GBVSR/2B

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Revision as of 00:21, 6 March 2024 by Triplicity (talk | contribs) (→‎Multistrike Protocol: Baseball Hold OK)

Overview

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 5UGBVSR 2B 5U.pngGuardStartupRecoveryTotal 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.
2B
GBVSR 2B Portrait.png
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.

Pros
Cons
  • 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.


Unique Mechanic: Skill Gauge
GBVSR 2B Skill Gauge.png

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.


Unique Mobility: Double Jump

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

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 500 Mid 6 3 8 +2 +6
5LL 600 Mid 6 3 14 -2 +2
5LLL 700 Mid 10 3 18 -6 -2
5LLLL 500 All 10 Total 40 -6~+6 +20

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 ProtocolGBVSR 2B 5HL.pngGuardMid(All)Startup19 [48]RecoveryAdvantage-10 [+3] ender.


5LL

5LL is 2B's only safe string option aside from her 236LGBVSR 2B 236L.pngGuardAllStartup13RecoveryTotal 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.

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.

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.

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.


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.


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.


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.

2L

2M

2H

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.

Air Normals

j.L

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.

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.


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)

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.

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).


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.

Air Throw

Raging Strike

Raging Chain

Brave Counter


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.

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.

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.

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.

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.

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 GravityGBVSR 2B 22M.pngGuardStartup~50Recovery36Advantage- set up beforehand.

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.

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 214LGBVSR 2B 214L.pngGuardMidStartup14Recovery22Advantage-6 and 236HGBVSR 2B 236H.pngGuardAllStartup13~28RecoveryTotal 45Advantage+4~+19 outside of the corner, and enables unblockable setups with the guard crush from 214HGBVSR 2B 214H.pngGuardMidStartup19Recovery19Advantage-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.

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.


Ultimate Skills


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.

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.

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
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.

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
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 22LGBVSR 2B 22L.pngGuardAllStartup33RecoveryTotal 56Advantage+3 or advantageous 22MGBVSR 2B 22M.pngGuardStartup~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.


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
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.

Self-Destruct

360360U/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
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.


Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
GBVSR 2B Color 01.png
GBVSR 2B Color 02.png
GBVSR 2B Color 03.png
GBVSR 2B Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVSR 2B Color 05.png
GBVSR 2B Color 06.png
GBVSR 2B Color 07.png
GBVSR 2B Color 08.png
Weapons
01
02
03
04
GBVSR 2B Weapon 01.png
GBVSR 2B Weapon 02.png
GBVSR 2B Weapon 03.png
GBVSR 2B Weapon 04.png
05
06
07
08
GBVSR 2B Weapon 05.png
GBVSR 2B Weapon 06.png
GBVSR 2B Weapon 07.png
GBVSR 2B Weapon 08.png
09
10
GBVSR 2B Weapon 09.png
GBVSR 2B Weapon 10.png


Navigation

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