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Master Ahri in 2XKO: A Guide to Devastating Combos

Beginner Combos

L > M > H > 2H > 9 jc > j.M > j.H > j.S2

2H will whiff at max 5H range

https://wiki.play2xko.com/en-us/images/Ahri_Combo_1.mp4

Solo

Midscreen

2H > j.L > j.M > j.H > j.6S2~4S2 > j.S2 > j.2S1

You can swap the j.S2 > j.2S1 ender for:

https://wiki.play2xko.com/en-us/images/Ahri_Combo_2.mp4

2H > j.M > j.H > j.S1 > j.66 > j.H > j.6S2~4S2 > j.S2 > Ender

You can end up in the corner if the enemy forward rolls.

Your options for enders:

https://wiki.play2xko.com/en-us/images/Ahri_Combo_3.mp4

M > H > S1~S1 > j.6S2~4S2 > j.S2 > j.2S1 > j.66 > j.H > Super 2

https://wiki.play2xko.com/en-us/images/Ahri_Combo_5.mp4

starters > 6S2 > 7S2 > j.S2 > j.2S1 > j.66 > j. > 2H > 9 jc > j.M > j.H > j.6S2 > j.S1 > enders

j. > 2H is the trickiest part. Hold j.H immediately after airdash and release as soon as Ahri glows red.

Starters:

Enders:

( please note that, after testing, the resulting damages were lower and the video did not execute the combo ending as mentioned )

https://wiki.play2xko.com/en-us/images/Ahri_Combo_6.mp4

5M > 5H > 6S2 > 7S2 > j.S1 > j.66 > j. > 66 > 5H > 9 jc > j.M > j.2H > j.H > 9 jc > j.L > j.M > j.6S2 > j.S1 > j.2S2 > 7 jc > j.2S1 > j.3S2 > S2

Enders:

https://wiki.play2xko.com/en-us/images/Ahri_Combo_7.mp4

Corner

M > H > S2 > S1 > S1 > S1 > dl.j.66 > j.H > M > H > 2H > j.M > j.H > j.S1 > j.S2 > Super 1

You need a slight delay between the third S1 and the air dash j.H in order for the grounded M to connect. Its a pretty big hitbox though so it’s not overly difficult.

M > H > S1 > S1 > S1 > j.66 > j.H > M > 2H > j.M > j.H > j.3S2 > 2L > M > H > 8S2 > j.2S2 > Super 1

Same combo as above, but omits the early S2 to instead extend with an OtG pickup at the end.

M > H > S2, j.2S1 > j.66 > j.H > H > 2H > j.M > j.H > j.6S2 > j.4S2 > j.S1 > j.S2 > Super 1

Does an OTG pickup with j.2S1. Delay the 66 > j.H very slightly after doing the OTG pickup. Can go into 2T instead of 2H to swap to your other Character for the combo finish.

https://wiki.play2xko.com/en-us/images/Ahri_Corner_543.mp4

M > H > S1 > S1 > S1 > j.66 > j.H > j.3S2 > M > H > 2H > j.M > j.H > j.6S2 > j.4S2 > j.S1 > j.S2 > Super 1

Can confirm from M > H > S1 corner blockstring. The farther away you are for M > H, the longer you need to delay the j.H after j.66. Can go into 2T instead of 2H to swap to your other Character for the combo finish.

https://wiki.play2xko.com/en-us/images/Ahri_Corner_542.mp4

5M > 5H > 6S2 > 7S2 > j.S1 > j.66 > j. > 5H > 9 jc > j.M > j.2H > j.H > 9 jc > j.L > j.M > j.3S2 > Super 1 > j.M > j.6S2 > j.M > 6 > dl.S2 > 2S1

https://wiki.play2xko.com/en-us/images/Ahri_Corner_576.mp4

Team

Blitzcrank

Starter > 5H > 6S2 > 7S2 > j.S1 > j.66 > j. > land > 66 > 5H > 2H > sjc.5H > 66 > j.5H > j.S1 > 66 > j.5H > j.2S2 > land > jc.7 > j.2S1 > j.3S2 > 4T > sjc.66 > j.2H > j.5H > land > 5H > 5S1 > (Super 2 > ) > T ( to Blitzcrank ) > (Super 1 > ) 2S1 > 2S1 > 2S1 > 2T > j. > (Super 2)

Ekko

M > H > S1 > T > 66 > M > H > S1 > T ( to Ekko ) > 66 > M > H > S2 > S2 > L > H > S2 > 2S2 > 9 jc > j.[S2] > L > M > H > 6S1 > 2S2 > 6S1 > (Super 1 > ) Ultimate

Vi

2M > 5H > 6S2 > 7S2 > j.S1 > 66 > j.[H] > 66 > M > H > 9 > M > j.2H > j.H > 9 > j.L > j.M > j.6S2 > j.S1 > j.2S2 > 7 > j.2S1 > j.3S2 > S2 > T > (Super 2) > T ( to Vi ) > 5H > [S1] ( max ) > S2 ( Mashed ) > (Super 2)

2M > 5H > 6S2 > 7S2 > j.S1 > 66 > j.[H] > 66 > H > 9 > M > j.2H > j.H > 9 > j.L > j.M > j.3S2 > (Super 1) ( Held ) > 8 > j.M > j.6S2 > j.6S2 > j.S2 > 4T > (Super 2) > T ( to Vi ) > 5H > [S1] ( max ) > S2 ( Mashed ) > (Super 2)

Yasuo

Starters > 6S2 > 7S2 > j.S2 > j.2S1 > j.66 > j.[H] > 2T > Partner Ender

2T (Tag Launcher) has only 9 frames of start-up compared to the 15 of 2H, the timing for j.[H] > 2T is easier than Ahri’s solo combo with the same structure.

Starters:

Partner Enders:

Example Ender with Yasuo:

https://wiki.play2xko.com/en-us/images/Ahri_Yasuo_Combo_1.mp4

Notation Help

Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. For more information, see Controls

Numbers 1-9 represent directions on a numpad. If unsure about a word present in a combo, you can hover it with your mouse or tap it if using a touchscreen. A tooltip will appear, explaining it.

X > Y = "X" input is cancelled into "Y".
X, Y = "X" input is linked into "Y", meaning "Y" is done after "X's" recovery period.
X+Y = Buttons "X" and "Y" must be input simultaneously.
X/Y = Input "X" or "Y" can be used.
dl.X = There should be delay before inputting "X".
w.X or X(w) = Attack "X" should whiff and not hit the opponent.
j.X = Button "X" is input while jumping or in the air.
jc = Jump cancel the previous action. Occasionally omitted due to being obvious. Will occasionally be notated with 7/9 to indicate backwards/forwards.
sj = Perform a superjump, which is performed by inputting 2~8.
IAD = Instant Air Dash.
(X) = Input "X" is optional. Typically the combo will be easier if omitted.
(X)xN = Repeat "X" N times.
[X] = Input "X" is held down. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ = Input "X" is released. Also called Negative Edge. Will only appear if a button is previously held down.
{X} = Button "X" should only be held down briefly to partially charge the attack, instead of the full charged version.
X(#) = Attack "X" should only hit # of times.
X~Y = This notation has two meanings.
  • Use attack "X" with "Y" follow-up input.
  • Input "X" then within a few frames, input "Y". Usually used for option selects or kara cancels.
(...) OR (...) = Use only one between the two alternative routes.
CH = The first attack must be Counter Hit.. Indicated by an "Interrupt!" pop-up down left.
OTG = The following move hits the opponent Off The Ground.

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