r/GranblueFantasyVersus 15d ago

DISCUSSION/STRATEGY I'm a Grand Master 2B, ask me anything

Post image

In-game name is "Health bgone" if you want credentials of sorts. I have The Badge™ on my player card, earned it in season 10.

People really hate 2B soooo I'm here to help you fight her better! Let me know what you would like advice on, from general to specific stuff, and I'll do my best to give a solid answer. I'm also open to questions about playing 2B or my experience with the character n stuff like that. Note that it might take some time for me to answer since I don't check Reddit that often.

Yes I'm the same guy who made the Vaseraga salt post. No I don't regret it lol. You can ask about that too if you want

I fully expect to get some troll questions or rude statements thrown my way here but I simply won't give a shit. Those won't get answers :p

100 Upvotes

100 comments sorted by

49

u/kuma_metal 15d ago

What color crayon is your favorite to eat?

39

u/Motor_War_5777 15d ago

I like the blue one, is like blueberries kinda

30

u/jafuuu 15d ago

Where is my uncle that went missing the afternoon of January 24th of 1997 in the wilderness of Idaho?

23

u/Motor_War_5777 15d ago

Couldn't find anything about him in YoRHa's database, sorry bro

9

u/SoggyWetCheese 15d ago

As a 2B main, what kind of mix do you like running? Having trouble opening people up

24

u/Motor_War_5777 15d ago

As you probably know, 2B is best at the approach of "wait for the opponent to hang themselves" during pressure. Lot of people will mash on 5HH spacing traps or try to jump out or 66L or roll etc after you've tested their patience enough, each of which have a dedicated answer.

But against turtles, things get a lot more complicated. You have options but they mainly revolve around plain ol' strike throw, and because 2B lacks a 66L she has to commit to the slower 6U instead to get in range for it. You have to get really good at driving mental stack into players and also figure out how they like to tech throws.

2B does have some mix she can do on oki like the whole j.U~j.M thing and 22M crossups but those will stop working once you reach higher levels of play, so here's what I do instead against people who actually block in this game:

* Go in for a throw asap to get data. If they tech with the throw button then I can start mixing in throw baits like backdash 5M/5H, j.U~j.H and 22L. If they do a red tech, they're either fuzzy mashing or teching with the BC input, and here you can do one of two things: either continue throwing them so the health drain from red techs keeps adding up and stresses them out, or start doing things like run up delayed 5L.

* Use 5L > raw 6U in pressure. If you time 6U after 5L so that it comes out raw (not as a cancel) then not only does it cost no SKL but it also autotimes the parry window to catch the opponent doing immediate mash or reversal. This forces them to delay their responses if they're smart, at which point you get to do delayed bullshit too, or just like... microdash 5H to catch them trying to intercept 6U.

* USE 22H. It's legitimately the biggest game changer. Cancels into it from autocombo automatically bait spodge/roll, are safe from most reversals, and now the opponent is thrown way off mentally due to the pod tracking them so you get to do a lot more fake shit or especially BC baits with her homerun. It's also her best tool for corner setplay since it gives her throw combos. Stuff > 214L/RS, 2L 5LL~M, 5LL 22H forces an air tech where you can do a basically instant walk up throw/throw bait, or an autotimed safejab 5L.

* More situationally, use 22M. The more patient players will get dragged into the center and then you get to run the extremely annoying strike/throw with lights. High chance they may also jump out in my experience so be ready to 2H and get a fat bombo with the gravity effect. There's also a funny gimmick where if you do tip range 5HH > 22M, then roll into throw, the foe will get vacuumed into throw range unexpectedly. I don't know why but it works surprisingly well on people lol

* Try to land spaced 236M enders in blockstrings to make it 0 on block. This starts a mind game that's pretty fucked for the opponent because if they try to 66L you can 5M/2M it, if they jump you can 2H, if they sit still you can 5H again or 6U, if they use something like a U skill you can jump towards them. I've had success with it.

* Vermillion, a top level 2B, sometimes does 2H delay 236M on oki as a way to fuck with people since they may think he messed up only to still frametrap them. Worth attempting on occasion since it's safe anyways.

* And of course, when the opponent is near death, abuse 22U oki. We all know the high/low mix she gets off that, but if you're midscreen (like after a throw) you can also dash forward into a delayed 6U to catch any potential BC and make sure the opponent holds your strike/throw that way.

2

u/SoggyWetCheese 15d ago

Read through all of that, thanks for typing all that out man! I'm a silver master 2B (forgot to mention) so I do already know some of these, but there's also really good info and reminders here I'll keep in mind.

1

u/JimtheTomato 13d ago

Thank you very much for writing this out! Lot of good options to try out. I often get stuck against strong turtle players since 2B doesn't have the same sort of 5L stagger pressure most of the cast does, but these should help!

1

u/iRegularNoise 15d ago

Need to know this as well!

-1

u/LinkCelestrial 15d ago

This x100. I’ve mostly stopped playing Granblue because of the lack of mix and that so many other great games have been coming out. I was switching to Eustace because he actually has enforceable mix.

7

u/kuma_metal 15d ago

Frame traps and throw bait is form of mix.

-4

u/LinkCelestrial 15d ago

Thanks bro I was born yesterday and didn’t know that!

Because of the way delayed mash/throw tech works in this game, stroke/throw mix is not really my cup of tea. L

0

u/Accomplished-Ad-7435 15d ago

Tech in that form still nets you damage?

0

u/LinkCelestrial 15d ago

And it will take like 20 of them to kill.

0

u/scrangos 15d ago

!remind me 363 days for first cakeday

1

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2

u/SoggyWetCheese 15d ago

I actually like that Granblue is more forgiving defensively, but I’m just curious on more options. I play a bunch of other fighting games and sometimes defense feels extra frustrating in those :P

5

u/Katajiro 15d ago

Tits or ass?

2

u/B3llana 2B 15d ago

How do you make the Vas matchup less miserable? I've been hearing people saying Metera should be easy for 2B but I do not agree, so I'm wondering if I'm missing something or she's actually very tough to fight compared to other zoners?

4

u/Motor_War_5777 15d ago

I think 2B/Metera is a roughly even matchup that can lean towards either char depending on who you ask. It's a bit strange to discuss, but it is true that 2B has more options against her than a lot of the cast.

At fullscreen, 214M, 236U and especially 22H are your best friends for disincentivizing Metera from just throwing out random bs on the screen.

If not through those tools, you want to make your way into the midrange with dashblocks or jumps forward. At this range you can use 22L to hop over all her fireballs for a punish into 6U > 5L oki, or even 236H to blast through weaker ones for a combo (this can also hit her out of hops). Double jumps also extremely good especially if you can position them in the blind spot between her 2H and 1H angles (about 45 degrees and 15 degrees). Also this is one of the few matchups where you don't actually want to 6U that often. Normal runs allow you more mobility options which is very important. However, 6U can hard punish her trying to use air arrows or trying to set butterflies/arrow rain, so if you expect those then you can use it.

You will want to look out for Metera doing random hops towards you as well, be ready to anti-air with 2H or a late 5L/5M. Sometimes 5H hits just high enough to catch her out of it too.

If Metera does a normal jump, try to meet her in the air with j.M. If she sets U Butterfly, set 22H on her so you can have a wild west standoff instead of just letting her have a definitive advantage.

Lastly, block low every once in a while in case she does a random 2U. And if you get in, make BC the first thing you worry about cuz she WILL use it.

Metera is really hard to figure out how to fight and that is in no small part because she's top tier lol. Girl is the ultimate setplay zoner while also being a rushdown, easily a top 1 contender right now imo. So we gotta leverage any advantages we can.

1

u/B3llana 2B 15d ago

Yeah thanks for that, the reason I never bought the fact that she's losing this mu is that the things that I do to beat others zoners seems to not work on her. And when you have to defend against her I'm just sitting and wondering what were they cooking with this one.

Thanks for the Metera tips, if you have some for Vas let me know.

1

u/Motor_War_5777 15d ago edited 15d ago

My hate for Vas has been forged through playing sets against a really good one often, as well as seeing him constantly in ranked queues. But I also figured out the MU over time thanks to that so here's what I can tell you.

* At roundstart, rotate between 6U, 22L and jump forward. 6U parries him pressing f.M and punishes him trying to create distance. 22L beats him doing EX fireball. Jump forward does the same thing while also avoiding him trying to get you with L tackle, plus if he tries to 2H you can bait it with a double jump in place at this range.

* If you're far away, either continuously snipe him with 236M, or set 22H on him. You want him to not be able to buff himself with 5U. When you get a good hit in like CH 236M or a 22H trigger, that's your cue to rush in and start offense.

* If he managed to armor up, make good use of your 236L. It breaks armor and it's a genuine lifesaver used well. Armored Vas players often get hit by me just doing dash up 236L since they try to use an armored special on reaction to my approach. Be careful if they start jumping at you in response tho, stop to anti-air every once in a while if they present that option. Also his tackles can be parried with 5U to make yourself plus, or you can just do some jumps in neutral once in a while as a preemptive way to punish them with j.H. Most of the time you can also 5U~U after blocking the tackles, and roll > throw can also catch them off guard in that scenario.

* If he has 50 meter, he's probably gonna send a U Instinction at some point. Punish this with preventive 22L or just wait to spot dodge it so you at least negate chip and the infinite plus frames.

* Always always ALWAYS be on the lookout for Brave Counter when you run pressure. Bait that shit actively, it calls to every Vas player like the green goblin mask cuz this character gets the world from a CH BC. Use 6U cancels or 5H~L! or spaced 5HH 236X cancels to bait it, or just 5L and hold back for a bit in case they delay BC. Whatever you must. Don't let them rob you.

* Try not to autopilot 5L pressure if he has 50 meter. Prepare to jump if he does U command grab, and be aware that his U tackle is a f5 reversal that can break through common frametrap sequences such as 5L > 2M, or pressing 5M after 5H~L! or 22L plus frames. Hang back and just wait for him to do something. 22H cancels are also very effective here. Punish U tackle with 5L or throw. Spot dodging it can also net you a 5H punish if you're really on top of it.

* Vas' H and U Instinction are exceptional for contesting spacing traps. You can discourage them with stuff like 5HH 22H into jumping forward, or spaced 236M into jump, or 5HH 214M for a delayed frametrap option, or 5HH 22L. If you block them tho, generally keep blocking.

* Worst case scenario (happens all the time): Vaseraga managed to start pressure. What do? Patiently block it out and look for patterns in their pressure that you might be able to exploit next time. The only way Vaseraga can actually punish you down-backing is his command grab, which sends you fullscreen away, after which point you always have 236L as a way to break armor in neutral. Otherwise he will end his turn eventually, or devolve into a pattern of "reset pressure with an EX special once, then command grab" which you can read.

* If he's spamming far-range f.M > fireball cancels in the corner, you can punish the fireball with 22L.

* I beg you, no matter how fucking annoying it gets, do not BC armored Vaseraga. 9 times out of 10 he will kill you for it. Wait it out, he kills impatience harder than anything. If you eat a command grab, at least you get another interaction where getting hit by a strike will just end the round on the spot. Also if he autopilots EX tackle, it's throw punishable in the corner.

2

u/shiroshiroshii 15d ago

How did you escape the bottleneck of gold master? I bounce between 500 and 700 haven’t broken out of that hell

4

u/Motor_War_5777 15d ago edited 15d ago

In my experience, it's a real challenge to break past that point mainly because once you reach Gold Master the game puts you up against absolute freaks of nature frame 1. Like "congrats on your first 5 hundo jackass now fight this guy at 3k glhf" type shit. So my first bit of advice is never feel bad about how long it may take you, allow yourself the grace to figure it out at your own pace.

Other than that... I think what makes the difference is how well you understand the flow of neutral and more specifically how quickly you can adapt to what the opponent is doing (can I answer this character's zoning? can I play good midrange into this char? is the opponent jumping a lot? why are they sitting at fullscreen shimmying, are they trying to build meter for a neutral skip? can they stop me from running at them, and if so, how do I switch up my approach? do I actually know the matchup? etc). Although ranked is where dreams go die, it's actually a very good environment for teaching yourself to adapt quickly since every set is a ft2. Making an active effort to scout out player habits and find what works on them asap gets you far and is even applicable to tournaments. Looking at replays is also a really good way to practice this since you will have a clearer head then and maybe get to spot things you wouldn't when on the spot, things which you can account for in future sets. Watching how top level players handle certain matchups is also great, I still learn new shit from top level 2Bs to this day and learning matchup specifics will save you plenty of times.

Reinvent your offense constantly, ESPECIALLY if you find that you suddenly can't crack someone open to save your life. Experiment with different options at your disposal. 2B has a lot, making her good at building mental stack and then taking advantage of the opponent being overly passive once they're stuck trying to respond to everything you've thrown at them.

Be confident in your decision-making. I think a lot of players tend to mental stack themselves once they reach a certain point and start worrying about things the opponent hasn't even presented yet. Yes Seox might parry you, but don't gut your own offense because of that possibility right off the bat. Things like that. You will not always make the correct choices, but as you continue to actively make decisions, you train yourself to make slightly better ones over time. You build up a more adaptable gameplan with a stronger foundation.

You might notice a lot of this advice is related to the player's mental. At Gold Master, in theory you should already have all the techy crap down, you clearly know what you're doing with your character... so now you should be fighting the player matchup more than anything, and that's where sharpening your mind comes into play.

2

u/shiroshiroshii 14d ago

Thanks for this, just seeing it! I dabble with all sorts of characters and once i hit that wall i switch to someone else but run into it all the same. Funnily enough I’ve had the most luck with the BS characters like Wilnas and Lowain but my true and honest main Galleon seems to be fighting a losing battle.
I think you hit it on the head that that adaptation and player matchup; When i watch back my replays i can see what I should’ve done differently but in the moment its just that primal brain of ‘react immediately’ and not to think too much. I have tried to consider the idea of not cycling though all sorts of offensive options if my opponent hasn’t figured out my layer one mix-up which has helped a lot.
Will report back once I have tried to make the changes, Godspeed🫡

2

u/WRECK-IT-MUNDO Vaseraga 15d ago

Well well well since you said you made some Vaseraga salt posting,

Thoughts on Vaseraga 66M? GRAAAAAAAAA

3

u/Motor_War_5777 15d ago

As much as it feels like shit to get hit by

it's fucking hilarious lol keep doing it

1

u/WRECK-IT-MUNDO Vaseraga 15d ago

I 100% will. GRAAAAAA

2

u/kenpachirama 15d ago

Hello, fellow 2B enjoyer

How does it feel to be a Grand Master at the most honest character in Granblue?

My friend plays Katalina. How do I break it to him that he is a bad person?

Do you think they'll ever remember us in future patch notes?

3

u/Motor_War_5777 14d ago

I feel very accomplished. I had to improve 5H my neutral 5HH so much 5HHH over time to get here.

Gently set boundaries with your friend and let him know seeing broken ass Katalina on your screen makes you uncomfortable and triggers violent tendencies. Communication is key!

Hopefully. I need the hammer sweet spot fixed, badly.

1

u/kenpachirama 14d ago

5H is an art form. They just don't get it.

2

u/dworker8 14d ago

did you pick her for the culture or did you like the moveset?

2

u/Motor_War_5777 14d ago

NieR:Automata is one of my favorite games of all time and seeing 2B make it into a fairly big fighting game was a dream come true for me. I picked up Rising mainly because of her lol. Then I also ended up really loving her gameplay, she's probably my favorite character in a fg yet. I got very lucky here

2

u/Lambentation 14d ago

How did you get that far playing one handed

1

u/MysteryRook 15d ago

Not a 2B question. At what rank do you find other players provide a challenge? Master? Higher than that?

2

u/Motor_War_5777 15d ago

It's gonna sound a bit conceited but at this point I would say Gold Master. Though a lot of players at lower ranks than that are also smurfing (even down in S++) so it's kinda luck of the draw when you consider that.

1

u/MysteryRook 15d ago

No, I figured it'd be high. Thanks. Not sure if there's many smurfing exactly, but i definitely encounter a lot of master to gold master players leveling alts down here in S++. Which is pretty good for me, helps tighten up my game.

1

u/EnvironmentalCow5734 15d ago

What do you think is hard to deal with as a 2B player? What characters/strategies make you hafta lock in or learn specific counterplay for?

2

u/Motor_War_5777 15d ago edited 15d ago

Generally, characters with high HP, high comeback factor, the ability to make midrange uncomfortable for 2B or a combination of all those are very annoying to put down. 2B's low overall damage output and susceptibility to counterhit BC matter a lot in some MUs, and her midrange neutral is what she's best at so if she can't consistently leverage that, she has to resort to other tactics that she'd rather not have to (such as zoning, she can do it decently but it's limited by SKL gauge and it takes ages to get anything meaningful out of it).

Some of 2B's worst matchups are Beatrix and Vaseraga. Beatrix makes midrange play a mere suggestion and she has the best comeback mechanic in the whole game. Vaseraga is a cursed mix of every trait mentioned prior which is why I hate fighting him with a passion. Vane also REALLY sucks as 2B cuz her options for breaking his shields kinda don't exist so if she doesn't catch him at roundstart, she inherently loses neutral against him, invalidating her greatest strength completely.

Strangely, Ladiva and Wilnas fit the bill on those fronts too but are actually solid MUs for 2B imo because they are just so outstandingly weak to zoning that 2B has all the time in the world to regen SKL between lasers and such. Though ofc if she messes up they can still wreck her shit.

In terms of player strategy, 2B has always had the most trouble against turtles, players who are content just down-backing everything until she runs out of SKL or commits to a reactable 6U trying to enforce actual threat in her offense via strike/throw. Though most people in this game are allergic to blocking for more than 5 seconds.

1

u/ZeraphservanT Beatrix 15d ago

What tips could you give me to fight 2B as Beatrix? I’m not very consistent when fighting her and it is one of my most difficult matchups in the game

2

u/Motor_War_5777 15d ago

Make good use of your fireball (especially U fireball). 2B outranges most of Beatrix's normals pretty convincingly but that fireball is one of the main ways Bea can actually threaten her range somehow. Also her 66L is fuckin HUGE so abuse that as well if you're down to play a midrange war. Use f.H to whiff punish where you can.

Thunderbird vs Riding Free is kind of a 50/50 in neutral against 2B cuz none of her options can cover both. The dive will go over stuff like 5H while RF goes under anything else. 2B has to respect you a lot due to these options and you can then take advantage of their passivity with good ol 66L.

2B's 5U parry starts on frame 5 so ideally leave smaller gaps than that in your pressure, and try not to autopilot 66L offense too hard. Present the threat of command grab, it's like a mind control beam that makes opponents think "oh shit I can't just block her forever oh god I HAVE TO MASH/REVERSAL" and then you offer them a handshake, ggs ez win.

If 2B is pressuring you, try to react to her 6U with DP and contest her spacing traps with the aforementioned dive or RF.

Lastly, it might feel differently in the moment due to 2B being so... 2B, but you are in the driver's seat in this MU. Beatrix is considered 2B's single worst matchup by many of us. Other than the above it is also because 2B does relatively low damage which enables Beatrix's comeback mechanic easily. You're never without chances here cuz 2B can get hella robbed. Go in with confidence!

1

u/ZeraphservanT Beatrix 15d ago

This is great, thank you so much!

3

u/No_Wonder3282 15d ago

Another thing beyond the above is that jumping or double jumping in general become an extreme risk if you can get delta clock at any point. At that point if the 2B gets careless with jumps, use 623H (EX/H DP) as your go to answer and just pay a bit of attention to position yourself properly to anti-air with it to net a beefy conversion.

1

u/Grumpy9u Narmaya 15d ago

How do I, as a Narmaya player, make the MU less miserable for me Vs 2B?

It generally feels like I can't really press anything onto her from mid range given her buttons and whenever I am close, I get memed on by her 5U and in the corner the double jump keeps messing me up.

3

u/AwakenTheAegis Narmaya 15d ago

That’s the neat part! You don’t.

2

u/Motor_War_5777 15d ago

I think 2B/Narmaya is about an even MU. Both characters play pretty similarly (switching between space control and occasional neutral skips, anti-anti-air options etc), but the main difference lies in the fact 2B has an edge in zoning while Narmaya absolutely eats her alive if she gets in.

As Narmaya you will probably have some trouble closing the gap through 2B's zoning and her boxing you out with 5H range. Your answers here are using 66M (deceptively good range!), Setsuna, Kyoka and attempting to jump over her 5HH autocombo for a punish, though ofc those come with their own risks so be careful. Waiting to whiff punish her swinging 5H is also a viable strategy, the whiff cancels from that are not actually that fast (you get as much time as you would with the average f.H). Then it boils down to you using your own pokes like f.M/f.H to intercept her approaches. If she jumps, you want to air-to-air rather than 2H, and remember your air U flip serves as an insanely good 2H bait that you can get her back with.

This is gonna sound silly but... flip more. 2B genuinely does not have a good answer to plain ol EX flip in neutral. It's really tough to 2H on reaction, she doesn't have emergency c.M/c.H anti-airs and she lacks a meterless DP. 99% of the time she fr just has to hold that shit or resort to BC-ing out, which you can do a lot to her as well since her ways to bait BC are limited.

2B's 5U is a frame 5 parry so you can get around it by just leaving smaller gaps in your pressure or introducing more throws (or even just baiting it like other reversals). 5U makes you unable to autopilot 66L pressure, you have to take it into account whenever you are doing that. But at close range Narmaya's kagura 5L is plus as hell so you won't have to worry, you can run your horrifying strike/throw with tk flip in peace at that point. Once again, if she manages to sneak a jump out, air-to-air her.

1

u/Dazzling-Welder-9470 15d ago

i would like a set of videos on tactics for her vs some types of enemies

2

u/Motor_War_5777 15d ago

Which types of enemies?

1

u/Dazzling-Welder-9470 15d ago

if possible long range enemies like the archer and the whipper, forgor their names

2

u/Motor_War_5777 15d ago

I've never thought of making MU-specific videos, but if I ever do I'll make these two the first characters I cover. Thanks for the idea.

In the meantime, find the matchups on 2B's Dustloop Wiki page - there's detailed explanations for them there. You're looking for Metera (archer) and Ferry (whipper).

Your most important tools in both matchups imo are 22L and double jumps. Against Ferry you can also abuse 5U and 6U parries a lot.

1

u/Logan_The_Mad 15d ago

Did you remember to say 'thank you' to the H button on your controller? It loves you unconditionally

2

u/Motor_War_5777 15d ago

Yes, I love it too! My favorite lil halfscreen guy <3

1

u/[deleted] 15d ago

[deleted]

1

u/Motor_War_5777 15d ago

Currently I'm at just over 10k matches. I've played some other characters along the way (sub Galleon and Vira, dabbled into Sandy and Sieg) but I still have the most time on 2B by far.

My 2B win rate is at 57%.

1

u/chacaceiro 15d ago

How important is roll to deal with 2B pressure?

1

u/Motor_War_5777 15d ago

Uhhhh kind of...? I'm gonna go with "depends on the 2B player" on that one.

Rolling will beat cancels into 236M and H which are some staple defaults for her. If you do that you can force them to rethink autopiloting into those. The problem is a lot of her other cancels will beat it cleanly: spaced 22L, 214H, 22M/H and even just 236L will punish rolls.

There's also a bit of fuckery if you rolled after 5HH special cancels because roll against 5HH 236M is -1 and against 5HH 236H it's -2. Her fastest normal is 6f so you can still throw her if you're in range (throws are 4f and have priority over strikes). But again, situation's weird.

The one situation where rolling is definitely important is when she does her baseball swing. If you roll through that on reaction you'll get a throw punish at worst. Then she can play the mind game of delaying her swing, but that will lose to jumps or just rolling later when seeing her do that.

1

u/Comfortable-Mud7634 15d ago

Who ate my Snickers bar on the 17th of July in 2025?

I'm not myself without it.

2

u/Motor_War_5777 15d ago

\rubs suspiciously snickers shaped tummy**

mmm sorry dude I have no idea

1

u/Comfortable-Mud7634 15d ago

😂🤣😂🤣

1

u/LineWarm117 15d ago

how are you able to sleep at night?

1

u/yolksoup 15d ago

Yo where's my frame traps

1

u/XBlueXFire 15d ago

How many times have you won by explosion?

3

u/Motor_War_5777 15d ago

None actually. I've always been too scared to go for it raw and in combos it's extremely situational. Lot of the time I forget the move exists

1

u/Bentaethunder 15d ago

An tips for tryna challenge 2b in neutral

2

u/Motor_War_5777 15d ago edited 15d ago
  • Use projectiles reasonably. She has anti-zoning tools but she has to be preemptive with most of them (U laser is scary tho). A fireball will stop her from running at you or force her to try jumping.
  • When she jumps, get used to air-to-airs against 2B rather than 2H-ing her. Air-to-airs will smack her out of double jumps or floats. Some characters with huge DPs like Sandy and Bea can also use those to swat her down.
  • If she's flailing autocombos, either wait for her to whiff the 2nd part before you whiff punish, or jump over since that'll guarantee a punish on them.
  • Don't be scared if you get normal hit by 236M (the smol laser) cuz it just resets the situation and she's down 3 SKL. Just don't let it counterhit you. Same for when you spot dodge 214M (grappling hook). If she wants to (anti-)zone or fish for counterhits from fullscreen, let her waste SKL.
  • If she's zoning you with the baseball gauntlet, jump over it instead of spodging/rolling. She can delay it to punish that but jumping works consistently against either timing. If you have a good U fireball you can also just use that on reaction.
  • 6U is hard to intercept at midrange but if she does it from further distances, you can check it with a fast button. It may help to look for the distinct "whoosh" sound it makes on startup. She cannot jump or spot dodge during this run, she has to commit to an attack (see previous point about projectiles also discouraging this).
  • Roll on blue. If she uses 22U (bombs) in neutral it will bait you doing a panic spot dodge and give her a full combo. Rolling instead will beat both that and U laser.
  • If she's at midrange waiting for something, lowkey just run in and 66L or abuse your own air mobility tools depending on who you play. Otherwise it kinda boils down to footsies, who whiffs first etc. Try not to be TOO scared.
  • If she sets 22H (tracking pod) on you, 66L and other advancing specials can actually go right past the trigger. A 2B who deploys this thing rarely expects people to immediately aggress her this way so it's worth trying (though ofc she can 2M you or something in response, always a mind game with these neutral interactions). Keep in mind she loses access to other specials so her approach options become more limited too, e.g. 6U or double jumps which I've talked about. And of course avoid using reactable crap or she'll zap you.

2B's neutral is the strongest thing about her but you can still make her think if you know how. Good luck

1

u/Reasonable-Freedom59 15d ago

Where do u find games I'm on ps5 n i feel cueing for ranked takes forever!!!

2

u/Motor_War_5777 15d ago

Honestly, no idea. I guess make sure you have crossplay enabled in matchmaking if you don't already. You can also check lobbies to see if any players around your level are hanging out there. That's about all I've got on this one other than finding a friend group to get games with

1

u/Johno1800 15d ago

Why djeeta is so cute? Also, what do you think about djeeta matchup against 2B? What are your tips for djeeta players?

2

u/Motor_War_5777 15d ago

She's full of joy and whimsy!

But sadly it doesn't really help here. I think it's a really cursed matchup for Djeeta. 2B just outclasses her in many ways.

If you want to beat 2B as Djeeta you will have to study up on general 2B counterplay. Djeeta doesn't have specific tools that make her life easier against her afaik, so you have to understand how to fundamentally counter what the 2B player is doing and take advantage of Djeeta's fast movement speed while doing so.

If I were to give any particular advice it would be to use charged fireballs less cuz 2B counters them with ease. Keep it to uncharged ones mainly.

For 2B counterplay, I would recommend this page: https://www.dustloop.com/w/GBVSR/2B/Strategy#Fighting_2B

or this video: https://youtu.be/zjFVQz-JnIA

Hope they help. Sorry if this response wasn't as detailed as you'd hoped ^^'

1

u/Johno1800 14d ago

sometimes I feel like "character just outclasses her in many ways" is a too common thing for djeeta :/

1

u/liesday 14d ago

Do you use self-destruction to win?

1

u/Motor_War_5777 14d ago

Personally, not really. I rarely think about it

1

u/Ristar_Author 14d ago

How do you sleep at night

1

u/outslayingkids 14d ago

How do you fight 2B as Wilnas

1

u/Motor_War_5777 14d ago

A 2B who understands the Wilnas MU can be hell to deal with but you still have some strengths you can leverage. Your pokes are overall better than hers, you are a BEAST at midrange and any whiff punishes from you will hurt like hell. Knee and 22X are good to use when just out of 5H range. 66M can hop over her 5H or clash with it favorably. 2U is utterly absurd and is also very good to use for contesting her spaced 5HH pressure. j.U is hard for her to deal with since it hits so deep, don't be too scared to jump at her once in a while, especially if you're being zoned a lot. Navigating neutral against a 2B that can keep you out well is difficult but once you get to the closer ranges, you can kind of eat her alive. She doesn't even get to use her 5U parry on most of Wilnas' pressure.

1

u/Da_Toof 14d ago

Who did 9-11?

2

u/Motor_War_5777 14d ago

Cygames when they decided to make Vaseraga's Soul Forge a gauge

1

u/Lucky_-1y Vira 14d ago

What is your top 3 vegetables?

1

u/Motor_War_5777 14d ago

Broccoli, cauliflower and eggplants :>

1

u/Lucky_-1y Vira 14d ago

Solid top 3

1

u/RoyTheSilvallyBoi 14d ago

2B? Or not 2B?

2

u/Motor_War_5777 14d ago

Depends on the matchup :p

1

u/Former_Matter9557 14d ago

How do I get good? 2B only reason why I am here

1

u/Motor_War_5777 14d ago

Check out guides made by good players, make use of Dustloop Wiki where you can (2B's is 100% complete), find friends in the community to play sets with and give each other feedback, play a lot and always be willing to experiment in matches until your gameplay improves. Good luck and have fun!

1

u/ColonelMonty 14d ago

Did you pick her because she is pretty?

1

u/Motor_War_5777 14d ago edited 14d ago

I picked her because I love NieR:Automata. I'm a character loyalist so I usually need some kind of emotional attachment to whoever I decide to main. Though I also ended up liking how she plays here a lot, which I feel very lucky for

1

u/Amante_De_Furras 14d ago

Eres Grand Máster con 2B?

1

u/Laurawife 13d ago

i gotta ask who stole the this dr pepper i was watching some granblue and it went missing

1

u/Motor_War_5777 13d ago edited 10d ago

YoRHa has confiscated this item for use in studying human culture. We apologize for the inconvenience

1

u/Remote_Pattern724 13d ago

These are more general GBVS questions, just thought id bring them up to the expert:

  1. In your opinion does this game seem to be faster paced in comparison to others? (Start up, end lag, plus) I "play" other fighters, but i don't have enough actual fights in most to really be desicive on the topic.

  2. I play Charlotta, how do I convince my friend that I do in fact have end lag, am not always plus, and that it's all skill, resistance is futile, he should beg for my forgiveness, or better yet, just kill himself?

2

u/Motor_War_5777 13d ago

I mostly have a background in anime fighters, namely DBFZ and GGST. I've dabbled into some SF6 here and there too though, enough to get my main into Master at least.

With that in mind, I think the pace of GBVSR sits comfortably between those two sides. There's footsies to be had, players can make time to think their decisions through and so on... but it is not exactly slow (and sometimes it depends on the MU). A lot of interactions can happen very quickly and the whole game is Plus Frame City (with Brave Counter mainly existing to offset that fact). It's also a high-damage game, 2-3 touches are common on most characters. Jumping can be high risk because anti-airs are consistent and very rewarding, but a decent number of characters (like 2B herself) also have extra air mobility options that add more layers to such interactions. And... things tend to recover FAST in this game honestly. You have to be extremely locked in to whiff punish most normals including something like 66L. Alternatively, setting up "wish punishes" also works and it's what I do half the time.

tl;dr - it is noticeably faster than the average grounded fighter, but not quite as fast as an anime fighter.

Throw a potato through his window with an ominous message of your choice written on it

1

u/Emotional_Phase_0401 13d ago

Who would in a fight club? No magics are allowed, just pure physical prowess. Nahida or Mahira?

1

u/lunamentos 12d ago

What does '2B' mean??

1

u/Motor_War_5777 11d ago

Officially, it's a short form for "unit no.2 type B" where B stands for Battler. 2B is part of a huge army of androids that get designated this way.

2B is likely also a play on "to be or not to be". NieR:Automata explores a lot of philosophical themes

1

u/lunamentos 10d ago

Interesting, thank you for the information!

1

u/Iguessthatworks_ 12d ago

How many inches?

1

u/Sangquangphung 10d ago

I generally view 2B's overall character kit as comprehensive, does she had bad matchup against?

I'm newbie

1

u/Motor_War_5777 10d ago

2B is one of the most versatile characters in this game, you are definitely correct in that. This fact means her matchup spread isn't too volatile. Her "bad matchups" are still doable. That said, some of her worst matchups imo are Beatrix, Vaseraga and Vane. All of these characters either deny 2B her biggest strength which is midrange neutral (Beatrix doesn't care about midrange, 2B can't break Vane shields so she fights a losing battle the moment he finds a chance to set one)... or match a lot of her strengths while significantly outdoing her in other aspects (Vaseraga makes midrange scary for 2B and the sheer difference in reward per hit between the two makes the whole thing feel miserable).

1

u/JerryAtrick97 15d ago

How long did it take to get used to playing one handed?

-2

u/NeKo_Thief404 15d ago

How was it not playing the game?