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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