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Discussion: Are Combos Too Long in 2XKO?

Published on September 21, 2025 · By Community Discussion
DiscussionGameplayCombos
Discussion: Are Combos Too Long in 2XKO?

Core Complaint: Combo Length vs. Neutral Time

The original post raises the central question: Are combos too long?. The author, contemplating whether to commit to the game, notes that most "bread and butter" combos typically last between 10 to 20 seconds. They observe that nearly every attack chains into a full combo.

A major point of concern is the pacing of matches: at both low and high-level play, there is often only 1 to 5 seconds of neutral before someone lands a hit and initiates another combo. The author expressed frustration over spending the majority of game time merely watching combos play out.

Community Perspectives on Combo Design

The discussion saw mixed opinions, often divided between players familiar with the tag fighter genre and those desiring tighter gameplay, similar to Street Fighter.

Arguments for Normalcy (The Tag Fighter Expectation)

Many users defended the combo length by framing 2XKO as a "tag fighter," particularly the "anime style tag fighters," where long and flashy combos are considered part of the fun.

  • For many, long combos are the appeal of tag fighters, and the genre is known for punishing opponents severely for getting hit, often resulting in death from a single connection if the player is skilled.
  • One user pointed out that historically, games like Marvel vs. Capcom 3 (UMVC3) featured lengthy combos, leading to the expectation that long combos were simply "the way fighting games were for tag fighters". Another reference cited Dragon Ball FighterZ (DBFZ), noting a 100+ hit combo lasting around 45 seconds in tournament bracket play, where the neutral also only lasted 5–10 seconds prior.
  • Some argued that during a combo, the player being hit is still "playing neutral in your head" by anticipating the next interaction or mixup, utilizing the combo duration to plan their response while the opponent focuses on execution.

Arguments Against Combo Length and Ease of Confirmation

Conversely, several players agreed with the original poster, arguing that while long combos can exist, they shouldn't be so easily accessible from every hit.

  • The major problem, according to critics, is not just the combo length, but how easily and often they occur. It was argued that almost any "random stray hit" can convert into a full combo ending in a Super, made worse by a low execution barrier where players often don't drop combos.
  • One user noted that securing 60-70% health damage off a light hit plus oki (offensive setups) is "abnormal" for a game this early in its lifespan.
  • The sentiment was expressed that combos should be proportional to the starter, preventing a "15s cutscene every time you randomly get hit by a 6 frame jab".

Character-Specific Combo Concerns

Several characters were specifically called out for having unusually egregious combo lengths:

  • Yasuo received the most criticism, with his combos being described as "tremendously egregious" and noticeably longer than others. Yasuo's ability to convert from almost "any hit", even a casual move like jL, into a 20-second sequence using multiple Supers and Double Down was highlighted. It was claimed Yasuo could achieve 70% combos solo and up to 90–100% with Double Down.
  • Vi was also mentioned for having long combos, described as "coast to coast 30 second combos off any touch".
  • Ekko was recognized as having the potential for long combos (25–30 hit strings with Time Winders and afterimages), but highly skilled Ekko players were rare in the observed competitive ranks (up to Emerald Diamond).

Defensive Mechanics and Balance

The debate also touched on the game's defensive options and the overall balance philosophy:

  • Some users felt the game has too many defensive options compared to other 2D games, listing Parry, Retreating Guard, Assist Pushblock, and Break as readily available options. The Parry window was considered "forgiving".
  • However, others felt that defensive options were actually in "far shorter supply than the attacking ones," noting that successfully whiffing a parry results in a harsh punishment and Retreating Guard doesn't help when cornered.
  • The developer's design philosophy was brought up: Combo damage was reportedly increased following an earlier playtest (Alpha Lab 2) because previous matches frequently ended in timeouts due to low combo damage and easy defensive maneuvers (e.g., Break meter at round start), which led to a match feeling like a "runaway simulator".
  • Proposed solutions included shortening combos or increasing life/defense values to require 2 to 3 touches for a kill, rather than 1 to 2. Another suggested mechanic change involved moving Parry mechanics to the Break Gauge and removing the reward for success, and starting rounds with no Super bars to create better match progression.

One player noted that the high damage potential often means the first interaction can deal 70% of a character's health if the Double Down Fuse is active, as everyone starts the round with one bar of Super but no Break meter.