The radius limits are correct.
We start at 0, and move out to a radius of 2.
For the angle limits, consider the following:
Start at the origin (0,0,0) and move up the z-axis to 2: (0,0,2).
Now, move the radius vector "down" (i.e, rotate it), until instead of pointing "up", it's now pointing along the "down" axis, i.e., it's at (0,0,-2)... Two questions:
(a) which angle did we just rotate through? (i.e., phi or theta?)
(b) by how many radians did we rotate through?
Now we've created a "half disk", but in order to get the full sphere, we still need to rotate it through the other angle. Soo... let's do that, and by how many radians do we rotate it this time?
You have the right idea, but I think using the limits that you're using, you'll get an answer that 2x too big.
Of course, I'm not sure it matters in this particular case since I think the integral works out to 0, and 2x0 is still 0.
But it's good to understand the fundamentals of why things are the way they are.