omni-directional
S2 Special in a combo.
Neutral
Normals
M Attack and
Down
M Attack are
Ahri best neutral attacks.
Her
M Attack has better range than most other champs
L Attack and
M Attack, making it good for footies and whiff punishing.
Specials
S1 Special >
S1 Special >
S1 Special
If you're opponent is blocking a lot, or jumping and dashing around fishing for random hits, start abusing your projectile advantage with
Ahri's
S1 Special strings.
- On block, the string is safe, and if it hits you either get a bit of damage, or you can convert into a combo with
S2 Special Super.
At mid to full screen, any Assist champ with a dashing Assist (ex:
Ekko and
Yasuo's
Forward
Tag) can catch and juggle the opponent with a Handshake
Tag.
- You'll need to call
Tag before the 3rd
S1 Special to give them enough time to get into position.
If the opponent blocks, you can either keep up the pressure with
Ahri, or HS
Tag to your Assist to start their pressure.

Baiting Anti-Airs
As you'll be aerial very often, opponents tend to try and commit to anti-air options such as
Down
H Attack if they are close, or
Up Forward jump to beat you with and air-to--air.
Ahri's
Air
Dash is her best tool for baiting and punishing opponents anti-air attempts. Jump in as you normally would, but then
Air
Dash early to go over their head and over their
Down
H Attack. Then, quickly as she falls, counterhit with
Ahri's air attack (
Down
H Attack or
Down
L Attack if it crossed).
A few ways of baiting and countering air-to-air in neutral are:
Air
S1 Special to shoot straight forward when the opponent expects a
Air
Down
S1 Special to attack them on the ground.- Neutral jump
Air
H Attack to stuff their attack before it comes out.
Up Forward towards them and air throw if they are empty jumping in.
Ahri can combo off of her own air throw without an Assist, so this is a particularly strong option.
Block Pressure
Block Strings
Tick Throws
Ahri's go-to strike/throw mix is to use
L Attacks in combination with
Dash >
Down
L Attack and
Dash > Throw.
The window to react is super tight, making this very hard to deal with. If they try to tech the throw but you for the
L Attack, they'll get hit by a combo, and vice versa.
High/Low
As long as you have Assist available to cover her gaps,
Ahri has great high/low and left/right mixup tools.
You can cancel a blocked
H Attack into
Up
S2 Special >
Tag Assist >:
-
Air
H Attack - >
Air
Dash >
Down
L Attack, - - or - fall and go for crouching attack, if they keep blocking high.
- >
Air
Dash >
Down(
H Attack/
L Attack)- crosses opponent in the air
All of these are very difficult for your opponent to be prepared for and defend against.
Wakeup Pressure

Anytime
Ahri ends a combo with a Limit Strike from her
S2 Special, she can cancel it into Stalking Dart
Down
S1 Special. As the opponent wakes up, the projectile will explode.
Most players instinct is to try and recovery roll away from this, so be ready to punish their roll with a
Back Dash > Throw.
If they wise up and neutral get up,
Ahri gets to mixup on their wake up for free. Experiment with overheads , ump cross ups, and Assist to break through their defense.
Combo Examples
S1 Super Finisher
This is
Ahri's BnB combo that works anytime and every time.
- Using
Hold
S1 Special Super can extend the combo. - Instead of Super, she can also finish with
S2 Special for meter-less knockdown.
S2 Super Finisher
Another great BnB that works in the corner and at mid-screen.
- Note that is anytime you land the triple
S1 Special chain, you can always connect her
S2 Special Super.
Ult Finisher
The first extended
Ahri you should learn that introduces multi-direction Spirit Rushes.
- When you don't have 3 bars to spend, you can also end this combo with her
S2 Special Super.
As Assist Champ
When to Forward Assist
The best part about
Ahri's
Forward
Tag is that it crosses through the opponent. This means as long as the opponent is in range, you automatically get a sandwich every time you call
Forward
Tag on a blocking opponent.
It's also a decent combo tool, but will more often be used for it's reach and speed to cover your Point champ during their approach or block pressure.
When to Back Assist

Back
Tag is primarily seen mid-combo to extend your Point champ's combo.
The tiple hit nature of the attack works excellently to keep the opponent juggled in hit stun while your Point champ recovers from their previous moves or sets up their next move.
Since
Ahri stays back and shoot forward, her
Back
Tag also pairs well with moves that can provide some protection such as
Braum's Ice Wall, or
Yasuo's Windwall.
Fuse Strategy
Double Down
Ahri's
Double Down combo generate some of the highest damage numbers possible.
She can already use multiple Supers on her own without using
Double Down, so being able to
Tag in her teammate during or after her Super, has proven to be a potent means of maximizing the damage of every combo you land.
If
Ahri is not Point at the start of the combo, you can also
Tag launcher to her if you need to
Double Down Super out of hers.
2x Assist
2X Assist also works great with
Ahri because double
Back
Tag is very strong for both combo extensions and block pressure in neutral.
Additionally, you can always get Freestyle-like sandwich pressure by performing
Forward
Tag >
Back
Tag with
Ahri. The first Assist hits and crosses, so the projectile Assist will come from behind the opponent.
Freestyle
With such threatening high/low mixups and her
Forward
Tag for a an easy crossup, it's no wonder
Freestyle is a popular choice in many
Ahri teams.
While the damage potential is notably lower for most teams when compared to the other two main Fuses, you can break through your opponents defense so consistently using
Freestyle, many players feel the benefits outweigh the cost.
Juggernaut and Sidekick
Ahri has multiple was of creating pressure and mixups that don't rely on the use of an Assist. Therefore, she's one of the better solo Fuse champs in the game.
Both
Juggernaut and
Sidekick can work, and it just depends on your preference and goal. If you want to work on combos and block strings you can transfer to a future two champ team,
Sidekick is the better choice.
If you want max damage Fury combos and to focus solely on your
Ahri mechanics, then you can't go wrong with
Juggernaut.
Champ Synergy
Ekko

Ekko and
Ahri usually run
2X Assist as their fuse. We've covered what makes
Ekko's Assists so good, but
Ahri's are very strong as well. Her
Forward
Tag hits in front and leaves her on the opposite side of the opponent, meaning free left/right sandwich pressure.
They also have extremely high damage
Double Down combos. During
Ahri's
S2 Special Super, you can
Double Down
Tag to
Ekko who can begin comboing the opponent trapped in her Spirit Rush. When it ends,
Ekko can continue the combo even father.
If you have a ton of meter, they can even get out 2 Supers each in one combo!
Teemo

Double Down is what make
Ahri and
Teemo team so strong, because they both can use multiple Supers in a single combo, and they each have Super that the other champ can attack during.
The most deadly strength of this team is when
Teemo is Point, and you block string into
S1 Special Super,
Double Down Handshake
Tag during the Super, and
Ahri goes for any of her many mixups. This is so hard to defend against it's almost free damage.
Whichever champ started the combo, call Assist right before using Super so you can use
Double Down HS
Tag to start attacking. Starting with
Ahri's
S2 Special Super allows
Teemo to get in a few
Forward
S1 Specials for example.
When
Teemo is Point, and zoning with mushrooms and grass,
Ahri's
Forward
Tag can be used to catch approaching opponents off guard. On hit she gets a Handshake
Tag combo, and on block HS
Tag to
Ahri sandwiches the opponent between her and
Teemo's mushrooms.
Blitzcrank

Ahri also has good combo routes into
Tag launcher, and
Blitzcrank can always do his high damage follow up even very late in combos.His grab Assists works great in tandem with
Ahri's tricky movement, crossups and high/low mixes.
When
Blitzcrank is on point,
Ahri's Assists are exactly what he needs for cover as he slowly approaches the enemy with his huge body. Even
Ahri being able to
Down
S1 Special before HS
Tag to
Blitzcrank is very handy for buying him some instant pressure.
Ahri's
S1 Special Super also hits on the ground opponents so she if she's on the screen already, you can command grab with
Blitzcrank, and tag to
Ahri to convert into a combo for more damage.
Double Down,
2X Assist and
Freestyle have been used pretty interchangeably with this team.
How to Beat Ahri
Anytime you see
Ahri use Stalking Dart, she doesn't have access to any other projectiles until this lingering one disappears.
Bounce!
When
Ahri' team has you in a corner, or sandwich situation with her Assist out, they'll generally use Bounce! as a high/low mixup tool.
Ahri doesn't have an instant overhead option, so block low, and reactively counter when you see her front flip for Bounce, or jump to set up a cross up.
- Both Parry and your
Down
H Attack work as counters.
Be mindful that she can cancel Bounce into Air Dash or another attack on block. If you don't react in time, keep blocking until another opening or you'll get hit immediately after the Bounce.
Fire Fox S1 > S1 Block String
On block, you can only punish a block string that goes into her double projectile if you parry the 2nd
S1 Special. Watch for
Ahri to flip into the air, and react with parry.
- Projectile parries do not cause a knockback, but you recover much quicker, which gives you time to interrupt her following moves.
Often,
Ahri players go for
Air
Down
S1 Special as a follow up for 3 projectiles. If she does this you can
Down
H Attack if your champs attack reaches, or you can jump > attack if not.
Spirit Rush
A blocked Spirit Rush leaves
Ahri super negative (you get to move/attack before her). Anytime you block this dash attack, she'll have to cover with an Assist. If she's doesn't, or the Assist is on cooldown,
Dash >
M Attack works as a punish in most scenarios.