A big part of learning 2XKO is understanding terminology commonly used in the community.
It takes a bit to get used to, but they help to simplify concepts and can often be used in other fighting games.
Use the Table of Contents to easily jump between terms!
Advantage
A game state where you can act before your opponent, meaning that you have initiative and your opponent will have to react.
Approach
How you move towards your opponent, includes methods such as walking, dashing, jumping, and using advancing attacks. @
Bait
Moving or positioning your character in a way that makes it enticing for your opponent to commit to an unsafe option.
Example: You walk into an opponent’s attack range and then quickly backdash outside of their range, causing them to whiff an attack which causes an opening for you.
Block String
A sequence of attacks onto a blocking opponent that do not allow the defender to react in between them.
Block Stun
The state of not being able to react while or after blocking an attack.
Characters cannot be thrown while in block stun
Cancellable Moves
Attacks that can be canceled and immediately followed up by certain attacks, special moves, or Supers.
For example, Jinx can cancel her
S1 Special (mini gun attack) into her
S2 Special (rocket attack).
Conditioning
Using a pattern of repeated options with the intention of making your opponent think that you will continue to choose those same options so you can counter their adaptation.
A classic example is using repeated horizontal projectiles to condition your opponent into jumping.
Corners
The edges of the stage where the player has limited movement since they cannot move nor jump backwards.
By default, this means that the cornered player is not in neutral.
In addition, the cornered player is also vulnerable to corner-specific combos which typically have greater damage potential than combos started from mid-screen.
Cross-ups
Attacks that begin on one side of the opponent but result in hitting them on the other side. The defending player must switch the direction of their block or they will get hit by the cross-up.
Dash Chaining
Instead of holding Dash to sprint, Dash chaining is when repeatedly input Dash to move across the stage. Depending on Dash and spring speed, one or the other may be faster for each individual champ.
Dash Dancing
Quickly dashing forwards and backwards in random order. Easier to perform when using the Dash macro instead of mashing double tap forward and backwards.
Disadvantage
The opposite of Advantage, Disadvantage is a state where you cannot act before your opponent, meaning you can only react to their action.
DP
An abbreviation for “Dragon Punch” which originated from the Street Fighter series. It is an attack that has invulnerability and is typically an uppercut.
Fake
When something is fake, that means it appears to be an uninterruptable sequence or block string, but in reality there is a gap that allows you to react or counter
Fuzzy / Fuzzy Block
Quickly switching between low block and high block.
Overhead attacks generally take longer to come out and hit than low attacks. Fuzzy blocking is a technique used to cover both options in certain blockstrings.
Example: Warwick’s block string
L Attack >
M Attack >
H Attack > can end in either his sweep or overhead, Claws of the Beast. The sweep comes out instantly, but there is a delay before the overhead can hit.
Therefore, fuzzy blocking after the
H Attack attack will successfully defend against both the sweep and overhead.
Footsies
The portion of Neutral where a player is trying to bait or poke at an opponent while operating from a range outside of the opponent’s poke range.
This is typically done with
M Attack or
H Attack attacks (or Specials that swing at a similar range).
Happy Birthday
When you land a hit on the opponent’s assisting character, allowing you to hit and combo both enemy characters at once.
Hard Read
When you predict and hard commit to a particular action against your opponent rather than reacting to it.
An example is jumping to go for an air grab immediately because you “predict’ that your opponent was going to do so, rather than reacting to the animation of them jumping.
Hard reads are generally unsafe unless you have properly Conditioned your opponent.
High/Low mixups
Since different attacks require high or low blocking to defend against them, high/low mixups are attacks intended to open up an opponent’s defenses by keeping them guessing.
Hitbox
The part of a character or character’s animation that determines which areas that an attack hits.
Hurtbox
The part of a character that determines which areas can receive damage if it collides with a hitbox.
Juggle State
Attacks that hit a character into the air and keep them there, allowing additional follow-up on the airborne opponent before they land.
Lame
A playstyle where you play defensively to force your opponent to be the aggressor, often with the intention of winning by timing them out.
Meaty
An attack timed on a knocked down opponent so the active hitbox frames of your attack land as the opponent is waking up.
Mid-screen
The default starting position (or close to it) where both characters are away from the corners.
Mix-ups
When you vary your options to prevent your opponent from guessing them correctly.
Ekko,
Yasuo, and
Ahri have the most obvious examples of this.
Neutral
The state where both players are positioned mid-screen and trying to gain Advantage but neither one is in Disadvantage.
Numbpad Directions
Notation that refers to inputs as directions as numbers, usually to simplify combo explanations. The numbers correlate to the position of numbers on a numeric keypad, aka numpad. 5 is in the center, and therefore refers to no directional input. 2 is the bottom center, so 2 means
Down.
Example: 2H =
Down
H Attack, the universal anti-air launcher of 2XKO
Oki
Oki refers to your ability to attack the opponent the moment they recover or get up. A move with “good oki” means that when the opponent recovers from hitstun or a knockdown reaction, your champ is in position to immediately attack the opponent.
Option Select
Option Selects are a single action that covers multiple move or attack options from the opponent.
While they are not super common in 2XKO, one potent example is Ekko’s “burrito mixup” where he can cover getup attack, forward getup recovery, and backwards recovery all with the same setup.
OTG
OTB literally stand for "On The Ground." Attacks that hit OTG can hit an opponent that's already been knocked down to the ground, or slumped.
Examples include:
Teemo's
Down Forward
H Attack &
Vi's
Down
S2 Special.
Reactable/Un-reactable moves
When a move has a long enough windup time that you can counter it with an attack, block, or parry, it is reactable.
If the move has a short start-up animation where most people cannot counteract it, it is unreactable.
Raw
An attack or action is Raw when it is done without rhyme or reason, such as without it being a follow-up from an attack nor reacting to an opening.
For example, if the two players are in Neutral and one randomly does a Super intentionally without landing a hit or knowing that the opponent wasn’t blocking, they are doing it Raw.
Real
The opposite of fake (see above). Meaning the block string or attack sequence does not leave any gaps for the defender to react or counter.
Safe / Unsafe
If you attack in a way that doesn’t leave you vulnerable to a Punish attack, it is safe. Unsafe attacks are the opposite.
Example: Going for a
Down
H Attack against a grounded opponent is Unsafe, because it allows your opponent to easily punish you on block or whiff.
Shimmy
Walking into, then out of range of an opponents attack to cause it to miss.
Compared to most 2D fighters, 2XKO’s character walk speed is very slow, so shimmy in the traditional sense is not commonly seen.
However, Dash Dancing (above) can be used for the same purpose of Shimmys, by dashing in to bait out a throw or attack, then dashing back before the attack/throw can hit you.
Stuffed
When an attack is canceled during its startup due to being hit by the opponent’s faster attack.
Tick Throw
Using the blockstun of a blocked attack to lockdown the opponent in place, then throwing them the moment they come out of the block stun state. A very effective way to punish opponents for holding block.
Example:
Vi dashes in hits her opponent with two
L Attacks, then a super brief pause followed by a throw.
Throw Loops
Throw Loops refer to using a throw that knocks down an opponent close enough that you can immediately throw them again when they recover.
In 2XKO, throw loops don’t strictly follow the definition from many other fighting games. Still, some characters, such as
Blitzcrank, can put you into a position to be vulnerable to being thrown on wakeup over and over.
Wake Up
The animation of a character standing back up after being down, in combination with the action they choose to attempt when they can act again.
Whiff
If a player performs an attack and it barely misses the opponent, that is called a whiff or whiffing.
Whiff Punish
When you react to an opponent’s missed attack with your own before they are able to recover and block it.
Zoning
The style of play that uses projectiles, traps, and/or pokes to keep an enemy from getting close to you.