From Dustloop Wiki
< GBVSR‎ | 2B
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
RS = Raging Strike
RC = Raging Chain
X! = Hold and release the button during a Multistrike Protocol string to hit the gauntlet ("sweet spot"-hit).
AB =  Avatar Belial
AN =  Anila
BB =  Beelzebub
BL =  Belial
CA =  Cagliostro
CL =  Charlotta
DJ =  Djeeta
EU =  Eustace
FR =  Ferry
FT =  Ladiva
GM =  Grimnir
GR =  Gran
KT =  Katalina
LN =  Lancelot
LW =  Lowain
MT =  Metera
NI =  Nier
NM =  Narmaya
PC =  Percival
SF =  Siegfried
SO =  Soriz
SX =  Seox
UN =  Anre
VS =  Vaseraga
VI =  Vira
YU =  Yuel
ZO =  Zooey
ZT =  Zeta
2B =  2B

Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Assault Autocombo Optimization

Assault Autocombo Enders
Very Easy


Max damage enders to 2B's autocombo series.

Non-Autocombo Pokes

2M Poke

2M > 236M/214L
Basic conversions from 2B's other main poking normal. These options also work from 2U. 236M is safe on block, but 214L allows for a combo in the corner. 214L is also fast enough that it can be hitconfirmed with some practice.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Counterhit Optimization

Converting Counterhits

CH 5L, 2M > ...
CH 2M > 214H!, ...
CH 5H > 6U, 5H > ...
CH 5H~L!, ...

2B's linking options are relatively limited, which also limits her counterhit confirm options.

Corner Combo Structure

Using 5 SKLIt's a giant hammer! (or missiles)

ground hit 236H, 5M > ...
spaced or air hit 236H, 5H > ...
spaced 5HH > 214H!, 5M > ...

2B's main options for using 5 SKL are her EX moves. 236H is the easiest to use, but the spacing 2B wants to occupy in the corner is perfect for hitting 214H's sweet spot for the ground bounce.

Midscreen Extensions

Counterhit Anti-Air 2H

CH AA 2HThe Twitter clip starter.

CH AA 2H > 6[U], 5H > ...
Holding down 6U for a little bit is recommended for extra corner carry and better consistency.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Combo List

Combo Position Damage SBA Gain Difficulty Notes Video Ver
2L > 2L > 5LLL~M Anywhere 2300 [1] Very Easy Stocks used: 0
Basic low confirm.
5MMM~H Anywhere 3230 [1] Very Easy Stocks used: 0
Highest damage 5M starter combo without meter or corner.
(5LLL/5MM/5HHH) > 236U, dash 5HHH > 214M, 5MMM > 214H!, 5MMM~H Midscreen 5356 / 5652 / 6696 -50% Stocks used: 10
Metered combo extension midscreen. Corner carries very far. 236U's crumple forces crouch which allows H buttons to combo into 214M. Don't do the third hit of M strings against standing opponents as it causes too much knockback and you won't be close enough to combo into 214M later.
(5LL/5MM/5HHH) > 236U, dash 5HHH > 214M, 5MMM > 236H, 5HHH~L!, 2H > delay RS, 2H > 214U Midscreen 6696 / 6992 / 8036 -100% [3] Medium Stocks used: 10
Mid-to-corner version of the previous route. 2B can end with 5HHH~L!, 5MMM~H instead to save resources if preferred.
236U, 214M, 5MMM~H Midscreen 4690 -50% [1] Very Easy Stocks used: 7
Extension off 236U for when you're too far away to land 5H.
5MMM > RS~RC, 5LLL > 214H!, 5MMM~H Midscreen 5210 -25% Stocks used: 5
Raging Strike combo extension midscreen. Air hit 5LLL pushes the opponent to the perfect distance for 214H! sweet spot.
(22H set) 5MMM > 22H Detonate, 5HHH~M Midscreen 4360 Stocks used: 5
If 2B gets a hit with 22H already set, she can link into 5H to extend her combo.
5XXX > 214L, 2U > 236H, 5HHH~L!, 5M~H Near Corner 5190 / 5630 6530 Stocks used: 8
Works from any normal. Skill gauge neutral as it builds it all back. Can end in 2U > 22L/M/U instead for meaty projectile, gravity pressure or mixup.
5XXX > 214L, 2U > 236H, 5HHH~L!, 2H > 236S Near Corner 6910 / 7350 8250 -100% Stocks used: 8
Super version of the above. Can use RS instead of 214L to reduce skill gauge required if close enough to the corner.
5XXX > 214L, 5L, 5LL~M, 5L~M Corner 3600 / 4040 4940 Stocks used: 3
Low skill gauge corner route. Net gain of 3 gauge.
5XXX > 214L, 2U > 214L, 5L~M, 5M~H Corner 4400 / 4840 5740 Stocks used: 6
Better corner combo for when you can't quite afford the 8 gauge ones. Has a net gain of 1 gauge when you start with 6-8 gauge available.
CH 5L, 2M > 214L, 2U > 236H, 5HHH~L!, 5M~H Corner 5610 Stocks used: 8
Confirm combo for the 5L, 5L frametrap near the corner. Also works if the 5L is blocked and the 2M afterwards hits.
CH 5L, 2M > 214L, 5L, 5L~M, 5L~M Corner 3740 Stocks used: 3
Low stocks version of the above.
CH 2M > 214H!, 5MMM~H Anywhere 5060 Stocks used: 5
Combo for the 5L, 2M frametrap midscreen.
CH 2M > 236H, 5HHH~L!, 5MMM~H Corner 5960 Stocks used: 5
Combo for the 5L, 2M frametrap in the corner.
5HH > 214H!, 5MMM~H Midscreen 5430 Stocks used: 5
Sweet spot 214H! allows midscreen combo extensions if 2B hits a 5H near its tip.
5H > 236H, 5HH > 214H!, 5HHH~L!, 2H > 236S Corner 8970 -100% Stocks used: 10
Doesn't work at point blank as the 236H won't be plus enough to link to 5H.
CH 5H~L!, 2U > 214H!, 5HH > 214H!, 5MM > RS, 236S+U Corner 10740 -100% [5] Very Hard Stocks used: 10
Counterhit 5H can confirm into the 5H~L! followup for big damage. This combo has strict spacing requirements as there's only a small window where 2U range and 214H! sweetspot range overlap.
(5LLL/5MM/5HHH) > 236U, dash 5HHH > 214M, 5MMM > 214H!, 5MMM~H Anywhere 5356 / 5652 / 6696 -50% [2] Easy Stocks used: 10
Corner-to-corner combo.
(5LLL/5MM/5HHH) > 236U, dash 5HHH > 214M, 5MMM > slight dl. RS~RC, 5MMM > 236H, 5HHH~L!, 2H Anywhere 6616 / 6912 / 7956 -75% [4] Hard Stocks used: 10
Corner-to-corner combo #2, with RC. The slight delay before RS allows 5MMM to knockback more. Can cancel 2U into meaty 22L/22M. Won't quite go corner-to-corner off 5MM, but will still reach it if 2B is even the smallest bit away from the wall behind her.
Combo Position Damage SBA Gain Difficulty Notes Video Ver
AA 2H > 6U, 5MMM~H Anywhere 4030 Stocks used: 4
Needs a low enough 2H hit otherwise they'll recover midair in the air before falling into 5M range.
CH AA 2H > 6U, 5HHH > 214M, 5MMM~H Anywhere 5290 Stocks used: 7
2B can cancel into 6U off every 2H and then confirm into either this combo or the above one based on whether she counterhit. Unlike the above combo this works at any height.
CH AA 2H > 6[U], 5HH > 214H!, 5HHH > 214M, 5M~H Anywhere 6540 Stocks used: 10
Spend all your SKL gauge for more damage. End in 214M, 2U before SBA, or 214M, 5M before SSBA to make it hit cleanly.
(CH) AA 2H > 214H!, 5H > 214H!, 5HHH~L!, 236U Midscreen 7849 -25% Stocks used: 10
Optimization when hitting 2H at the right spacing to get a sweet spot 214H!, close to its max horizontal range. Works with or without CH. When close enough to the corner 236U won't link, but you can follow up with 5M~H instead.
Combo Position Damage SBA Gain Difficulty Notes Video Ver
214M, 5M ... Anywhere Stocks used: 3
214M can lead into any 5M starter combo, as long as it doesn't need more than 7 stocks.
214M, 5MMM > 214L, 2U > 214L, 5L~M, 5M > 236S Corner 6480 -100% Stocks used: 9
214M combo into super in the corner. Can't go into the 8+ gauge routes since 214M itself costs 3.
CH 236M, 2M/2U > 236H, 5HHH~L!, 5M~H Corner 5960 / 6060 Stocks used: 8
Counterhit confirm combo when using 236M as a frametrap. 2M and 2U are fast enough to always combo, even after a close hit. 2M is more consistent since it has better range, but 2U does more damage. 5M also works from just outside 2M range.
CH 236M, 5MMM~L, 2U > 214L, 5L~M Corner 4740 Stocks used: 3
Low gauge alternative to the above. Doesn't work from closer than around max 2M range as 236M frame data changes up close and can't link into 5M anymore.
close CH 236M, 5L, 5LL~M, 5L~M 3490 Stocks used: 3
Low gauge 236M combo when too close for the above combo to work.
CH 236M, 2M > 214L Midscreen 3080 [2] Easy Stocks used: 6
Simple conversion off midscreen frametrap 236M. 2M can also be cancelled into 22L for a meaty bomb, though it leaves her too far away to meaningfully continue pressure if blocked.
CH 214H!, 5HHH~L!, dl 2U > 214L, 5L~M Corner 6660 [3] Medium Stocks used: 6
Corner counterhit 214H! confirm with safejump ender.
CH 214H!, 5H > 236H, 5HHH~L!, 5M~H Corner 7140 [3] Medium Stocks used: 10
Corner counterhit 214H! confirm #2, for damage. End with ~5L!, 2H for 6860 dmg before SBA or SSBA.
236U, 6U, 5HHH > 214M, 5MMM > 214L, 5L > RS, 5LLL > 214H, 2U > 236S+U Near corner 9910 -100% Stocks used: 10
Big punish combo. The 6U is just a framekill, as continuing the combo later means meter penalty wears off sooner so you can build enough for super.
236U, 6U, 5HHH > 214M, 5MMM > 236H, 5HHH~L!, dl. 2U > 214L, 2U > 236S+U Near corner 10330 -100% Stocks used: 10
Harder version of the above. If the first 2U isn't delayed enough the enemy will be too high and the second one will whiff. Can alternatively end in ~L!, 2H > dl. RS, 2H > 236S+U for 140 more damage.

Combo Theory

  • If you extend 2B's midscreen combos too much, it's possible you may come across a rare instance where 5MMM creates too much pushback for the ~H ender to connect. Should this ever happen, end with 5MMMM instead or use 214H! or 236H to extend the combo further.


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