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Zollith's 2B Combat Manual v2.25

Aug 10th, 2020 (edited)
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  1. This is a compilation of much of my own findings and thoughts throughout my year playing and learning the character 2B in Soulcalibur VI. I hope this helps any fans of 2B with learning the character. Glory to mankind.
  2. -Zollith
  3.  
  4. LAST UPDATED: 10/9/2020
  5.  
  6. ==========CURRENT CHAPTER LIST===========
  7. =LINKS OF INTEREST
  8. =NOTATION GUIDE
  9. =MOVE ANALYSIS
  10. =STANCE NOTES
  11. =STEP-G NOTES
  12. =REVERSAL EDGE NOTES
  13.  
  14. =========================================
  15. ===========LINKS OF INTEREST=============
  16. =========================================
  17.  
  18. 2B Community Spreadsheet, currently maintained by YINCRESCENT, the current go-to resource for most players and a lot of information used in this guide regarding frame data, guard crush properties etc.: https://docs.google.com/spreadsheets/d/1QE3jHhZO9QvgdTEwcp_OwgyOEGI52ldd9rRqvuGgtfw/edit#gid=1364336535
  19.  
  20. 2B Combo Checklist: a learning resource for 2B's many many many combo routes, put together by myself, Gladia and iAmTrashNSoRU:
  21. https://docs.google.com/spreadsheets/d/12TLp5VWC_DMpNj2vQGe9yfbO76incVKAIHdgQj1ZxjE/edit#gid=72136197
  22.  
  23. 2B Combo Commentary: a playlist of longform videos with my own commentary on the combos listed in the above spreadsheet, made during version 2.12 of the game, and still accurate as of version 2.25:
  24. https://www.youtube.com/playlist?list=PLslRQNbqdPikSY7-LN6CnJ3mfPXFmkwCW
  25.  
  26. 2B Punishment Doc: A very detailed list of 2B's punishment options against all characters, made by Jimbonator:
  27. https://docs.google.com/document/d/16-tafOvgyiBf38aFwtH4eDmXvgHYL5vSbiEIJ0tGGuw/edit?usp=sharing
  28.  
  29. =========================================
  30. =============NOTATION GUIDE==============
  31. =========================================
  32.  
  33. Default button Layout (from player 1 perspective)
  34. 7 8 9 B
  35. \ | / |
  36. 4-(5)-6 A - - K
  37. / | \ |
  38. 1 2 3 G
  39. eg. 6 is forward, 1 is down-back, 8 is up.
  40. A - Horizontal Attack
  41. B - Vertical Attack
  42. K - Kick
  43. G - Guard
  44. [ ] - Button Hold (eg. B and [B] produce two different attacks).
  45. AC - Aerial Control: holding a direction to influence where you fall when hit in mid-air. Almost all the combos listed are still possible because they account for or prevent AC.
  46. BA - Break Attack: an attack that is usually + on block, and can break through Guard Impacts and Reversal Edge. RIs still deflect them with perfect timing.
  47. BT - Back Turned: refers to when your opponent is behind you
  48. CE - Critical Edge (performed with A+B+K): a powerful attack performed with A+B+K, using 1 bar of Soul Gauge.
  49. CH - Counter Hit: hit an opponent in the middle of attacking or moving.
  50. FC - Full Crouch: press buttons while holding 2 to stay in crouch.
  51. GI - Guard Impact: input with 6G to deflect attacks, fails against Break Attacks and Unblockables.
  52. LH - Lethal Hit: special stun states that need certain conditions met. Check the command list in-game.
  53. oki - Okizeme: offensive play against a grounded opponent who needs to get up before being able to attack again.
  54. RCC - Recover Crouch Cancel: input 8 just after a move ending in crouch to cancel into standing. eg. 1A, RCC, 1A is possible with this technique.
  55. RE - Reversal Edge (performed with B+G): absorbs attacks and goes into a weighted Rock-Paper-Scissors style sequence when it lands.
  56. RI - Resist Impact (performed with 6B+G): uses 1/2 a Soul Gauge but can deflect all attacks including Break Attacks and Unblockables
  57. RO - Ring Out: sending your opponent off of the stage to win a round. Direction of trajectory listed in relevant combos.
  58. SA - Soul Attack (performed with 236 A+B+K): an attack that transitions into Soul Charge, costs 1 bar of Soul Gauge.
  59. SC - Soul Charge (performed with 4A+B+K, considered a 0 damage Break Attack): usually refers to attacks only accessible while in Soul Charge
  60. SG - Soul Gauge: usually in reference to an action that uses Soul Gauge. A character can have up to 2 stored at once.
  61. UB - Unblockable: an attack that beats blocking, Guard Impact and Reversal Edge. Resist Impact still deflects it with perfect timing.
  62. WR - While rising: an attack usually performed by pressing a button while going from crouching to standing.
  63. W! - Wall Splat: a stun state when an attack pushes a character against a wall, allows new combos
  64.  
  65. =========================================
  66. ==============MOVE ANALYSIS==============
  67. =========================================
  68.  
  69. All of my current thoughts on all of 2B's moves.
  70.  
  71. AA - i12 high-high string/stance pressure starter. AA on it's own is -10 on block, 0 on hit. AAA6 is a high that's +6 on block and +12 on hit, duckable if AA is blocked. AAAA is a high that rings out and wall splats left on hit, -8 on block and can be ducked if AAA is blocked. AAB and AAAB are -14 on block and knock down on hit. AAB in particular is considered her best guard crush attack (+32, 100% damage) if AA lands.
  72.  
  73. aB - long range linear high. i26 at fastest input, -2 on block, knocks down on normal hit, launches behind her on counter hit: follow up with eg. BT B+K ~ 44K. Guard crushes (+34, 80% damage). Considered impractical due to being slow, high and linear. Sometimes catches random backsteps in neutral or opponents doing backstep into buttons without confirming whiffs, but otherwise low utility.
  74.  
  75. 6AA - i16 high into double high, natural counter hit combo for 43 damage total, -2 on block and +10 on hit but 2nd+3rd hits can be ducked if first is blocked, use if your opponent likes to step when at -4 or worse. 6aG seems pointless, stick to 6A if not confident it will land (-8 on block, +2 on hit)
  76.  
  77. 3A - i16 double mid horizontal poke that's -12 on block and +2 on hit. Very fast approach tool. If the opponent punishes this consistently, consider 3aG to avoid AAs or 3AA to catch them out (-16 however, so very risky). You can block if RE'd. In soul charge you also have access to 3AKK, the new hits are a double high and a mid (combos into SC AL B), both new inputs are delayable and combo into each other.
  78.  
  79. 2A - i12, -6 on block, +6 on hit. Standard 2A in terms of range and damage, as of the latest patch. You can block if RE'd.
  80.  
  81. 1A - i30, -12 on block, +2 on hit. Decent poke for okizeme and light zoning. You can block if this is RE'd.
  82.  
  83. 4A - i18 double high, -6 on block, +6 on hit. Only effective up close and a very mediocre poke. Only notable utility is a LH that causes a knockdown when you have 2 full meters, but generally you don't want to save meter for this. If you do land it, it combos into 1A, CE and SA. Also wall splats forward-right, try following up with AAAA W! ~ 6B+K ~ 44K.
  84.  
  85. WR A - i18 mid-high poke, -6 on block, +6 on hit. Short-ish range but fully tech crouches and you can sidestep right if it's RE'd.
  86.  
  87. 9A - i42 high damage tech jumping launcher. -40! on block, normally combos into 3[B] ~ AL B on hit (or 66B+K on a ranged hit). Only use this on anticipating and reacting to a slow low: 69+ damage if it lands. Guard crushes, but wastes it because no followups are possible.
  88.  
  89. 66A - i20 low-high horizontal, -14 if the high is blocked, -6 on hit without stance transitions and 0 on hit with (mind that your fastest attack in stance - AGS A - is i14). Even though you generally give up your turn by landing this, it's unseeable and has incredible range, good for provoking a response while chipping opponents down, can help condition low blocks.
  90.  
  91. 66aK/66a[K] - i20 three hit string that goes low-high-low or low-high-mid, both enders are -14 on block, K is -4 and [K] is -6 on hit, 3rd hit interruptible with i18 or faster if 2nd is ducked. Similar utility to 66A. Strong tool for ending rounds. You can block after 66aK if RE'd. 66a[K] can also LH if 2nd hit whiffs completely (combos into 9K for AP or 3[B] ~ AL K for left side ring outs). 66a[K] guard crushes (+20, 70% damage).
  92.  
  93. 22A/22AA/22AB - i20 (+sidestep) string that starts with two horizontal highs, both followups are a natural combo: A is a high that turns the opponent around and is -2 on block/+8 on hit/+12 on counter hit (combos into AAAA or [A] ~ WR [K]), B is a mid that does more damage and is -10 on block/+2 on hit. 22AAA accessible in SC, knocks down: LH also possible when at full health (combos into 236 ~ AGS BB into combos in AL). 22AB guard crushes (+36, 70% damage).
  94.  
  95. 44A - i32 double horizontal mid with backsway, -16 on block, combos into 66K in hit. A risky option for getting out of pressure that covers a great distance. Has a variation in 44[A] which is i34, is 5 hits and covers a wide distance and can sometimes ring out behind and to her right, also -16.
  96.  
  97. BB - i14 double mid, -8 on block, -2 on hit. Single B can clash with i12 A attacks while at +2, leaves you at +18. Try and confirm a BBB counter hit combo on this, as it is 50 damage in total. Even more powerful in SC: SC BBBB ~ SC AL B inflicts over 80 damage
  98.  
  99. 6BB6 - i18 double mid into triple mid, natural combo, -2 on block/+16g on hit/launches on hit (combos into AGS KK ~ 1A/1B/1K) One of her main transitions into stances. LH on back turned opponents (combos into AGS BA or AGS [A+B] ~ SA/CE). Reverse mixup with AGS A/2A/A+B or holding 4 or 8 for BAGS or AL recommended on block. 6BBB is RE safe. 6[B] ends in a guard break that's 0 on block but last 3 hits steppable on reaction if first 2 are blocked, guard crushes (+32, 80% damage). Try to keep this to a whiff or block punish, as getting this stepped can be disastrous.
  100.  
  101. 6BK - i18 four-mid string. Natural combo, -8 on block, +2 on hit, gains 2AP or triggers LH if 9AP already stacked. K can be held, which is -2 on block, guard crushes (+32, 100% damage) and rings out on hit, but can be GI'd on reaction. Decent alternative to 6BB if you want to focus on gaining AP and play low risk by not going into stances. Still a commitment, so like 6BB you don't want this stepped.
  102.  
  103. b6 - i14 high poke, 0 on block, +6 on hit, +10 on CH. Use for punishment, pressure or baiting. You can sidestep right if this is RE'd.
  104.  
  105. 3B - i20 launcher, technically only -5 on block but most characters have guaranteed anti-airs so keep this to block or whiff punishing. Combos into AL AAK for AP, AL AAB for more damage and even CE. In SC, most damaging combo is 3B ~ SC AL AAA ~ SC 66BB (may need slight microstep forwards). If you have 9AP, combo into LH AL AAK ~ 44[B]6 ~ AGS A+B for maximum damage. If too close to a wall or ring edge for 44[B] to land, use
  106.  
  107. 3[B] - i32 launcher, +6 on hit, launches on hit (combos into AL B+K ~ AL AAB/AAK). Hits grounded, but only combos into AL B/K/CE if so. On block, General mix up is AL K to beat most buttons and step guard (combos into 3[K]) though loses to GI and RE, AL A+B/[A+B] to chip at health and more guard stamina (can sidestep right if RE'd but can lose to buttons if help), or hold 6 to go into AGS mixup against opponents who respect the + frames or try to GI AL K/A+B. With SC, AL B is enhanced: becomes 0 on block instead of -16 and launches on counter hit (combos into 44K for AP or 66B+K for damage), but can be GI'd or sidewalked. Usual optimal combo in SC is AL B+K ~ SC AL AAA ~ SC 66BB. If you have 9AP, combo into AL B+K ~ LH AL AAK ~ 44[B]6 ~ AGS A+B for maximum damage (needs slight micro-backstep to be consistent).
  108.  
  109. 2B - i16 mid poke, -8 on block, +2 on hit, knockdown on CH (Combos into FC B/WR B). Good range for poking and baiting. You can sidestep right against most characters if RE'd (not Nightmare, Raphael, Sophitia or Tira). Clashes with generic 2As at +4, leaves you at +22.
  110.  
  111. 2bA - i18 (slightly slower if input for slide is not perfect) high into triple mid string that carries 2B a great distance, mids start at around i40. Natural counter combo. -6 on block, +10 and back turns on hit, +12 and backturn if 2nd or 4th hit counter hit (combos int WR [K]). You can block if this is RE'd, but wary opponents can GI the 2nd hit if the 1st hit is blocked or whiffs. Hits grounded on oki.
  112.  
  113. 1B - i18 low poke, -12 on block, -4 on hit, 0 on CH. Hits grounded. Can also transition into stances when it connects: -6 on block, +2 on hit and +6 on counter hit, making it a decent transition unless the opponent blocks low.
  114.  
  115. 4BB6B - i24 triple mid, first two hits are -16 on block, third hit can be stepped by most characters on immediate entry, and all characters if delayed, can be GI'd also. Very laggy on whiff at all stages so keep this to whiff punishes. If first two hits land at close range, delay 6B slightly for it to land, then combos into 3B/1B/SA. Most damaging option after level 3 GI. Use 4BBB if this lands further away. 4BBB enhanced in SC: can combo into 9K for AP, or B+K ~ ANG 4B+K ~ SC 3AKK ~ AL B/K for massive ringouts. All 3 hits guard crush, but 3rd not recommended for attempting it (1st = +24, 100% damage/2nd = +18, 100% damage)
  116.  
  117. WR BB - i16 mid-mid string that knocks down, usually used as a block or ducked-high punish. First hit is -14 on block, 2nd hit is -12 on block and steppable if the first was blocked.
  118.  
  119. WR BK - i16 mid-mid string that only combos on counter hit. Leaves you in AL, follow with AL AAB/AL AAK if this lands. More rewarding than WR BB if you can somehow anticipate getting the CH, but otherwise very impractical.
  120.  
  121. 7/8/9B - A ranged tech jump poke: i24 (may vary), between -16 to -10 on block and -6 to 0 on hit, depends on when the hitbox lands. Whiffs at range 0, which makes her fastest jump attack bad at dealing with moves like 2A when you're on - frames. Guard crushes (+30, 50% damage).
  122.  
  123. 66B6 - i16 mid, +2 on block, +11 on hit and stuns on counter hit (combos into AGS A+B). Excellent transition into stances on both hit and block, even stronger if you're able to confirm a counter hit. One of her best tools for countering back step. Can cancel into other stances with 4 or 8 if you really want, or no cancel at all (-10 on block, 0 on hit, knockdown on counter hit). Guard crushes (+32, 70% damage). SC gives access to a 66BB: -8 on block and uninterruptible, makes for an excellent block/whiff punisher and the second hit also guard crushes (+36, 80% damage)
  124.  
  125. 44B - i32 very long range mid, a powerful zoning/whiff punish tool that few characters can challenge or deal with properly. Combos into AGS A+B on hit if you hold 6, which can also tech trap (combo with BT B+K ~ 44K, other combo enders possible). Guard crushes (hold 6 to combo into AGS KK ~ BT B+K ~ 44K).
  126.  
  127. K - standard i12 punish. -8 on block, +2 on hit. Use if you want to block punish at -12 without going into AGS. You can also hold it to go into ANG, but this generally only has the very niche utility of baiting a whiff punish to trigger her Counter Bomb dodge, but this is strongly discouraged.
  128.  
  129. 6KK - i16 triple mid into double high, natural combo, -6 on block (though 2nd input can be ducked), +8 on hit. Generally use as a block or fast whiff punish. You can block if this is RE'd. Usually her best option after a level 2 GI. One of her easier hit confirms, 6K on its own only -10 on block, and 6KB combos on counter hit (knockdown mid, -16 on block, rings out, guard crushes at +32 and 100% damage). Can go into stances after 6K, but this is a -6 transition on block so not recommended.
  130.  
  131. 3K/WR K - i14 double mid poke from standing, i12 while rising. Frame data for 2nd hit changes depending on how long you hold K: No hold = -8 on block and +2 on hit; partial hold is -6 on block, +4 on hit with force crouch and gains 1AP; full hold -2 on block, +8 on hit with force crouch and gains 2AP, but only combos on counter hit and 2nd hit can be GI'd. Use partial hold like a standard BB. You can block if this is RE'd, no matter how long it is held.
  132.  
  133. 1K - i20 linear low poke. -14 on block, 0 on hit. The only noteworthy trait it has is gaining 1AP on hit, so usually used as a combo ender. You can also hold it to go into ANG, which has the extremely niche utility of baiting a whiff punish like [K], though hitting a grounded opponent may allow you to catch them with ANG A+B on wakeup.
  134.  
  135. 4K - i16, -8 on block, +2 on hit. Gains 2AP. Wall splats (combo into 3[K] if opponent is not back turned, or 66B+K if they are). Decent option after level 2 GI if opponent has back to wall. Holding down button changes move to 4[K]: -7 on block, rings out on hit, guard crushes (+32, 100% damage), can be GI'd if opponent blocks 1st hit. 4K becomes a LH when you gain 9AP landing enough certain K attacks, most impactful use is comboing into 6A+B+K when on critical health to deal just under half a health bar of damage as a surprise round ender. Several other combos possible, check the relevant tabs in this link for ideas: https://docs.google.com/spreadsheets/d/12TLp5VWC_DMpNj2vQGe9yfbO76incVKAIHdgQj1ZxjE/edit?usp=sharing
  136.  
  137. 9K - i38 jump attack, -8 on block, knocks down and gains 4AP on hit (combos into 1B/1K/SA). Her safest jump attack, its lack of speed means the opponent can block when they are safer than -2 if a 2A is jumped over, though. You can block if this is RE'd.
  138.  
  139. A+B - Generic guard crush attack, though an odd one. Special mid with long range but very linear. 0 on block, stuns on hit (combo into 3[B] ~ AL B or SA). LH vs. GIs and REs. Combos into 4[A+B] ~ 4A+B ~ 44[K] against most characters, do a slight hold instead of a full hold against those few. Only recommended for a hard GI or RE read. Guard crushes (+32, 60% damage)
  140.  
  141. 6A+B - high linear laser with infinite range (i40). -14 on block, usually pushes opponents too far to punish properly but can easily be stepped or ducked on reaction anyway. Very niche in its use, eg. Whiff punishing some of Ivy's zoning tools, otherwise usually too slow to be useful. However, does combo into 4BBB/6B+K up close or 44[B]6 ~ AGS A+B at further ranges if you somehow land it. Has a charged version that's even less useful (i64, -8 on block, no followups). Also guard crushes, but will waste it at ranges outside of CE (only +16, 60% damage)
  142.  
  143. 4A+B - anti-air laser attack. Almost purely used as combo filler. Also has a charged version for especially high launchers. Can sometimes combo into moves like 3B+K if it catches an airborne opponent
  144.  
  145. B+K/2B+K - entry into ANG stance, but is also the input for a dodge move active between frames i4-14. B+K dodges high+mid weapon attacks, 2B+K dodges mid+low weapon attacks including break attacks and unblockables: neither will dodge body, kick or throw attacks. Both are followed up by an aGI that will deflect fast followups (like the second hit of an AA or BB), and then a break attack projectile that can be cancelled with G. This cancel has a few benefits: if the aGI succeeded, then 2B is +18; cancelling with G also allows 2B to dodge consecutive slower attacks, which allows the followup to become unblockable and more damaging; you can also bait RI's if you dodged a move that recovers quickly enough to allow the opponent to attempt it. The aGI will always lose to multi-hitting break attacks like Azwel's SC 8WRA+B. Guard crushes, but this will completely waste it as no followups are possible, so cancelling recommended when opponent is low on guard. More details in stance notes.
  146.  
  147. 6B+K - i24 triple mid attack with a late tech jump that goes over lows and even some mids. -14 on block, +6 on hit, launches on counter hit and post guard crush (combo into 44K for AP or 6[B] for damage). Useful against stance dancing and very slow lows. 1st and 3rd hit guard crush (N/A and +38 respectively).
  148.  
  149. 3B+K - i18 tech crouching mid-high string that knocks down. Usually used as a combo ender. Can be used as an alternative to 6BB fof am i18 block punish from standing. -22 on block at close range, which makes it disproportionately risky to use as a defensive tool. The high is a horizontal projectile, though, so can sometimes be used at long range to keep the opponent away.
  150.  
  151. 4B+K - i36 triple mid string with a built in backsway. -12 on block and easily steppable, +4 on hit and stuns on counter hit (usual followup is 66B6 ~ AGS A+B). Also wall splats and guard crushes (+36, 70% damage). Best used if you can read your opponent attempting to get out of wall pressure with fast buttons or GIs, and in similar situations to where 44A/[A] would be useful, but otherwise difficult to make use of.
  152.  
  153. 66K - i16, -8 on block, knockdown on hit. Hits grounded. Triggers a LH when block/whiff punishing a move that used meter, like a blocked CE or whiffed RI. Combos into 44[B]6 ~ AGS A+B. You can also hold it to go into ANG, which has the extremely niche utility of baiting a whiff punish like [K], though landing this may allow you to catch them with ANG 4K if they try to roll away.
  154.  
  155. 22K - i22 (+sidestep) low into triple-high string, -12 if highs are blocked (though turns so opponent may not block punish properly), +4 if highs land. All 4 hits combo if low is a counter hit. +14 in certain combos, like after LH 4K or a high enough wall splat (eg. AAAA). 22KK adds a mid that knocks down, though it is -14 on block. Can be held into a +4 break attack (guard crushes, +40, 50% damage), opponent can only counter with an RI if the highs land, otherwise interruptible if the highs are blocked, though early release of hold can sometimes stop this. Has some risk, especially if the highs are ducked, but is still an unseeable low that tracks.
  156.  
  157. 44K - i20 triple high kick with great tracking and active frames. Gains 2AP on hit. Rings out to her right on ground hit. You can block if this move is RE'd.
  158.  
  159. 44[K] - i28 triple high kick. Gains 4AP. Rings out in front of her. Sometimes wall splats but very unreliable. Works after a level 3 GI and catches stepguard after a level 2 GI.
  160.  
  161. 66B+K - i24, -12 on block, knocks down on hit. Generally her best wall splat move outside of soul charge, works after a level 3 GI. Combo into 6BB6 ~ AGS [B] ~ 8K for AP and keeping the wall pressure, or 6[B] ~ BT B+K ~ 44K for damage. LH triggers if you dodged 3 attacks with her dodge move B+K, combos into 6BB6 ~ AGS KK ~ 1A/1B/1K midscreen. Guard crushes (+32, 80% damage)
  162.  
  163. 22B+K - i28 (+sidestep) launchers, -4 on block, combos into moves like 4BBB on hit. Slow as a whiff punish, use after side walking easily telegraphed verticals and most REs (characters like Tira recover too quickly). You can block if this move is RE'd. Guard crushes Guard crushes (+38, 60% damage).
  164.  
  165. 11B+K - i32 (+sidestep) guard break attack. +4 on block, knockdown on hit, use on players who hold G to try and open them up. Guard crushes (+32, 80% damage).
  166.  
  167. 11[B+K] - i32 (+sidestep) launcher. -16 on block, combos into moves like 4BBB on hit. Slightly better whiff punishment potential that 44B, but more of a commitment and easier to punish. May work as a whiff punish for extremely laggy moves outside of 4BBB's range, but usually not worth the risk. (+32, 60% damage)
  168.  
  169. 44B+K - obligatory unblockable attack. i46 triple mid that launches behind her. Has no known practical use due to how easy it is to react to, and pointless for reading GIs or REs since A+B already does so far more effectively. Easily her worst move.
  170.  
  171. 8WR A+B - i22 multi-hitting mid horizontal with huge range, -20 on block, knocks down on hit (combos into 1A) and rings out to her left. Use with extreme caution as it is very unsafe, and as a whiff punish while side or back walking where 22B+K may be too slow (eg. Tira's RE)
  172.  
  173. A+G - regular front throw. The only reason to use this over 66A+G is because it rings out directly to her front: the angle is fairly narrow, unfortunately. Also wall splats and combos into 66K for more damage than 66A+G.
  174.  
  175. 66A+G - Command throw that gives 2AP and decent oki when it connects. +8 on break. Mix up with 4A+G. Short throw range, however.
  176.  
  177. 4A+G - A fairly standard backthrow that only knocks down into decent oki. Useful as your opponent is more likely to break her front command throw.
  178.  
  179. CE (A+B+K) - a fairly standard i16 CE with above average range and damage. -16 on block. Very useful as a whiff punishment tool to close out rounds when your opponent is at about 25% health
  180.  
  181. 6CE (6A+B+K) - i36 mid that you can only use if 2B is at 25% health or lower. Only recommended for use to steal a round after landing LH 4K (approx 40-45% damage) or a guard crush after certain attacks ([B], 4B+K, 22AB, 22B+K, and second hit of SC 66BB)
  182.  
  183. SA (236A+B+K) - A fairly standard i16 Soul Attack. 4 mids in quick succession. She can transition into AGS with 6 or 4, or AL with 8 on block or hit. Best used as a combo ender to immediately put pressure on the opponent with SC enhanced AGS or force them to block SC AL B.
  184.  
  185. =========================================
  186. =============STANCE NOTES================
  187. =========================================
  188.  
  189. =====AGS=====
  190. A dashing stance that is uniquely tricky for opponents to deal with as it is nigh impossible to space out. It's a way of keeping in your opponent's face and pushing them across the stage after certain moves, or can be done from neutral with 236 to surprise unwary opponents from a distance. You can also enter the stance with a backsway by holding 4 instead of 6 for mindgames or dodging fast buttons (can also be input raw with 214), though this adds at least 21 frames to any action that follows. Much more dangerous in SC. Here are her options:
  191. >AGS A - her fastest option (i14), catches step, can loop into itself holding 6. -12/AGS -4 on block, AGS +6 on hit. In SC, gets an extra hitbox that makes it -3/AGS +6 on block and combos into AGS A+B on hit
  192. >AGS AA - optional followup to AGS A: -8 on block, -4 on hit. Lowest risk option but you always lose your turn using it.
  193. >AGS 2A - slow (i28) but aGIs horizontal attacks like 2As from i8, -12 on block, ROs to her right on hit
  194. >AGS [B] - slow infinite range launcher (i28), -12 on block, stuns on hit, tech jumps around i16. Usually combos into 9K up close or 44[B]6 ~ AGS A+B at range
  195. >AGS BA - slow big damage low (i28), -24 on block, knocks down, has a hitbox behind her as well if first hit is stepped or rolled around. Hits grounded. and can deal with side rolls
  196. >AGS BB - slow low (i28) that leaves her in AL, typically to combo into AL B. =AL Disadvantage= on block. Gets an extra hitbox in SC that guard breaks, =AL Advantage= on block and launches into combos: the usual followup is SC AL AAA ~ SC 66BB
  197. >AGS K - -12/AGS 0 on block, -6/AGS +6 on hit. Guard
  198. >AGS KK - Optional followup after AGS K, high launcher: delayable, duckable on block, second hit force block on normal hit, typically combos on CH into BT B+K ~ 44K
  199. >AGS G - cancels stance early, use if expecting a GI or RE. React with a fast move like 6BB6 against a whiffed GI or a sidewalk for punishing REs (eg. 22B+K combos or LH 6BB)
  200. >AGS A+B aka. the "shoryuken" option. 2B Becomes intangible on i10 and attack comes out about i22. -16 on block. Launches behind her on hit (usually into BT B+K, then into a move like 44K if both hits of that land). Hits grounded and can deal with side rolls
  201. >AGS [A+B] - similar to AGS A+B with key differences: intangibility happens around i22, attack comes out about i34, -8 on block and does more damage. Relaunches opponent if it hits grounded, combos into things BT B+K ~ 44K works at range but only CE or SA on a close hit
  202. >AGS B+K - steps back and launches projectile that inflicts 60 damage, good option after 214 transition, -30 on block but very difficult to punish at range. Guard crushes, but wastes it as no followups are possible.
  203. >AGS A+G - front throw (i18), does 70 damage. +8 on break
  204. >AGS 4A+G - back throw (i18), does 40 on its own but combos into 44B (58) or CE (79). +8 on break
  205.  
  206. =AGS +16g= (6BB6 on normal hit)
  207. AGS A and K are force blocks. Throws can only be GI'd. All slow options lose to RE but beat immediate GI.
  208.  
  209. =AGS +14= (22B8 on normal hit, 6K6 on counter hit)
  210. Combos into AGS A or AA. AGS K can only be GI'd. Throws can be interrupted by SC but not RE'd. Slow options beat immediate GI.
  211.  
  212. =AGS +12= (AAA6 or 66B6 on normal hit)
  213. A can only be GI'd. K can be interrupted by SC but not RE'd. AGS [A+B] cannot be interrupted by attacks that are i10 or slower.
  214.  
  215. =AGS +6= (AAA6 on block, 6K6/AGS A6/AGS K6/SA6 on normal hit, 1B on counter hit)
  216. K can only be stepped or trade with i10s. Throws beat immediate GI but lose to i12s and RE
  217.  
  218. =AGS +2= (66B6 on block, 1B6 on normal hit)
  219. A clashes with generic 2As and will duck under high i10s, AGS A+B cannot be interrupted by attacks that are i8 or slower.
  220.  
  221. =AGS 0= (AGS K6 on block, 66A6 on hit)
  222. A loses to generic 2As, can now be step-guarded and clashes with generic Bs, but still ducks all highs no matter how fast they are. AGS A+B cannot be interrupted by attacks that are i10 or slower.
  223.  
  224. =AGS -2= (6BB6/SA6 on block)
  225. i10 mids are a guaranteed block punish. A only beats highs, AGS 2A only beats horizontals like generic 2As, AGS A+B beats i12s but loses to i10s
  226.  
  227. =AGS -4= (AGS A6 on block)
  228. i12 vertical attacks are a guaranteed block punish, only AGS 2A can beat generic 2As
  229.  
  230. =AGS -6= (1B6/AGS 6K6 on block)
  231. i12 horizontals and i14 verticals are guaranteed block punishes
  232.  
  233. =AGS -8= (2286/44B6 on block)
  234. i14 horizontals and i16 verticals are guaranteed block punishes
  235.  
  236. =====AL=====
  237. A super tech jump that either flies over many attacks or chases an opponent into the air for more damage, usually with AL AAB/AAK or AL B. This can be input raw with 8B+K, and can also be entered while holding 8 at any time where you can hold 6 or 4 to enter AGS to throw off your opponent. When not launching her opponent, however, she will generally be in either of these states with the following options:
  238.  
  239. =AL Advantage= (3[B]/RE K/SC AGS BB on block)
  240. >AL B is her fastest option (i16) and startup frames move her higher into the air, making her more difficult to anti-air. Stilly risky as it is steppable, -16 on block and loses to RE and GI. Has an extra hitbox in SC that retracks, launches on hit, 0 on block and is RE safe, so a much more desirable option then.
  241. >AL K is as fast as AL B (i16) gets small followups like 3[K] on CH and catches step, but whiffs ducking opponents and loses to RE and GI. -8 on block and hits high so can be ducked.
  242. >AL A+B does 11% guard damage while being -8 on block, does 4 chip damage, has a wide area of effect and you can sidestep right vs. the entire cast on RE. It's easier to interrupt than B or K and can be GI'd for guaranteed damage at i20 as it is a projectile.
  243. >AL [A+B] does even more damage (including 19% guard damage) and 8 chip while being -4 on block, but comes out much slower than AL A+B. Use vs. opponents trying to GI AL A+B or after a grounded 3[B] hit for a guaranteed force block. LH also possible if her guard stamina is full.
  244. >AL B+K flies around in the air for a bit, though all AL K and A+B can still land while facing the other way. Usually used as a followup for 3[B] and LH RE K. Impractical in neutral, but has lead to hype moments like this: https://ytcropper.com/cropped/Ni5de70f2f672b8
  245. >AL [7]/[8]/[9] - allows 2B to gently float back down to the ground. Can be used to delay followups.
  246. >CE - tied for fastest option (i16) and recovers guard stamina, though only recommended for extra damage in combos or whiff punishing. -16 on block.
  247.  
  248. =AL Disadvantage= (3B/ WR BK/AGS BB/SC 3AKK/SC BBBB on block, all other transitions on block or hit)
  249. Much the same applies as =AL Advantage= but some characters will have guaranteed punishes against all options while you're airborne (eg. Raphael 214B & Tira B8). Against characters who don't have guaranteed punishes that can reach AL B, the move can still be blocked or stepped into a major punish, and any other anti-air (generally about i18 or faster) will always beat all other options if input fast enough.
  250.  
  251. =====ANG=====
  252. A stance best used for zoning or combo extensions. It can be entered using B+K or 2B+K, or with the inputs [K], 1[K] and 66[K].
  253. There is almost little to no risk going into ANG from a distance where ANG 6K is possible unless fighting someone like Ivy or Azwel.
  254. >ANG A - i16 double high horizontal. -14 on block/-4 on hit on a normal input and +2 on block/+14 on hit if held down. Basically a last resort for catching out your opponent if they get close, little other utility available.
  255. >ANG B - i22 triple high projectile with infinite range, making it an annoying zoning tool, though it is steppable and duckable. -22 on block/-10 on hit with normal input, 0 on block/+8 on hit/stuns on CH (usually combos into ANG K/4K/6K ~ 6KB/6K[K]) when held.
  256. >ANG K - i24 mid projectile with a specific range that draws the opponent in. Distance can be adjusted with different inputs: 4K lands the attack nearer, 6K lands it further away. Also randomly recovers either a bit of health, guard stamina or soul gauge. -20 on block on normal input, -4 on block if held. +16 on hit, usual followups include 6KK, CE and LH 4K. +16 stun when landing it after certain moves like SC 4BBB, which boosts combo potential, especially in SC. For some reason, this becomes +16g if it picks up a completely motionless grounded opponent, so any followup can be guarded.
  257. >ANG A+B - slow horizontal mid option. -10 on block, wallsplats+rings out to her left.
  258. >236/214 - you can enter AGS directly out of this stance
  259.  
  260. =========================================
  261. ==============STEP-G NOTES===============
  262. =========================================
  263.  
  264. One strong defensive option that has made itself known in this game is step-G, as it combines stepping with blocking and avoinding the opponent which allows confirming into safe whiff punishes. There are small windows of vulnerability in this technique, however: sidestep G (2/8~G) has 12 frames and backstep G (4~G) has 14 frames before whomever uses it can block. Combining your own knowledge of frame data with knowledge of these vulnerability windows allows some sequences of attacks to beat this tactic. As a general rule, all options above the frame advantages listed will count, eg. All options at +4 should work along with all options at +2, +0, -2 etc. unless pushback/spacing is an issue.
  265.  
  266. -8 (6A, BB, 6BK, 4BB6B, 4K, 9K, 66K, 44K, AGS AA, AGS KK, AGS [A+B], AL A+B on block):
  267. 7B beats 2A sometimes, but can still whiff completely at close range
  268.  
  269. -7 (66A on hit)
  270. See above
  271.  
  272. -6 (A, 2A, 4A, 2bA, 6KK, 3[k], AL K, SC AL AAA on block, 66a[K] on hit):
  273. 4B+K beats 2Bs 2A
  274. 44A beats 2Bs 2A
  275.  
  276. -4 (3aG, 66aK on NH; AAA, aB, WR A, 4[K], 44[K], 22B+K, AL [A+B] on block, AGS AA on hit):
  277. 6B+K goes over generic 2As
  278.  
  279. -2 (22A on block)
  280. See above
  281.  
  282. +0 (b6 and A+B [close] on block; 1K, 22A on hit):
  283. A beats all step-gs
  284. 2A beats all step-gs
  285. BB beats 4~G
  286. b6 beats 4~G
  287. 3K beats 4~G
  288. Does not apply to AA or CH BBB due to pushback
  289.  
  290. +2 (A, 6A, 3A, 1A, K, 6BK, 2B, 4K, 22AB on hit):
  291. 3A beats 4~G
  292. B clashes with i12 horizontals, +18
  293. 2B beats 4~G after A and 3A
  294. 6K beats 4~G after close A and 2B
  295. 9K seems to beat generic 2As (only tested on 2B so far)
  296. 66B beats 4~G
  297. SSG blocks i12s
  298. 4G blocks i14s
  299.  
  300. +4 (3[k], 22K on hit; 11B+K on block):
  301. 2/8~G blocks opponent's i10s
  302. 4~G blocks opponent's i12s
  303. 6AA beats all step-gs
  304. 3A beats all step-gs
  305. B clashes with i10 horizontals, +18
  306. 6B beats 4~G
  307. 1B beats 4~G
  308. None of these apply to 4B+K or SC AAAA due to pushback
  309.  
  310. +6 (2A, 4A, WR A, b6 on hit):
  311. 4G blocks opponent's i10s
  312. 66A beats 4~G
  313. 44K beats 4~G
  314. 4A beats 2/8~G
  315. WR A beats all step-gs after 2A
  316. 3B beats 4~G (except after 2A)
  317. Throws beat 2/8~G
  318. None of these work after 4A or 6B+K due to pushback
  319.  
  320. +8: (6KK, 3[K], 22AA on hit, command throw broken)
  321. 66A beats all step-Gs
  322. 66B reaches 4~G
  323. 44K beats 2/8~G (and 4~G after 3[K])
  324. 66A+B beats 4~G after 3[K]
  325. 6K and 66B unsteppable after 3[K] (vs. 2B, other characters' sidesteps not tested)
  326.  
  327. +10 (CH 6AA and CH b6)
  328. 66A+B beats all step-Gs, but discouraged due to being -20 on block
  329.  
  330. AGS A beats step~Gs at +2
  331. AGS A+G/4A+G beats step~Gs at +6
  332. AGS A+B beats all step Gs at +12
  333. AGS 2A beats all step~Gs at +16g
  334.  
  335.  
  336. =========================================
  337. ==========REVERSAL EDGE NOTES============
  338. =========================================
  339.  
  340. Presuming the opponent releases RE the moment the following are absorbed, 2B has some options after certain attacks. For the most part, the options she has are downgraded against characters with slightly faster RE attacks, being Nightmare, Raphael, Sophitia and Tira (Gloomy), who I've initialled as N, R, S and T respectively, and I've listed what should be done differently where applicable. The characters Astaroth, Azwel [unless in Sword/Almighty], Talim, Yoshimitsu and Zasalamel (initialled As, Az, Ta, Y and Z) on the other hand are slightly slower, but Counter Bomb cannot be used against Azwel or Zasalamel's charged REs. Also remember that Amy, Taki and Talim can do different actions out of RE. (credit to Guilu for most of this information regarding RE attack speed)
  341.  
  342. GUARD
  343. >4B+K (loses to S and others who make 3rd hit whiff, RI vs. AsTaYZ if aligned enough)
  344. >66K (loses to NRST, RI vs. Az)
  345. >66B+K (loses to NRST, RI vs. AzZ)
  346.  
  347. RESIST IMPACT
  348. >2A
  349. >[A] (SSR vs. AzZ)
  350. >3A (Guard vs. NRST, SSR vs Z)
  351. >1A (Guard vs. NRST, SSR vs. Z)
  352. >6BBB (Guard vs. NST, SSR vs. Z)
  353. >2bA (SSR vs. Z, SS vs. Az)
  354. >2K (SSR vs. TaZ, SS vs. Az)
  355. >1K (Guard vs. NRST)
  356. >9K (Guard vs. NRST)
  357. >66aK (SSR vs. AsTaZ, SS vs. Az)
  358. >22A (Guard vs. NRT, loses to S)
  359. >22B+K (SS vs. Az)
  360. >SC 3AK (Guard vs. NR, SSR vs. Z)
  361. >SC 66BB (Guard vs. NT, TJ over Raphael with BT +frames, second hit can whiff S up close and allow her to retrack)
  362. >SC AGS A (Guard vs. NRST, SSR vs. Z)
  363.  
  364. COUNTER BOMB (B+K)
  365. >6AA (RI vs. NRSTZ, SSL vs. Y, SS vs. Az)
  366. >6K/KK (RI vs. NRST, SSR vs. Z, SS vs. Az)
  367. >3K/3[K]/WR K/ WR [K] (SSR vs. Ta, SS vs. AsAzYZ)
  368. >6B+K (RI vs. NST, Guard vs. R, SSR vs. Z, SS vs. Az)
  369. >44K/[K] (RI vs. NRSTZ, SSL vs. Y, SS vs, Az)
  370.  
  371. B+K fails: Azwel, Zasalamel
  372. Opponent can RI: Amy, Siegfried, Tira-J, Xianghua, Yoshimitsu
  373. Opponent can block: Talim, Tira-G, Voldo
  374.  
  375. SIDESTEP (USUALLY RIGHT)
  376. >WR A
  377. >2B (RI vs. NRST)
  378. >b6
  379. >AL A+B/[A+B] (B+K vs. T)
  380. >SC AAAA (B+K vs. ST)
  381. >SC AL B (SSR vs. S, loses to T and others who make 4th hit whiff)
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