2XKO Vi combos — consistent starters, wall bounces, 736 finish
2XKOPractical, no‑Electrics routes that carry to the corner and cash out reliably.

Vi hits hard, carries far, and doesn’t need Electrics to put rounds away. The most consistent routes build from a simple starter, layer in a wall bounce, then close with a guaranteed ender. Here’s how to structure those sequences so they work mid‑screen, at the wall, and under pressure.
2XKO Vi combos notation and inputs
- Buttons:
Light
,Medium
,Heavy
- Specials:
S1
andS2
- Ultimate: press
S1 + S2
together - “Mash
S2
” means press it repeatedly during the move for maximum hits and a stronger wall bounce.
Everything below assumes grounded starters unless noted. Focus on clean cancels and spacing; Vi’s damage comes from keeping the string continuous rather than fishing for resets.

Vi basic combo starters (no Electrics)
These two starters are your backbone. They corner carry reliably and set up the rest of Vi’s game plan.
Route | Input | Purpose | Notes |
---|---|---|---|
Basic starter | Medium → Heavy → Heavy → S1 |
Fast confirm, strong carry | The double Heavy spaces perfectly for a clean S1 . |
Extended starter | Light → Medium → Heavy → Heavy → S1 |
More damage, same timing | Adds Light upfront without changing the cancel rhythm. |
S1
hit before committing to the follow‑up. Dropping after S1
wastes position and meter.Wall bounce setup and follow‑up
After your second S1
in a string, cash out on Vi’s wall control with a mashed S2
. That bounce is what opens the last layer of damage and lets you close the distance for a final launcher.
- Setup (after the second
S1
):Heavy → S2 (mash)
- Follow‑up after the bounce:
Heavy → S1
Heavy
after the bounce. Let the opponent reach the ideal height, then press; this stabilizes the final S1
so it doesn’t whiff under them.
Vi 736‑damage solo combo (summary)
This is Vi’s strongest solo route that doesn’t rely on Electrics or assists. Think of it as one continuous string with five phases.
- Starter 1:
Medium → Heavy → Heavy → S1
- Starter 2 (immediately):
Light → Medium → Heavy → Heavy → S1
- Bounce:
Heavy → S2
(mash for max hits; causes wall bounce) - Re‑launch:
Heavy → S1
- Ender:
S1 + S2
(Ultimate)
- Do not pause between phases; the second starter directly cancels after the first
S1
. - The mashed
S2
is non‑negotiable here. It’s what creates the wall bounce and the spacing for your finalS1
into Ultimate. - Practice the rhythm as a single flow. Splitting it into pieces tends to create timing drift that drops the re‑launch.
When to use each route (mid‑screen vs. corner)
Mid‑screen conversions
- Open with
Medium → Heavy → Heavy → S1
. It’s the most stable confirm and moves the opponent toward the wall. - Prioritize carry and consistency over meter spend. Save super for when you reach the corner or secure the wall bounce.
Corner punishes
- Start with the extended chain:
Light → Medium → Heavy → Heavy → S1
. - Go straight into the wall bounce sequence:
Heavy → S2 (mash)
, thenHeavy → S1
. - If meter is available, finish with
S1 + S2
to maximize guaranteed damage.

Frequent drop points and fixes
Timing errors
- Rushing cancels: give each normal its proper hit timing so the next move reaches at the right height.
- Inconsistent
S2
mashing: under‑mashing reduces hits and weakens the wall bounce, breaking the follow‑up window. - Early Ultimate: wait until the last
S1
connects cleanly before pressingS1 + S2
.
Positioning mistakes
- Too close before
S1
: crowding the target can cause awkward pushback that makes later hits miss. Respect the double‑Heavy
spacing. - Mistimed wall bounce: trigger
S2
at the right moment afterHeavy
so the bounce height is consistent. - Poor corner awareness: don’t reset to neutral when you’ve earned the wall. Keep strings tight to maintain pressure and carry.

Tag partners that fit Vi’s gameplan
- Braum: defensive cover that buys safe entries; freeze setups stabilize long Vi strings.
- Jinx: zoning that forces movement into Vi’s threat range; together they control screen and cash out in the corner.
- Ekko: mobility and mixups that create frequent grounded starters for Vi’s 736‑damage solo route.
The common thread: partners that either let Vi in or hold the opponent in place while she runs her corner carry.
Practice checklist
- Drill the two starters until you can alternate them without thinking.
- Practice
Heavy → S2 (mash)
until you consistently get a strong wall bounce; focus on a steady mash cadence. - Run the full five‑phase 736 route as one flow in training mode. Aim for muscle memory so match pressure doesn’t unravel your timing.

Make the basics automatic, then layer in the bounce and ender. You’ll win more by landing clean, consistent routes than by reaching for a risky Electrics variation you don’t need.
Comments