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Alex Ahri

  • Glossary
    • If I use a term you don’t understand its probably here
  • 2XKO Wiki
  • Twitter
    • If you want to be a real nerd and look up cool tech
  • How do I read/Why are there numbers in my combos?
    • Numpad notation is the generally agreed upon format for sharing combos. You don’t have to learn it right away but the idea is numbers represent direction in relation to a keyboard numpad.
      • 2 is down, 5 (or nothing) is neutral. 6 is forward, etc. (always assumes P1 side aka left side)
      • [H] means charged H. {H} is partially charged.
      • j.M means the air version of M. It does not mean jump every time you see j written in a combo
      • ~ is used for special moves that have follow-ups. For example, Ahri’s fireball has follow-up fireballs if you keep pressing the button. This would be denoted as S1~S1~S1.
      • I use > to make combos easier to read.
    • Read more here
    • If you prefer i can rewrite combos in a different format

  • Sajam guide
    • Highly recommend you watch this. Ignore specifics about combos for now. Focus on the general gameplan and how to get the first hit.
  • How to hit your opponent
    • Ahris normals are good want to use both ground and air options
    • go hit dash 2M and M
      • 2M goes a little further and hits low
    • anti air with 2H
      • Often good to just wait for your opponent to jump at you.
        • Happens a lot when you are new
    • air dash at them
      • air dash > j.M or j.H
        • j.H is generally better because its bigger
      • air dash > 2H for cross-up (if the air dash puts you past them)
      • Will avoid a lot of your opponents attacks
    • throw air fireballs (j.S1 and j.2S1)
      • Treat like a poke
      • Can air dash forward or backwards after
        • air dash > j.M or j.H
          • better players know you want to do this so don’t be predictable
      • Can use spirit rush (j.S2) after fireball
        • any (non upwards) direction
        • Very good to do air fireball > spirit rush > j.M or j.H or another fireball
        • If you do not do a move after spirit rush you are hittable until you touch the ground. Very unsafe.
      • Air dash, air fireball, air spirit rush, normal attack can be done in basically any order.
    • Spirit rush up-forward and throw out an attack
      • 9.S2 air dash j.H > j.2H j.H ...
      • Slightly more advanced
      • Skip air dash depending on range
      • Use assist to cover
      • Hits overhead
    • Can just pick a few of these until you feel comfortable. I recommend learning them in order from top to bottom.
  • If your opponent blocks spirit rush (6S2) you will die. It makes you bounce in the air on block and you are vulnerable until you hit the ground.
  • Against better opponents whiffing buttons can get you killed. Try to make sure your attacks always land on the opponent if possible.
    • Ahri can ignore this with her air attacks because when you land you can block instantly. Can still get hit out of the air mid attack/dash.
    • Don’t worry about this too much in the beginning.

You can use pulse for as long as you want. However, it doesn’t take long to learn a basic manual combo that does more damage. Go more advanced as you get more comfortable or if you think its fun. You can go far learning only one combo.

Easy

M H 2H > j.M j.H j.S2
  • Good first combo to learn off of pulse.
  • Can do Super 1 after

Medium Fireball

M H S1~S1 > j.6S2~4S2 > j.S2 > j.2S1 > air dash j.H > Super 2
  • j.6S2 might miss depending on distance
  • If they block you can airdash away after the second fireball or just stop after the first fireball

Side swap bnb limit strike

M H 6S2 8S2 j.S1 airdash j.{H} (land) > dash {H} j.2H j.H H j.2H j.H airdash j.M j.3S2 2M S2   
  • Need to end at the wall to work
  • Good if your back is near corner
  • Pretty challenging for a new player but consistent for mid-level to advanced players.

Same side bnb limit strike

M H 6S2 7S2 delay j.S1 airdash {H} (land) > dash H j.2H j.H H j.2H j.H airdash j.M j.3S2 2M S2
  • Same as above but a little less damage
  • Do this combo instead of the above if its easier to get to the wall this way.
  • Tip: air dash and start charging j.H right after the j.S1 projectile hits the opponent. Release when you’re about to reach the ground. Even if you don’t charge for long enough, it should still work.
  • Ends after j.3S2 if you don’t make it to the corner
  • If you do make it to the corner you can do 2S1 after so that a fireball hits them as they wake up

Orb super fix limit strike

2H j.H airdash H j.S2 dash Super 1 j.L j.L j.6S2 j.L > S2 S2 
  • If you think you are going to drop a combo or if you just want to super you can tack this onto the end of basically anything.

Orb super fix limit strike (-1 spirit rush)

2H j.H j.3S2 Super 1 j.L j.L j.6S2 j.L > S2 S2 
  • For if you already wall slumped them

I think all of these combos also work in the corner but not sure

Corner fireball

L M H S1~S1~S1 air dash j.{H} H 2H j.H j.2S2 Super 1 j.L j.L j.6S2 j.L > S2 S2 
  • Good combo from block string
  • If one of the first two fireball hits finish the combo
  • If they block stop (or air dash away if its the air fireball)
  • Very good corner pressure if you can do it.
    • Can substitute an easier combo here if you want. The important concept is that you can combo after landing a fireball in the corner
    • I see many Ahris do this as a default option in the corner.
  • Some moves are safer to do on block. The goal of a block string is to force your opponent to block for a while and end on a safe move so you don’t die for trying to hit them.
  • Some block strings are designed to mix up your opponent to get a hit in.
  • Usually after you do a block string you should block if are close to them.
  • If you attack someone and you block you should basically always do one of these or improvise something that leads into a special move. Do not just stop hitting someone without thinking.
    • Ending with S2 is a great option
  • There are a lot of options, all with strengths and weaknesses. Just pick one or two that look easy.
    • Highly recommend doing anything that involves S2

Easy

L L M H S2 
  • -6f on block (your opponent can act 6 frames before you after they block your S2)
  • I think you can leave a gap between the lights that’s big enough to hit people who are mashing but small enough that you don’t get hit
  • Can also leave a small gap between H and S2
  • Not very scary midscreen. Good in corner with assist

Easy + Fireball (Corner)

L L M H S2 > S1~S1
  • can airdash after second fireball S1
  • Gap between S2 and fireball but very hard to escape.
  • Gap between fireballs. Again, hard to deal with.
  • Many Ahris default to this in the corner.
  • If you learn 1 blockstring/setup it should be this one.

Easy fireball ender

L L M H S1 
  • leaves you far away

Easy run away ender

L L M H 7S2 j.S1 airdash back j.H 
  • leaves you very far away

Easy Mix

L airdash 2H

Advanced Midscreen air dash mix-up

L L M jump airdash j.2H j.H 6S2
  • Can combo if it hits.
  • Can leave gap between the lights
  • Do not do 6S2 if they block
  • Very hard to block

Corner fireball

L M H S1~S1~S1 air dash j.{H} H 2H j.H j.2S2 Super 1 j.L j.L j.6S2 j.L > S2 S2 
  • If one of the first two fireball hits finish the combo
  • If they block stop (or air dash away if its the air fireball)
  • Very good corner pressure if you can do it.
    • Can substitute an easier combo here if you want. The important concept is that you can combo after landing a fireball in the corner
  • I see many Ahris do this as a default option in the corner.
  • Sajam Defense Guide
  • Blocking -> Fighting back
    • When you are blocking the opponent, There is usually a gap after they use a special move. This is your turn to fight back
      • This depends on what move they use so you have to guess until you have more knowledge of the game
    • In general
      • If they are close and you think there is a small gap use L
        • Fast but short range
      • If they are medium distance and there is a bigger gap use run up M (or just M)
      • Blocking more is a good option
      • If they whiff (miss) an attack its your turn
      • Blocking or dodging a super usually gives a lot of time to run up and kill your opponent
      • Default to blocking low (overheads are usually reactable)