"Don't you dare interrupt my valuable snack time!"
Lore:
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.
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
Android 21 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.
Pros
Cons
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).
Now has a sliding knockdown on command grab giving her safe jump oki in the corner.
No access to knockdowns on her dive follow ups. The only time she gets a knockdown is off her command grab only, 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.
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.
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.
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.
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.
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.
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.
Minimum damage: 1521. Not good as a combo ender unless it will kill. But good for oki and gaining all your mimic slots.
Invulnerable on frame 1 makes this your invincible reversal.
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.