DBFZ/Lab Coat Android 21/Frame Data

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 Android 21 (Lab Coat)

Glossary

How do I read frame data?

Frame Data Glossary  
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Blockstun (Ground) 11 11 15 15 15
Hitstop 6 8 11 14 16
  • Air blocking adds 2F of blockstun
  • Landing while in blockstun adds an extra 4F of blockstun
For more values, see DBFZ/Frame Data


System Data

Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 Low 6 3 13 -4 1
5LL 700 All 9 6 14 -4 2
5LLL 600, 500 U3+ Throw 7 3 23 3, 4
5M 550×2 All 10 4(8)4 16 -4 2
5H 850 / 1000 U1 All 14 5 20 -9 4
5S 300×1~5 All 13 Total 37 -4 2
2L 400 Low 7 3 13 -4 1
2M 550×2 Low 8 6(14)4 16 -4 2
2H 850 / 1000 U1+ All 13 5 18+10L -17 4-17 Head 4
6M 850 High 24 6 4+6L ±0 3
6H 850 High 27 3 18 -5 3
3H 750 Low 18 10 18 -5 3
j.L 400 High 6 3 11 1
j.M 600×2 High 8 2(6)4 12 2
j.H 850 / 1000 D1+ [D3+] High 11 6 18 3 / 4
j.S 300×1~4 All 12 Total 41+3L 2
j.2H 850 U1 All 13 5 28 3

Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Savory Slicer 20×6, 912 100%+1 (Once) All 13 2×6,5 12+4L -8 4-29 Ki Blasts 2×6, 3 15×6, 12
236M M Savory Slicer 20×6, 1030 U1+ 100%+1 (Once) All 17 2×6,5 12+4L -8 4-33 Ki Blasts 2×6, 3 15×6, 12
236H H Savory Slicer 20×6, 1581 U1+ 90%+1 (Once) All 13 2×6,5 12+4L -8 1-29 Ki Blasts 2×6, 3 15×6, 12
j.236L Air L Savory Slicer 20×6, 912 100%+1 (Once) All 13 2×6,5 16 4-29 Ki Blasts 2×6, 3 15×6, 12
j.236M Air M Savory Slicer 20×6, 1030 U1+ 100%+1 (Once) All 17 2×6,5 16 4-33 Ki Blasts 2×6, 3 15×6, 12
j.236H Air H Savory Slicer 20×6, 1581 U1+ 90%+1 (Once) All 13 2×6,5 16 1-29 Ki Blasts 2×6, 3 15×6, 12
214L L Vertical Savory Slicer 20×4, 847 100%+1 (Once) All 9 2×4(5)6 12+6L -4 4-11 Head, 4-27 Ki Blasts 2×4, 3
214M M Vertical Savory Slicer 20×7, 892 D1 100%+1 (Once) All 14 2×7(5)6 16+6L -4 4-16 Head, 4-38 Ki Blasts 2×7, 3
214H H Vertical Savory Slicer 20×10, 1019 D1 90%+1 (Once) All 9 2×10(5)6 17 -4 1-11 Head, 1-39 Ki Blasts 2×10, 3
j.214L Air L Vertical Savory Slicer 20×4, 847 100%+1 (Once) All 9 2×4(5)6 16 4-11 Head, 4-27 Ki Blasts 2×4, 3
j.214M Air M Vertical Savory Slicer 20×7, 892 D1 100%+1 (Once) All 14 2×7(5)6 17 4-16 Head, 4-38 Ki Blasts 2×7, 3
j.214H Air H Vertical Savory Slicer 20×10, 1019 D1 90%+1 (Once) All 9 2×10(5)6 17 1-11 Head, 1-39 Ki Blasts 2×10, 3
22L L Mignardise Heel 600 90%+2 Low 11 5 16 -5 3
22M M Mignardise Heel 700 U1+ 90%+2 Low 18 5 16 -5 3
22H H Mignardise Heel 800 U1+ 90%+2 Low 11 5 16 -5 3
236S Photon Swipe 262×5 All 17 25 29 -12 3
j.236S Air Photon Swipe 262×5 All 17 25 30 3
214S Connoisseur Cut 1000 D2 Throw 24~30 4 24 4
j.214S Air Connoisseur Cut 1000 D2 Throw 13 14 15 4
22S Barrier Sphere Total 48 4-39 Non-throw [4-48 Non-throw]
j.22S Air Barrier Sphere Total 47 4-38 Non-throw [4-47 Non-throw]

Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Savory Slicer 30×6, 852 All 20 1,2x5,5 45 +40 4-35 Ki Blasts 2×6, 3
Assist B Barrier Sphere Total 85 9-11 All, 12-46 Non-Super, 47 Non-Super
Assist C Photon Swipe 200×5, 400 All 34 [20] 25 50 +30 [1-94 All] 3

Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L+M Total Detonation Ball 2121 UDV All 9+4 Total 69+7L -34 9-21 All 4
j.236L+M Air Total Detonation Ball 2121 UDV All 9+4 Total 68 -26 9-21 All 4
j.236H+S Total Evasion 2121 UDV All 19+4 [9+1] Total 78 -26 19-31 All 4
236H+S Photon Pulse 2021 80%+2 Throw 21 7 17 20-27 All 4
214L+M Appetizing Rush 4221 UDV All 9+12 [9+0] 6 Until L+10 -16 1-26 All 3
j.214L+M Air Appetizing Rush 4221 UDV All 9+12 [9+0] 6 Until L+10 -16 1-26 All 3
214H+S Excellent Full Course 4121 UDV All 11+3 [11+0] 12 31+10L -26 1-30 All 4
j.214H+S Air Excellent Full Course 4121 UDV All 11+3 [11+0] 12 Until L+10 1-30 All 4

Z Combo Table

Ground Z Combo
L M H S Cancel
5LDBFZ Lab Coat Android 21 5L.pngGuardLowStartup6Recovery13Advantage-4[2] 5LL[+], 2L 5M, 2M, 6M 5H, 2H, 6H, 3H 5S DR, Jump[-], Sp
5LLDBFZ Lab Coat Android 21 5LL.pngGuardAllStartup9Recovery14Advantage-4 5LLL[+] 5M, 2M, 6M 5H, 2H, 6H, 3H 5S Jump[-], Sp
5LLLDBFZ Lab Coat Android 21 5LLL.pngGuardThrowStartup7Recovery23Advantage- - - - - Sp
2LDBFZ Lab Coat Android 21 2L.pngGuardLowStartup7Recovery13Advantage-4[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H, 6H, 3H 5S Sp
5MDBFZ Lab Coat Android 21 5M.pngGuardAllStartup10Recovery16Advantage-4 - 2M, 6M 5H, 2H, 6H, 3H 5S Jump[-], Sp
2MDBFZ Lab Coat Android 21 2M.pngGuardLowStartup8Recovery16Advantage-4 - 5M, 6M 5H, 2H, 6H, 3H 5S Sp
6MDBFZ Lab Coat Android 21 jH.pngGuardHighStartup24Recovery4+6LAdvantage±0 - - - - -
5HDBFZ Lab Coat Android 21 5H.pngGuardAllStartup14Recovery20Advantage-9 - - 2H 5S Sp
2HDBFZ Lab Coat Android 21 2H.pngGuardAllStartup13Recovery18+10LAdvantage-17 - - - - Sp
6HDBFZ Lab Coat Android 21 6H.pngGuardHighStartup27Recovery18Advantage-5 - - 5H, 2H, 3H 5S Sp
3HDBFZ Lab Coat Android 21 3H.pngGuardLowStartup18Recovery18Advantage-5 - - 5H, 2H 5S Sp
5SDBFZ Lab Coat Android 21 5S.pngGuardAllStartup13RecoveryTotal 37Advantage-4 - - 5H, 2H, 3H - Sp
Air Z Combo
L M H S Cancel
j.LDBFZ Lab Coat Android 21 jL.pngGuardHighStartup6Recovery11Advantage-[2] j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LLDBFZ Lab Coat Android 21 jM.pngGuardHighStartup8Recovery12Advantage-[j.M] - - j.H, j.2H j.S Jump, Sp
j.MDBFZ Lab Coat Android 21 jM.pngGuardHighStartup8Recovery12Advantage-[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.HDBFZ Lab Coat Android 21 jH.pngGuardHighStartup11Recovery18Advantage- - - j.2H j.S Sp
j.2HDBFZ Lab Coat Android 21 j2H.pngGuardAllStartup13Recovery28Advantage- - - - j.S Sp
j.SDBFZ Lab Coat Android 21 jS.pngGuardAllStartup12RecoveryTotal 41+3LAdvantage- - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge

Sources

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 Android 21 (Lab Coat)
To edit frame data, edit values in DBFZ/Lab Coat Android 21/Data.
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