5L to throw 2 touch 1 bar spent. Optimized routing around keeping burst low and avoiding freestyle assist cooldown on the first hit for better mix if they block. Starter includes 6H and OSing a jump, so charged 5H happens on block, j.H happens on hit.
#2XKO_THRESH#2XKO_VI
Corner limit strike oki. Dash 5L catches all air techs, and depending on the timing can be plus if they don't air tech while being safe to get up attack. But doing dash 5L too fast makes it hard to confirm into a combo against forward tech.
#2XKO_VI#2XKO_EKKO
Vi -> Ekko restands to 2 touch everyone from 2L -> mix. You're still really plus after the back dash into charged roll so you need to do a dash before any of the options to kill more time. All options beat mashing. Last combo is when you don't reach corner
#2XKO_VI#2XKO_EKKO
Teemo to Vi crossup into Teemo midscreen fire oki. Delay the 2M after tagging back to Teemo. And a different combo to get limit strike with corner carry
#2XKO_VI#2XKO_TEEMO
Adjusted Vi corner to corner with Teemo with better post super routing letting you kill Darius from a parry starter. From 2M it overkills Braum
#2XKO_VI#2XKO_TEEMO
3 routes based around slingshot for different parts of the screen
1. Fullscreen 4 slingshots
2. Midscreen 5 slingshots
3. 1/3 of the screen or closer 5 slingshots
#2XKO_TEEMO#2XKO_VI
Teemo slingshot plus Vi assist into fullscreen crossup. If blocked sets up another 50/50 with Teemo. If it hits, you get a full conversion
#2XKO_VI#2XKO_TEEMO