Master Ekkos clone mechanics, Timewinder combos, and mixup strategies in 2XKO. Complete character guide with pro tips and techniques.
Ekko stands as one of 2XKO's most dynamic fighters, wielding time itself as his weapon. This Zaunite prodigy brings unparalleled mobility and mind-bending mixups that can leave opponents guessing at every turn. Whether you're looking to master his Timewinder projectiles or dominate with his signature clone mechanics, this guide breaks down everything you need to become a time-manipulating menace.
Ekko excels as a mixup archetype fighter who thrives on pressure and burst mobility. His Z-Drive technology creates afterimages that fundamentally change how you approach neutral game and combo execution. Unlike other fighters who rely on raw damage, you'll be rewriting the rules of engagement with temporal tricks.
2XKO Champion Guide: Ekko
Strengths | Weaknesses |
---|---|
Best ground movement in the game | Terrible anti-air options |
Exceptional mixup potential | Very short-range buttons |
Clone mechanics for extended combos | Struggles against projectiles |
Solid damage output with supers | Limited defensive options |
Ekko's anti-air game is his biggest weakness. You'll need to rely on positioning and movement rather than challenging aerial approaches directly.
2XKO Ekko Move list
Your mobility toolkit centers around several key mechanics that separate good Ekko players from great ones:
Ekko possesses a unique Air Hop (L+M
or Forward Forward
in air) that functions like a forward short hop. This isn't a traditional double jump - you can't perform it backwards, making positioning crucial.
Down Forward + L
): Low attack with superior range compared to regular crouching lightDown Forward + M
): Overhead that catches blocking opponents, though not cancelable on its ownThe overhead becomes combo-able when you have a charged clone active, opening up devastating 50/50 mixups.
Timewinder (S1
) serves as Ekko's primary neutral tool with distance-dependent properties:
2XKO Ekko Timewinder
You can manipulate Timewinder positioning using heavy attacks:
Heavy
button launches it forwardDown Heavy
sends it upward in an arc3H
(Down Forward Heavy) creates an arcing trajectoryClone mechanics transform Ekko from a standard fighter into a temporal trickster. Every S2
input creates an afterimage that fundamentally changes your options.
2XKO Ekko Clone
S2
(neutral): Creates clone, teleports back with attackDown + S2
: Teleport with upward launcher (jump-cancelable)Holding S2
creates charged clones that unlock advanced mechanics:
Down + S2
with charged clone)Clone Type | Properties | Best Uses |
---|---|---|
Regular Clone | Attack on return | Quick pressure, basic combos |
Charged Clone | Neutral teleport | Mixups, overhead conversions |
Air Clone | Downward slash momentum | Cross-ups, air control |
Start with these fundamental combos:
Launcher > Air combo > Forward S2 > Launcher > Forward S2
Timewinder (distance) > Dash > Launcher > Air combo
Charged clone > Overhead > Clone return > Combo
With charged clones, you gain access to Chronobreak setups:
Forward + S1
) has a gap between the second and third hits. Opponents can parry or grab during this window, but you can exploit this for tag mixups.S1 + L/M/H
): Enhanced projectile with extended propertiesS2 + L/M/H
): Provides permanent charged clone for five movesAttempt #37 (S1 + S2
) delivers massive damage with unique counter-hit animation. If Ekko gets hit during startup, he performs a special knockback animation while still dealing damage.
2XKO Ekko Ultimate
Back + T
): Standard projectile with slow propertiesDown + T
): Enhanced version for space controlT
): Quick strike optionEkko excels in Double Down compositions due to his mobility and setup potential:
Since anti-air options are limited:
2H
anti-air is genuinely terribleEkko’s the champ you lock in when you want to outplay and make it look good. His moveset is not beginner-friendly, His anti-air is garbage and his range is short, but once you get rolling with clones and Timewinder, it doesn’t matter. You’ll be zipping around, setting up fakeouts, and turning one opening into a whole round of beatdown.
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Updated:
September 8th 2025
Posted:
September 8th 2025