DBFZ/Lab Coat Android 21/Combos

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 Android 21 (Lab Coat)
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen Combos

Meterless

Combo Damage Meter Gain Difficulty Notes
2M > 5M > jc.LML2H > SD > j.ML > jc.LL(2H)[S] > j.214M 4126 1.47 [1] Very Easy Lab Coat's version of the Saiyan BnB. Add j.2H in the corner for a smidge more damage.
... > 5H > delay SD > airdash j.LM(1) > land > dash j.LL > jc.LL(2H)[S] > j.214M Number Number [2] Easy Basic 5H rejump combo.
... > 2M > SD > airdash j.LM(1) > land > j.LL > jc.LL(2H)[S] > j.214M Number Number [2] Easy Another rejump combo. Get comfortable with the 2M rejump as you'll be doing it a lot.
... > 5H > delay SD > j.M[2] > 5M > 2M > SD > airdash j.LM(1) > land > j.LL > jc.LL(2H)[S] > j.214M Number Number [3] Medium Fully optimized corner-to-corner combo.

Metered

Combo Damage Meter Gain Difficulty
... > Vanish > (665L(whiff)L) > 5M > 2M > SD > airdash j.LM(1) > j.LL > jc.LL(2H)[S] > j.214M Number Number [2] Easy Basic vanish combo. The microdash 5LL adds some damage but is inconsistent close to the corner. Without it, all you have to do is dash up until 5M will hit.
236H > (dash 5L(whiff)L) > 5M > 2M > SD > airdash j.LM(1) > j.LL > jc.LL(2H)[S] > j.214M Number Number [2] Easy 236H pickup. The dash is a bit difficult but 5L and 5LL can be skipped. You can also dash up and hit 5L and the combo will still work if it hit low enough.
214M/H/j.214M/H > 22H > 2M > SD > airdash j.LM(1) > j.LL > jc.LL(2H)[S] > j.214S Number Number [2] Easy Anti-air conversion. Deals a crapload of damage for absolutely no reason. You have to use j.214S for sliding knockdown unless you want to spend even more meter or an assist to secure a j.DR ender.
j.214M/H > 22M > Super Number Number [2] Easy Lab Coat's M and H slicers with D1 allow her to add a 22M before a super for a little extra damage.
214S > 22H > 5M > 2M > SD > ... Number Number [2] Easy She gets an EX pickup off her command grab. Why not.

Corner Combos

Meterless

Combo Damage Meter Gain Difficulty Notes
2LL > 5M > 2M > 22M > 5M > 2M > (3H) > 5[S] > 5H > SD > j.ML > jc.LL(2H)[S] > j.214M 3641 2.03 [2] Easy Works from pretty much any starter you can throw at it and builds two bars. Deals almost 5K when started from 5M. On worse starters than 2LL, omit 3H and j.2H so j.214M can connect. Alternatively, j.214M can be swapped for j.214S and one of the two can be left in.
2M > 5M > 3H > 22L > [5LL > 5M > 3H > 22L]*2 > 5LL > 5M > 2M > SD > j.M(1)L > jc.M(1)2H > j.214M 5353 2.15 [2] Easy Stomp loops. Builds slightly less bar for 400 more damage than the above combo (when started from 5M).

Metered

Combo Damage Meter Gain Difficulty Notes
... > j.[S] > j.214S > j.214L+M Number Number [1] Very Easy Merits special mention as j.214L+M will slightly pull some characters out of the corner after j.214S. She can also throw opponents back into the corner with j.236H+S depending on her team's super options.
... > j.214M/H/j.DR > 22M > Super Number Number [1] Very Easy Adds damage for free, but requires Smash or j.DR first.

Assist Extensions

Sparking

Miscellaneous

Video Examples

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