Please feel free to make edits, but include edit summaries and sources where applicable.
Overview
"A combat specialist with a versatile arsenal of weapons at her disposal."
2B is a very unique character that operates differently from the rest of the roster. Her massive whiff-cancellable normals, strong projectiles and fantastic mobility allow her to capitalize on any mistakes her opponent may make in neutral, while being very difficult to pin down herself. Once she's in their face, she has a plethora of options with which to keep them on their toes, from several plus on block special moves, to interesting setplay, as well as some fun gimmicks. They are complemented by her ability to convert into great damage anywhere on the screen.
These strengths don't come for free, however, as her unorthodox and relentless playstyle can make her difficult to get used to. Most notably, she lacks a 66L and pretty much every normal besides her 5L is very negative, which means she has a hard time taking and maintaining a turn without taking big risks. Her defense is also rather poor, with her fastest button being 6 frames, her 5UGuardStartupRecoveryTotal 42Advantage- parry being slow, and her having no meterless reversal. On top of it all, she must manage a special gauge to access all her tools. All this means one must be very deliberate when playing her, with little room for error against players with keen reactions.
Take advantage of 2B's large normals, great mobility, unique pressure strings and versatile specials to enforce your gameplan and don't give her opponents any chance to breathe. Glory to Mankind.Health |
16000 |
Prejump |
4f |
Backdash |
18f |
Unique Movement Options |
Double Jump, 6[U] |
2B is an aggressive powerhouse playing a different game with many unorthodox tricks and strategies up her sleeve.
- Whiff Cancelable Normals: All of 2B's standing normals are part of an autocombo chain which allows for cancelling into its follow-ups on whiff. Whiff punishing her is extremely difficult because she can simply press the button again and stick out another button faster than anyone else on the roster.
- Diverse Toolkit: Each strength special move is a completely different move. This gives 2B an incredible amount of utility with mobility specials, projectiles, plus on block options, and setplay tools.
- Setplay: While her ability to mix up opponents in blockstrings is somewhat lacking, her okizeme and setups are quite strong. 22M gives her corner pressure anywhere and 22U has enough blockstun for a 50/50 using her j.U float.
- Air Mobility: 2B is the only character in the game with a double jump. Combining that and her j.U float allows 2B to bait and punish anti-airs to an amazing degree. Her j.H also reaches quite far both in front of and behind her, so she can catch opponents trying to run under and behind her as she jumps.
- Defense: Not having close normals means she entirely lacks a 5 frame c.L. She does not have a meterless reversal, being forced to rely on 214U which also uses her unique resource.
- Non-Standard Toolkit: Along with lacking close normals, 2B does not have any dash normals. She has to either use SKL gauge to maintain her turn or give the opponent their own.
2B has a Skill Gauge with 10 blocks in place of the normal skill icons. She spends various amounts of skill gauge to activate special moves, as well as 4 blocks for all Ultimate moves and 4 blocks to cancel normals into 6U. Skill Gauge automatically regenerates over time at a rate of ??? (changes rate from 0-5 blocks, 5-7, and 7-full)
Additionally, 2B generates Skill blocks through her Multistrike Protocol attacks.
2B has a mid-air double jump which can be performed after both normal and super jumps. Unlike double jumps performed in many 'anime fighters', 2B will not turn around if she crosses over the opponent with a double jump, but her j.H serves as a very powerful crossup normal.
Keep in mind that the moment 2B double jumps, she cannot block until she touches the ground. Even air projectiles which would normally be air blockable will punish 2B if they connect after a double jump.Normal Moves
Striking Assault
- 5L
2B's 5L is +2 on block as opposed to the standard +4 and has no far version. Pressing L again quickly will chain into her Striking Assault sequence, but delaying a bit will allow 2B to stagger 5L into 5L which is a natural frametrap. 2B cannot delay any of the follow-ups long enough to introduce a frame trap aside from using the L~H Multistrike ProtocolGuardMid(All)Startup19 [48]RecoveryAdvantage-10 [+3] ender.
- 5LL
5LL is 2B's only safe string option aside from her 236LGuardAllStartup13RecoveryTotal 57Advantage-4 ender.
- 5LLL
Useful for juggle combos and confirms but otherwise not very notable.
- Ground bounces on air hit.
- 5LLLL
This ender is 2B's safest way to disengage without spending any resources. Unfortunately, it squarely ends her turn at -6 and is at prime spacing to block 66L.
5L:
5LL:
- Clash Level 1
5LLL:
- Clash Level 1
5LLLL:
Slashing Assault
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
5M | 700 | Mid | 9 | 4 | 21 | -10 | -6 | |
5MM | 700 | Mid | 9 | 3 | 20 | -8 | -4 | |
5MMM | 300×3 | Mid | 10 | 6 | 21 | -8 | -4 | |
5MMMM | 400*3 | Mid | 11 | 2(2)2(2)4 | 21 | -8 | +29 SKD |
- 5M
5M is one of 2B's longest-reaching pokes, only slightly shorter than 5H. Clocks in at 9 frames and has incredible forward movement. Make sure to cancel this or continue the chain as it is highly negative on block.
- 5MM
Slightly less negative than 5M by itself and special cancelable. Primarily useful as a hitconfirm tool.
- 5MMM
None of 2B's Multistrike Protocol options after this are explicitly safe and are either punishable or poor RPS. It's usually better to special cancel.
- 5MMMM
Can't be special cancelled, and on block it leaves 2B close and punishable by most c.M normals. Can be used as a basic knockdown ender but it's inferior to 5M~H for this purpose.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5M | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
5MM | |||||||||||||||||||||||||||||||||||||||||||||||||||
5MMM | |||||||||||||||||||||||||||||||||||||||||||||||||||
5MMMM |
5M:
5MM:
- Clash Level 1
5MMM:
- Clash Level 1
5MMMM:
- Clash Level 1
Severing Assault
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
5H | 1400 | Mid | 14 | 5 | 24 | -10 | -6 | |
5HH | 900 | Mid | 15 | 3 | 26 | -10 | -6 | |
5HHH | 900 | Mid | 15 | 3 | 26 | -10 | -6 | |
5HHHH | 1200 | Mid | 15 | 3 | 26 | -10 | +26 SKD |
5H is significantly slower than 5M, but has more reach and is generally safer for cancels due to its blockstun. It has so much range that 236L cancels may whiff at close to its max range.
On crouching hit, the first three hits can link into 214M for a grounded combo extension. On block, 2B can frametrap with 214H or H~L.
Like 5M, all four hits of the 5H chain are unsafe on block if not canceled.
5H
A long range neutral poke with high reward on hit. Punishable up close, but its long range means it can be spaced to be safe. On counterhit 2B can cancel with 6U and link into a second 5H.
5HH
The second hit of the sequence. Steps forwards very slightly.
5HHH
The third hit of the sequence advances 2B much closer in, which is useful for combos but means it's no longer possible to space it to be safe.
5HHHH
This final hit is still punishable on block like the previous three, but unlike them it can't be canceled into anything meaning it's always unsafe on block and 2B can't continue a combo on hit. Don't press this button.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5H | 4 | ||||||||||||||||||||||||||||||||||||||||||||||||||
5HH | |||||||||||||||||||||||||||||||||||||||||||||||||||
5HHH | |||||||||||||||||||||||||||||||||||||||||||||||||||
5HHHH |
5H:
5HH:
- Clash Level 1
5HHH:
- Clash Level 1
5HHHH:
- Clash Level 1
Multistrike Protocol
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
5L~M / 5M~L | 300×2, 500 | Mid(All) | 11(45) | 3(3)3(18)~40 | Total 68 | -3 | +31 SKD | |
5M~H / 5H~M | 400×5 | Mid | 13 | 3(4)3(4)2(2)2(2)4 | 28 | -15 | +22 SKD | |
5H~L / 5L~H | 1200, 700 | Mid(All) | 19 [48] | -10 [+3] | +23 [+50] |
Unique alternate Assault enders performed by pressing either of the L/M/H button strengths different from the one currently being used.
- Usable after the 1st, 2nd, or 3rd attacks of Striking Assault, Slashing Assault or Severing Assault.
- 5L~M (Hold OK) / 5M~L (Hold OK)
2B slashes twice with her sword and launches her gauntlet. There is a 9 frame gap between the slashes and the projectile, which is punishable (-8) if rolled. By holding the button, 2B can opt to not launch the projectile, making her -21 on block but leaving her +8 for a punish if the opponent rolls.
Invincible moves with good enough reach and startup (including many Skybound Arts) can skip the RPS and punish both options, so this move might be completely unsafe to use depending on the matchup and the opponent's current meter.
- Replenishes 1 block of Skill Gauge on hit.
- 5M~H / 5H~M
2B's highest-damage combo ender without spending resources, and it comes with good Skill Gauge gain too. Carries zero utility on block and is always highly punishable, but can serve as a surprise check in far neutral as it reaches fullscreen.
- Replenishes 2 blocks of Skill Gauge on hit.
- 5H~L (Hold OK) / 5L~H (Hold OK)
Natural frame trap from L and H autocombos, but significantly negative on block. Should the opponent respect the frametrap, then it's also possible to go for a "sweet spot" hit: Holding the button to delay the strike and then releasing at the right timing (from 24~29 frames after the move starts) will hit the gauntlet, making this move much more powerful.
On a successful hit of the gauntlet, the move shoots a projectile, becomes +3 on block, and can wallbounce from anywhere on screen, giving it great uses in both pressure and combos. Against opponents trying to evade the gauntlet, 2B can keep holding the button and then counterhit their recovery with an even more delayed hit.
- Replenishes 1 block of Skill Gauge on hit.
- Frame data in brackets refers to a successful gauntlet hit.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5L~M / 5M~L | |||||||||||||||||||||||||||||||||||||||||||||||||||
5M~H / 5H~M | |||||||||||||||||||||||||||||||||||||||||||||||||||
5H~L / 5L~H |
5L~M:
- Clash Level 1
5M~H:
- Clash Level 1
5H~L:
- Clash Level 1
2L
- GBVSR 2B 2L Hitbox.png
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Low | 6 | 3 | 10 | -2 | +2 |
Standard 2L with good reach. Cancel into 5L to stay plus.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 |
2M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | Mid | 8 | 4 | 16 | -5 | -1 |
2B's 2M is another big poke and her main tool to stop the opponent from rolling. Does not have any autocombos attached to it like 5M or 5H.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
2H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1300 | Mid | 11 | 6 | 23 | -12 | -8 |
Anti-air with tremendous vertical reach. Converts well on both normal hit and counterhit, particularly when in range for 214H's sweet spot.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 |
2U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 8 | 3 | 23 | -11 | +44 HKD |
2B's sweep has slightly less range and more recovery than her 2M in exchange for the hard knockdown on hit. Like all 2U normals, it must be blocked low. Deals slightly more damage than 2M, making it preferable in combos.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
Air Normals
j.L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | High | 5 | 6 | Until L+1 |
2B's j.L is best suited as a fast air-to-air due to its mediocre downwards hitbox.
- Whiffs against crouching opponents.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 |
j.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
800 | High/Air | 7 | 6 | Until L+1 |
Faster than j.H, making it more useful out of her j.U float for mixups. Otherwise outclassed by her j.H as a jump-in.
- Up to +13 on hit or block against a standing opponent and up to +18 on hit against a crouching opponent allowing a link into 5H.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
j.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | High/Air | 12 | 6 | Until L+1 |
Absurd jumping normal, especially when combined with 2B's momentum altering tools like j.U and her double jump.
- Hits behind 2B.
- Up to +13 on hit or block against a standing opponent and up to +18 on hit against a crouching opponent allowing a link into 5H.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
Unique Action
Evasive Maneuver
5U
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
5U | Total 42 | Catch 5-19 Strike | ||||||
6U | Total 20 | Catch 7-16 Strike |
2B's unique action functions as a parry. 5U activates the parry earlier than 6U in exchange for moving backwards. The parry will lose to projectiles and SBA/SSBAs, but cause a unique cinematic slowdown on any other move it catches.
- 2B can cancel normals into 6U with 4 SKL gauge levels.
- 5U or 4U causes 2B to flip backwards, 6U causes 2B to dash forwards. Cancel into the backdash if you want to return to neutral; cancel into the forward dash for a pressure reset/throw opportunity, or for specific combo links.
- 6[U] causes 2B to run at a much faster speed than her normal dash.
- When triggered, the attack counts as whiffing and the other player is unable to cancel it into anything unless it is normally whiff cancelable.
- Grants equal frame advantage to blocking the attack in most cases.
- Exceptions include, but might not be limited to:
- Light normals (2B is +2 to +4)
- Jumping attacks (roughly retain their advantage in the offender's favor)
- Brave Counter (2B is +5)
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5U | |||||||||||||||||||||||||||||||||||||||||||||||||||
6U |
5U:
6U:
Counterstrike
5U after successful Evasive Maneuver
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1200 | All | 5 | 15 | 28 | -12 | +20 SKD | 1-17 All |
Optional counter attack after a successful 5U or 6U catch. Usually 2B will prefer to press 5L or 5M for a combo if she evades a punishable move, but this is her only 5-frame option, and thus the only way to punish some things like an evaded Brave Counter.
Its invulnerability means she can also use it as a high-risk low-reward option after evading something safe in hopes of catching the opponent pressing another button afterwards, though it's highly punishable on block.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grab Pod
j.U
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Grab Pod | L+3 | |||||||
Grab Pod Follow-up | 700 | High/Air | 11 | 6 |
2B's air stall. Extremely useful when the opponent is locked down by 22U bombs for a high low mixup between j.U~U and 2U that's impossible to Fuzzy Guard A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right. against. j.U can also be used during any of 2B's safejumps to layer in a high/low mixup. Also useful in general for altering 2B's air momentum.
Using j.U on the way up will cancel upwards air momentum as well, allowing 2B to hit jump-in air normals faster than with a regular jump. The earliest it can be activated is frame 6 after jumping, and 2B can cancel into normals after 19 frames, meaning the fastest possible j.U~M will hit on frame 31 (but won't give a combo except on crouching hit) and the fastest j.U~H will hit on frame 36. This is slow enough to be reactable, but still has uses for going over opponent's normals or baiting throw tech attempts. Note that throw whiff recovery is 32 frames so instant j.U~H will only get a combo against delayed tech attempts.
- Can drift forwards or backwards with [6] or [4].
- Using a jump normal or pressing 2 will disengage the float.
- j.U~U maintains the float.
- 2B is in Counter Hit state from the moment she presses j.U until she lands on the ground (even after she releases).
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grab Pod | |||||||||||||||||||||||||||||||||||||||||||||||||||
Grab Pod Follow-up |
j.U:
j.U~U:
Universal Mechanics
Ground Throw
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
2500 | Throw | 4 | 3 | 26 | HKD |
2B's throw is very rewarding thanks to her multitude of setplay options after it. Being +44 on hit, she can meaty with a slightly delayed 22L or set up an advantagous 22M for extended pressure using her light attacks. In the corner, she gets an autotimed safejump with [9]j.H.
If 2B opts to spend meter, she has just enough frame advantage to set up 22U. Not only does this refund her meter, it also gives her enough frame advantage to set up a high/low mixup.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0, 4 |
Air Throw
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
2500 | Throw | 5 | 5 | Until L+5 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0, 4 |
Raging Strike
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Unblockable | 28 | 1 | 37 | Guard Crush | - |
- Requires a Bravery Point.
- Guard Crush when hitting an opponent's block, launches on hit.
- Won't Guard Crush when connecting with an opponent already in blockstun.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
Raging Chain
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Mid | 13 | 3 | 18 | - | +15 |
- Requires 25% meter.
- Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
Brave Counter
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
500 | Mid | 10 | 3 | 19 | +6 | KD |
- Requires a Bravery Point.
- Requires to be in blockstun.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
Special Moves
Pod A
236L or 5S
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
150×5 | All | 13 | 27 | Total 57 | -4 | +0 |
2B's only special move that costs no Skill Gauge and her safest pressure ender. Can also work as a good check against armored moves in neutral.
- The first hit whiffs if spaced, making the startup become effectively 18f.
- Can be used with no Skill Gauge available.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pod B
236M or 5S+M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1200 | All | 18/22 | 9 | Total 46 | -4/+0 | +24/+28 |
2B's pod fires a beam that hits the screen's length instantly. Difficult to use on reaction to fireballs, but excellent for shutting them down pre-emptively. At close range (just inside of max 5M) range it starts up 4 frames faster but is -4 on block and worse on hit.
The close version is a natural frametrap after M normals, and on counterhit links into 2M for a combo. The far version frametraps after 2M or H normals, and can additionally link into 5M.
- Costs 3 Skill Gauge blocks to use.
- Trades with single-durability projectiles.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pod C
236H or 5S+H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1400 | All | 13~28 | 16 | Total 45 | +4~+19 | +43~+58 |
Launches five missiles that travel just over half-screen. Advantageous on block, allowing for continued pressure, and the launch on hit makes it possible to combo afterward in the corner. Plus frames are dependent on travel time; farther hits means more plus frames.
- Costs 5 Skill Gauge blocks to use.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A160: Missile
214L or 4S
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1400 | Mid | 14 | 10 | 22 | -6 | +29 SKD |
A fast lunge that lets 2B close the gap with an attack. Safe if spaced properly. Launches the opponent a long distance horizontally on hit so at midscreen it can be used as a combo ender for high corner carry at the cost of giving up oki and doing less damage than 5M~H. Although she'll be too far away to meaty, the knockdown advantage is enough that she can set 22H and only be -4. In the corner, 2B can follow up with with 2U or 2M to continue the combo afterwards.
- Costs 3 Skill Gauge blocks to use.
- Frame data is fixed at -6. Safety is determined by pushback and momentum.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A090: Wire
214M or 4S+M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | All | 23 | 29 | Total 66 | +5 | +9 |
A speedy full-screen projectile that zips 2B to her opponent's location on contact. As the move is plus on block, Wire allows 2B to begin or reset her offense from any range. Use with caution as it is expensive and very dangerous if rolled, dodged, or jumped. On hit, links into 5M for a full combo.
- Costs 3 Skill Gauge blocks to use.
- Only the tip of the chain can hit the opponent.
- On hit, 2B is invincible while reeling herself in.
- Despite being a projectile, does not interact with other projectiles and will pass straight through them.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
R030: Hammer
214H or 4S+H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
2000 | Mid | 19 | 6 | 19 | -6/+6 | +6/+42 |
The hammer's head is a sweetspot that guard crushes on block and groundbounces on hit, allowing for pressure or combo extensions if properly spaced. On air hit, it will groundbounce even without the sweet spot, adding extra combo flexibility.
The guard crush is only +6 and 2B's 6-frame normals (5L and 2L) are normally too short to reach an opponent at the sweet spot distance. However, it's possible to combo afterwards if she has GravityGuardStartup~50Recovery36Advantage- set up beforehand.
- Costs 5 Skill Gauge blocks to use.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Hammer part Guard Crushes
A080: Wave
22L or 2S
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1200 | All | 33 | 12 | Total 56 | +3 | +35~+43 SKD |
Plus on block, airborne, and can combo into 5L if it hits even slightly meaty. Somewhat risky as a pressure reset due to its incredibly slow speed, but beats dodge and roll where her other plus frame options don't. Also handy as a throw bait as it can be comboed from on counterhit.
- Costs 3 Skill Gauge blocks to use.
- Does not hit the entire range immediately after startup, giving this a range of being up to +12 on neutral hit, +15 if performed meaty.
- In order to allow linking into L it needs to hit on frame 36 at the earliest, which is the case on point blank usage.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A140: Gravity
22M or 2S+M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
~50 | 36 |
An unusual move on the surface, but quite useful when 2B can set it up. The constant vacuum gives unique pressure options as it pulls her and her opponent into 2L/5L range where she can continually loop her plus L normals and threaten frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s or tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s. It also allows comboing after 214LGuardMidStartup14Recovery22Advantage-6 and 236HGuardAllStartup13~28RecoveryTotal 45Advantage+4~+19 outside of the corner, and enables unblockable setups with the guard crush from 214HGuardMidStartup19Recovery19Advantage-6/+6.
- Costs 3 Skill Gauge blocks to use.
- Pulls the opponent towards the black hole on the X axis.
- Affects the opponent's jump angle, but not jump height.
- Disappears immediately if 2B gets hit or blocks an attack.
- 2B is in Counter Hit state until the move's entire recovery ends.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A150: Volt
22H or 2S+H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 33 [12] | Total 33 [Total 50] | - [+6 ] | - [+51 SKD] |
- Data in [] refers to the second activation.
Pressing 22H initially will summon 2B's pod to the opponent's location. Pressing 22H again will trigger a second animation that fires the projectile. Particularly good for discouraging zoning: if this is tracking the opponent and they throw out a fireball, all it takes is a reactive press of the S button to make them regret it.
- Costs 5 Skill Gauge blocks to use.
- Lasts for roughly 6 seconds before returning to 2B.
- 2B cannot use any other special moves while her pod is displaced.
- 2B cannot also use her j.U while her pod is displaced.
- Projectile is air blockable.
- 2B does not generate any Skill Gauge while this move is active, unless she successfully lands Multistrike Protocol.
- If 2B is hit or forced to block while 22H is active it will disappear.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Last for ~360F
Ultimate Skills
- All Ultimate Skills require and cost 50% Skybound Gauge while depleting 4 Skill Gauge levels to use, and refund 25% Skybound Gauge on hit or 12.5% on block if the Ultimate Skill was not cancel To bypass the remaining time or frames in an action by proceeding directly into another action.led into from a normal (with the exception of 214UGuardMidStartup8Recovery54Advantage-26 , which never refunds gauge).
R010: Laser
236U or 5S+U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1600 | All | 16/20 | Total 42 | -4~+2 | HKD |
A standard Ultimate fireball, allowing 2B to punch through the opponent's projectiles with an instant full-screen laser. Crumples on the opponent on hit, allowing a follow-up combo with 5H from up close or 214M from any distance. The threat of 236U can deter 2B's opponent from careless projectile usage lest they get dinged for 30% of their health bar.
- Depletes 4 Skill Gauge levels on use.
- Can still be used without enough gauge, but it will do half damage.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
R020: Mirage
214U or 4S+U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000, 100×10 | Mid | 8 | 10 | 54 | -26 | +44 | 1-18 All |
2B's only true invincible reversal outside of her Skybound Arts. Strikes a large radius around 2B, allowing it to be used against cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.s. Hold [9] on hit for an auto-timed safejump with 1j.H.
- Depletes 4 Skill Gauge levels on use.
- Can still be used without enough gauge, but it will do half damage.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A130: Bomb
22U or 2S+U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
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300×6 | All | 42 | Total 51 | +60 | +64 |
An Ultimate Skill that is slow, but significantly plus on block. It's best used as an okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. tool, with more than enough blockstun to allow for a jump-in mix-up between j.U~j.M and landing into a low (use 2L if you have no SKL gauge to spare, or 2U > 236H to get either a high-damage combo or plus frames).
- Depletes 4 Skill Gauge levels on use.
- Can still be used without enough gauge, but it will do half damage.
- Tracks the opponent's current location upon activation.
Cooldown | Level
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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Skybound Art
Android Kick Sequence (Charged Laser)
236236H or 236S or 5S+Throw
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
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800×5 [3000] | Mid | 8+6 | 3(21)3 | 36 | -20 | HKD +38 [HKD +32] | 1-16 All |
2B's generic combo ender super. Notably not advantageous enough for a safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. afterwards, but has enough frame advantage for a meaty 22LGuardAllStartup33RecoveryTotal 56Advantage+3 or advantageous 22MGuardStartup~50Recovery36Advantage- setup.
- Data in brackets refers to non-cinematic far hit.
- Active and Recovery frames refer to blocked or whiffed.
- Recovers 1 Bravery Point for 2B during superflash.
- Removes 1 Bravery Point from the opponent on close hit (i.e. if the sword slash hits) only.
Level
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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- Total base damage: 4000 [3000]
Super Skybound Arts
Extermination Blade (Charged Spear)
236236U or 236S+U or 5S+U+Throw
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
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1800, 360×4, 960, 60×10, 1200 [1500, 300×4, 1300] | Mid | 7+7 | 8 | 40 | -35 | HKD +42 | 1-15 All |
- Data in brackets refers to non-cinematic far hit.
- Recovers 1 Bravery Point for 2B during superflash.
- Removes 2 Bravery Points from the opponent on close hit only. The listed close hit/base damage assumes a 20% increase due to Bravery Penalty.
Level
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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- Total base damage: 6000 [4000]
Self-Destruct
/720U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
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6600 | Unblockable | 4+59+0 | 1-65 All |
2B initiates her self-destruct sequence, becoming immobile and invincible for two seconds. After those two seconds, she detonates, creating an unblockable explosion that does a decent chunk of damage to opponent and, if it doesn't kill them, instantly knocks herself out to lose the round.
Against certain SBAs and SSBAs that are minus enough on whiff, it's possible to input during the opponent superflash for a guaranteed punish. Outside of that situation it's incredibly impractical, as Evade means it's normally impossible to guarantee this'll hit and there's no way to stop the process once it's begun.
The only super in the game without a Simple Input. Practice those 720s. Also means there is no good reason to accidentally input this.
- Removes 2 Bravery Points from the opponent on hit. The listed base damage assumes a 20% increase due to Bravery Penalty.
- If the opponent is not K.O.'d by the explosion, 2B loses the round.
- After performing this super, 2B's outfit changes for all remaining rounds.
Level
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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Colors