DBFZ/Android 21

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Android 21
DBFZ Android21 Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Mimic

Overview[edit]

A mysterious new Android who is somehow connected to Android 16. In her default form, she's a young woman with long, bushy hair, who wears glasses and is supposedly as smart as Dr. Gero, perhaps even more so, and her transformed state being similar to that of Majin Buu, with the ability to turn others into sweets, and an insatiable hunger.

In Dragon Ball FighterZ, Android 21 is unique for her ability to copy abilities from her opponents with her command grab, Connoisseur Cut. Outside of her power-copying techniques, she also boasts a strong long-range game, using a combination of copied attacks and her own projectiles to wear down her enemies from a distance.

Ability Absorption[edit]

Android 21 has a unique ability where she can use her Connoisseur Cut specials to absorb the energy of an opponent and use one of their abilities.

There are 4 slots above Android 21's bar of meter. Each one of these slots corresponds to a version of Connoisseur Cut. From left to right, the slots are for:

  • Connoisseur Cut (236S)
  • Air Connoisseur Cut (j.236S)
  • Aerial Connoisseur Cut (214S)
  • Air Aerial Connoisseur Cut (j.214S)

After absorbing an opponent's energy with one of the above versions of Connoisseur Cut, the slot will fill up with the move that you absorbed. After this, if you use the same input that you used to absorb the move, you'll do the special move that you absorbed instead of the Connoisseur Cut.

Furthermore, Android 21 can chain the copied abilities by pressing the S button while using one of them (e.g. Kamehameha > Solar Flare > Kamehameha). Using the H version of Total Detonation Ball makes Android 21 discard all her currently copied abilities, but in return, the move becomes stronger in proportion to how many abilities had been copied at that point.

Absorbed abilities are separated into 4 colors/categories. Using Connoisseur Cut on a character belonging to one of these categories will give you a predetermined move based on this category. The move absorbed is different depending on whether you used Connoisseur Cut (236S/j.236S) or Aerial Connoisseur Cut (214S/j.214S).

The breakdown of which character belongs to which color/category is as follows:

  • Blue (humans): Adult Gohan, Teen Gohan, Goku, SS Goku, SSB Goku, Goku Black, Krillin, Tien, Yamcha
  • Green (androids): Android 16, Android 17, Android 18, Android 21, Cell
  • Orange (saiyans): Bardock, Broly, Gotenks, Nappa, Trunks, Vegeta, SS Vegeta, SSB Vegeta, Vegito
  • Purple (aliens): Beerus, Captain Ginyu, Cooler, Frieza, Hit, Kid Buu, Majin Buu, Piccolo, Zamasu

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Excellent neutral game. 5M, 2M, 5H have excellent range.
  • Can convert any stray hit into great damage with assists. 214X are great combo enders that bring opponent to the ground for combo extensions with assists. Has multiple TOD combo paths.
  • Fast assist: Projectile has same priority as kamehameha but is much faster.
  • Flexible Super Usage: Level 1 Super is easily comboable from 214X. Has level 3 ground and air supers.
  • Fast Command Grab: Useful in blockstrings and can absorb an enemy attack to gain different tools.
  • Excellent mixup in blockstrings: solid IAD j.M (can cross up), 214M can cross up, 3M can hit from almost full screen after blockstring ends (LL2MMHS236L).
  • No access to knockdowns except for stolen moves, Level 3 supers, or SSB Goku's assist.
  • Though air Level 3 super does good damage, ground level 3's damage is poor, and it is the one used in DHC's.
  • Dependent on assists: Lack of proper assists can cut her damage potential and oki options severely.


Normals[edit]

5L[edit]
5L
DBFZ Android21 5L.png
DBFZ Android21 5LL.png
DBFZ Android21 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 7 3 - -3
  • One of the slower 5L and doesn't have very good range, making it hard to challenge if both are mashing.
5LL 700 All 9 4 - -4
  • Nothing special besides extending block pressure.
5LLL 1000 All 13 4 - -5
  • Can be special cancelled like all 5LLL.
  • Good for relaunch after having used a Smash property move.


5M[edit]
5M
DBFZ Android21 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 10 4 - -6
  • Tail swipe, doesn't quite hit at round start distance.


5H[edit]
5H
DBFZ Android21 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 4 - -8
  • Lunging chop. Hits from round start distance but is slow.


5S[edit]
5S
DBFZ Android21 5S.png
Damage Guard Startup Active Recovery Frame Adv.
600 All 13 - - -
  • Fires a volley of fireballs with a tight spread.


2L[edit]
2L
DBFZ Android21 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 Low 8 2 - -2
  • Pokes their shins. Doesn't self-cancel.
  • Confirm into 5L for a combo.


2M[edit]
2M
DBFZ Android21 2M.png
DBFZ Android21 3M.png
Shades of Kid Buu
Version Damage Guard Startup Active Recovery Frame Adv.
2M 700 Low 11 3 - -5
  • Tracks opponents up to almost half a screen away.
  • Won't hit from round start position.
  • 2M combos into 5H. This means she can hit you for ~5000 damage (meterless) from almost half a screen away.
3M 700 Low - - - -
  • Slower than 2M but tracks from about 1/2 screen to 3/4 screen.
  • Has initial proration.
  • 2M and 3M don't chain into one another like Kid Buu's.
  • 3M, 5S, Vanish allows you to convert into a full combo. This can be used to surprise opponents who do not expect that they need to block low from so far away.


2H[edit]
2H
DBFZ Android21 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 16 3 - -19
  • Main launcher for air combos.
  • Leads to big damage but has horrible recovery if you whiff.


2S[edit]
2S
DBFZ Android21 2S.png
Damage Guard Startup Active Recovery Frame Adv.
450*3 All 23 - - -
  • Jumps back and fires three fireballs at a downwards angle.
  • Long startup but decently fast projectile.


6M[edit]
6M
DBFZ Android21 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 High 24 6 - 0
  • Jumps, spins and does an overhead kick.
  • 21 is airborne throughout the attack animation.


j.L[edit]
j.L
DBFZ Android21 jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 High 6 3 - -
  • It might not hit some crouch opponents.
  • Still can be used for airial pressure after opponent techs up, especially in the corner.


j.M[edit]
j.M
DBFZ Android21 jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 High 10 4 - -
  • Good air to air normal.
  • Main air-combo filler.


j.H[edit]
j.H
DBFZ Android21 jH.png
"Mitsuru function."
Damage Guard Startup Active Recovery Frame Adv.
750 High 13 5 - -
  • Big downwards hit. Great as a jump in. Launches aerial opponents away on hit.
  • Can be used in the corner before using j.2H for alternate combo route.


j.S[edit]
j.S
DBFZ Android21 jS.png
Damage Guard Startup Active Recovery Frame Adv.
400*3 All 18 - - -
  • Lunges forward and throws three fireballs at a downwards angle.
  • Jumping and then immediately using j.S will actually keep 21 closer to the ground than her 2S would.

Because j.S commands so much screen space, it's best used in conjunction with vanish to close the distance between you and your opponent. Take care in throwing it out as it has an obvious animation and can be super dashed through.


j.2H[edit]
j.2H
DBFZ Android21 j2H.png
Damage Guard Startup Active Recovery Frame Adv.
750 All 13 4 - -
  • Aerial version of 2h. Launches, can be followed up.
  • Important in air BnB combos.


Specials[edit]

Total Detonation Ball[edit]
Total Detonation Ball
236L/M/H
DBFZ Android21 TotalDetonationBall.png
L/M
DBFZ Android21 TotalDetonationBall-2.png
H version grows as more skills are absorbed
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All 18 - - -15
  • Fast projectile.
  • Has same properties as other beam projectiles. Blasts through other weak fireballs and clashes with other beams.
M 900 All 18 - - -10
  • The M version fires the ball upward into the air at an angle (45°).
H 900 [700*2~5] All 13 - - -4 [1~16]
  • Gets bigger, deals more blockstun and gains an extra hit with every move Android 21 absorbs with Connoisseur Cut.
  • [] is from one absorbed move and up.
  • Discards all current absorbed moves.
  • Clashes with Lv1 Supers if 21 has at least one absorbed move.


Hors d'Oeuvre Stab[edit]
Hors d'Oeuvre Stab
214L/M/H (Air OK)
DBFZ Android21 HorsDOeuvreStab.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 500*2 [0,1000] All 15 6 - -2
  • Performs a cinematic attack if Smash hasn't been used in the combo.
  • [] is on Smash hit.
  • Air versions are good for ending combos.
  • Less damage and lower hitstun when hitting the edge of the opponent's hitbox and when attacking without Smash property.
M 550*2 [0,1100] All 17 7 - -2
H 600*2 [0,1200] All 15 7 - -2
  • Ground bounces the opponent higher into the air.
Air L 500*2 [0,1000] All 15 5+ - -
Air M 550*2 [0,1100] All 17 6+ - -
Air H 600*2 [0,1200] All 15 7+ - -
  • Additional active frames based on altitude


Connoisseur Cut[edit]
Connoisseur Cut
236S (Air OK)
DBFZ Android21 ConnoisseurCut.png
Energy Sword Sunday
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1000 Throw 27 1 - -
Air 1000 Throw 16 3 - -
  • Side switches on hit.

Android 21 dashes forward before grabbing the opponent and impaling them with an energy spike. Useful for opening your opponent up, although can only be used once unless you throw away the move with 236H.

The ground version be used as another ender for your blockstring instead of 5H. Both have somewhat similar animations making it easier to land.


Aerial Connoisseur Cut[edit]
Aerial Connoisseur Cut
214S (Air OK)
DBFZ Android21 AerialConnoisseurCut.png
"That ability is mine now."
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1000 Throw 13 9 - -
  • Android 21 advances into the air at a 45° angle.
  • All versions side switch on hit.
  • Invulnerable to head property attacks only from the 1st frame.
  • Can be used after Dragonrush-Combos for extension.
Air 1000 Throw 16 9 - -
  • Great against opponents that like to jump a lot in front of you.
  • Another route to go into Excellent Full Course when already having a long, scaled air-combo.


Assist[edit]

Total Detonation Ball
A1/A2
DBFZ Android21 AssistTotalDetonationBall.png
Damage Guard Startup Active Recovery Frame Adv.
800 All 31 - - -
  • Fires fullscreen.
  • Cannot be super dashed through.


Absorbed Abilities[edit]

When chaining absorbed abilities, 21 begins teleporting 8 frames after pressing S and the ability being canceled into becomes active as soon as she reappears (except in the case of a raw sonic warp). "Cancellable" in the ability descriptions refers specifically to cancelling one absorbed ability into another and not anything else like regular attacks or supers.

Kamehameha[edit]
Kamehameha
236S (Blue) (Air OK)
DBFZ Android21 Kamehameha.png
To be fair, she's not the first one to steal it.
DBFZ Android21 Kamehameha2.png
[Icon]
Damage Guard Startup Active Recovery Frame Adv.
262*5 All 18 25 - -
  • Android 21 takes a step back before firing a Kamehameha. Comes out fast and is your standard beam projectile.
  • Cancellable starting at active frame 8.


Solar Flare[edit]
Solar Flare
214S (Blue) (Air OK)
DBFZ Android21 SolarFlare.png
Awh, not the flash I wanted...
DBFZ Android21 SolarFlare2.png
[Icon]
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 0 All 10 5 - -
  • Cancellable immediately.
  • Just like Krillin's Solar Flare, you can use it for oki in combinations with an assist to catch opponents teching above you.
Air 0 All 9 5 - -
  • Can hit opponents during air invulnerable attacks like 2H.


Explosive Energy Blast[edit]
Explosive Energy Blast
236S (Green) (Air OK)
DBFZ Android21 ExplosiveEnergyBlast.png
DBFZ Android21 ExplosiveEnergyBlast2.png
[Icon]
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 400*2, 800*2 All 21 - - -
Air 400*2, 800*2 All 15 - - -
  • Throws 2 Teen Gohan-style bombs that carry the opponent with them and only explode once they touch the ground.
  • The blasts deal 400 damage each while the explosions deal 800 each.
  • Hits 4 times if the opponent is caught between the two blasts (1760 damage).
  • Cancellable starting at startup frame 10.


Barrier[edit]
Barrier
214S (Green) (Air OK)
DBFZ Android21 Barrier.png
DBFZ Android21 Barrier2.png
[Icon]
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Similar to Android 18's barrier, gives you 25% Ki gauge for each hit blocked and can cancel into supers with L+M, H+S.
  • Doesn't stop throws and supers.
  • Also blocks hits for assists.
  • Active from frames 5 to 41 (54 if an attack is absorbed).
  • Cancellable when barrier is hit.


Consecutive Energy Blast[edit]
Consecutive Energy Blast
236S (Orange) (Air OK)
DBFZ Android21 ConsecutiveEnergyBlast.png
DBFZ Android21 ConsecutiveEnergyBlast2.png
[Icon]
Damage Guard Startup Active Recovery Frame Adv.
120*12 All 15 - - -
  • Last hit ground bounces.
  • Cancellable starting at active frame 48.


Sticky Energy Blast[edit]
Sticky Energy Blast
214S (Orange) (Air OK)
DBFZ Android21 StickyEnergyBlast.png
DBFZ Android21 StickyEnergyBlast2.png
DBFZ Android21 StickyEnergyBlast3.png
[Icon]
Damage Guard Startup Active Recovery Frame Adv.
1400 Throw 16 5 - -
  • Whiffs against crouching opponents.
  • Ground version has short range but is invulnerable to head property attack.
  • Aerial version has much longer range.
  • Cancellable starting 6 frames before attack hits and during timestop.
  • Can only land once during a combo.


Homing Energy Blast[edit]
Homing Energy Blast
236S (Purple) (Air OK)
DBFZ Android21 HomingEnergyBlast.png
REALITY STONE
DBFZ Android21 HomingEnergyBlast2.png
[Icon]
Damage Guard Startup Active Recovery Frame Adv.
700 All 23 - - -
  • Grounded version has a larger hitbox.
  • Cancellable if the orb hits as it comes out.


Sonic Warp[edit]
Sonic Warp
214S (Purple) (Air OK)
DBFZ Android21 Sonic Warp.png
I CAN DO THIS TOO
DBFZ Android21 Sonic Warp2.png
[Icon]
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Similar to Frieza's 22S but without the additional shot.
  • Invulnerable from frames 8 to 12.
  • Useful for corner loops and combos.
  • Cancellable starting at startup frame 6.
  • When canceled into a 2nd absorbed ability, the 2nd ability goes through it's normal startup in addition to the 8 frame startup after pressing S.


Supers[edit]

Photon Wave[edit]
Photon Wave
236L+M or 236H+S (Air OK)
DBFZ Android21 PhotonWave.png
DBFZ Android21 PhotonWave-2.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2200 All 9+4 20 - -
Air 2200 All 9+4 20 - -
  • Invulnerable from frames 9 to 18.
  • Android 21 will teleport to a certain location in the air, despite being on the ground or air beforehand, before firing a beam along the ground that causes an explosion.
  • 792 minimum damage.


Sweet Tooth[edit]
Sweet Tooth
214L+M or 214H+S
DBFZ Android21 SweetTooth.png
DBFZ Android21 SweetTooth2.png
DBFZ Android21 SweetTooth3.png
( ͡° ͜ʖ ͡°)
Damage Guard Startup Active Recovery Frame Adv.
3800 All 11+3 - - -
  • Invulnerable from frames 1 to 21.
  • Costs 3 bars.
  • Fires a pink beam across the screen. On hit Android 21 will turn the opponent into a dessert, take a bite out of them, then toss the remainder in disgust. If the move deals enough damage to kill, she will finish the opponent rather than deserting them. 😉
  • Heals 500 blue health on hit.
  • 1330 minimum damage. Not good as a combo ender unless it will kill.

Invulnerable on frame 1 makes this your invincible reversal.


Excellent Full Course[edit]
Excellent Full Course
j.214L+M or j.214H+S
DBFZ Android21 ExcellentFullCourse.png
DBFZ Android21 ExcellentFullCourse2.png
MAXIMUM WESKER, BABY
DBFZ Android21 ExcellentFullCourse3.png
Damage Guard Startup Active Recovery Frame Adv.
4221 All 11+3 12 - -
  • Invulnerable from frames 1 to 30.
  • Costs 3 bars.
  • 1521 minimum damage.
  • Brings the opponent to the ground, setting up a hard knockdown in front of you.

Android 21's level 3 air super. Good for ending air combos.



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