DBFZ/Android 21

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Android 21
DBFZ Android 21 Portrait.png
Play-style Mimic
Team Role Point

Overview

"Don't you dare interrupt my valuable snack time!"


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. She acts as the primary antagonist in the Dragon Ball FighterZ story mode.

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

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. Stolen moves are one time use and will free up their slots. Sweet Tooth (214L+M) will fill all available slots at once.

Furthermore, Android 21 can chain the copied abilities by pressing the S button on hit, alternating between Connoisseur Cut and Aerial Connoisseur Cut. 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 (earthlings): Adult Gohan, Teen Gohan, Goku, SS Goku, SSB Goku, GT Goku, Goku Black, Krillin, Tien, Videl, Yamcha
  • Orange (saiyans): Bardock, Broly, DBS Broly, Gogeta, Gotenks, Kefla, Nappa, Trunks, Vegeta, SS Vegeta, SSB Vegeta, Vegito
  • Green (androids): Android 16, Android 17, Android 18, Android 21, Cell
  • Purple (aliens): Beerus, Captain Ginyu, Cooler, Frieza, Hit, Janemba, Jiren, Kid Buu, Majin Buu, Piccolo, Zamasu

Strengths/Weaknesses

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, air Dragon Rush, 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.
  • Tall profile makes her susceptible to fuzzy mixups.


Normal Moves

5L
5L
DBFZ Android21 5L.png
DBFZ Android21 5LL.png
DBFZ Android21 5LLL.png
Ladies night
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5L
  • Doesn't have very good range.
5LL
  • Nothing special besides extending block pressure.
5LLL
  • Can be special cancelled like all 5LLL.
  • Good for relaunch after having used a Smash property move.
5M
5M
DBFZ Android21 5M.png
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  • Tail swipe, doesn't quite hit at round start distance.
5H
5H
DBFZ Android21 5H.png
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  • Lunging chop. Hits from round start distance but is slow.
5S
5S
DBFZ Android21 5S.png
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  • Despite the appearance, this is only 1 Ki blast.
2L
2L
DBFZ Android21 2L.png
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  • Pokes their shins
  • Chains twice like other lights
2M
2M
DBFZ Android21 2M.png
DBFZ Android21 3M.png
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2M
  • 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
  • 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
2H
DBFZ Android21 2H.png
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  • Main launcher for air combos.
  • Leads to big damage but has horrible recovery if you whiff.
2S
2S
DBFZ Android21 2S.png
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  • Jumps back and fires three fireballs at a downwards angle.
  • Long startup but decently fast projectile.
6M
6M Template:AttackDataHeader-DBFZ
  • Jumps, spins and does an overhead kick.
  • 21 is airborne throughout the attack animation.
j.L
j.L
DBFZ Android21 jL.png
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  • It might not hit some crouch opponents.
  • Still can be used for aerial pressure after opponent techs up, especially in the corner.
j.M
j.M
DBFZ Android21 jM.png
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  • Good air to air normal.
  • Main air-combo filler.
j.H
j.H
DBFZ Android21 jH.png
"Mitsuru function."
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5LLLLLLL
  • Wall bounces on Smash hit.
j.H
  • 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
j.S Template:AttackDataHeader-DBFZ
  • 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
j.2H Template:AttackDataHeader-DBFZ
  • Aerial version of 2H. Launches, can be followed up.
  • Important in air BnB combos.

Special Moves

Total Detonation Ball
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
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L
  • Fast projectile.
  • Has same properties as other beam projectiles. Blasts through other weak fireballs and clashes with other beams.
M
  • The M version fires the ball upward into the air at an angle (45°).
H (Level 0)
H (Level 1)
H (Level 2)
H (Level 3)
H (Level 4)
  • Gets bigger, deals more blockstun and gains an extra hit with every move Android 21 absorbs with Connoisseur Cut.
  • Discards all current absorbed moves.
  • Clashes with Lv1 Supers if 21 has at least one absorbed move.
Hors d'Oeuvre Stab
Hors d'Oeuvre Stab
214L/M/H (Air OK)
DBFZ Android21 HorsDOeuvreStab.png
"I'm a brick!"
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  • Damage: Raw / Non-Smash / Smash
  • Smash triggers on the dive.
  • Air versions can be performed as additional followup for all Connoisseur Cuts and absorbed moves.
Ground L
Air L
Ground M
Air M
  • Ground version corner bounces on Smash hit.
Ground H
Air H
  • Both versions ground bounce the opponent high into the air on Smash hit.
Connoisseur Cut
Connoisseur Cut
236S (Air OK)
DBFZ Android21 ConnoisseurCut.png
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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. 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
Aerial Connoisseur Cut
214S (Air OK)
DBFZ Android21 AerialConnoisseurCut.png
"That ability is mine now."
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Ground
  • Android 21 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 Dragonrush-Combos for extension.
Air
  • 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
Kamehameha
236S (Blue) (Air OK)
DBFZ Android21 Kamehameha.png
To be fair, she's not the first one to steal it. [Icon]
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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
Solar Flare
214S (Blue) (Air OK)
DBFZ Android21 SolarFlare.png
Awh, not the flash I wanted... [Icon]
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Ground
  • Cancellable immediately.
  • Has Anti-Air property.
  • Puts 21 airborne.
  • Just like Krillin's Solar Flare, you can use it for oki in combinations with an assist to catch opponents teching above you.
Air
  • Can hit opponents during air invulnerable attacks like 2H.
Consecutive Energy Blast
Consecutive Energy Blast
236S (Orange) (Air OK)
DBFZ Android21 ConsecutiveEnergyBlast.png
SSJ Vegeta’s 236S, but not as good. [Icon]
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Ground
Air
  • Every hit ground bounces except the last one.
  • Cancellable starting at active frame 48.
Sticky Energy Blast
Sticky Energy Blast
214S (Orange) (Air OK)
DBFZ Android21 StickyEnergyBlast.png
"C'mere BOI!"
DBFZ Android21 StickyEnergyBlast2.png
[Icon]
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Ground
Air
  • 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.
Explosive Energy Blast
Explosive Energy Blast
236S (Green) (Air OK)
DBFZ Android21 ExplosiveEnergyBlast.png
[Icon]
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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.
Barrier Sphere
Barrier Sphere
214S (Green) (Air OK)
DBFZ Android21 Barrier.png
[Icon]
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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
Homing Energy Blast
236S (Purple) (Air OK)
DBFZ Android21 HomingEnergyBlast.png
REALITY STONE [Icon]
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Ground
Air
  • Grounded version has a larger hitbox.
  • Cancellable if the orb hits as it comes out.
Sonic Warp
Sonic Warp
214S (Purple) (Air OK)
DBFZ Android21 Sonic Warp.png
I CAN DO THIS TOO [Icon]
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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 it's normal startup in addition to the 8 frame startup after pressing S.

Z Assists

Assist A
Total Detonation Ball
Assist A
DBFZ Android21 AssistTotalDetonationBall.png
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  • Fires fullscreen.
  • Cannot be super dashed through.
Assist B
Hors d'Oeuvre Stab
Assist B
DBFZ Android21 HorsDOeuvreStab.png
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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.
  • Makes superdash a safe option
Assist C
Snack Time
Assist C
DBFZ Android21 5LLL.png
DBFZ Android21 2H.png
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Super Moves

Photon Wave
Photon Wave
236L+M or 236H+S (Air OK)
DBFZ Android21 PhotonWave.png
DBFZ Android21 PhotonWave-2.png
Dizzy? Is that you?
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Ground
Air
  • 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
Sweet Tooth
214L+M or 214H+S
DBFZ Android21 SweetTooth.png
DBFZ Android21 SweetTooth2.png
Funny Vore haha
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  • 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 and fill out all available slots on hit.
  • 1521 minimum damage. Not good as a combo ender unless it will kill.

Invulnerable on frame 1 makes this your invincible reversal.

Excellent Full Course
Excellent Full Course
j.214L+M or j.214H+S
DBFZ Android21 ExcellentFullCourse.png
BOOSTO!
DBFZ Android21 ExcellentFullCourse2.png
MAXIMUM WESKER, BABY Not the kind of sitting i'd wanna receive!
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  • Invulnerable from frames 1 to 30.
  • Costs 3 bars.
  • 1721 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. You also get to look at her armpits for a little bit and that's pretty cool

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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