The Piltover Enforcer - Rushdown
2XKOVi Guide - Moves, Combos, and Overview
Overview
Vi is one of the most aggressive rushdown characters in 2XKO and is built for players who love moving fast and hitting hard.
With strong gap-closers and sneaky strike/throw mix-ups, she excels at forcing opponents into scrambles and turning every opening into big damage. threat at all skill levels.
This guide will help you understand the fundamentals of her neutral game, BnB combos, Assist strategies, mixups, and her best Champion and Fuse synergies.
If you’re struggling against
Vi players, don’t worry, we’ll also break down how to beat her, with practical counterplay tips and matchup strategies to keep her mixup pressure in check.
Strengths And Weaknesses
- Best ground mobility in the game
- Assist knocks up opponents who are already knocked to the ground
- Well rounded kit with a ton of mixups and an invincible level one Super
- Struggles to interact with aerial opponents because her ground attacks have poor vertical range.
- Short stubby attacks and no projectiles means she's forced to stay right on top of opponents at all times
- Lacks a good aerial crossup
Unique Mechanics
Electrics
Vi's
S1 Special and all of her Footwork attack follow ups can be
Hold to empower them. Electric attacks deal more damage and have buffed juggle or combo properties.
To use Electrics in combos, you'll need to practice precise timing as most Electric combos require manually timed partial charges.

- See S1 Super Finisher Combo below
Sway / Footwork
The foundation of what makes her
Vi is her Footwork ability and its follow ups. Sway can be used for movement, to safely pass through projectiles or to mixup your opponent with left/right cross ups and strike/throw
Blast Shield
Although every champ has access to Parry when they have at least one bar of Super,
Vi has a built in Parry that can be used without meter.
Blast shield is great for dealing with block pressure. Anytime there is a gap between enemy attacks, you can mash
Down
S1 Special and get the punish.
- Note that Blast Shield is not instantly invulnerable like Parry, so it's not recommended to use on wake up.
- It will only work if the opponent is slow and mis-times their meaty attack.
Neutral
Safest Options
Vi's best neutral poke buttons are
L Attack &
M Attack. They have short range, so she'll generally need to
Dash into the opponent before using them.
Sway in Neutral
Vi should always be using Footwork to mixup her movement patterns. Remember that you can chain left <-> right sways into one another to make your movement unpredictable.
Doing so can bait out enemy attacks that you can whiff punish, or make them scared to attack which lets you get right on top of them where
Vi is strongest.
Sway > Hook
When attacking out of sway, >
L Attack is her best option. This attack has great range and comes out very fast.
The only downside to this move is that it is unsafe on block without a follow up. However,
Vi can negate this by cancelling into another sway attack or sway dash, and by covering with an Assist.
Sway Block String
If you go for sway >
L Attack >
M Attack >
H Attack, you have a few options to make it safe by using your Assist champ.
You can Assist after the overhead if you do it instantly, or before it if you're gonna charge the
H Attack.
S1 Super

S1 Special
Hold is deceptively good in neutral. To buy yourself time to charge, use an assist that stays on screen and has good range like
Illaoi's or like
Ekko's Timewinder
We're mentioning her
S1 Special Super in the Neutral section because it is an essential anti-zoning and anti-projectile tool.
Vi is completely invincible during this Super, so you can call out opponents' attacks and blast straight through it.
Doing so is particularly effective against projectile zoners like
Jinx and
Teemo. While they are still recovering from a projectile,
Vi launches herself across the screen to land the hextech punch.
Counter Jumpers
People will be jumping a lot against you when you're playing
Vi once they learn that all of your grounded moves whiff on airborne opponents.
Don't worry,
Vi is not without counterplay!

Air Grab is your best tool for punishing back jumpers. Jumping back is a very common defensive strategy in intermediate level play especially. Yoink 'em out of the air every time and use
S2 Special to convert into a combo.
Air
S1 Special also can be used to catch opponents off guard or stuff their air approach. The forward dash often tricks players with its range.
Down
H Attack is the universal launcher so it has invulnerability to air attacks. However, the hit box is quite small and it comes out slower than most other champs anti-air.
- Sometimes, it's best to dash under the opponent's jump-in, and hit them as they land with a crossup.
S2 Special: If the opponent is flying high, check them with
S2 Special as it reaches to the peak of the stage.
Tagging Out
A common and powerful strategy you can implement into your
Vi gameplay is to start to charge
S1 Special
Hold, then call assist and
Tag. The vault breaker helps to cover your swap, and adds extra offensive pressure

Mixups
Strike/Throw
Vi's best mixup option is going to strike/throw scenarios during her block strings.
L Attack >
M Attack > Sway > (Strike/Throw) works, but make sure to slightly delay the throw or the opponent will still be in block stun from the
M Attack.
Even better is using
Dash
L Attack > Throw. This is called a "tick throw" meaning that you put the opponent into the blocking animation, then grab the moment they become grabbable.
- In case you didn't know, champs cannot be grabbed by any throw ability is they are currently in blockstun.
The true mix is to vary how many
L Attack you perform before going for the grab. If you do more than one, you'll need to
Dash > Throw. By sometimes grabbing after one
L Attack, and other times after 2 or 3, opponents will not able to reliably predict when they need to tech.
- The reason many consider this to be a 50/50 mix is because the way to hard counter the throw is to jump. But if they jump and
Vi goes for an attack button, they eat a full combo.
Vi's Throw Combo
Vi has the rare privilege of being able to convert her throws into a combo without the need of an Assist.
This makes her throw mixups that much more scary!
Tech Chasing
the final component to
Vi's mixups is reading your opponents getup options. Anytime they roll, she can chase and get a free throw > combo punish. You just need to correctly guess which direction they will roll, or react quickly enough.
Combo Examples
S1 Super Finisher
If you want to incorporate Electrics into your combos, this is a great starting combo. Do note that her electric combos get increasingly difficult from this point.
Pay close attention to the timing of the inputs of length of charge.
- It's recommended to start with either of the following combos, then come back to this electric combo only when you've mastered the non-electrics.
S2 Super Finisher
When you land the fully charged
S1 Special, the opponent gets put into a tumble reaction. Immediately
Dash in, pick them up with
Down
L Attack and convert that big hit into this great combo.
Notice how this combo goes corner to corner.
Vi excels and carrying opponents into the corner. Keep them there and make them deal with your mixups.
- IMPORTANT NOTE: This combo works without the
S1 Special. - Start from the
Down
L Attack, and continue from there. That variation works mid-screen and corner.
- Start from the
Ultimate Finisher
When you want to cash out on 3 Super bars, do any combo that ends with
S1 Special and cancel into your Ult.
You can also end this combo with her
S1 Special Super if you don't have 3 bars.
- In the corner, the
S2 Special
Mash will wall bounce the opponent behind you, so be ready for the turn around.
As Assist Champ
When to Forward Assist
Forward
Tag's best use is during neutral, or to cover your Point champ's block pressure. Additionally, because it reaches pretty far, it's also good for covering the ground as your point champ jumps in.
On hit, you can Handshake
Tag to
Vi and she can convert into a combo.
When to Back Assist
The best time to use
Back
Tag is to extend your point champs combos with it's OTG (on the ground) hitting property. Many other Champs struggle to extend combos once they've knocked the opponent to the ground. I can always launch grounded opponents into the air with her
Back
Tag.
Because it
Back
Tag launches opponents vertically it's also good mid combo to keep the opponent Airborne while your point champ juggles them.
If you're playing someone like
Jinx and the enemy jumps over your projectile,
Back
Tag can be used to anti-air the enemy's jump-in and keep
Jinx safe.
Fuse Strategy
Double Down
Vi is one of the better
Double Down user in 2XKO because opponents can be hit while they are being electrocuted by her
S2 Special.
S2 Special Super can convert any aerial confirm no matter how high, it's hitbox is a vertical a cylinder that reaches max height. This means that even Supers like
Yasuo's Tornado that launches the opponent so high other champs can't
Double Down Super combo,
Vi's
S2 Special Super will still combo.
Since she likes to use raw
S1 Special Super to invincible hit through enemy attacks,
Double Down can maximize your team's damage every time this happens.
2x Assist
Vi's use for
2X Assist mainly comes in the form of her Assist champ providing keeping her opponent in block stun during her mixups. Her assists are ok as a double, but not outstanding.
The other scenario is using one
Back
Tag, to hit OTG opponents, then the next one to keep them airborne during her Point champs combos.
Freestyle
Vi's other preferred Fuse is
Freestyle. Thanks to her electrifyingly fast ground movement, she's really good at sandwiching the opponent even if her other champ is not.
Every time you have
Vi on point, and Assist off cooldown, you should definitely be able to create a sandwich situation and force the opponent to deal with left/right high/low and throw mixes.
Compared to her
Double Down teams,
Freestyle has lower damage potential per winning interaction, but it's easier to get more of them, so chose according to your preference.
Juggernaut and Sidekick
Vi has the mobility required to make
Juggernaut work. She also has naturally high damage that gets ridiculous when utilizing Fury cancels. With
Juggernaut you are sacrificing a lot, but in return she gains touch of death combos if you're willing to put in the time to learn them.
For
Sidekick, you'd be best off choosing someone like
Jinx or
Illaoi as your Assist champ. They have good Assists to cover
Vi. Every time you corner the opponent, you can also do something like
Illaoi's tentacle Super.
Champ Synergy
Ekko

Hypermobility is the theme for this team. Even more so than
Ekko,
Vi has incredible ground mobility. When she's on point, her Sway can be combined with
Ekko's
Forward
Tag for left/right mixups during block strings. Opponents have to deal with
Vi going for empty Sway, which will turn them around and cause
Ekko's Assist to hit behind them, or
Vi faking them out going for a frontal attack.
Additionally, both champs have great strike/throw pressure in these situations and both can setup or combo off the other's overhead.
When
Ekko is on point, he can do his usual mixups, and use
Vi's
Forward
Tag to cover, or setup similar left/right sandwich situations.
Most of their optimal combo routes involve
Tag Launchers, near the end of their standard combos, so be sure to practice the input and air follow ups.
2X Assist is their best fuse, but
Freestyle works great as well.
Jinx

Jinx machine gun > HS
Tag and the bullets will continue to fire and keep the opponent in block stun, giving
Vi time to approach, cross or mixup the opponent however she feels.
If
Vi sways through the opponent before
Jinx's rocket Assist hits, the opponent gets turned around and is forced to block the rocket backwards
Tag launcher into
Jinx is another common strategy when you get the corner so she can set up Chompy pressure on wakeup.
While
Jinx's overhead hammer is big and slow, it's amazing for catching blocking opponents during block strings with
Vi. The mental stack of tracking
Vi's attacks frees up
Jinx to sneak in the overhead, then convert to a big combo.
Even if
Vi's
Forward
Tag misses,
Jinx's rockets and machine gun will cover her, and you can HS
Tag to
Vi for further protection and pressure.
Illaoi

The main reason to run
Illaoi with
Vi is because
Vi's
Back
Tag hits OTG (on the ground) opponents. Most of
Illaoi hits knock the opponent to the ground, so
Vi is best champ for extending a combo where other champs cannot.
Vi's
Forward
Tag also reaches far and is good for covering
Illaoi's approach and keeping the advantage in block strings.
2X Assist or
Double Down work best with this team.
2X Assist is especially good when
Vi is on point and you can spam
Illaoi's powerful Assists, and cover
Vi during her mixups.
For
Double Down, you can
Double Down
Tag from
Illaoi's
S2 Special.
Illaoi can
Double Down Handshake
Tag during
Vi's
S2 Special Super hit the opponent in the air, then finish with
Air
S2 Special> Super.
Vi also has full-screen corner carry, so using
Double Down to swap to
Illaoi for
S2 Special Super corner set up can be a win condition for this team.
How to Beat Vi
General Strategy
The vast majority of
Vi's arsenal is weak to jump-ins. Her
S1 Special
Hold, sway follow ups and normal attacks all whiff airborne opponents unless they are very low to the ground.
In neutral,
Vi players often try to get in by using
Dash and Sway movement. You can bypass a lot of this pressure by jumping.
- Do note that her
S1 Special
Air is a command grab dash, and her
S2 Special has a huge hitbox, so this is not a "ez gg" button strategy. A prepared
Vi will attempt to counter your counterplay.
Block Pressure
Dash Sway >
S1 Special leaves
Vi vulnerable to a punish. The only way she can negate this is to cover and her Assist, or to cancel into another sway > move.
Parry 2nd if she's chaining hits, tech throw, or if you have a 6f jab, you can beat her before she grabs.
if you have an invincible reversal/Ult, as soon as you see the sway, use it and you'll beat every option over than if she hard read and goes for back sway.
Back Sway gets beat by most champs
M Attacks. So if you think she's trying to bait you, punisher her with your best mid-ranged fast attack.

Tick throws
Vi's
L Attack> sway > Throw is extremely fast and generally considered to be un-reactable. Do your best to tech her grab attempts, but don't get tilted if she catches you, because it's bound to happen.
You can turn
Vi block string pressure into a 50/50 by committing to either parry or Jump. If she uses any hit after the sway, you'll get the parry and a punish. If she goes for the Throw, you jump over it and get an even fatter punish.
If you guess wrong, you get blown up. This a volatile all-or-nothing strategy, best used when you've had time to start learning the specific
Vi players patterns.
S1 Vault Breaker (rush punch)
Without charging,
Vi is safe on block, but you get to attack first and reverse the pressure. If she hits you with a charged version, you need to keep defending.
You're best defense is to Parry the hit, but charge effects the timing and speed, so this is easier said than done. Plus she'll be covering with an Assist most of the time.
In reality, the easiest way to deal with her
S1 Special is to neutral or back jump and try to hit her with an air attack as soon as the move ends.
Croner Pressure
Get Options
Forward rolling after
Vi's
S2 SpecialSuper beats every option except if she waits and catches the roll with throw. Her throws always lead into a combo, so this is not without risk. However, it's good to do sometimes because it will condition
Vi to not meaty you on every wakeup, which in turn gives you more options to take your turn back.
Safe Jump
After her
S2 Special Super,
Vi gets a safe jump, meaning it will automatically hit you if you block or jump, but if you Getup Attack or Super, she'll land and block. Either deal with the block pressure or Parry when you see her charging the air attack.