Ever since 2XKO finally hit full release, Riot has been keeping up a surprisingly good pace of patches and additions. It hasn't been entirely smooth sailing, between the game not really attracting too much of a crowd outside the existing FGC diehards, and shaky balance, that led to frankly hilarious top 8 summaries and bounties for players who choose to not use the same meta team.
In spite of that, it's commendable that Riot isn't just sitting it out and chooses to actively engage with the game to correct the course and get it into a state that would be healthier for casual and competitive players, which seems to be a major part of this specific patch.
As always, they also provide a helpful overview image for those who just want to see the broad strokes.
Paradoxically, one of the biggest issues for a fighting game that was meant to be beginner-friendly, is that it's actually so complex that jumping in can be pretty overwhelming. The addition of "Learning Hub" aims to try and rectify this by putting all the resources game has at the moment in one place. It also adds bot matches of increasing difficulty, encouraging people to beat them and get more comfortable with the game, by offering new outfit colors for completing the fights.
Your ranked grind should also hopefully feel more rewarding. Regardless if you're in Iron or Challenger, you will get a corresponding sticker. While those who reached Diamond or above will also get an avatar cosmetic to show off their achievement. All you have to do to claim these, is to simply log in once Season 1 starts.
Now, off to the balance changes, you can take a look at these on the official website, or read the repeat of them below:
Core Rules
We’re making very few core rules adjustments this patch, but we think these will help alleviate some of the pain points you might run into while running sets:
- Assists no longer have collision after they become invulnerable.
- Parry’s shockwave is now full screen. This means that parrying physical attacks should always lead to a punish and should interrupt something like Teemo’s S1 Super.
Bug fixes
- Throwing a rolling opponent now adds the correct amount of combo scaling.
- Fixed a bug where champions were unable to block after whiffing a mid-air Break.
- Air throw whiff recovery at extremely high jump arcs is no longer shorter than it should be.
- Made small updates to some animations for champions
- These involve distance traveled on moves, collision pills, and more. As a result Happy Birthdays will be slightly more consistent.
Ahri
We have a bug fix for Ahri, as well as a change that targets some of Ahri’s most high-level routes. This will be a nerf for Ahri at the highest level, but not felt for the average player.
Reduced Combo Length
- Spirit Rush (mid-air 6S2) now has reduced hitstun late into a combo.
- As a result some of Ahri’s longest combos will be shortened. If used early in her most common combos, you shouldn’t notice a difference.
Bug fixes
- Ahri now has the correct number of invincibility frames on her Ultimate when it is blocked by an enemy Point champion at the same time it hits an enemy Assist champion.
Known issues
- Charm (S1+S2) hitbox reverted to a previous, smaller version.
- Some of Ahri’s combos are still dropping on Warwick specifically.
Blitzcrank
We’re giving Blitzcrank better Steam generation, particularly on Power Fist (S1). We’re also improving their projectile destruction properties on Rocket Punch (S2). Both of these changes should help them fight against champs who use projectiles.
Improving anti-projectile tools
- Rocket Punch (S2) now destroys projectiles more effectively.
- Hitbox now appears 5 frames earlier. It used to appear on frame 15, and now appears on frame 10.
- Rocket Punch (S2) projectile destruction properties now apply to their extended arm as well as their fist. The projectile destruction now lasts until the move is no longer active.
- Both of these changes are aimed at helping Blitzcrank beat air-to-ground projectiles from champs like Ekko and Teemo, and makes this move significantly more consistent for its intended use-case.
Improving Steam generation
- Spinning Turbine (6S2) now generates 20% more Steam on hit.
- Steam Charge (S1 Hold) now generates a full bar of Steam 25% quicker.
- Wrecking Ball (mid-air S2) now generates 20% more Steam on hit.
Improving pressure
- Final hit of fully charged Wrecking Ball (S2) blockstun has been increased by 12 frames. It was negative on block, now it is +4 frames on average.
- Final hit of fully charged Wrecking Ball (S2) hitstun has been increased on grounded opponents.
- The final hit of Wrecking Ball when fully charged wasn’t as good as it should have been against grounded opponents. Conversions should be much easier now, and if you manage to land this attack, you will always have advantage.
Bug fixes
- Blitzcrank no longer occasionally makes opponents invulnerable with their Rocket Grab Assist (T).
- Spinning Turbine (6S2) now properly pushes opponents back when its final hit is blocked.
- The glow VFX on Blitzcrank’s mid-air Steam Garbage Collection (mid-air 2S2 with Steam) no longer persist when interrupted by a back throw.
Braum
No changes for Braum… yet.
Darius
We just have a few bug fixes for Darius this patch.
Bug fixes
- Opponents no longer recover immediately after being hit by Darius' Noxian Revolution (S1 Super).
- Darius' Lacerate (S2 into S2) now does extra damage to wounded enemies as intended.
Ekko
Ekko was overperforming in the meta, so we’re taking some steps to tone him down. While he’s a strong Point champion, he is also an incredibly strong Assist. We’re not opposed to champions being very good at two things, but Ekko was overperforming on both counts. To remedy this, we’re making nerfs to bring his Assists more in-line with other champions, as well as making Timewinder less oppressive in neutral.
Toning down Assists
- Chronostrike Assist (6T)
- Overall power level reduced.
- We want this to be an all-rounder Assist, but it was an all-rounder Assist that was best-in-class at most things it did. To remedy this, we’ve brought down its power level on all levels. It will still perform its core role as an aggressive, easy-to-use Assist, but it should feel like less of an auto-include in competitive team compositions.
- Startup has been increased from 17 to 19 frames.
- Blockstun has been reduced from 18 to 15 frames.
- If you call Ekko’s Chronostrike Assist twice in a row, it’s no longer gapless, and can be parried.
- Total travel distance has been reduced by 15% over the duration of the move.
- Ekko’s 2X Chronostrike Assist no longer goes full screen.
- Hitbox decreased in size vertically and horizontally.
- This compounds with the distance nerf to further reduce its range, and prevents it from anti-airing as easily.
- Hurtbox increased in size.
- Timewinder Assist (4T) startup has been increased by 5 frames. It was 17, and is now 22 frames.
- With Chronostrike Assist nerfs, Timewinder Assist was also too powerful. We nerfed the properties of Timewinder, but even with those nerfs this Assist was the second fastest in the game at 16 frames. It’s now much more reasonable for the screen space that Ekko occupies when performing this Assist.
- Editor’s Note: Technically, this was a 16 frame startup, and is now 21 frames. The frame bar does not account for the first active frame of the projectile.
- Mega Timewinder Assist (2T Super Assist) has 10 additional frames of startup. It was 15, and is now 25.
Reducing neutral pressure
- Timewinder (S1)
- Duration of Timewinder has been reduced by ~25 frames. It was ~105 frames and is now ~80 frames.
- Timewinder took up too much space for how committal the option was. Often in our game, two seconds of high-octane combat can feel like two minutes, and Timewinder lingered long enough that players assumed it was gone, but then would get clipped by it.
- This has been tuned to a number where Ekko’s combos still function. However, there may be Assist combos that are harder or don’t work anymore.
- Mid-air Timewinder duration has been reduced by 6 frames on average.
- Mid-air Timewinder lingers less near the ground. This has been tuned to still allow all of Ekko’s core combos.
- Exact duration of mid-air Timewinder varies based on height.
- Blockstun before Timewinder expands has been reduced from 33 to 24 frames.
- Blockstun after Timewinder expands has been reduced from 37 to 32 frames.
- No longer triggers Proximity Guard.
- Note: Proximity Guard is the range at which an attack causes you to stop moving while holding back to block.
- Timewinder Toss (2S1) is unchanged.
- 2M can be punished more easily.
- There is a lingering hurtbox during recovery frames.
- Recovery frames have been increased by 2.
- This move had less recovery than M. It doesn’t anymore.
Decreasing damage
- Removed minimum damage override on Ekko’s Mega Timewinder (S1 Super). It now deals 98 damage late in a combo.
- Attempt #37 (Ultimate) damage has been decreased by 20 when not used as a counter. It was 500 and is now 480.
Hurtbox nerf
- Ekko’s crouching hurtbox is now bigger.
Bug fixes
- Fixed a bug that prevented Ekko from rewinding after Handshake Tagging after Break.
- The VFX on Arcane Ekko’s Attempt #37 (Ultimate) no longer persists longer than intended.
- Ekko no longer occasionally floats away after Handshake Tagging during his mid-air Timewinder (mid-air S1).
Illaoi
Just bug fixes for Illaoi this patch! Her power remains unchanged.
Bug fixes
- Fixed a bug where both of Illaoi’s hits from 2H counted as a wall bounce, causing Limit Strike to trigger earlier than intended.
- Mid-air charged 2H now deals 100 damage on hit.
- Both the charged and uncharged versions were dealing 90 damage.
Jinx
This patch is mostly just cosmetic and rare bugfixes for Jinx. Her power should be relatively untouched.
Bug fixes
- Flame Chompers! (6S1)
- No longer mimics her movements after using 2X Assist.
- No longer has lingering SFX after 2X Assist.
- SFX no longer persist after exiting her combo trials.
- Fly Clappy, Fly! (2S1) no longer glitches out when destroyed.
- Fixed a bug where the Arcane Jinx skin had lost her iconic cloud tattoos.
- Fixed a bug where Jinx would become invincible after a Handshake Tag and a very specific sequence of events.
Teemo
We’re taking steps to reduce parts of Teemo’s kit that are difficult to interact with.
Toning down neutral
- Noxious Sweeper Assist (2T Super Assist)
- Teemo’s Super Assist should be easier to punish now.
- Hurtbox on Teemo has been increased.
- Mushrooms now disappear if Teemo is hit.
- Bandle Dash (6S1)
- Frame advantage has been decreased by 3. It was 0 on block and is now -3.
- Charged Bandle Dash frame advantage has been increased by 13. It was -11 on block and is now +2.
- Bandle Sky Patrol (S1 Super)
- Teemo’s iconic blowdart Super will now deal less damage, and combos that convert from the hit will be much shorter now. This is similar to the change we made to Jinx.
- Now has an additional hit of damage scaling.
- Each hit now decreases hitstun scaling.
Toning down the yordle mix
- Yordle Hike (mid-air 2M)
- No longer causes a crouching opponent to stand on hit.
- Teemo will no longer be able to combo crouching opponents solo with instant mid-air Yordle Hike. This will force him to use Assists to combo, or complicated setups that often sacrifice the ability to cover roll.
- Hitbox is now lower.
- Performing this input on an arcade stick was extremely difficult. If we’re going to leave it in, we want it to be more accessible no matter what controller you have.
Bug fixes
- Teemo’s Parachute (8 Air Only) slowfall no longer persists after he tags out.
- Teemo’s Noxious Surprise (S2 Super) no longer goes the wrong way if the opponent tags out.
Vi
This patch is just bugfixes for Vi, and should keep her power relatively untouched.
Bug fixes
- Pushblocking Vi’s Knuckle Down (6S1 into H) no longer causes the pushblocking champion to appear behind Vi.
- Handshake Tagging during Vi’s Relentless Force (S1 Super) no longer puts the opponent in a frozen state.
- Vi’s Cease and Desist (Ultimate) is no longer missing some VFX.
- Throwing after Vi’s Footwork (6S1) no longer displaces opponents in unexpected ways when timed with a Handshake Tag.
Warwick
We have one change for Warwick that’s basically a bug fix in disguise.
- Added additional hitbox on Warwick’s M.
- M now hits lower and closer to Warwick to prevent M from whiffing at close range during some interactions.
Bug fixes
- Warwick travels slightly farther during the startup of forward throw.
- Warwick's forward throw did not travel as far on start up as the rest of the roster, and this is bringing him in line with them.
- Fixed a bug where Infinite Duress (S1 Super) sometimes failed to track opponents when used from the corner.
- Fixed a bug where Feral Bite (6S2) couldn’t KO opponents.
- Warwick no longer gets stuck in a slowfall state when he knocks out an opponent during Primal Climb (4 near corner).
- Fixed a bug where Warwick’s eyes would suddenly snap to a different direction after winning a round.
- Warwick’s red chroma now correctly shows up as the second chroma in the list.
- Warwick’s charged H now plays sound correctly.
Yasuo
We’re toning down Yasuo’s damage by adjusting the H followups from his Calm stance. We’re also adding additional risk to his current best mixup option, mid-air 2H. Finally, we’re redistributing Yasuo’s movement from his backdash to his Calm stance backdash, to help encourage Yasuo players to utilize that part of his kit for movement.
Damage nerfs
- Sever Wind (2S1 > H) damage has been reduced by 25. It was 145 and is now 120.
- Sever Wind (2S1 > H) minimum damage scaling has been reduced from 0.3 to 0.2.
- Late into a combo, this now deals 24 damage, down from 43.5 damage. This is a general damage nerf to Yasuo, but is targeted primarily at highly-optimized Double Down combos.
- Sever Cloud (2S1 > 2H) damage has been reduced by 20. It was 130 and is now 110.
- Steel Tempest (S1) damage has been reduced by 5. It was 105 and is now 100.
Offense nerfs
- Mid-air 2H
- Can no longer be canceled into special moves on block.
- This being cancelable on block allowed Yasuo to layer multiple mixup options without much risk. Adding risk to Yasuo’s strongest mixup option tones down the power level of the mid-air L > 2H > S1 sequence.
- Landing recovery has been increased from 3 to 6 frames
- Editor’s note: (Yasuo would often recover before landing and have effectively 0 frames of landing recovery, so in reality this change is from 0 to 6 frames of landing recovery).
- Stomp (2S1 >L) now pushes back slightly further on hit or block. The frame data is the same.
- Stomp > Stomp > L whiffs now, which helps champions with slower jabs contest Yasuo’s pressure.
Movement adjustments
- Backward movement speed has been reduced by ~20%.
- Backdash speed while Calm (2S1) has been increased by ~10%.
- Yasuo had the fastest backdash in the game by the numbers. To encourage Yasuo to use his special movement mechanics, we’re lowering his base movement on backdash, and increasing his movement on Calm stance backdash.
Neutral nerfs
- Gale Blade (mid-air S1) hurtbox has been increased in size.
- 2H has been nerfed in power
- Startup frames have been increased by 3. It was 11 and is now 14 frames.
- Hitbox has been very slightly decreased.
- This move was too fast for both how large the hitbox is and how much advantage you get on block.
- Storm Breaker Assist (2T Super Assist) startup has been increased by 8. It was 22 and is now 30.
Bug fixes
- Fixed a bug where Yasuo’s mid-air S1 > mid-air S1 > mid-air S2 had 11 extra frames of recovery.
- Yasuo’s move list is no longer missing videos.
Known Issues
- Yasuo’s collision pill is slightly offset while airborne. Rarely results in Yasuo travelling a different distance than other champs mid-combo.
QoL Updates
Controllers
- A new "Layouts" option has been added to the Controls menu that allows players to select different control schemes for different input types (e.g. “Combat” and “Lobby”).
- Players can select and save layouts on a per-profile basis.
- Players can select a 2XKO default layout, or configure their own custom layout.
Bug Fixes
General
- Fixed a common disconnect that would happen after Round 1.
- The camera no longer locks in place when Handshake Tagging after Break.
- Guest players from other lobbies no longer stand completely still at cabinets.
- Arcane Finisher no longer makes champions invisible after a round draw.
- The account level displayed on the player profile is no longer different from the actual account level.
- Battle Pass XP progress bar now updates properly after a game.
- Warwick’s Call of the Wild taunt preview now displays correctly in the Battle Pass.
User Interface
- Locally- and remotely-saved keybinds no longer cause conflicts when logging into 2XKO on the same machine with different accounts.
- LT and L2 buttons on gamepads now map to the proper inputs using the "Profile 1" control preset.
- In the Controls menu, both Player 1 and Player 2 can now select the "Fightstick" option in "Choose Default Layout."
- In the Controls menu, fixed an issue where the Test Controls layout would display as a keyboard even if using a fightstick or controller.
- Fixed an issue where players could navigate through menus when they weren't visible in the UI.
- Player 2's name now displays properly in the Mode Select screen.
- A disconnection modal now displays when returning to the lobby if your competitor disconnects during a match.
- Ranked promotion animations no longer persist in the end-of-game screen after selecting "End Set."
- Accepting a duo invite from a player in a Private lobby no longer results in multiple overlapping modals.
- Expiring duo invitations no longer display their notification twice.
- Fixed a crash that could occur when finishing and advancing through Tutorial lessons.
- A "Back" tooltip has been added to the lobby chatbox.
- The online status of a requesting player is no longer missing in the Social panel when receiving a friend request or duo invite.
- Social panel options are now properly disabled if trying to invite a player in a non-invitable state.
- Player cards now display correctly in the Social panel.
- Players are no longer displayed twice in the Social panel.
- Lobby chat and direct messages now display the newest chat instead of the oldest.
- The unread message counter now displays the correct value when the Social panel is closed.
- Direct message history is now properly wiped after blocking a player.
- Fixed an issue that prevented players from selecting “Fight New Challenger” after a match.
- Fixed a bug that caused inconsistencies with a player’s button placements in the lobby’s action bar.
- Frame bar has been adjusted to be more accurate.
- Fixed UI stutter when playing 2XKO on non-16:9 aspect ratios available in windowed mode.
Audio
- Music from First Fight no longer persists after leaving First Fight.
- Assist champions no longer play SFX for gaining Super meter.
- “Challenge Accepted” voice no longer plays for all players in the lobby.