DBFZ/Android 21: Difference between revisions

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DBFZ_Android21_SolarFlare.png | Aww not the flash I wanted
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DBFZ_Android21_SweetTooth.png |''"I wonder if eating you will satisfy my craving..."''
DBFZ_Android21_SweetTooth.png |''"I wonder if eating you will satisfy my craving..."''
DBFZ_Android21_SweetTooth2.png |
DBFZ_Android21_SweetTooth2.png |
DBFZ_Android21_SweetTooth3.png |GODDDD I WISH I WAS HER SNACK
DBFZ_Android21_SweetTooth3.png |Goku Flavored 
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Revision as of 23:57, 5 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview
Template-info.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.

Template:CharaOverview

Normal Moves

5L

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5L
5LL
5LLL

  • Good frame advantage.

A little shorter than most 5Ls, but just as useful to 21 as any other.


  • Good frame advantage.
  • Advances forwards, more range than it looks.
  • Above a certain height, 5LL > 5LLL will whiff.

5LL is not usually used as more than combo or blockstring filler.


  • Safe on block.

5LLL is strictly combo filler, as it cannot gatling into any other normals. Its high damage and ability to always smash makes it great for ToDs, and it also shines after a Vanish.

5M

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  • As of version 1.25, adds some forward momentum. This allows it to hit at round start distance.

This move is amazing. It has huge range and is only -6, which makes it an incredible ranged stagger tool. It's also blessed with unusually low pushback, which further accentuates its strengths. 5M > 5M on block will crush a majority of the cast's 5Ls at close to max distance.

5H

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  • Hits at round start distance.

Great in combos, as 21 can do the 5H rejump for more corner carry. Otherwise, its primary use is as blockstring filler.

5S

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  • Despite the appearance, this is only 1 Ki blast.

Great as both a stagger tool and a zoning tool. Its great frame advantage and pushback allows you to make any of 21's moves safe, and her long range lets you threaten afterwards. It's also an excellent tool to use in combination with 2S and 236L/M to keep your opponent where you want them.

2L

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  • Chains into itself.
  • Prime close-range stagger tool.

The low 2L of legend. Gives her fast high-lows and good pressure, as well as being visually distinct from 5L.

2M

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2M
3M

  • Tracks opponents up to almost half a screen away.
  • Won't hit at round start distance.
  • 2M will always combo into 5H on a grounded opponent.

Unscaled, tracking 2M. This move is amazing, and is vital to combos and blockstrings alike. During pressure, 5M > 2M acts as a frame trap, while 2M > 5M works as a long-range stagger.


  • 3M is 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

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  • Does not blockstring from any non-S normals.
  • Long recovery on whiff.
  • Can be made safe with j.214L.

THE anti-air for 21. Even though 214S now has head invuln and can be used as an anti-air, 2H still has much higher reward. It also doubles as a ToD starter with Sparking.

2S

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  • Jumps back and fires three fireballs at a downwards angle.
  • Long startup but decently fast projectile.

21's primary zoning tool. It recovers fast enough for her to 2H a Super Dash from fullscreen, and its midair recovery allows her to air dash for a tricky pressure reset. This move alone singlehandedly wins matchups against "2-step neutral" characters like Ginyu.

Avoid becoming predictable with this normal, since 2S (and especially 5S > 2S) can be very easily stuffed with Super Dash. 2S > j.M/j.H is also vulnerable to Reflect, and at long range, 2S will be neutralised by beams.

6M

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  • Jumps, spins and does an overhead kick.
  • 21 is airborne throughout the attack animation.

j.L

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  • Great air-to-air against opponents who are higher than 21.
  • High hitbox means it may whiff against some crouching opponents.

j.L gets most of its use after a dive ender, especially in the corner. Its high hitbox makes it perfect for catching air techs and dragging the opponent back to the ground.

j.M

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  • Amazing air-to-air normal.

j.M is an amazing air normal to have. It's got pretty much everything you could ask for: speed, damage and range. Another excellent poke in 21's arsenal.

j.H

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5LLLLLLL
j.H

  • 5LLLLLLL Smash hit can wall bounce.

  • Massive range. Great as a jump-in, and a great combo filler.
  • Launches aerial opponents away on hit.
  • Deals a little less damage than the ordinary j.H.

Unlike most other characters, 21's j.H doesn't have Smash property, preventing her from getting sliding knockdowns from otherwise common combo moves. On the other hand, this allows her to use it liberally as a combo filler, which is part of why 21's damage is so high overall.

j.H is also an incredible oki tool. Its large, omnidirectional hitbox allows it to set up for ambiguous cross-ups midscreen, or cover most tech options in the corner.

j.S

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  • 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.

21's j.S commands space in a similar manner to her 2S, but there are some differences between the two moves. Instant j.S affects her momentum in a different manner than 2S, propelling her forwards and then bouncing back compared to jumping backwards. Take care in throwing it out, as it has an obvious animation and can be super dashed through. Her only invincible counters to Super Dash in the air is j.214S with a yellow steal and j.214L+M.

j.2H

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  • Massive range. Adds some diagonally upward momentum on top of that.
  • Smash hit combos into Super Dash. Non-Smash hit can be jump cancelled into j.L or j.M.

Highly damaging combo filler, used in every 21 combo ever. Ideally you'd be doing 5H rejumps, but the trusty Saiyan BnB works just fine for 21 as well.

Special Moves

Total Detonation Ball

236L/M/H

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L
M
H (Level 0)
H (Level 1)
H (Level 2)
H (Level 3)
H (Level 4)

  • Fast projectile.
  • Has the same properties as other beam projectiles. Blasts through weak fireballs and clashes with beams.

21's dedicated zoning tool. On top of beating weaker projectiles, 236L can be used with a high-blockstun assist to set up IAD pressure.


  • Fires the ball upward into the air at an angle (45°).

A reliable answer to Super Dash. On block, using 236M and calling an assist allows 21 to start her pressure. Its lower recovery than 236L not only makes it much safer on block, but also oppressive against chicken blocking in the corner.


  • Gets bigger, deals more blockstun and gains an extra hit with every move 21 has absorbed.
  • Discards all currently absorbed moves.
  • Clashes with level 1 supers if 21 has at least one absorbed move.

236H is plus on block even without absorbed abilities, allowing 21 to safely disengage from even the most poorly thought out blockstring. With absorbed abilities, its frame advantage ranges from high to absurd, and its high damage makes it a punishing combo starter/filler. At max charge, 21 can IAD j.M/j.H without fear of retaliation.

Hors d'Oeuvre Stab

214L/M/H (Air OK)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

  • Damage: Raw / Non-Smash / Smash
  • Smash triggers upon landing.
  • Air versions can be performed as additional followup for all Connoisseur Cuts and absorbed moves.
  • Ground M version corner bounces on Smash hit.
  • Both H versions ground bounce the opponent high into the air on Smash hit.

Connoisseur Cut

236S (Air OK)

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Ground
Air

  • Side switches on hit.
  • Can be followed up with Hors d'Oeuvre Stab by pressing L, M or H. L keeps the side switch, M and H side switch again.

Android 21 dashes forward before grabbing the opponent and impaling them with an energy spike. Its long range is offset by its single-use property, requiring 21 to discard currently absorbed abilities to use it again.

On its own, it's a slow and reactable command grab that can be universally punished with Super Dash. When combined with a low-blockstun assist, it becomes a dangerous tick throw set-up that leads to massive damage anywhere on the screen with half a bar or an assist (or neither in the corner).

Aerial Connoisseur Cut

214S (Air OK)

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Ground
Air

  • Advances into the air at a 45° angle.
  • Both versions side switch on hit. Can be followed up with Hors d'Oeuvre Stab by pressing L, M or H. L keeps the side switch, M and H side switch again.
  • Has anti-air property.
  • Can be used after Dragon Rush ender to extend into supers.

  • Air version is 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.

Absorbed Abilities

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 File:DBFZ Android21 Kamehameha2.png

236S (Blue) (Air OK)

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Ground
Air

  • 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.
  • Ground version stays grounded.

Solar Flare File:DBFZ Android21 SolarFlare2.png

214S (Blue) (Air OK)

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Ground
Air

  • Cancellable immediately.
  • Has anti-air property.
  • Puts 21 airborne.
  • Just like Krillin's Solar Flare, you can use it for oki in tandem with an assist to catch opponents teching above you.
  • Air version can hit opponents during air invulnerable attacks like 2H.

Consecutive Energy Blast File:DBFZ Android21 ConsecutiveEnergyBlast2.png

236S (Yellow) (Air OK)

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Ground
Air

  • Every hit ground bounces except the last one.
  • Cancellable starting at active frame 48.

Sticky Energy Blast File:DBFZ Android21 StickyEnergyBlast3.png

214S (Yellow) (Air OK)

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Ground
Air

  • Whiffs against crouching opponents.
  • Aerial version has much longer range. It also has anti-air properties, allowing it to cleanly beat Super Dash no matter what.
  • Wall splats into a very short sliding knockdown on hit.
  • Cancellable starting 6 frames before attack hits and during timestop.
  • Can only land once during a combo.

This move is by far her best steal. Going for a Dragon Rush with the air version of this move stocked is functionally a checkmate. It's head invincible for so long that the opponent has to heavily delay their airdash, which will get caught by your own airdash button. If they do anything else, you can just use the move and grab them. They can't do anything about it.

Explosive Energy Blast File:DBFZ Android21 ExplosiveEnergyBlast2.png

236S (Green) (Air OK)

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Ground
Air

  • Jumps up and throws 2 Teen Gohan-esque bombs that carry the opponent with them and only explode once they touch the ground.
  • The bottom bomb won't go off screen, will instead slide against the wall when done in the corner.
  • Hits 4 times if the opponent is caught between the two blasts (1760 damage).
  • Cancellable starting at startup frame 10.
  • LM/H follow ups will catch superdash.

Barrier Sphere File:DBFZ Android21 Barrier2.png

214S (Green) (Air OK)

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Ground
Air

  • 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.

Homing Energy Blast File:DBFZ Android21 HomingEnergyBlast2.png

236S (Purple) (Air OK)

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Ground
Air

  • Grounded version has a larger hitbox and moves slower.
  • Cancellable if the orb hits as it comes out.

Sonic Warp File:DBFZ Android21 Sonic Warp2.png

214S (Purple) (Air OK)

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Ground
Air

  • 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 its normal startup in addition to the 8 frame startup after pressing S.

Z Assists

Assist A

Total Detonation Ball

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  • Fires fullscreen.
  • Cannot be super dashed through.

21 appears and does her 236L. Shares most of its properties with the point version. Excellent as both a neutral assist and a combo assist, as it is functionally a faster beam. A great all-around assist.

Assist B

Hors d'Oeuvre Stab

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  • Tracks the opponent to about half screen.
  • Similar hitstun to the point version, opponent can tech in the air above her.
  • Above-average damage for an assist.

While not having as much range as her Assist A, Android 21's Assist B covers a different role. Its hitstun is even higher than her Assist A, and the additional blockstun makes it better as a close-range pressure assist. It's especially good for forcing SD > Assist on block.

Assist C

Snack Time

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  • Blockstun C assist.
  • Startup in [] refers to when the opponent's point character is in hitstun.
  • Tracks to the opponent's location.
  • On hit, adds a third hit that spikes the opponent to the ground.

The "best of both worlds" assist. 50 frames of blockstun allows most characters to turn their ranged offense into close-range pressure and turns blockstrings into mix-ups. Lessened startup also makes it excellent for combo extensions, even though it will mostly be into a Dragon Rush ender. Great C assist all around, expecially due to how she is most common as a point character and DHCs remove the cooldown.

Super Moves

Photon Wave

236L+M or 236H+S (Air OK)

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Ground
Air

  • Invulnerable from frames 9 to 18.
  • 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.
  • Minimum damage: 792.

21's level 1. Fast, reliable and extremely easy to combo into.

Despite looking like a single hit, this will always hit 20 times.

Sweet Tooth

214L+M or 214H+S

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  • Invulnerable from frames 1 to 21.
  • Costs 3 bars.
  • This is her DHC.
  • Fires a pink beam across the screen. On hit, 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 and fills all available slots on hit.
  • Minimum damage: 1521. This is the second least-damaging mainstream level 3, surpassing only Yamcha's.

Invulnerable on frame 1 makes this your invincible reversal. Being +38 on hit gives 21 just enough time to set up an ambiguous cross-up with SJ IAD float up forward j.H, or same side high with superjump IAD float up back j.H, or same side low with super IAD fastfall 2L, making it an excellent combo ender.

Excellent Full Course

j.214L+M or j.214H+S

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  • Invulnerable from frames 1 to 30.
  • Costs 3 bars.
  • Minimum damage: 1721.
  • Brings the opponent to the ground, setting up a hard knockdown in front of you.
  • Shares the exact same frame advantage and spacing on hit as her other level 3, Sweet Tooth, enabling the same 3 way ambiguous mixup.

Effectively 21's air DP. Unlike her grounded level 3, this does not fill all available slots on hit, making it a subpar choice if it's not going to kill.

As of version 1.25, if the opponent is in hitstun, 21 will teleport at the opponent's height before charging forward. Does indeed work after the first hit of any Hors d'Oeuvre Stab if high enough

External References

Navigation

To edit frame data, edit values in DBFZ/Android 21/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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