Akali is the latest character to join 2XKO. We’re now waiting to hear more about Senna, who could very likely get a gameplay trailer at Evo Japan 2026.
Evo Japan 2026 is scheduled to span from May 1 to May 3, 2026. Of course, 2XKO is part of the main lineup. Evidently, we’ll likely see how Akali having a much greater impact on the 2XKO meta compared to the character that came before her, Caitlyn.
Apparently, Akali has an unblockable Okizeme setup in 2XKO. These sort of interactions tend to lead to top tier characters in fighting games.
According to Yohosie, combat designer for 2XKO, the unblockable won’t be patched by Evo Japan 2026. However, she also notes that the team was able to uncover multiple undiscovered options that can help players escape the situation, but she didn’t elaborate on what those options were.
Despite this, Yohosie acknowledges that Akali’s charged S2 should not be capable of grabbing airborne opponents. The team intends on patching this later on.
Good news and bad news yall,
Bad News First: the akali unblockable oki requires more than a simple number change and won’t be changed before evojp
Good News: there are multiple undiscovered options that makes this not a true unblockable (they are real (we checked)). Even so,…
— yohosie (@yohosiefgc) April 27, 2026
In the meantime, we do have patch notes for today’s hotfix. This adjusts the Break System, Fury and fixes the spectator mode, but doesn’t implement any individual adjustments for any of the characters.
Check it all out below:

We’re lowering the overall amount of Break meter generation.
• For combos under the 15-second threshold, it’ll be about 10% more than in patch 1.1.3, and about 10% less than in patch 1.1.5 (current patch).
• For combos that reach 15 seconds, Break meter generation is now significantly less.
Old Values:
• 6 seconds = 3x break meter generation
• 9 seconds = 6x break meter generation
• 12 seconds = 9x break meter generation
• 15 seconds = 18x break meter generation
New values:
• 6 seconds = 3x break meter generation
• 9 seconds = 5x break meter generation
• 12 seconds = 8x break meter generation
• 18 seconds = 18x break meter generation
More notes on this change:
• Some champions were disproportionately affected by the Break meter bonus triggering 15 seconds into a combo. This change limits some of the more impractical long combos, without hitting some champion’s optimized combos.
– In addition, we have overall limited Break gain at the 9 and 12-second thresholds.
• Break meter generation from getting hit by a basic combo or Pulse Combo is unchanged from patch 1.1.5.
• Lobbies with players mainly using Pulse Combo will still have more Break gain than in the previous patch.

We’re changing the damage values on Fury, so that this state deals less damage overall.
• Minimum damage while in Fury was 40% and is now 25%.
• Chip damage while in Fury was 300% and is now 250%.
With these changes, top-end combos will do about 150 less damage.
• While we like Fury enabling comebacks, it was swinging game states too far on stray hits. We’re reducing the minimum damage specifically so that low-risk, low-reward hits such as Lights and throws don’t become game-ending sequences quite as often.
• In addition, chip damage has been lowered slightly to make Fury chip strategies less potent.
• Pulse Combo damage in Fury is unaffected by these changes.
– In newer player lobbies, Fury was generally where it needed to be as a comeback mechanic, so we want to maintain that.

• Fixed the bug that caused players to be stuck on the loading screen when entering a match.
– Now that the bug is fixed, spectating has been re-enabled.

