... > 214L, 2L/5L/2M/2U
... > 214L, 5L, 5LL~M, 5L~M
214L's launch is high enough to allow for a link in the corner, which is important for almost all of 2B's corner combos. Video shows second conversion example, which makes for a good corner BnB.
Please feel free to make edits, but include edit summaries and sources where applicable.
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic combos are simple combos with the fewest requirements and conditions possible. They:
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5LLL~M
5MMM~H
5HHH~M
Max damage enders to 2B's autocombo series.
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.
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Core combos balance potency with consistency. They:
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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.
... > 214L, 2L/5L/2M/2U
... > 214L, 5L, 5LL~M, 5L~M
214L's launch is high enough to allow for a link in the corner, which is important for almost all of 2B's corner combos. Video shows second conversion example, which makes for a good corner BnB.
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.
... > 214L, 2U > 214L, 5L~M, 5M~H
Requires a high amount of SKL to start, but will build a little of it back by the end of the combo using the link from the 5L~M ender.
... > 214L, 2U > 236H, 5HHH~L!, 5M~H/2H > ender
... > RS RC, 5MMM~H
... > RS RC, 5LLL > 214H!, 5M > ...
... > 236U, dash 5HHH > 214M, 5MMM~H
236U, 214M, 5M > ...
The first combo can be cut short by using the M Multistrike Protocol ender instead of 214M if 2B doesn't have enough SKL.
CH AA 2H > 6[U], 5H > ...
Holding down 6U for a little bit is recommended for extra corner carry and better consistency.
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Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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Combo | Position | Damage | SBA Gain | Difficulty | Notes | Video | Ver |
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2L > 2L > 5LLL~M
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Anywhere | 2300 | Very Easy | Stocks used: 0 Basic low confirm. |
1.21 | ||
5MMM~H
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Anywhere | 3230 | Very Easy | Stocks used: 0 Highest damage 5M starter combo without meter or corner. |
1.21 | ||
(5LLL/5MM/5HHH) > 236U, dash 5HHH > 214M, 5MMM > 214H!, 5MMM~H
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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. |
1.21 | ||
(5LL/5MM/5HHH) > 236U, dash 5HHH > 214M, 5MMM > 236H, 5HHH~L!, 2H > delay RS, 2H > 214U
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Midscreen | 6696 / 6992 / 8036 | -100% | 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. |
1.21 | |
236U, 214M, 5MMM~H
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Midscreen | 4690 | -50% | Very Easy | Stocks used: 7 Extension off 236U for when you're too far away to land 5H. |
1.21 | |
5MMM > RS~RC, 5LLL > 214H!, 5MMM~H
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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. |
1.21 | ||
(22H set) 5MMM > 22H Detonate, 5HHH~M
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Midscreen | 4360 | Stocks used: 5 If 2B gets a hit with 22H already set, she can link into 5H to extend her combo. |
1.21 | |||
5XXX > 214L, 2U > 236H, 5HHH~L!, 5M~H
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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. |
1.21 | |||
5XXX > 214L, 2U > 236H, 5HHH~L!, 2H > 236S
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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. |
1.21 | ||
5XXX > 214L, 5L, 5LL~M, 5L~M
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Corner | 3600 / 4040 4940 | Stocks used: 3 Low skill gauge corner route. Net gain of 3 gauge. |
1.21 | |||
5XXX > 214L, 2U > 214L, 5L~M, 5M~H
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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. |
1.21 | |||
CH 5L, 2M > 214L, 2U > 236H, 5HHH~L!, 5M~H
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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. |
1.21 | |||
CH 5L, 2M > 214L, 5L, 5L~M, 5L~M
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Corner | 3740 | Stocks used: 3 Low stocks version of the above. |
1.21 | |||
CH 2M > 214H!, 5MMM~H
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Anywhere | 5060 | Stocks used: 5 Combo for the 5L, 2M frametrap midscreen. |
1.21 | |||
CH 2M > 236H, 5HHH~L!, 5MMM~H
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Corner | 5960 | Stocks used: 5 Combo for the 5L, 2M frametrap in the corner. |
1.21 | |||
5HH > 214H!, 5MMM~H
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Midscreen | 5430 | Stocks used: 5 Sweet spot 214H! allows midscreen combo extensions if 2B hits a 5H near its tip. |
1.21 | |||
5H > 236H, 5HH > 214H!, 5HHH~L!, 2H > 236S
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Corner | 8970 | -100% | Stocks used: 10 Doesn't work at point blank as the 236H won't be plus enough to link to 5H. |
1.21 | ||
CH 5H~L!, 2U > 214H!, 5HH > 214H!, 5MM > RS, 236S+U
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Corner | 10740 | -100% | 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. |
1.21 | |
(5LLL/5MM/5HHH) > 236U, dash 5HHH > 214M, 5MMM > 214H!, 5MMM~H
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Anywhere | 5356 / 5652 / 6696 | -50% | Easy | Stocks used: 10 Corner-to-corner combo. |
1.21 | |
(5LLL/5MM/5HHH) > 236U, dash 5HHH > 214M, 5MMM > slight dl. RS~RC, 5MMM > 236H, 5HHH~L!, 2H
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Anywhere | 6616 / 6912 / 7956 | -75% | 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. |
1.21 | |
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?? |
Combo | Position | Damage | SBA Gain | Difficulty | Notes | Video | Ver |
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AA 2H > 6U, 5MMM~H
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Anywhere | 4030 | Stocks used: 4 Needs a low enough 2H hit otherwise they'll recover midair in the air before falling into 5M range. |
1.21 | |||
CH AA 2H > 6U, 5HHH > 214M, 5MMM~H
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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. |
1.21 | |||
CH AA 2H > 6[U], 5HH > 214H!, 5HHH > 214M, 5M~H
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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. |
1.21 | |||
(CH) AA 2H > 214H!, 5H > 214H!, 5HHH~L!, 236U
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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. |
1.21 |
Combo | Position | Damage | SBA Gain | Difficulty | Notes | Video | Ver |
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214M, 5M ...
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Anywhere | Stocks used: 3 214M can lead into any 5M starter combo, as long as it doesn't need more than 7 stocks. |
1.21 | ||||
214M, 5MMM > 214L, 2U > 214L, 5L~M, 5M > 236S
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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. |
1.21 | ||
CH 236M, 2M/2U > 236H, 5HHH~L!, 5M~H
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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. |
1.21 | |||
CH 236M, 5MMM~L, 2U > 214L, 5L~M
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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. |
1.21 | |||
close CH 236M, 5L, 5LL~M, 5L~M
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3490 | Stocks used: 3 Low gauge 236M combo when too close for the above combo to work. |
1.21 | ||||
CH 236M, 2M > 214L
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Midscreen | 3080 | 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. |
1.21 | ||
CH 214H!, 5HHH~L!, dl 2U > 214L, 5L~M
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Corner | 6660 | Medium | Stocks used: 6 Corner counterhit 214H! confirm with safejump ender. |
1.21 | ||
CH 214H!, 5H > 236H, 5HHH~L!, 5M~H
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Corner | 7140 | Medium | Stocks used: 10 Corner counterhit 214H! confirm #2, for damage. End with ~5L!, 2H for 6860 dmg before SBA or SSBA. |
1.21 | ||
236U, 6U, 5HHH > 214M, 5MMM > 214L, 5L > RS, 5LLL > 214H, 2U > 236S+U
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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. |
1.21 | ||
236U, 6U, 5HHH > 214M, 5MMM > 236H, 5HHH~L!, dl. 2U > 214L, 2U > 236S+U
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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. |
1.21 |
62% complete | ||
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Page | Completed | To-do | Score |
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Overview |
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16/20 |
Combos |
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3/10 |
Strategy |
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19/20 |
Matchups |
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0/20 |
Frame Data |
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24/30 |