2B Biography

2B . YoRHa No. 2 Type B (ヨルハ二号B型, YoRuHa Nigō B-gata) or 2B is the main protagonist of the 2017 video game Nier: Automata. She appeared in Soulcalibur VI as a guest via DLC, released on December 18, 2018.

Her official title is Glory to Mankind.

Everyone’s favorite sad big booty android plays surprisingly close to her original NieR: Automata attack style, committing to risky but damaging strings and combos. Her movelist heavily relies on her Aggression Shift (AGS) and Aerial Leap stances and her diverse weapon set enables her to control space at a variety of ranges, including some of the longest pokes and combo starters in the game. While she has a very broad movelist she lacks a strong traditional pokes to play a safe footsies/neutral game with, and also has very few break attacks. Instead she must commit to start her offense, typically with attacks that are unsafe, and she must use her back sway stance or back sway attack (AGS B+K) to make RE or GI whiff, rather than breaking it outright. To properly punish her, opponents must know which AGS transitions can be punished and also know what attacks can reach her aerial state.

 

Strengths:

-high damaging combos, especially in Soul Charge

-very long range

-built-in mixups with long strings

 

Weaknesses:

-weak pokes (AA, BB, etc)

-weak break attacks

-lots of unsafe on block attacks

 

Unique mechanic: 

Certain attacks will generate one to four “Analysis Points” on hit. When 2B builds 9 Analysis Points she gains access to unique lethal hits. AP carry over between rounds and an audio cue from Pod and a white flash will signify the loaded AP. It’s likely 2B will only gain access to one 9 AP LH late in a game, if at all.

Season 2:

Overall 2B gained some new tools to help her AGS stance game, and her Soul Attack is a powerful combo extender that pulls the enemy into the air for an Aerial Leap combo ender.

New moves:

aB: this is the same as the second hit of [B], on its own. It launches on CH.

3B+K: a jumping unsafe launcher. This is especially helpful as it gives 2B a reliable wall splatting move, something she lacked before.

11_77B+K: adds another break attack for 2B to use in neutral. At i34 it’s 4 frames faster than A+B.

11_77[B+K]: a slow but hard hitting launcher. Shares the same starting animation/flip as the the uncharged break attack, but is a normal attack.

AGS AA: Adds a second hit to her staple AGS A. This adds another layer to the AGS mind games and can disrupt an enemy RE attempt or catch an enemy if the first hit whiffs. The string jails so if they block AGS A, they will automatically block the extension.

SC AGS AA: Works similarly but is generally not as helpful since it will deny the combo if SC AGS A lands.

AGS 2A: This slow mid horizontal is mostly helpful for its auto-GI, active on frames 8-18 parrying other mid horizontals. This is especially useful for parrying 2As (which count towards the aGI), allowing 2B to potentially cover some unsafe stance transitions that would otherwise lose to 2A.

ANG A+B: Gives 2B a longer range mid attack out of her fishing stance. It knocks down on hit but is -12 on hit and forces her to exit the stance.

Other key changes:

-Moves that award AP recover guard stamina, and the 9 AP lethal hits fully restore guard stamina

-B+K and 2B+K fishing stance evade sped up to make them easier to use, and after dodging 2 or more attacks the Counter Bomb attack is unblockable. After dodging successfully 3 times, 66B+K will lethal hit.

-AGS A is weaker on hit and gains no bonus stun on counter hit.

-AGS B is weaker on block and has shorter range.

2B Aggression Shift Guide

(Season 1)

By Jimbonator

Attack IMP DMG GRD HIT CH GB
Slash Sequence 12 8 -6 2 2 1
A H Cancel with G
Slash Sequence 12 8,10 -10 0 0 3
A A H H :NC:
Slash Sequence 12 8,10,4,4,4 -4 2 2 7
A A A H H H H H :NCC: if 1st hit whiffs
Slash Sequence ~ Aggression Shift 12 8,10,4,4,4 6 12 12 7
A A A 6 H H H H H SS into AGS on hit or block for 5th hit
Slash Sequence ~ Back Step ~ Aggression Shift 12 8,10,4,4,4 -14 -8 -8 7
A A A 4 H H H H H SS into AGS on hit or block for 5th hit
Slash Sequence ~ Aerial Leap 12 8,10,4,4,4 -10 -4 -4 7
A A A 8 H H H H H SS into AL on hit or block for 5th hit
Slash Sequence 12 8,10,4,4,4,24 -8 KND KND 9
A A A A H H H H H H
Slash Assault: II 12 8,10,4,4,4,6,6,25 -14 KND KND 17
A A A B H H H H H M M M :NCC: if 1st hit whiffs
Slash Assault: I 12 8,10,6,6,25 -14 KND KND 13
A A B H H M M M GC
Augmented Revolving Slash 12 8,8,6,6,14 -6 10 10 7
A H H M M M :NCC: if 2nd hit lands as CH, +[2] if 3rd or 5th hit lands as CH, returns to crouching
Revolving Strike 28 22 -4 KND LNC 9
A B H
Slash Support 16 16 -8 2 2 1
6 A H
Slash Support 16 16,10,14 -2 10 10 5
6 A A H H H :NCC: Cancel 2nd hit with G
Revolving Assault 16 10,12 -12 2 2 3
3 A M M :NC:
Revolving Assault 16 10,12,16,24 -16 KND KND 10
3 A A M M M M :NCC: if 1st hit whiffs, cancel 2nd hit with G, ends in crouch
Lower Slash 12 12 -6 6 6 1
2 A SL
Blade Sweep 30 8,8,10 -12 2 2 4
1 A L L L :NC: Returns to crouching
Assault Helix 18 10,16 -6 6 6 2
4 A H H :NC: LH if own soul gauge full
Lower Slash 12 12 -6 6 6 1
FC A SL Returns to crouching
Rising Slash Sequence 18 10,14 -4 6 6 3
WR A M H :TC:
Leaping Horizontal Assault 42 18,7,18 -38 LNC LNC 9
9 A M H H GC no followups possible after GC
Severing Sweep 14 12 -10 -4 4 2
B M Cancel with G
Severing Sweep 14 12,8,8,10 -12 2 2 7
B A M L L L :NCC: Returns to crouching
Severing Sequence 14 12,9 -8 -2 -2 4
B B M M :NC:
Severing Sequence 14 12,9,10,16 -14 0 0 11
B B B M M M M :NCC:
Augmented Severing Thrust 14 12,24 -2 KND KND 9
B M H :NC: on standing opponent, LNC behind if 2nd strike is CH
Hilt Assault 14 16 0 6 10 2
B 6 H GC
Projectile Slash Sequence 18 10,8 -12 0 4 4
6 B M M
Projectile Slash Sequence 18 10,8,6,6,6 -26 -6 KND 12
6 B B M M M M M :NC:. LH upon hitting opponent from the back
Projectile Slash Sequence ~ Aggression Shift 18 10,8,6,6,6 -2 16G LNC 12
6 B B 6 M M M M M :NC: SS into AGS on hit or block for 5th hit LH upon hitting opponent from the back
Projectile Slash Sequence ~ Back Step ~ Aggression Shift 18 10,8,6,6,6 -20 -4 LNC 12
6 B B 4 M M M M M :NC: SS into AGS on hit or block for 5th hit LH upon hitting opponent from the back
Projectile Slash Sequence ~ Aerial Leap 18 10,8,6,6,6 -18 0 LNC 12
6 B B 8 M M M M M :NC: SS into AL on hit or block for 5th hit LH upon hitting opponent from the back
Projectile Slash Sequence 18 10,8,6,6,6,10,24 -8 6 KND 21
6 B B B M M M M M M M :NCC: LH upon hitting opponent from the back
Augmented Spear Slash Sequence 18 10,8,22,8,18 0 LNC LNC 15
6 B M M M M M BA GC :NCC:
Reversed Core Disruption 18 10,8,10,12 -8 2 2 7
6 B K M M M :NC:, +2AP on hit or LH upon hitting an opponent whose stun build-up is at 9 or above
Reverse Augmented Seismic Smash 18 10,8,10,16 -4 KND KND 10
6 B K M M M M :NC: GC
First Strike 20 26 0 LNC LNC 9
3 B M SS into AL
Augmented First Strike 32 22,4,3,3,2 6 LNC LNC 12
3 B M SM SM SM SS into AL
Downward Severing Blade 16 20 -8 2 KND 2
2 B M
Revolving Slash 16 8,6,6,14 -6 10 10 9
2 B A H M M M :NCC: +[2] if 2nd or 4th hit lands as CH, returns to crouching
Ground Thrust 18 18 -14 -4 0 2
1 B L
Ground Thrust ~ Aggression Shift 18 18 -6 2 6 2
1 B 6 L SS into AGS on hit or block
Ground Thrust ~ Back Step ~ Aggression Shift 18 18 -26 -18 -14 2
1 B 6 L SS into AGS on hit or block
Ground Thrust ~ Aerial Leap 18 18 -22 -14 -10 2
1 B 6 L SS into AL on hit or block
Assault Pattern 24 24 -14 LNC LNC 9
4 B M GC
Assault Pattern 24 24,16 -20 LNC LNC 20
4 B B M M GC :NC:
Assault Pattern 24 24,16,26 -28 KND KND 29
4 B B B M M M GC :NC:
Assault Skewer 24 24,16,16 -10 KND KND 24
4 B B 6 B M M M GC :NC: last hit delayable, delay necessary for 3rd hit to connect if opponent is juggled
Leaping Projectile Blade 24 24 -10 -2 0 9
9 B SM GC
Rising Spear Slice 16 18 -14 KND KND 2
WR B M
Rising Spear Slice 16 18,19 -12 KND KND 9
WR B B M M :NC:
Rising Android Kick 16 18,15 -14 LNC KND 9
WR B K M M :NCC: SS into AL
Android Kick 12 12 -8 2 2 2
K H Cancel with G
Android Kick 12 12 -16 -6 -6 2
K H SS into ANG
Multistrike Kick 16 6,4,6 -10 2 10 5
6 K M M M :NC:
Multistrike Kick ~ Aggression Shift 16 6,4,6 -6 6 14 5
6 K 6 M M M :NC:. SS into AGS on hit or block for 3rd hit
Multistrike Kick ~ Back Step ~ Aggression Shift 16 6,4,6 -26 -14 -6 5
6 K 4 M M M :NC:. SS into AGS on hit or block for 3rd hit
Multistrike Kick ~ Aerial Leap 16 6,4,6 -22 -10 -2 5
6 K 8 M M M :NC:. SS into AGS on hit or block for 3rd hit
Multistrike 16 6,4,6,40 -18 KND KND 15
6 K B M M M M :NCC:
Multistrike Kick 16 6,4,6,6,12 -6 8 8 8
6 K K M M M H H NC, +1AP on hit
Charging Kick 16 6,4,6,24 2 KND KND 10
6 K K M M M H GI H M
Brake Kick 14 10,10 -8 2 2 4
3 K M M :NC:
Brake Kick 14 10,16 -6 4 4 4
3 K M M Partial hold :NC: +1AP on hit
Brake Kick 14 10,22 -2 8 8 9
3 K M M :NCC: +2AP on hit
Lower Unarmed Kick 16 12 -12 -4 -4 1
2 K L
Examine 20 14 -14 0 0 2
1 K L +1AP on hit
Examine 20 14 -22 -8 0 2
1 K L SS into ANG
Core Disruption 16 10,12 -8 2 2 4
4 K M M :NC:
Augmented Seismic Smash 16 10,16 -4 KND KND 9
4 K M M :NC: GC
Rising Brake Kick 12 10,10 -8 2 2 4
WR K M M :NC:
Brake Kick 12 10,16 -6 4 4 4
WR K M M Partial hold :NC: +1AP on hit
Rising Brake Kick 12 10,22 -2 8 8 9
WR K M M :NCC:
Leaping Unarmed Strike 38 36 -8 KND KND 2
9 K M +4AP on hit
Pod Program R050: Spear 38 28 0 KND KND 15
A + B SM BA GC LH upon impact counter
Pod Program R050: Spear 50 32 4 KND KND 15
:(A)+(B): SM BA GC LH upon impact counter
Pod Program R010: Laser 40 45 -14 STN STN 15
6 A + B H GC
Pod Program R010: Laser 64 80 -8 KND KND 15
6 :(A)+(B): H GC
Pod Program R020: Mirage 44 8,6,5,4,4 -16 LNC LNC 9
2 A + B SM SM SM SM SM Dodges H / M / L attacks starting i32
Pod Program R020: Mirage 56 12,9,7,6,6 -8 LNC LNC 12
2 :(A)+(B): SM SM SM SM SM Dodges H / M / L attacks starting i44
Pod Program R010: Laser 23 37 KND KND
4 A + B H BA
Pod Program R010: Laser 35 47 KND KND
4 :(A)+(B): H BA
Pod Program A080: Wave 58 16,2,2,2 -8 10 10 11
8 A + B SM SL SL SL Deals 3 chip damage when guarded
Pod Program A080: Wave 74 24,3,3,3 -4 14 KND 19
8 :(A)+(B): SM SL SL SL LH If own guard gauge full, deals 6 chip damage when guarded
Angler Stance / Counter Bomb 40 0 KND KND 15
B + K M Dodges high/middle attacks [i4-14]. After successful dodge: BA GC GI H/M/L attacks, press G to cancel or dodge again, counter does 60 and becomes UA after 2 or more consecutive dodges
Angler Stance / Counter Bomb 40 0 KND KND 15
2 B + K M Dodges middle/low attacks [i4-14]. After successful dodge: BA GC GI H/M/L attacks, press G to cancel or dodge again, counter does 60 and becomes UA after 2 or more consecutive dodges
Crushing Kick 24 22,6,14 -14 6 LNC 14
6 B + K M M M :NC: GC 1st and 3rd hits :TJ: i10
Aerial Support Assault 18 22,24 -14 KND KND 15
3 B + K M H :NC: GC :TC: i4
Hilt Bash 36 16,8,14 -12 4 STN 14
4 B + K M H M :NC: GC
Floating Assault 26 42 -12 LNC LNC 15
FC B + K M GC
Acrobatic Counter Assault 22 10,21 -14 KND KND 9
BT B + K H M GI A [4-14] :NC:
Suppression: Slash Kick 18 45 KND KND KND
A + G H TH
Suppression: Impaling Slash 18 50 KND KND KND
4 A + G H TH
Suppression: Unarmed Leg Throw 18 55 KND KND KND
3 * 6 * 9 A + G H TH +2AP
Mobilize: Slash Pattern 20 10,10 -14 -7 -7 2
3 * 6 * 9 A L H :NC: -[6] if 2nd hit ducked
Mobilize: Slash Pattern ~ Aggression Shift 20 10,10 -6 0 0 2
3 * 6 * 9 A 6 L H :NC: SS into AGS if 2nd hit blocked or connected
Mobilize: Slash Pattern ~ Back Step ~ Aggression Shift 20 10,10 -21 -15 -15 2
3 * 6 * 9 A 4 L H :NC: SS into AGS if 2nd hit blocked or connected
Mobilize: Slash Pattern ~ Aerial Leap 20 10,10 -8 0 0 2
3 * 6 * 9 A 8 L H :NC: SS into AL if 2nd hit blocked or connected
Mobilize: Slashing Unarmed Kick 20 10,14,12 -14 -4 -4 4
3 * 6 * 9 A K L H L :NC: first 2 hits or 1st+3rd hit and 2nd whiffs
Mobilize: Crush Sequence 20 10,14,24 -14 -6 -6 7
3 * 6 * 9 A K L H M :NC: first 2 hits or 1st+3rd hit and 2nd whiffs, LH if 2nd strike whiffs and 3rd strike hits
Mobilize: Disposal Kick 16 20 -8 KND KND 5
3 * 6 * 9 K M LH upon hitting an opponent in the middle of a technique that uses their soul gauge
Mobilize: Disposal Kick 16 20 -6 KND KND 5
3 * 6 * 9 K M SS
Mobilize: Spear Spin 20 12,10 -12 0 0 3
2 * 8 A H H :NC:
Mobilize: Spear Spin 20 12,10,16 -2 10 12 5
2 * 8 A A H H H :NC: Opponent backturned normal hit
Mobilize: Spear Sequence 20 12,10,22 -10 2 2 8
2 * 8 A B H H M :NC: Returns to Crouching
Mobilize: Horizontal Assault 34 22,22 -16 STN KND 5
1 * 4 * 7 A M M :NC:
Mobilize: Augmented Horizontal Assault 36 22,8,8,8,15 -16 KND KND 10
1 * 4 * 7 A M M M M M :NC:
Mobilize: Piercing Thrust 16 22 -8 2 STN 5
3 * 6 * 9 B M
Mobilize: Piercing Thrust ~ Aggression Shift 16 22 2 12 STN 5
3 * 6 * 9 B 6 M SS into AGS on hit or block
Mobilize: Piercing Thrust ~ Back Step ~ Aggression Shift 16 22 -18 -4 STN 5
3 * 6 * 9 B 4 M SS into AGS on hit or block
Mobilize: Piercing Thrust ~ Aerial Leap 16 22 -16 -4 STN 5
3 * 6 * 9 B 8 M SS into AL on hit or block
Mobilize: Skewer 18 22 -18 4 STN 9
2 * 8 B M LH upon hitting opponent at tip range after they missed an attack
Mobilize: Skewer 18 22 -8 15 STN 9
2 * 8 B 6 M SS into AGS. LH upon hitting opponent at tip range after they missed an attack
Mobilize: Skewer 18 22 -28 -7 STN 9
2 * 8 B 4 M SS into AGS. LH upon hitting opponent at tip range after they missed an attack
Mobilize: Skewer 18 22 -24 -2 STN 9
2 * 8 B 8 M SS into AL. LH upon hitting opponent at tip range after they missed an attack
Mobilize: Rotating Slash Assault 32 40 -14 KND KND 9
1 * 4 * 7 B M GC
Mobilize: Rotating Slash Assault ~ Aggression Shift 32 40 -8 KND KND 9
1 * 4 * 7 B 6 M GC SS into AGS on hit or block
Mobilize: Rotating Slash Assault ~ Back Step ~ Aggression Shift 32 40 -18 KND KND 9
1 * 4 * 7 B 4 M GC SS into AGS on hit or block
Mobilize: Rotating Slash Assault ~ Aerial Leap 32 40 -18 KND KND 9
1 * 4 * 7 B 8 M GC SS into AL on hit or block
Mobilize: Rotating Slash Assault 40 50 0 STN STN 15
1 * 4 * 7 B M BA GC
Mobilize: Rotating Slash Assault ~ Aggression Shift 40 50 6 STN KND 15
1 * 4 * 7 B 6 M BA GC SS into AGS on hit or block
Mobilize: Rotating Slash Assault ~ Back Step ~ Aggression Shift 40 50 -8 STN KND 15
1 * 4 * 7 B 4 M BA GC SS into AGS on hit or block
Mobilize: Rotating Slash Assault ~ Aerial Leap 40 50 -4 STN KND 15
1 * 4 * 7 B 8 M BA GC SS into AL on hit or block
Mobilize: Spinning Strike 22 20,4,4,4 -12 4 4 7
2 * 8 K L H H H :NCC:
Mobilize: Spinning Strike 22 20,4,4,4,24 -14 KND KND 9
2 * 8 K K L H H H M
Mobilize: Spinning Strike 22 20,4,4,4,40 6 KND LNC 12
2 * 8 K K L H H H M BA GC
Mobilize: Cyclone Kick 20 10,5,15 -8 KND KND 4
1 * 4 * 7 K H H H +2 AP on hit
Mobilize: Cyclone Kick 28 15,5,20 -4 KND KND 4
1 * 4 * 7 K H H H +3 AP on hit if fully held
Mobilized Pod Program R040: Blade 22 8,6,6,14 -20 KND KND 5
2 * 8 * 1 * 4 * 7 * 3 * 6 * 9 A + B M M M M :NC:
Mobilize: Projectile Slash Pattern 24 8,6,6,6,16 -12 KND KND 10
3 * 6 * 9 B + K M M M M M :NC: GC LH after 1 successful dodge with Counter Bomb
Mobilize: Scatter Spear 28 10,8,16 -4 LNC LNC 13
2 * 8 B + K M M :NC:
Mobilze: Crushing Kick 32 38 8 LNC LNC 9
1 * 7 B + K M BA GC
Mobilize: Heavy Assault 32 10,10,10,14 -16 LNC LNC 15
1 * 7 :(B)+(K): M M M M :NC: GC
Mobilize: Reversed Severing Spin 58 16,16,27,9 LNC LNC
4 B + K M M M :NC: UA
Sliding Charge 20 26 -24 KND KND 9
RUN K L GC
Shifted Revolving Slash 14 10,8 -12 -2 2 2
AGS A M M :NC:
Shifted Revolving Slash ~ Aggression Shift 14 10,8 -4 6 6 2
AGS A 6 M M :NC:. SS into AGS
Shifted Revolving Slash ~ Back Step ~ Aggression Shift 14 10,8 -14 6 6 2
AGS A 4 M M :NC:. SS into AGS
Shifted Revolving Slash ~ Aerial Leap 14 10,8 -4 6 2
AGS A 8 M M :NC:. SS into AGS
Shifted Revolving Slash 14 10,8,3,3,8 -8 -4 -4 7
AGS A A M M M M M M :NC:
Shifted Projectile Blade 28 36 -12 KND KND 9
AGS 2 A M GC GI [4-14] horizontal attacks
Shifted Support Kick 28 16 -18 -12 -12 2
AGS B L
Shifted Support Kick 28 16,18,22 -24 KND KND 6
AGS B A L L L :NC:
Shifted Support Kick 28 16,16 -6 KND KND 9
AGS B B L SM :NC: SS into AL
Shifted Support Skewer (augmented) 28 36 -12 STN STN 9
AGS B M GC
Shifted Strike Sequence 16 6,6,6,6 -12 -6 -6 5
AGS K M M M M GC :NC:
Shifted Strike Sequence 16 6,6,6,6 0 6 10 5
AGS K 6 M M M M GC :NC:. SS into AGS
Shifted Strike Sequence 16 6,6,6,6,18 -8 LNC LNC 10
AGS K K M M M M H GC :NCC:
Pod Program R020: Mirage 22 8,6,5,4,4 -16 LNC LNC 9
AGS A + B SM SL SL SL :NC: Dodges all attacks starting i10
Pod Program R020: Mirage 34 12,9,7,6,6 -8 LNC LNC 12
AGS :(A)+(B): SM SL SL SL :NC: Dodges all attacks starting i22
Shifted Crushing Rocket 32 64 -30 10 10 8
AGS B + K M GC (no followup possible), Shifts to TH on hit
Suppression: Composite Kick 18 61 KND KND KND
AGS A + G H TH
Suppression: Composite Slash 18 40 LNC LNC LNC
AGS 4 A + G H TH
Support Blade 12 8
AL A H H
Airborne Slash Pattern 12 8,6
AL A A H H
Airborne Slash Pattern 12 8,6,6,5,6
AL A A A H H H H H :
Airborne Assault 12 8,6,12,23 -16 KND KND 19
AL A A B H H M M GC :NC:
Airborne Unarmed Strike 12 8,6,28 -28 KND KND 10
AL A A K H H M GC (no followups possible), +2AP or LH upon hitting opponent whose stun build-up is at 9 or above
Airborne Spear Cleave 16 10,8,18 -16 KND KND 9
AL B M M M :NC:
Airborne Support Kick 16 8,7,6 -6 KND 14 4
AL K H H H :NC:
Pod Program A080: Wave 24 16,2,2,2 -8 10 10 11
AL A + B SM SL SL SL :NC: Deals 3 chip damage when guarded
Pod Program A080: Wave 40 24,3,3,3 -4 14 KND 19
AL :(A)+(B): SM SL SL SL :NC: LH If own guard gauge full, deals 6 chip damage when guarded
Aerial Support Gambit 24 10,12 6
AL B + K H H GC (vs Astaroth only) SS
Support Blade 16 16,16 -14 -4 5
ANG A H H :NC:
Support Blade 16 16,16 2 14 5
ANG A H H :NC: SS Angler Stance
Support Gatling 16 4,4,4 -22 -10 STN 5
ANG B H H H :NC:
Support Gatling 16 4,4,4 0 8 STN 5
ANG B H H H :NC: SS Angler Stance
Support Casting 24 10 -20 16 16 9
ANG K M AT
Support Casting 24 10 -4 16 16 9
ANG K M AT SS Angler Stance on block or whiff
Support Casting 26 10 -22 16 16 9
ANG 6 K M AT
Support Casting 26 10 -6 16 16 9
ANG 6 K M AT SS Angler Stance on block or whiff
Support Casting 24 10 -20 16 16 9
ANG 4 K M AT
Support Casting 24 10 -4 16 16 9
ANG 4 K M AT SS Angler Stance on block or whiff
Revolving Support 26 28 -10 KND KND 4
ANG A + B M
Soul Stance: Aggressive Defense 46 35 -4 16
B + G M RE
Soul Stance: Aggressive Defense 64 45 8 20
:(B)+(G): M RE BA GC
Inverted Support 22 -2 2 2 33
RE A 6 H SS :STN on LH: upon winning 2nd round
Inverted Support 22,6,6 0 8 8 34
RE A A H H H :NC: LH upon winning 2nd round
Inverted Support 22,6,6,4,9 -12 KND KND 38
RE A A A H H H M M :NC: GC LH upon winning 2nd round
Inverted Assault Volley 29,6,6,6,6 -14 LNC LNC 38
RE A B H M M M M GC , :NC: on LH upon winning 2nd round
Inverted Skewer Sequence 14,22 STN STN 50
RE B M M :NC: BA GC LH upon winning 2nd round
Inverted Skewer: Augmented 19,20,20 LNC LNC 50
RE B M M BA GC :NC: on LH upon winning 2nd round
Inverted Orbit Strike 24 6 LNC LNC 33
RE K M SS GC LH upon winning 2nd round then does 26+30 damage and launches higher
Supression: Extermination Gambit 16 80 -16 KND KND 10
A + B + K M CE GC
Supression: Extermination Gambit 12 80 -16 KND KND 10
AL A + B + K M CE GC Restores 10% guard stamina
Supression: Extermination Gambit 12 8,6,54 -16 KND KND 10
AL A A A + B + K M CE GC Restores 10% guard stamina, last input can be delayed
Limiter Release: Self-Destruct 36 116 -32 KND KND 10
6 A + B + K M CE GC
Soul Charge 3 0 4 8 8 0
4 A + B + K SM BA SG
Soul Stance: Charged Support 16 24,4,11 -2 4 4 9
2 3 6 A + B + K M M M :NC:
Slash Sequence: Charged Blade 12 8,10,4,4,4,12,25 4 KND KND 14
SC A A A A H H H H H H M GC
Revolving Strike (first Class) 16 11,12,8,8 -10 0 2 6
SC 3 A K M M H H :NC: first 2 hits and last 2 hits, delayable
Revolving Strike (first Class) 16 11,13,8,9,16 -6 LNC LNC 19
SC 3 A K K M M H H M :NC: first 2 hits and last 3 hits, delayable, SS into AL
Severing Sequence (first Class) 14 12,10,10,17,21 -4 LNC LNC 15
SC B B B B M M M M M :NCC: [4] damage total GC SS into AL
Assault Pattern: Charged Gatling 24 25,17,27,3,2,2 2 STN STN 35
SC 4 B B B M M M SM SM SM :NC:
Mobilize: Spear Spin (first Class) 20 12,10,17,9 -6 KND KND 6
SC 2 * 8 A A A H H H H :NC: LH upon hitting an opponent when your helath is full
Mobilize: Piercing Assault (first Class) 16 23,39 -8 KND KND 17
SC 3 * 6 * 9 B B M M :NC:
Shifted Slice: Charged Blade 14 10,5,10 -3 KND KND 4
SC AGS A M M M :NC:
Shifted Slice: Charged Blade 14 10,5,10 6 KND KND 4
SC AGS A 6 M M M :NC: SS into AGS
Shifted Support Kick 28 16,17,11 6 KND KND 13
SC AGS B B L SM SM :NC: SS into AL
Airborne Slash Pattern: Charged Laser 12 8,6,6,5,6,11 LNC LNC
SC AL A A A H H H H H H :NC:
Airborne Spear Cleave: Charged Spear 16 10,8,15,14 0 LNC LNC 13
SC AL B M M M SM :NC: GC
Attack IMP DMG GRD HIT CH GB

Sample Key Moves

-44B: very long range attack used as combo starter and ender, can be held for a break attack version. Goes into any of her three main stances (Aggression Shift, Back Sway, Aerial Leap)

-6BB: oppressive mid poke that safely gets her into stances, lethal hits on back turned enemy and re-tracks slightly between each hit

-AGS B: low combo starter out of stance. Picks up off the ground in SC for a big combo

Punishment

Standing Punish

i12 – AA – 18 dmg – 0 frames, safely AAA6 into stance

i14 – 3[K] (slight hold) – 20 dmg, +2 – gain 1AP, force enemy crouch

i16 – 4[K] – 26 – KND – gain 2AP

i16 – CE – 75+

i18 – 6BB6 – 36 – into stance

i20 – 3B – 61 – launch

i24 – 4BB6B (delay last hit), 3B – 73 – KND

Crouching Punish

i12 – WR [K] (slight hold), 27, +4, gain 1 AP, force enemy crouch

i16 – 4[K] – 26 – KND – gain 2AP

i16 – WR B – 38 – KND

i18 – 6BB6 – 36 – into stance

i24 – 4BB6B (delay last hit), 3B – 73 – KND

Whiff Punish

66B6, 6BB6, 3B

Combos – 2B

STARTER FOLLOW-UP DMG NET GUARD % NOTES
3 B AL A A K 56 0% +2 AP
3 B AL B+K, AL AAK 75 0% +2 AP
7 * 8 * 9 A 3[B], AL B 80 0%
AGS B 3[B] , ALB 60 0%
AGS 4 A + G 44B6 59 0% into AGS mixup
CH 6BB6 AGS KK, 1B6 56 0% into AGS mixup
CH 6 B + K 4 A+B, AAAB 73 0% enemy can air control but will not drop out of combo
CH 2 B 6 AGS [A+B], BT B+K 69 0%
CH WR B K AL AAK 63 0% +2 AP, second hit of WR BK will launch on normal hit
CH AGL B AGL K, 6K[K] 38 0% use AGL 4K, K, or 6K depending on distance
LH 4 K 6 A+B+K 107+ 0% requires 9AP and 2B in yellow/critical health, will bring 2B to 1 HP
LH A + B 4[A+B] , 4BB6B (delay last hit), 3B 82 0% impact counter
LH 33 * 66 * 99 K 44[B]6, AGS BA 85 0% block or whiff punish enemy gauge attack
LH 6 B B 6 AGS [A+B], BT B+K 87 0% attack hits the enemy from behind
LH 2 B 6 AGS KK, BT B+K, 44K 73 0% tip range whiff punish

AGS = Aggression Shift (forward dash stance)

AL = Aerial Leap (jump stance)