Ahri/Combos

From 2XKO Wiki
Numbers represent the direction on a keyboard numpad. For example, forward heavy becomes 6H.
Symbol Explanation
> Proceed/cancel from the previous move to the next move.
land Indicates that the player must land at this point in the sequence.
, Link the previous move into the following move.
~ Follow-up/cancel the previous move into a multi-stage follow-up move.
dl./delay Delay the following move.
j. Jumping attack.
jc. Jump cancel.
dc/adc Dash cancel/air dash cancel.
AA Anti-air.
[X] Hold the input.
]X[ Release the input.
[sequence] xN Repeat the sequence/move N amount of times.

Pulse Combos

These are the combo routes triggered by using the Pulse Fuse, organized by starting on the ground or in midair. You can switch between Pulse combo routes at any point during the combo.

Notation
Damage
Position
Difficulty
Notes
5L>5M>3H>jc>j.L>j.M>j.H>j.6S2~j.4S2>j.S2
250
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-
Toggle Notes
Stops at 3H on block
5M>5H>S2>22S1
346
-
-
Toggle Notes
Stops at S2 on block
H>S2>22S1S2
524
-
-
Toggle Notes
Stops at S2 on block
j.L>j.M>j.H>j.6S2~j.4S2>j.S2
252
-
-
Toggle Notes
Inconsistent on air-to-air j.L connect if opponent is too high
j.M>j.H>j.6S2~j.4S2>j.22S2
395
-
-
Toggle Notes
j.H>j.6S2~j.4S2>j.22S2
394
-
-
Toggle Notes

Combo List

(MOVE HERE) Starter

Notation
Damage
Position
Difficulty
Notes
...
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Toggle Notes

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