2XKO keyboard controls (PC) — remap keys, macros, and quick fixes
2XKOSet up a usable layout, understand L/M/H and Super inputs, and solve stuck-direction issues on PC.

2XKO is built around fast, readable inputs you can comfortably play on a keyboard. The good news on PC: the Controls menu has been redesigned to make remapping faster across supported devices, and core actions like dash and parry have reliable macros. If you’re just installing, grab the PC client from the official download page and sign in to access the controls screen.

Set up 2XKO keyboard controls (PC)
- Launch the game, then open the Controls menu from the main interface.

- Select your keyboard device, create or select a custom profile, and remap each action to the keys you prefer.

- Save your changes. You can update the same profile later if you want to iterate.
2XKO input names (what to bind)
2XKO labels actions consistently across move lists, tutorials, and UI glyphs. Bind the actions below to a comfortable keyboard layout—these are the ones you’ll use every round.
Input label | What it does | Notes you’ll feel in play |
---|---|---|
L | Light attack | On counterhit, air targets take extra hitstun. |
M | Medium attack | Counterhit vs airborne grants an untechable state. |
H | Heavy attack | Counterhit vs airborne grants an untechable state. |
S1 | Super (Level 1) | Super meter resets each round; by default teams start with 1 bar (Juggernaut/Sidekick Fuses start with 2). |
S2 | Super (Level 2) | Higher-cost Super option sharing the same meter rules. |
Dash | Forward/back movement burst | Chain-dashing is easier now; backdash travel distance is reduced for all champions. |
Parry | Deflect and punish | After a successful parry, your next hit suffers less scaling, so it deals slightly more damage. |
Throw | Close-range grab | Throws deal more damage, have longer recovery, and whiff as counterhit. Forward and air throws cause hard knockdown; rolls can be thrown. |
Assist | Partner action | All Assist attacks are mids (never low or overhead). Assist damage taken is mostly gray health. |
Tag / Handshake Tag | Swap partners | Bonus Break meter no longer increases during Handshake Tags; you can’t Handshake Tag off a throw that doesn’t connect. |
Eject | Team eject attack | On a clean Eject hit with Juggernaut Fuse, you regain some gray health and the opponent loses a large amount. |
Double Down | Dual‑Super sequence | No timing restriction: you can enter Double Down at any time during the point champion’s Super. |
Pushblock | Guard pushback | Longer cooldown and less pushback. Under Juggernaut, it costs Break meter and pushes both champions. |
Retreating Guard | Defensive step-back while blocking | Shorter travel distance than before. |

Use built‑in macros for dash and parry
2XKO recognizes reliable button combinations for common actions:
- Pressing L + M triggers Dash.
- Pressing L + H triggers Parry.
A recent update tightened input recognition so these combinations resolve to the intended action even when pressed during hitstop. You can also bind dedicated Dash and Parry keys if you prefer single‑key inputs.

Test your layout fast in Training and Replays
- From any online lobby (Casual or Ranked), open the menu and jump straight into Training mode to try your bindings. Entering Training removes you from the lobby you were in.
- When queues are long, matchmaking can pull opponents across lobbies, and you’ll see a hologram of their avatar. Use that downtime to refine inputs in Training, then hop back into a lobby from the Training menu.
- Rewatch recent matches from your profile’s Match History. The top of the Replay screen shows the pause/play and skip inputs you’ve mapped, so you can step through sequences and adjust bindings accordingly.
Troubleshoot stuck Up/Back on keyboard or adapters
If directions appear “held” (constant Up or Back) on certain peripherals, there’s a known issue with some devices. Use the official troubleshooting flow for supported devices and workarounds.
Fix stuck-direction inputs on supported devices
Why your controls may feel different right now
Several systemic tweaks change how inputs play out:
- Backdashes cover less distance; crossup protection is tighter (one frame), so left/right defense is more precise.
- Jump startup is slower (4 frames), which makes pre-jump timing and anti-airs feel more deliberate.
- Pushblock’s reduced pushback and longer cooldown make it less of a “reset to neutral” button.
- Assist attacks being mids simplifies high/low coverage when you’re blocking partner pressure.
Those changes emphasize proactive positioning, cleaner input timing, and more intentional defensive choices—worth considering when choosing which actions get single-key binds versus combos.
Set a mapping that lets you hit L/M/H, Dash, Parry, and Throw without finger gymnastics, then layer in Tag, Assist, and Supers where your hands naturally rest. Use Training and Replays to fine-tune quickly, and keep an eye on how system tweaks nudge your preferences over time.
Comments