DBFZ/Android 21/Combos

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 Android 21
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
236(B/Y/G/P) = Absorbed ability of the appropriate color. B=Blue, Y=Yellow, G=Green, P=Purple
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

Combo Damage Meter Gain Works on: Difficulty Notes
... > 2M > 5M > jc.M(LL)2H > SD > j.MLL2H > jc.LLS > Ender 4200 1.15 All [1] Very Easy Basic midscreen BnB, j.(LL) will not work at range.
... 5H > delay SD > airdash j.M ▷ dash jump > j.LLL2H > jc.LLS > Ender 3985 0.99 All [3] Medium Midscreen 5H re-jump, particularly easy for 21 due to her large j.M.
... 5H > delay SD > airdash j.M ▷ dash jump > j.LML > jc.(cross under happens here)LL > j.214S All [3] Medium Sliding knockdown rejump. Great corner carry, and a rare resourceless knockdown.
SD > j.LL > j.214H > 665L(whiff)LL > SD > j.LL2H > j.LLS > Ender -.5 All [2] Easy Basic superdash confirm.
236S~H > 665L(whiff)LL > ... -.5 All [2] Easy Command grab combo. *Please* don't use vanish.
3M > 5S > Vanish > ... -1 All [2] Easy Fullscreen 3M confirm. Bless Hiroki.
2M > 5M > (j)214s > ... 2050 +0.3 All [1] Very Easy A combo starter off of 2m that gives 214s slot (or j 214s slot via TK) and extends off of a c assist, afterwards you can go in to whatever BNB you prefer.
... > Vanish > 665L(whiff)LL > SD > j.LL2H > j.LLS > Ender -1 All [2] Easy Vanish confirm, can be inconsistent depending on character size.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
... > 2M > 5M > jc.MH2H > SD > j.MH2H > jc.LLLS > Ender 4562 1.25 All [2] Easy Corner BnB. Can be done slightly out of the corner.
... > 5H > delay SD > j.M > delay j.H ▷ jump > j.LLL2H > jc.LLLS > Ender 4335 1.15 All [2] Easy Corner re-jump combo. Can start combo midscreen.
... > 2M > 5S > slight delay 5H, 2L > 5H > 5S > SD j.M delay j.H ▷ jump > j.LLL2H > jc.LLLS > Ender 5039 1.5 All except YGH, CEL, KRL, KBU, BRS [3] Medium 5H to 2L link into re-jump combo. 2M > 5S sets up the correct height for link. 5H if not delayed will not connect on these characters: TRK, GTK, A21, VTO and JNB. Use 5L instead of 2L on these characters: GNY and A16.
... > 2M > 5S > 5H, 2L > 5H > 5S > SD j.M delay j.H ▷ jump > j.LLL2H > jc.LLLS > Ender 4837 1.3 All [3] Medium 5H to 2L link without the rejump.
... > 2M > 5S > 214M > [4] 5LLL > SD > j.MH2H > jc.LLLS > Ender 4732 1.3 All [3] Medium 214M high damage combo. Use this if the 5H , 2L link is too difficult or doesn't work with the opponents character.
... > j.214S/j.236S~M > Vanish > 2M > 214S -1 All [2] Easy Double steal combo. Keeps corner and ends with a sliding knockdown.
... > j.214S/j.236S~M > Vanish > 236S -1 All [2] Easy Alternate double steal combo. Keeps corner and ends with a sliding knockdown. The timing is a bit tight.
... > j.214S/j.236S~L > Vanish > 66DR -1 All [2] Easy Corner metered snap combo. Don't do this unless you *really* have to.

Steals and Combo Enders

Enders

  1. ... > j.214L: Good as an ender when you want to save your steals or have pushed a combo.
  2. ... > j.214M: Only mildly useful. Out-damaged by Steals and doesn't combo from j.M or j.S at high hitstun decay.
  3. ... > j.214S: The more consistent of the steal enders from j.S, as it sends A21 upwards.
  4. ... > j.236S: Less consistent but equally useful. More consistent from j.M.

Steal Follow-ups

  1. j.236S/j.214S (Side switch sliding knockdown)
  2. j.236S/j.214S ~ L (Keeps sideswitch after command grab)
  3. j.236S/j.214S ~ M (Keeps original combo direction)
  4. j.236S/j.214S ~ H (Same as M with more damage)

All command grabs can be extended with dives as written above. If you want to go into air level 3 end your air combo with j.S and to end with the grounded supers, let the second hit of j.214M connect before supers.

Theory

Your goal with 21 is to save as much meter as possible for lvl3 supers, as that's the only way she gets real oki. After a 214S/236S, you need to carefully consider your opponent's health to make sure you save as much meter as possible. The M follow up is the most damage you can get meterless. Any metered option should only be considered if you have meter left over or it will kill. Keep in mind that at high hitstun decay, supers will not combo from both hits of L or M dive. You will have to cancel the first hit, meaning you cannot use 214L+M.

Steal Specific Combos

Combo Works on: Difficulty Notes
...djc > j.LLS > j.236B ~ S ~ S ~ L/M All [2] Easy Blue: Kamehameha/ Solar Flare
...djc > j.LLS > j.236Y ~ S ~ S ~ L/M All [2] Easy Yellow: Consecutive Energy Blast/ Sticky Energy Blast
...djc > j.LLS > j.236G ~ L/M All [2] Easy Green: Explosive Energy Blast
...djc > j.LLS > j.236P ~ L/M All [2] Easy Purple: Homing Energy Blast

Notes

If you take a look at all of her steals it becomes apparent that the 236B/Y/G/P steals are built for combos and neutral and the 214B/Y/G/P steals are used for defence and offence, knowing this makes it easier to understand.

Assist Specific

Combo Position Works on: Difficulty Notes
...j.214L/M A1 ▷ DR/5LLL/SD/air combo Anywhere All [1] Very Easy Works with almost any assists, easy combo extension. Most effective with wall bounce and pop up assist.
...j.214L/M A1 ▷ DR > 214S ~ (L/M) Corner All [1] Very Easy Beam assist example. One steal.
...j.236S ~ L A1 ▷ 214S Corner All [2] Easy Pop up assist example. One steal, sliding knockdown, keeps corner.

Notes

214S/236S are 21's only ways outside of DR to get a sliding knockdown, making her very reliant on resources for okizeme.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 214M > Sparking! > 5L(whiff) > 5LL > 5LLL > sjc.MS > jc.MS > j.214M > ... Anywhere 4382+ 1.55+ All Basic Sparking activation, synergizes very well with assists.
(Sparking) > ... > 5H > IAD j.H > 5H > 2S > airdash j.MLL > land > j.LLL2H > jc.LLS > ... Corner ? ?+ All Pre-spark corner combo. There are different versions depending on what you want to do after 2S, but the damage is pretty similar.

Notes

Video Examples

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