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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