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.
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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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