2XKO - Moves List

2XKO Move List

2XKO’s move lists use a clear, universal button notation instead of traditional punch and kick labels. Once you understand this language, every character’s move list becomes easy to read at a glance.

Symbol / Label Meaning Used For
L Light Attack Fast normals, combo starters, pressure tools
M Medium Attack Main combo normals, spacing and confirms
H Heavy Attack Launchers, high-damage hits, punish tools
S1 Special 1 Primary special moves (projectiles, movement, pressure)
S2 Special 2 Secondary special moves, often mobility or utility
T Team Assists, tag actions, and team-based mechanics
L + M Dash Ground or air dash depending on state
M + H Throw Ground and air throws
L + H Parry Meter-based defensive parry
↓ then ↑ Super Jump Higher jump for air control and combos
T + S1 / T + S2 Break / Fury Break Combo breaker using full Break meter
S1 or S2 (on wake-up) Getup Attack Defensive attack while rising

Directional Inputs in Move Lists

Directional arrows modify how buttons behave. These are always relative to the direction your character is facing.

Input Description
→ Forward
← Back
↑ Up
↓ Down
↘ / ↙ Down-forward / Down-back
Air Only Move can only be performed while airborne
Hold Button must be held to change or extend the move

How to Read a 2XKO Move Entry

Example: ↓ + S1 (Air Only)
This means you must be airborne, hold down, and press Special 1 to perform the move.

Once you lock in this notation, every character’s Specials, Supers, Assists, and Universals all follow the same rules. No guessing. No legacy fighting-game nonsense. Just clean, readable inputs.


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