2XKO Vi combos — BnBs, side switch, and electric uppers
2XKOLearn consistent midscreen and corner routes, plus double and triple electric upper timings.

Vi combo notation (quick reference)
Inputs use numpad directions (1–9) and button letters (L/M/H, S1/S2). Examples:
6
= forward;2
= down;9
= up-forward66
= forward dashj.
= in the air;jc
= jump cancel>
= cancel;,
= link (after recovery);dl.
= delay input{X}
= partial charge;~
= follow-up input timing;( )
= optional
Electric Upper shorthand (saves space when writing sequences):
Shorthand | Input sequence | Notes |
---|---|---|
1xEU | 6S1~L~{M} |
Single electric upper |
2xEU | 6S1~L~{M} > 6S1~{M} |
Double electric upper |
3xEU | 6S1~L~{M} > 6S1~{M} > 6S1~{M} |
Triple electric upper |

Starter confirms (beginner BnBs)
Two practical, anywhere routes that stabilize into an air ender. End with j.S1
; j.S2
tends to miss in air juggles.
Route | Damage | Meter | Notes |
---|---|---|---|
2M > M > HH > S1, L > M > H > 2H > 9 jc > j.M > j.H > S1 ( > Super 2 ) |
416 | Builds ~48 | Works from low confirms; add Super 2 at the end when available |
2M > M > HH > S1, L > MM > 2M > 2H > 9 jc > j.M > j.H > S1 ( > Super 2 ) |
434 (534 with Super 2) | Builds ~56 | Slightly easier timing, slightly higher damage |

Midscreen routes (solo)
These stabilize from common starters and either cash out with Super or carry to the corner. Damage values assume standard hits unless noted.
Route | Damage | Meter | Notes |
---|---|---|---|
M > HH > S1 > L > M > HH > S1 > H > S2 (mash) > H > S1 > Super 2 |
600 | Spends 1 bar (gains ~65) | Roundstart BnB; can replace Super 2 with Ultimate for a higher cash-out |
M > H > S2 (mash) > 66 > H > S1 > M > HH > 6S1 > L > M > H > 2S2 > Super 2 |
600 | Spends 1 bar | Routes through Footwork into corner carry before cash-out |
MM, HH > S1, microdash.L > M > 2M > 2H > 9 jc > j.H > j.S1 |
450 | Meterless (builds ~0.5 bar) | Reliable side switch from nearly anywhere; microdash later than you expect |
2M/M > H > 1xEU or 2xEU ~{H} > dl.M > 2M > H > 2H > 9 jc > j.M > j.H > j.S1 |
450 (1xEU) / 472 (2xEU) | Meterless | Corner-to-corner potential; skip the second EU if consistency drops |
2M/M > H > 3xEU > S1 > M > 2H > 9 jc > j.L > j.M > j.H > S1 |
496 | Meterless (builds ~68) | Triple electric upper; midscreen to corner with strong meter build |
L/M/H > S2 (mash) > 66 > dl.HH > S1 > (66) M > 2M > H > 2H > 9 > j.H > j.S1 ( > S2 + L ) |
401/504 (no Super), 516/619 (with Super) | 0 or 1 bar | Non-electric corner-to-corner optimal; the dash after S1 depends on your HH delay |

Corner routes (solo)
In the corner, electric uppers extend juggles and let you choose between meterless knockdowns or big Super/Ultimate cash-outs.
Route | Damage | Meter | Notes |
---|---|---|---|
(L > M) / M > H > 6S1~L~{M} > 6S1~{L}~{M}~{H} > dl.M > 2M > HH > dl.2H > 9H > S1 |
400/499 (no Super), 515/614 (with Super) | 0 or 1 bar | Approachable corner electric route; stable launcher re-jump timing |
(L > M) / M / H > S2 (mash) > M > HH > S1 > dl.M > 2M > HH > dl.2H > 9 > j.H > j.S1 ( > Super 2 ) |
406/514 (no Super), 521/629 (with Super) | 0 or 1 bar | Non-electric, consistent; can end in Super 2 for extra damage |
(L > M) / M / H > 3xEU > 6S1~{L}~{M} > S1 > HH > dl.2H > 9 > j.H > j.S1 ( > Super 2 ) |
412/507/523 (no Super), 527/622/638 (with Super) | 0 or 1 bar | High execution, high reward; practice the partial-charge cadence |
(Starter) > H > 6S1~L~{M} > 6S1~{L}~{M} > 6S1~{L} > S1 > 2L > 2M > HH > dl.2H > 9 > j.H > j.S1 |
500 (M starter) | Meterless (builds ~0.74) | Corner BnB with layered electric uppers into clean juggle ender |
(Starter) > H > 6S1~L~{M} > 6S1~{L}~{M} > 6S1~{L} > S1 > 2L > 2M > HH > dl.S1, 4S1~L~M > Super 1 / Super 2 / Ultimate |
637 / 617 / 782 (M starter) | 1 bar / 1 bar / 3 bars | Route specifically to Super/Ultimate; delay L /M after 4S1 so Super 1 connects |

Execution notes for electric uppers (EU)
- The opener
6S1~L~{M}
uses a light hit-cancel into a brief medium hold. Release too early and you lose height; too late and you drop the link into your next normal. - For double/triple EU, buffer the next
6S1
as you’re landing. The rhythm is frontloaded: first EU slower, subsequent EUs slightly quicker partial holds. - Routes that note
dl.2H
ordl.M
use the delay to restore juggle height before the launcher. If the opponent is falling behind you, you delayed too long. - Side switch route needs a late
microdash.L
afterS1
. Aim the dash soL
hits just before they touch the ground.
Metered enders and substitutions
- Anywhere you see
... > j.S1
, you can cash out with... > j.S1 > Super 2
when you have a bar. - In grounded enders that already include
S2 (mash)
, consider spending into Super 2 immediately after a stable juggle hit rather than at max scaling; many routes above show ideal cancel points. - Several midscreen routes that end in Super 2 can be upgraded to Ultimate for materially higher damage.
- Corner routes that pivot through
... dl.S1, 4S1~L~M ...
are designed to connect Super 1 reliably. DelayL
/M
slightly after4S1
to prevent tech-out.

Quick move map (names to inputs)
For clarity while practicing, here’s how common names map to inputs used in the routes above.
Move name | Input | Use in combos |
---|---|---|
Vault Breaker (chargeable dash punch) | S1 (hold for charge) |
Link after HH, EU sequences, and air enders |
Denting Blows (flurry) | S2 (mash) |
Mid-combo damage and wall bounce setups |
Crater Maker (ground pound) | 2S1 |
Occasional hard knockdown ender; not used in the BnBs above |
Footwork (stance dash with follow-ups) | 4S1 / 6S1 |
Corner routing and Super 1 setups after dl.S1 |
Blast Shield (counter) | L+H |
Defensive; not part of core combo routes here |
Where each route fits
- Midscreen confirms: Use the roundstart BnB for straightforward damage; switch to the side swap route when your back is to the corner.
- Corner carry: The 1x–3x electric upper routes push to the corner while building strong meter without immediate cash-out.
- Corner pressure: The easier electric corner route is consistent under scramble starts; escalate to the triple EU route as your timing improves.
Start with the beginner confirms to lock in rhythm, then layer in 1xEU mid-route. Once you’re landing it consistently, add the second and third electric uppers and pick a metered ender that fits the match state—stable Super 2 midscreen, or Super 1/Ultimate when you’ve already got the corner.
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