DBFZ/Android 21

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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.
Overview

Android 21 is a tricky snowball character with absolutely fantastic neutral, and copy abilities like Kirby (she's even pink). Her projectile game is deceptively powerful, covering large spaces of the screen and not having much recovery. In tandem with her normals and certain copy abilities, Android 21 can zone the opponent out surprisingly well. Once she gets in, she has plenty of mixup tools thanks to her air normals being great at left-right and a solid low 2L. As a result, Android 21 on the offense is very hard to deal with once she gets going and can spell death for a character rather quickly. However, she is rather weak defensively, a large hurtbox and basically no tools to help her get out can make her crack under pressure. Basically just take Dizzy and replace the summons with grab copy abilities.

"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 Dragon Ball FighterZ Story Mode.

 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
  • Ability Steal: 21's move steal ability makes her setplay very strong. Most of the steals are better versions of their originals. Solar Flare, Homing Blast and Explosive Blast can all be used to cover tech options on knockdowns.
  • Great Mixup: Fast point blank cross-ups with IAD j.M and fast 2L low makes IAD mix-up threatening. Combined with her long range command grab, she can break guard rather easily.
  • Neutral: 21 boasts some of the best normals in the game, making her neutral very strong. (2/3M, 5M, j.M, j.H) To top it off, she also has amazing projectiles with 5S, j.S and Total Detonation Ball which can be aimed upwards.
  • Flexible Supers: Photon Wave is very easy to combo into off of 214X. She also has access to both an air and ground Level 3, although the damage on her ground/Z change Level 3 has lower damage but it gives her all 4 steals.
  • Resource Dependent: Will almost always need to use either assist or meter to combo into a decent sliding knockdown.
  • Volatile Gameplan: Without steals and against certain teams/characters with weaker steals 21 may struggle in the neutral and on knockdowns.
  • Unorthodox: Almost all of 21's steal moves are strong but require awareness, this may be hard to juggle in the middle of a fast paced game like DBFZ if you're inexperienced.


Android 21
DBFZ Android 21 Portrait.png
Ability Absorption

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 using a version 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): Gohan (Teen), Gohan (Adult), Goku, Goku (Super Saiyan), Goku (SSGSS), Goku (Ultra Instinct), Goku (GT), Goku Black, Krillin, Master Roshi, Tien, Videl, Yamcha
  • Yellow (Saiyans): Bardock, Broly, Broly (DBS), Gogeta (SSGSS), Gotenks, Kefla, Nappa, Trunks, Vegeta, Vegeta (Super Saiyan), Vegeta (SSGSS), Vegito (SSGSS)
  • 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 (Fused)

Normal Moves

5L
5L
DBFZ Android21 5L.png
DBFZ Android21 5LL.png
DBFZ Android21 5LLL.png
Ladies night
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5L
  • Good frame advantage.

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

5LL
  • Good frame advantage.
  • Advances forwards, more range than it looks.
  • Reliably combos into 5LLL on air hit.

Not usually used as more than combo or blockstring filler.

5LLL
  • Always results in a smash.

Strictly combo filler as it cannot gatling into any other normals. Its high damage and ability to always smash makes it great for ToD's, and it also shines after a vanish.

5M
5M
DBFZ Android21 5M.png
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  • Doesn't quite hit at round start distance.

Don't let that bullet point fool you, this move is amazing. It has huge range and is only -6, which makes it an incredible ranged stagger tool. It also is blessed with unusually low pushback, which further excentuates its strengths. 5M > 5M on block will crush a majority of the cast's 5Ls at close to max distance.

5H
5H
DBFZ Android21 5H.png
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  • Hits from round start.

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

5S
5S
DBFZ Android21 5S.png
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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. Its also an excellent tool to use in combination with 2S and 236L/M to keep your opponent where you want them.

2L
2L
DBFZ Android21 2L.png
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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
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 will always combo jnto 5H on a grounded opponent.

Unscaled, tracking 2M. This move is amazing. Vital to her combos as it allows for 5M to launch. Vital to her blockstrings as either a frametrap from 5M to force respect or a bridge jnto 5M to push them out.

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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  • 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 started with sparking.

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.

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

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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  • 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
j.M
DBFZ Android21 jM.png
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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
j.H
DBFZ Android21 jH.png
"Mitsuru function."
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5LLLLLLL
  • Smash hit can wall bounce.
j.H
  • Big downwards hitbox, great as a jump in.
  • Launches aerial opponents away on hit.
  • Great corner combo filler.

j.H is an integral part of 21's left/right mixups and corner combos, but she doesn't have much use for it midscreen. It can only combo into j.2H from with dash momentum or the corner.

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.

21's j.S commands screen 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 superdash in the air is j.214S with a yellow steal and j.214L+M.

j.2H
j.2H Template:AttackDataHeader-DBFZ
  • Aerial version of 2H. Launches, can be followed up.
  • Important in air BnB combos.

21's most used air jump cancel. Ideally you'd be doing 5H rejumps, but the trusty Saiyan BnB works just fine for 21 as well.

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 can 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 File:DBFZ Android21 Kamehameha2.png
236S (Blue) (Air OK)
DBFZ Android21 Kamehameha.png
To be fair, she's not the first one to steal it.
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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 File:DBFZ Android21 SolarFlare2.png
214S (Blue) (Air OK)
DBFZ Android21 SolarFlare.png
Awh, not the flash I wanted...
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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 File:DBFZ Android21 ConsecutiveEnergyBlast2.png
236S (Yellow) (Air OK)
DBFZ Android21 ConsecutiveEnergyBlast.png
SSJ Vegeta’s 236S, but not as good.
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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 File:DBFZ Android21 StickyEnergyBlast3.png
214S (Yellow) (Air OK)
DBFZ Android21 StickyEnergyBlast.png
"C'mere BOI!"
DBFZ Android21 StickyEnergyBlast2.png
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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 superdashes 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.
Explosive Energy Blast
Explosive Energy Blast File:DBFZ Android21 ExplosiveEnergyBlast2.png
236S (Green) (Air OK)
DBFZ Android21 ExplosiveEnergyBlast.png
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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 File:DBFZ Android21 Barrier2.png
214S (Green) (Air OK)
DBFZ Android21 Barrier.png
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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 File:DBFZ Android21 HomingEnergyBlast2.png
236S (Purple) (Air OK)
DBFZ Android21 HomingEnergyBlast.png
REALITY STONE
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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 File:DBFZ Android21 Sonic Warp2.png
214S (Purple) (Air OK)
DBFZ Android21 Sonic Warp.png
I CAN DO THIS TOO
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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.

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
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.
  • 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. Its especially good for forcing SD > Assist on block.

Assist C
Snack Time
Assist C
DBFZ Android21 5LLL.png
DBFZ Android21 2H.png
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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 3rd 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 up-close pressure and turns blockstrings into mixups. Lessend 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 DHC's remove the cooldown.

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.
  • Minimum damage: 792.
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.
  • Minimum damage: 1521. The damage may not be up there. But it's good for oki and gaining all your mimic slots.

Invulnerable on frame 1 makes this your invincible reversal. It's also an excellent combo ender, as being +38 on hit gives 21 just enough time to set up a left/right mixup with SJ IAD j.H. If you have an additional .5 bars, you can burn your steals on a 236H to keep your turn (having all 4 lets you IAD).

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.
  • Minimum damage: 1721.
  • 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. If you just want to kill, this super is better suited than her ground level 3 in terms of damage. It does not give you your steals like her grounded level 3, which also limits your options in case your opponent blocks the left/right.

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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