Ekko/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>9>j.L>j.M>j.H>j.S1
237
anywhere
Easy
Toggle Notes
5M>5H>S2~S2>22S1
358
anywhere
Very Easy
Toggle Notes
5H>6S1>22S1S2
439
anywhere
Very Easy
Toggle Notes
j.L>j.M>j.H>j.S1
181
anywhere
Very Easy
Toggle Notes
j.M>j.H>j.S2>land>6S1>22S1
338
anywhere
Easy
Toggle Notes
j.H>j.S2~S2>land>22S1S2
464
anywhere
Very Easy
Toggle Notes

Combo List

3L Starter

Notation
Damage
Position
Difficulty
Notes
3L>M>H>S2~S2>2L>M>H>3H>9>j.H>j.S2>H>3H>9>j.H>j.S2>2S1
-
everywhere
Medium
Toggle Notes

2L Starter

Notation
Damage
Position
Difficulty
Notes
2L>5M>5H>3H>9>j.5H>66>j.5H>j.5S2>5H>T
-
corner
Medium
Toggle Notes

6T Starter

Notation
Damage
Position
Difficulty
Notes
6T>T>66>M>H>3S1>22S1>S1>3S2>3H>9>j.[H]>j.2S1>S2>3H>9>j.H>j.S2>H>T
-
everywhere
Medium
Toggle Notes

Mixups

Resets

Notation
Damage
Position
Difficulty
Notes
...
-
-
-
Toggle Notes

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