GBVSR/2B/Strategy

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 2B

General Strategies

2B is a character with gigantic, advancing normals as well as a highly versatile toolbox. Despite all her special moves being tied to a single resource (the SKL gauge), having all of her special moves available most if not all of the time is a massive boon to her. It's important to note that every 2B player will use their SKL gauge differently. Getting comfortable with the character will hinge on the ability to balance this gauge and all of the moves it's tied to. Each of 2B's special moves has its own distinct niche, but at a basic level the most important ones to understand are the following:

From there, her moves get more situational. That isn't to say they aren't good, but those are the moves to familiarize with first. Aside from her normal attacks, her toolkit differs from every other GBVSR character because of her Assault autocombos and Multistrike Protocol. Instead of having dash attacks, she has whiff cancels using her autocombo follow-ups to protect herself in neutral. In order to stay safe, she can use the following options:

  1. L ender or L~M ender from Striking Assault. This is generally the safest option to use.
  2. M~L or M~[L] enders from Slashing Assault. There's some RPS here between launching the gauntlet or not.
  3. 236L/Sp ender from Severing Assault or any previous Assault combinations. 2B has the fewest safe options from Severing Assault.

As one might expect, every option in the autocombo save for the Multistrike Protocol ender is special cancelable. Instead of ending with Multistrike Protocol, she can use some SKL gauge to steal a turn. In terms of using normals, these are the two most important normals to learn how to use:

It's tempting to want to press 5M or 5H for everything, but this will only work for so long. 2M is much safer to use on defense due to its speed, overall duration, and lack of forward movement compared to her other options. 5H, while strong, is more useful as a pre-emptive crush for opponent M normals and as a corner pressure tool than as a standard neutral tool.

Neutral

Defensive Neutral and Holding Space

2B doesn't have many neutral tools for playing defensively outside of her outstanding normals. Most of her kit is built around approaching the opponent and keeping her turn. However, the ones that she does have are very strong and usually augment her approach and pressure game. Her j.U floatGBVSR 2B jU.pngGuardStartupRecoveryL+3Advantage- is strong for holding space with her powerful jump normalsGBVSR 2B jM.pngGuardHigh/AirStartup7RecoveryUntil L+1Advantage- as well as freezing her momentum to mess with anti-air timings. It's minimum height is relatively lax and 2B may want to be higher or lower depending on the MU and what advancing special moves the opponent has available. 2M has been mentioned before but is excellent at stopping approaches and greedy Cross Over attempts. She also has not one but two beams with 236MGBVSR 2B 236M.pngGuardAllStartup18/22RecoveryTotal 46Advantage-4/+0 and 236UGBVSR 2B 236U.pngGuardAllStartup16/20RecoveryTotal 42Advantage-4~+2 to interrupt zoning with, although 236U is typically better suited for combos. Keep in mind that 236M will clash with single hit projectiles and lose to most H fireballs (as well as other multihit fireballs like Luci'sGBVSR Lucilius 236L.pngGuardAllStartup20RecoveryTotal 51Advantage+4.

Offensive Neutral and Taking Space

Her approach tools are also quite strong. Her j.HGBVSR 2B jH.pngGuardHigh/AirStartup12RecoveryUntil L+1Advantage- is particularly nasty when combined with j.U and her double jump as its hitbox is massive. 6UGBVSR 2B 6U.pngGuardStartupRecoveryTotal 20Advantage- as a small parry duration during its startup and can be held to make 2B rush at her opponent in a terrifyingly fast dead sprint. This special dash can be cancelled into normals like her normal dash, but carries a little extra risk as 2B is in a counterhit state as she runs. 214MGBVSR 2B 214M.pngGuardAllStartup23RecoveryTotal 66Advantage+5 is a full screen, plus on block special move that is essentially un-punishable if 2B uses it at 3/4ths of the screen or farther. When used close, it can be punished by roll and is generally vulnerable to jumps, but doing so is difficult on reaction. Lastly, she can use 22LGBVSR 2B 22L.pngGuardAllStartup33RecoveryTotal 56Advantage+3 as a fakeout and a low/throw crush. This move is very slow but works wonders on opponents conditioned to throw, press 2L on defense, or otherwise react late to 2B's approach.

Offense

Noteworthy normals:

  • 5L is +2 on block - her best strike/throw button. 5L, 5L, 2M is a good string for discouraging mashing and creating great spacing.
  • 5LL and 2L are only -2.
  • 5H and 5HH are -10 but they maintain any existent spacing between 2B and her opponent. 5HHH will close the gap, however.

Every other normal is extremely negative, around -10. This makes 2B very reliant on spacing traps (mostly with already spaced H normals) and special moves to maintain pressure in most situations.

Ways to discourage mashing:

1. 5HHHH / 5L~H / 5H~L -- Frametraps but is -10 on block and has no cancel options, would not recommend using it but it's there.

2. 214LGBVSR 2B 214L.pngGuardMidStartup14Recovery22Advantage-6 -- Costs 3 SKL. Gives a full combo in the corner. -6 on block but safe with good spacing.

3. 236HGBVSR 2B 236H.pngGuardAllStartup13~28RecoveryTotal 45Advantage+4~+19 -- Costs 5 SKL. Gives a full combo in the corner and is plus on block.

Plus frames:

  • 5H~L! / 5L~H! -> Costs 0 SKL. +3 on block but leaves a very big gap that can be mashed and jumped out of. Will need conditioning to work. Can beat preemptive dodges on reaction by holding down the button until the opponent enters recovery.
  • 22LGBVSR 2B 22L.pngGuardAllStartup33RecoveryTotal 56Advantage+3 -> Costs 3 SKL. +3 on block. Can be used for throw baits, though jumping into j.U~j.H is preferred for that purpose. Beats mashing and preemptive dodging (!!) but loses to reactive dodging and air-to-airing.
  • 236H -> Costs 5 SKL. +4 point blank, better with spacing. Her best way to get plus frames but also the most expensive. Loses to preemptive dodging (can still block), but frametraps anything.
  • 214HGBVSR 2B 214H.pngGuardMidStartup19Recovery19Advantage-6/+6 -> Costs 5 SKL. +6 on block but requires proper spacing, otherwise it'll be -6 (but with great pushback, so still basically safe). Frametraps and is plus even against dodges.
  • 214MGBVSR 2B 214M.pngGuardAllStartup23RecoveryTotal 66Advantage+5 -> Costs 3 SKL. Beats mashing only after H normals (and trades with 5-framers if point blank, leaving her +2). Loses to dodging, whether preemptive or reactive. Best used after applying mental stack with other moves.

Extra tools:

  • 6UGBVSR 2B 6U.pngGuardStartupRecoveryTotal 20Advantage- cancel -> Costs 4 SKL. Mashable, but very hard to see if used sparingly. Gives 2B a strike/throw.
  • 236LGBVSR 2B 236L.pngGuardAllStartup13RecoveryTotal 57Advantage-4 -> Costs 0 SKL. Safe gapless blockstring ender. Opponent gets to have a turn after blocking this.
  • 236MGBVSR 2B 236M.pngGuardAllStartup18/22RecoveryTotal 46Advantage-4/+0 -> Costs 3 SKL. Alternative ender to 236L, -4 on block and frametraps. The benefit to this is that you can pick up with 2M in the corner should it counterhit. Won't frametrap off H buttons.
  • 5L~M / 5M~L -> Enders that return 2B to neutral, but can be rolled through and get her punished. Holding down the button makes her not shoot the gauntlet, which lets her punish roll attempts but is otherwise much more negative. Risky mind game.

2B wants to condition her opponents into holding her plus frames, meaning she has to play around beating mashing or dodging. The best ways for her to do this are spacing traps (using H buttons from a far enough distance), especially combined with 214H, as well as alternating between 236H (frametrap, unreactable, loses to preemptive dodge) and 22L (beats preemptive dodge but loses to reactions). This strategy combined with her many, many other options once they're conditioned to sit still, should mentally overload the opponent. Should 2B fail to open up her opponent, she has to either let them have a turn or play a mind game that puts either her or her opponent in a combo (or just returns her to neutral if they do nothing, but 5L~M / 5M~L is quite telegraphed).

Ideal Pressure Scenarios

2B's light normals are the core of her up-close pressure. They cost no SKL gauge (as one might expect) and she can enforce 5L's plus frames with another 5L or with 2M when out of range. This also doubles as a counterhit confirm, but it will not combo against crouching opponents.

5L, 5L, 2M is a great string for discouraging mashing that also creates ideal spacing for 2B. She can frametrap with 236H or 214H! afterwards or begin spaced 5H pressure.

Keeping Pressure On

As 2B does not have a traditional 66L, she's forced to rely on her special moves to keep her turn. Thankfully, she has a lot of them. Each one typically requires a different response, so it's up to you as the 2B player to rotate them effectively. 2B can in theory keep opponents locked down for as long as she has SKL gauge, but keep in mind that SKL gauge also dictates what combo options are available once the opponent actually gets hit.

Disengaging Safely

As mentioned in the General Strategy section, 2B's escape options become more and more limited when using higher strength autocombo starters. 236LGBVSR 2B 236L.pngGuardAllStartup13RecoveryTotal 57Advantage-4 and 5LLLLGBVSR 2B 5LLLL.pngGuardAllStartup10RecoveryTotal 40Advantage-6~+6 are her safest options, but they're restricted by distance and starter. Her next safest option is the 5L~MGBVSR 2B 5LM.pngGuardMid(All)Startup11(45)RecoveryTotal 68Advantage-3 ender. On paper it looks safer, but there's a gap between the second sword slash and the gauntlet launch which introduces some RPS. The opponent can roll through the gauntlet and punish 2B as the ender becomes -8, but 2B can hold [M] to not launch the gauntlet. If she does this, she becomes -21 on block but +8 on roll, instead allowing her to punish. If the opponent doesn't know this, abuse it. Otherwise, tread carefully.

Being -3 or -4 allows 2B to use 5UGBVSR 2B 5U.pngGuardStartupRecoveryTotal 42Advantage- (and 6UGBVSR 2B 6U.pngGuardStartupRecoveryTotal 20Advantage- to an extent) when spaced out of L normal range to counter longer-reaching pokes. This is highly negative if the opponent chooses to do nothing, but can catch opponents trying to take their turn with slower, long-reaching pokes. Check the Overview Page section on the move for more precise details on how this works. Usually she will need to use the U follow-up to score a punish.

Okizeme

Setplay Tools

Depending on the knockdown, 2B has a multitude of options to pick from. The options listed here are loosly ordered by how strong they are for 2B from least to most. Managing SKL is important as spending too much on opening up an opponent will not only limit 2B's combo options, but also her setup options after said combo.

Common Okizeme Situations

Pod A

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

A last resort pressure ender more than anything. Leaves 2B at 0 on grounded hit, which is worse for her than other characters up close as she has no 5f normal. Avoid if at all possible.

Assault Enders and 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
5MMMM 400*3 Mid 11 2(2)2(2)4 21 -8 +29 SKD
5L~M 300×2, 500 Mid(All) 11(45) 3(3)3(18)~40 Total 68 -3 +31 SKD
5M~H 400×5 Mid 13 3(4)3(4)2(2)2(2)4 28 -15 +22 SKD

2B's common autocombo enders. Most will allow for her to chase with dash or 6U and meaty with 5L if the opponent doesn't back tech, but will require 5M if they do.

Midscreen 214L

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

In the corner, this move allows for a continued combo which can allow for a stronger setup. Midscreen, however, 2B's options are very limited. She can chase the opponent with a dash or with 6U but will typically be out of range for a meaty 5L. Instead, she'll have to use 5M, which heavily limits her pressure options.

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 has by far the most amount of options available after landing a throw. Being a +44 hard knockdown, she gets her choice of the following as a baseline:

  1. Meaty 5L (after dash or 6U). Good ol' rock.
  2. Safejump j.H (corner only). If the opponent respects it, she can try a float mixup.
  3. Advantageous 22M setup into meaty 5L.
  4. 22U setup into high/low (refunds meter).

Corner Juggle

A more nebulous situation. 5LLL and 2H are relatively common towards the end of combos and are both special cancelable. Depending on what 2B has resources for, she can opt to set up 22M or 22U on the opponent and retain enough advantage to meaty or pursue a mixup.

Skybound Art/Super Skybound Art

Both of 2B's supers have much less frame advantage on hit than average which doesn't let her safejump after them.

Defense

Abare Tools

2B does not have a 5f close normal, instead both her L normals are 6f. Up close, she has to rely on her throw or 5U against strikes as it gains a counter effect on frame 5. From longer distances, 2M comes into play as a fast, long-reaching defensive normal. She can also use 6U as a callout against buttons as it gains the counter effect on frame 7, but this is more committal as it moves 2B towards the opponent as opposed to keeping her in place.

Anti-Airs

Her 2HGBVSR 2B 2H.pngGuardMidStartup11Recovery23Advantage-12, while exceptionally tall, is quite short on the X axis which makes it somewhat vulnerable to neutral jumps. It converts well on hit and counterhit using SKL gauge (214H and 6U, respectively). Alongside her 2H, her high-angled j.LGBVSR 2B jL.pngGuardHighStartup5RecoveryUntil L+1Advantage- and airthrowGBVSR 2B AirThrow.pngGuardThrowStartup5RecoveryUntil L+5Advantage- round out her anti-airs.

Reversal Options

All of 2B's reversal options cost meter. 214UGBVSR 2B 214U.pngGuardMidStartup8Recovery54Advantage-26 is paradoxically her least expensive and most expensive reversal, as it costs both 50 meter and 4 SKL gauge. Using this will limit her options afterwards, but she still gets a safejump with j.H like most other characters. Like everyone else in the cast, both her Skybound ArtGBVSR 2B 236236H.pngGuardMidStartup8+6Recovery36Advantage-20 and Super Skybound ArtGBVSR 2B 236236U.pngGuardMidStartup7+7Recovery40Advantage-35 are fully invulnerable (albeit slow). For 2B, the best defense is a strong and varied offense.

Fighting 2B

General tips:

  • While whiff punishing 2B is more difficult than the rest of the cast, it is still doable. A good portion of the cast is able to stick out a button quickly enough to interrupt her whiff cancels if they are ready for her to whiff.
  • Spot dodge is your best friend. Many of 2B's plus-on-block moves can be dodged pre-emptively to steal a turn. Although she has ways to prevent it, it's still worth keeping in mind.
  • 22LGBVSR 2B 22L.pngGuardAllStartup33RecoveryTotal 56Advantage+3 specifically cannot be dodged preemptively as it's too active, but doing it on reaction will do the trick. One can also beat it by jumping forward and air-to-airing 2B.
  • 2B's corner high/low options (j.U~j.M vs land 2U) have a massive gap between them that can be fuzzy blocked and even fuzzy mashed (low true strings, high is too slow to frametrap). The only way she can beat fuzzy mashing is by using j.U~j.M much earlier than usual.


"Countering 2B 22X specials" (by Vund3r)

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