An Iron-rank Vi/Ahri player sent me a clip with a question that almost everyone has at some point, even if they’ve never phrased it this cleanly:

He knew Yasuo was supposed to have to block, and he couldn’t make that knowledge translate into his hands. That’s not a knowledge gap — it’s a timing gap, and it’s completely fixable in training mode.
So this is the answer, plus the specific training mode settings that let you drill it. By the end you’ll have four settings configured that most players never touch, and one grab that will genuinely win you ranks.
What actually went wrong
Two different mistakes, one round apart.
- First attempt: too early. He pressed light while Yasuo was still in his get-up animation, so the button whiffed entirely.
- Second attempt: too late. Yasuo was already able to act, mashed light, and hit Vi first.
And there’s a third thing worth saying, because it’ll save you some frustration: on one of those strings he did pressure correctly and Yasuo blocked it. That’s not a failure. That’s the system working exactly as intended.
The white outline is telling you something
Slow the game down once — Start → Basic → Game Speed — and knock someone down. You’ll see them outlined in white.
That outline means invulnerable. They’re in the recovery animation and there is nothing you can do to them. Hit a button during it and you whiff, which is exactly what happened on the first attempt.
Don’t actually play at reduced speed — it wrecks your real timing, the same trap I flagged in the electrics drills. Use it once to see the visual, then put it back.
Setting 1: Reversals — make the bot wake up with a button

This menu is the whole answer and hardly anyone opens it. Reversals controls what your opponent does after they commit to an action.
- Press Start → Reversals
- Top section is After Wakeup — what they do when they get up off a knockdown
- The red X means the slot is off. Press the toggle hotkey (Y) to enable it
- Press A and set it to whatever you want — in this case, light
Now every single knockdown, the bot wakes up pressing light. No recording, no timing on your part. That’s the difference between this and the recording slots — you get a perfectly consistent opponent to time yourself against, every rep.
Setting 2: turn on the data display

Start → Display → turn on the data display. Now you get frame data and, more importantly, the words that tell you whether you won the exchange.
The drill: knock the bot down and time your button to land the instant they can act.
- Too early → you whiff (they were still invulnerable)
- Too late → the screen says INTERRUPT against you and you got hit
- Correct → you get the interrupt, which means you were first
Land an interrupt five times in a row. Do that once a day and this stops being a problem within a week.
The concept that makes it easy: meaty

Here’s the shortcut nobody tells new players. Meaty is a fighting game term for how long a move lingers on screen once it’s out.
Your light doesn’t linger. Its active window is tiny, which is why timing it on wake-up is so precise — miss by a few frames in either direction and you get nothing.
Your medium does linger. So you can press it earlier and still have it active when they become vulnerable. The move waits for them.
If you’re struggling with wake-up timing, stop using light. Use medium. You’ve just turned a tight one-frame problem into a forgiving several-frame one, without getting any better at the game.
Setting 3: Ground Tech — and the grab that wins ranks

Buried in the same clip is a much bigger opportunity than the timing issue. Yasuo tech rolled backwards while cornered — probably the worst option available to him — and it went completely unpunished.
How to set it up

Start → Bots → Ground Tech Settings. It defaults to None, which is why your practice dummy just stands up and you’ve never seen this happen in the lab.
- Back Rise — rolls away from you every knockdown
- Forward Rise — rolls toward you every knockdown
- Random — you don’t know which, or whether they’ll just stand up
The punish: just grab them
Set it to Back Rise, knock them down, and when you see the roll — grab. It’s a complete unblockable.
How you know you did it right: the screen says PUNISH in the bottom left. If it doesn’t say punish, they could have teched out of it and you were too slow. That word is your pass/fail, exactly like the interrupt drill.
From there it’s a free combo — OTG into super and finish the job. Or, since you have an assist and you’re not on Juggernaut, call Ahri and convert off that instead.
I’ll say this plainly: learning to grab tech rolls will probably move you up an entire rank on its own. Almost nobody below Platinum is punishing them, and almost everybody is doing them.
Then set it to Random
Once the punish is reliable against Back Rise, switch to Random. Now knock them down with your overhead (forward heavy) and train reading where they’re going to land before you commit.
Stack the wake-up action back on top and you’ve got a dummy that rolls unpredictably and presses buttons — which is a real opponent.
Setting 4: Block Settings — First Hit Only
Also in the Bots menu. Set Block Settings to First Hit Only and the dummy blocks your first attack but not what follows.
That’s how you check whether your follow-up actually connects a few frames later — the difference between a true block string and one with a hole in it. The other options (Never, Always) are useful for confirming whether a combo is genuinely true.
Setting 5: Get Up Attack — the thing that beats all of this
Now the counter-counter. Bots → Get Up Attack Settings → Always.
A get-up attack is a “get off me” move — it comes out as they rise and it beats your pressure and your grab. Perfectly timed meaty? Beaten. Going for the tech roll punish? Beaten. If you’ve been getting blown up on knockdowns and you can’t work out why, this is probably it.
But it’s very punishable
Block it and you’re +25. They’re minus 25. That’s an enormous window — you can land basically anything.
For reference on Vi, reading the middle number in the frame data: light is 6 frames, medium is 11, heavy is 17. All comfortably inside 25, so the heavy is genuinely available. The timing on it is awkward though, so in practice I’d dash up and press light.
You can also just jump over it and land a jump-in.
Honestly? Waiting is usually best
This is the higher-level version of the answer. If you burn your option trying to hit them on wake-up and it doesn’t work, they push you out and you’re back to even neutral — where, in the Vi/Yasuo matchup specifically, Yasuo wins with his long stabs and his assist back up.
Whereas if you wait, you keep the answer to whatever they choose. Wake-up attack? Block it, take your +25. Tech roll? Grab it. Nothing? Walk in and start again. Patience keeps every option open, which is the same principle behind outlasting a pressure sequence on defense.
Bonus: your ender is unsafe and you got away with it
One more thing from the clip he didn’t ask about. He finished a string with S1 in the corner and it worked — but the screen said INTERRUPT, which means Yasuo pressed a button and got caught. That’s luck, not safety.
At that range S1 leaves Vi at -7. Yasuo’s jab is 6 frames. He has a frame of leniency to punish it for free.
Prove it to yourself with the setting you already know: Reversals → After Block → set it to light. Run your string into it. If the screen says PUNISH, it’s a true punish and that ender is a liability.
What to do instead
- Sway — go in or back out with it. Delay a light behind it and you’ll catch them pressing.
- Just dash out backwards. No shame in it. You reset the situation, you keep them cornered, and you’re still ahead. If they jump in, anti-air with down heavy or meet them with air medium.
- Fake it — dash out, then dash back in. Good Vi players live here.
The pressure string to use instead
Light, medium, heavy, forward dash, light, medium.
This leaves you at a distance where their button whiffs — they press, they come up short, and you punish with a crouching medium into a full combo. Off that counter-hit I got almost 500 damage with a basic combo and no meter, purely because the punish scaled better.
If that sounds familiar, it’s the same bait I broke down as tip three in 7 Vi pressure tools — here it is converting in a real match.
Honest caveats
- Reduced game speed is a viewing tool, not a practice mode. One look at the white outline, then back to 100%.
- The +25 on get-up attack is Vi versus this Yasuo option on this patch. The concept holds; verify the number for your character.
- Blocked pressure is not failed pressure. If they block, the system worked. You only messed up if you whiffed or got interrupted.
- Grabbing tech rolls stops being free eventually. Once someone knows you punish it, they’ll stop rolling — which is itself a win, because now they’re taking the wake-up you wanted.
- This is a knockdown-pressure post. It won’t help you get the knockdown in the first place; that’s a neutral problem.
Your training mode checklist
- Reversals → After Wakeup → light. Then land an interrupt five times in a row.
- Swap your light for a medium and feel how much easier the same drill becomes.
- Bots → Ground Tech → Back Rise. Grab the roll until the screen says PUNISH every time.
- Switch Ground Tech to Random and train reading where they land.
- Bots → Get Up Attack → Always. Practise blocking it and taking your +25 punish.
- Reversals → After Block → light. Run your usual block strings into it and find out which of your enders are actually punishable.
If you’re not sure which of these to prioritise for your rank, what to practice at every rank lays it out. And for reading inputs like S1 and forward heavy, start with numpad notation.
The short version
- The white outline on a knocked-down opponent means invulnerable. Hitting during it whiffs.
- Reversals → After Wakeup makes the bot press a button on every knockdown — no recording needed.
- Turn on the data display and drill until you land an interrupt five times in a row.
- Use medium, not light. Mediums stay active longer, so the timing is far more forgiving.
- Bots → Ground Tech Settings defaults to None, which is why you’ve never practised this.
- Grab a tech roll and it’s unblockable. Look for the word PUNISH. This alone is worth a rank.
- Block Settings → First Hit Only tests whether your follow-ups actually connect.
- Get-up attacks beat pressure and grabs — but block one and you’re +25, which beats everything.
- Waiting is usually the strongest option, because it keeps an answer available for all of theirs.
- Vi’s S1 is -7 at that range against a 6-frame jab. Sway or dash out instead.
Send me your clip
This entire breakdown came from one Iron player asking a single specific question about one knockdown. That’s genuinely all it takes — a clip and a real question beats “how do I get better” every time.
Post yours in the 2XKO Jungle Discord and I’ll take a look — I do these for free regularly and they’re my favourite thing to make. If you’d rather go through your matches properly and in depth, one-on-one sessions are here.