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 and S2
  • 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.
Tip: always visually confirm the 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
Warning: don’t rush the 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.

  1. Starter 1: Medium → Heavy → Heavy → S1
  2. Starter 2 (immediately): Light → Medium → Heavy → Heavy → S1
  3. Bounce: Heavy → S2 (mash for max hits; causes wall bounce)
  4. Re‑launch: Heavy → S1
  5. 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 final S1 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), then Heavy → S1.
  • If meter is available, finish with S1 + S2 to maximize guaranteed damage.
Note: corner position doubles the value of Vi’s routes. If you can choose between spending meter mid‑screen or pushing to the wall, take position first.

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 pressing S1 + 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 after Heavy 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.