If you are new to Tag Fighters, it can feel overwhelming to have to pilot two characters simultaneously.
Rather than thinking of your assists as completely separate from your Point champ's attacks, try to think of your assists' attacks as just another attack your Point champ has available in their kit. Making this shift can help decrease the mental stack and help you to understand the true purpose of assist actions.
A common beginner mistake is underusing assists. The fastest way to understand when assists are strong or risky is to just start using them frequently. 2XKO is designed so that assists are difficult to punish and virtually every idea and attack becomes stronger when backed by an assist.
Every Champion has a neutral/forward assist, a back assist, and a Super assist (available when KO'd and uses 1 bar of Super meter). Remember to experiment with using each one of these to get the most out of your team!
When to Assist
At a fundamental level, assists serve four primary purposes:
- Extending offense and pressure
- Controlling and contesting space in neutral
- Covering risk
- Repositioning through
Tags
You should primarily think about assist usage in two game states: neutral and offense.
In neutral, assists allow you to control space and fish for combo starters without fully committing your Point champ and making them vulnerable.
This is significantly safer than relying solely on your own normals or specials. If your assist gets hit, you can often punish the opponent with a counterattack.
Assists in Neutral
- Jump
Up Forward >
Tag - If the opponent tries to anti-air your jump-in, they get hit by your assist.
- If they hit your assist, you can hit them with an air attack.
- Oftentimes, they are forced to block, which then gives you the opportunity to put them in a mix-up.
- Projectile or advancing attack + assist
- You cover more space and leave less opportunity for the opponent to punish your approach.
- If the assist attack hits, you can Handshake
Tag and convert into a full combo.
Offensive Assists
Call assist to extend block pressure
- Call assist just before the final hit in your Point champ's block string, and the opponent will generally be unable to punish you after they finish blocking.
Assist Crossups
- Call an assist, then immediately side swap the opponent. They'll be forced to block the assist attack in the opposite direction.
Handshake Tag setups and sandwiches
- Similar to using assist to extend block pressure, you can also use assist to get your two characters on opposite sides of the opponent.
Tag to swap between your two characters, and it becomes very difficult for the opponent to correctly block left or right, depending on which attack will hit them first.
- Combo extensions
- Every champ has limits to how long they can combo on their own and how much damage they can deal. Using assists greatly increases combo length and total damage output.
Because assists are difficult to react to, and opponents are focused on your point character, they will get hit by assists they are not actively tracking.
Assist for Conversions
Assists are most valuable for conversions. This means extending any attack into a combo that the point champ would not be able to do on their own.
Let's say you are playing
Jinx and zoning the opponent with her projectiles and traps. You use a forward-moving assist like
Ekko's forward tag right after shooting a rocket. If the rocket hits the opponent,
Darius' assist will also hit, wall-bounce the opponent, and then you can convert into a huge combo.
In this clip, we see at long range,
Jinx can only land her rocket after a long-range machine gun. She could combo into her beam Super, but that damage on its own is still rather small. To get maximize the value of the successful machine gun, she should call her assist out, Handshake
Tag, then convert into a proper combo.
Assists in Combos
Another great offensive use of assist is juggling to keep a combo going where your Point champ normally cannot keep attacking.
The exact use for assists in combos is unique to each team, but start by trying to use an assist at the end of your normal combo and see if the move hits. If it does, use a quick attack like
M Attack to attempt to extend your combo even further!