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Fuse-alicious"We wanted to create new ways to experience the game" 2XKO game designer manager breaks down the big changes coming in Alpha Lab 2Clockwork sits down with us for an exclusive interview about the two new Fuses, wider gameplay adjustments, and whether he's the best MvC player on the team.Image credit: Riot Games Article by Connor Makar Staff Writer Published on March 28, 2025 Yesterday, fans of 2XKO were blessed with a lot of news related to the upcoming Alpha Lab 2 test. Not only did we learn about what changes are coming, but also when players will be able to hop back in to 2XKO, as well as a few teases for the future such as the launch number of characters that'll be available at launch.But of course, even with the latest video closing in on an hour in length, there's still plenty of questions surrounding the changes coming this April. So to help peel back the curtain a little, I sat down and talked to one Daniel "Clockw0rk" Maniago from the development team. Below you can find the full 20-ish minute interview, filled with insight on the two new fuses, Fury Break, and more.To see this content please enable targeting cookies. VG247: Let's start with the two new fuses: Juggernaut and Sidekick. Both appear to be attempts to make the onboarding process easier. To start, could you speak to the design philosophy behind Sidekick?Clockwork: "Yeah, we wanted to create new ways to experience the game of course. Sidekick for starters, we wanted to improve the duo experience. The duo experience is really important to us. So we wanted a Fuse that's meant to serve the cohort of duos where one player doesn't want the pressure of being the point and would rather be in a supporter role. So the way the Sidekick Fuse works is that you can't switch champs in combat, but we provide additional tools to the assist character to help the point character.""Sidekick also works for solo players who want to experience the game's assist mechanics, but want to focus on a single champion on point, so Sidekick is a simplified Fuse for those players. I'd also like to mention for this Fuse there's pre-round agency. So at the start of the match you can tag between the characters to play on point. That works for Sidekick too, so if you're playing assist and say "hey, I want to play point this time" you can switch."VG247: One thing I like about Sidekick is the ability for the support champ to time button presses with opponent attacks to lower damage. Where did that idea come from? It seems to me like an effort to make the support role player have more agency, rather than sitting back and spectating.Clockwork: "That's exactly it. With Sidekick and the game in general, we were very cognizant of assist players who were playing duos, we didn't want there to be too much downtime, that they were alt-tabbing to other tabs especially after the KO. So we wanted to make sure they had something to do and stay engaged. Not only stay engaged, but feel like they have a meaningful impact on the match.""It's funny, right when I joined the team they had this idea of like a combo sweetener and a combo softener. It didn't have any gameplay functionality, but it would play a sound when you were in a combo and the opponent was hitting you. It would give you something to do, and that was something that inspired us to add something to Sidekick to give the assist something to do." Both Sidekick and Juggernaut will depend more on the point champion, who'll be granted powerful bonuses. | Image credit: Riot GamesVG247: Given we've got Juggernaut as well now, you said the team got feedback from players who wanted to play solo. How did the team approach making Juggernaut, and how do you balance the desires from those players with the reality that 2XKO is fundamentally a 2v2 game?Clockwork: "So we wanted to provide a game for players who - like you said - wanted to experience the game as a solo champion with no tag mechanics at all. For those who don't typically play tag fighters and want to ease themselves into the game, maybe while they're finding a second champion that they like. Or maybe there are players out there who only like one champion! Even though Sidekick provides a similar experience, we were looking out for those players who don't want to choose another champion, and don't want to be forced to play a champ they don't like. You still do pick another champion and you can still quick tag, but you don't have to.""Obviously in 2XKO you're losing a lot of power if you aren't using a second champion. So we wanted to do something similar to Sidekick, and add some additional power to Juggernaut. The idea is that if you've focused on Juggernaut, we do want to give you some tools to use so it is competitive. We have Eject, additional metre they can work with, and more health."VG247: Would you say you've designed these Fuses are introductory, that for the most part are intended to be moved on from as people become more familiar with the game? Or have they been built to remain powerful in high-end gameplay?Clockwork: "I'd say it's a mix of both. We're expecting a lot of players who play Sidekick and Juggernaut, once they get comfortable with two champions and playing them on point, to move on to other Fuses that have more intricate tag functionality. But we are expecting some players, maybe if they find these two Fuses to be their preferred way to play the game, to stick with it and be competitive. We're really curious to see how it shakes out during Alpha Lab 2 and beyond and what players do with them." Regardless of what Fuse you use, Jinx will be playable from Alpha Lab 2 onwards. | Image credit: Riot GamesVG247: How do you and the team expect it to shake out? How popular do you think they'll be initially compared to the tail end of the Alpha Lab?Clockwork: "I would say Fuses like Double Down, Freestyle, and 2X Assist are really strong and we've seen what players are able to do with these Fuses. Whereas I think we've yet to see the true potential of some of these additional powers we've added with Sidekick and Juggernaut. My general expectation is that the more advanced Fuses will be really strong, but I do expect some breakout performances from Sidekick and Juggernaut. Maybe not dominating the meta by any means, but I am expecting people to put in the work with these Fuses."VG247: I'd like to move onto Fury Break, which is particulary interesting, especially talking to you about it. Clockwork, you're well known for your history with the Marvel Vs Capcom series, and played MvC3 for over a decade. I know you know the conflicting feelings some people had about X-Factor as a come back mechanic. You mentioned that Fury Break is a comeback mechanic added in response to players' feelings that it was hard to make a comeback, but how has the team balanced it so it's not too strong and comebacks don't feel underserved.Clockwork: "From my personal experience, it's maybe not as bombastic as some of the other comeback mechanics you've seen in fighting games, but there's certainly a lot of power there. There's even more power as you learn the intricacies too. For example, in the old Fury Fuse, you could use dash cancels to help your offense and combos. That's been ported over to Fury Break, as well as of course the straight bonuses to damage and defence.""So I think that there's an added layer of strategy here when you get deep into it. Depending on the context you use it, you can use Fury Break still as a regular break to get out of a combo and get some benefit, or you can use it raw. When we first introduced Fury Break to internal testing, players were still using it as a combo breaker, but as players get better and find opportunities to use it offensively for combo extensions or using it raw, I'm expecting Fury stocks to go up." Fury might offer that x factor needed to make a big comeback.Image credit: Riot GamesVG247: I imagine the limit to Fury is that dash cancelling using Fury removed five seconds off the Fury duration right? Do you feel that should adequately limit the power of Fury Break?Clockwork: "Yeah, and really a lot of that has to do with one of our big overarching themes of the updates from Alpha Lab 1 to 2, we want to improve decision making. Not only in combos, but also with Fury. So there are decisions on when to activate Fury, decisions on what you're doing in Fury, and even before your Fury Break is active you have to make decisions on how much you want to save for Fury Break as opposed to the regular break. So it's all about decisions, and different players will make different ones, that's one separates players and play styles."VG247: One thing that was mentioned in the dev update was combos being shortened, or at least combos feeling shorter. Was this an easy decision to make? I know after Alpha Lab 1 there was a big discussion around this, but on the other hand big flashy combos are still a major draw for fighting game fans!Clockwork: "It's a delicate balance. You want to make sure players don't feel like they're stuck in long combos frequently, but you also want to ensure there are flashy combos players can aspire to learn. There were some tough decisions, but there were also some easy decisions. In AL1 we saw a lot of the top end of combos had to do with Double Down and using it multiple times in a combo, so we've limited that. Also, some of the easier bread-and-butter combos Ahri was doing, adjusting that was also an easy decision.""But we do also want there to be juice, and for characters to be performing cool combos that are unique to them." Take Jinx, who'll be using various traps and projectiles for distinct combos. | Image credit: VG247VG247: Given your history and the history of other former players on the team like MarlinPie, how do you ensure that there is still room for some really disgusting stuff?Clockwork: "It's a combination of a lot of different things. One of the core tenets to champion design and combos is we want to make sure the combos you can do are very unique to the champions you're using. So Yasuo is a good example, he can do combos that link together with his special attacks. But maybe some of the combos where you have a lot of light-medium-heavy filler over and over again, those are the things we want to address. So keeping the champions and the champion fantasy intact, and having that reflected in the combos, rather than having these filler combos is important."VG247: Taking a macro view now of Alpha Lab 2, it looks like a lot of these gameplay changes appear to be a helping hand to newer fighting game players, giving them more options to learn, making it easier to see what's going on in regards to blocking / parrying, making it easier to hit certain assists and do wall bounce combos. Was that a major takeaway from the first alpha lab? That more had to be done for that kind of player?Clockwork: "Yeah I think we got a lot of feedback regarding clarity, not knowing why things were happening, or why players got hit with certain things. So gameplay clarity, not just in gameplay but the HUD as well, was something we focused on. Not only that, but also the excitement. Big callouts. We consider a parry to be a huge callout right? So we wanted to make sure that not only that was clear to those playing and watching, but also players making those big callouts were getting rewarded for making those big plays."VG247: One final fun question. Your community manager Ben Forbes has been talking sh*t about how good at Tekken 8 he is. Is he the best Tekken player in the office?Clockwork: (laughs) "So I've never played him in Tekken, but I believe every word that comes out of Ben's mouth word-for-word. So if he says he's the best Tekken player in the office, if he told me he was the best Tekken player in the world, I'd believe him."VG247: That's a very good PR answer. Who's the best Marvel Vs Capcom player in the office?Clockwork: "That's a ridiculous question. It's obviously me. Ask around the office, they'll tell you the same thing (laugh)."The 2XKO Alpha Lab 2 is going live in the Americas on April 18-20. If you're able to play, let us know what you're the most excited to test out below!