2XKO - Skills

The universal combat skills and signature systems of 2XKO. Every champion shares the same offensive button scheme and defensive toolkit, while Fuses let players tune how their two-fighter team interacts during a match.
of 14 entries · updated 2026-09-15
Name Type Description Cost Prerequisite
Light Attack Universal Normal The fast, low-damage basic attack (L). It has the quickest startup of the three normals, making it ideal for poking at range, starting combos, and challenging the opponent's slower moves. 0 Inherent
Medium Attack Universal Normal The balanced basic attack (M), sitting between Light and Heavy in both speed and damage. 0 Inherent
Heavy Attack Universal Normal The slow but powerful basic attack (H). Strong startup is offset by high damage and launch or wall-bounce properties, making it the move that converts stray hits into big damage or carries opponents across the stage. 0 Inherent
Special 1 (S1) Signature Move One of each champion's two signature special moves. 0 Inherent per champion
Special 2 (S2) Signature Move Each champion's second signature move, usually a projectile, a control tool, or a defensive counter. 0 Inherent per champion
Jump and Super Jump Universal Movement Every fighter can jump with directional inputs, including a higher super jump that rises further and grants more air time. 0 Inherent
Blocking and Push Block Universal Defense The core defensive option, executed by holding back or down-back. 0 Inherent
Parry Universal Defense A high-risk defensive read that negates an incoming strike and opens the attacker to a punish. 0 Inherent timing read
Critical Strike Combo Mechanic A damaging reversal-and-launch option that lets a fighter rip through the opponent's guard and open a combo when conditions align. Meter Requires built team meter
Handshake Tag Tag System The manual tag that swaps the Point and Assist fighters during a match. 0 Select a Point and Assist champion before the match
Assist Action Tag System Each champion's unique assist call, executed with forward or back plus the tag button. 0 Champion-specific assist move
Dynamic Save Tag System A defensive escape that uses S1/S2 plus the tag input to interrupt an incoming combo and bring the teammate in. Team meter Requires available team meter while being comboed
Break and Fury Break Burst / Offense The burst-type mechanic that shatters the opponent's pressure and resets the exchange. Team meter Requires team meter
Fuses Team Synergy System Fuses are synergy options chosen during champion select that bend how your two-fighter team operates. 0 Selected at champion select
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