DBFZ/Android 21/Frame Data

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Android 21


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.


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 All 6 3 -3 1
5LL 700 All 9 4 -4 2
5LLL 1000 U3+ All 13 4 -5 4
5M 700 All 10 4 -6 2
5H 850 / 1000 U1 All 15 4 -8 4
5S 600 All 13 Total 37 -4
2L 400 Low 7 2 -2 1
2M 700 Low 11 3 -10 2
3M 700 Low 17 3 -10 2
2H 850 / 1000 U1+ All 16 3 22+10L -19 4-18 Head
2S 450×3 All 21 Total 38 +4
6M 850 High 24 6 4+6L ±0 3 15 18 23
j.L 400 High 6 3 1
j.M 700 High 10 4 2
j.H 750 [1000] [D3+] High 14 5 3
j.S 400×3 All 18 Total 45+6L
j.2H 750 U1+ All 13 4 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 Total Detonation Ball 900 All 18 Total 56 -10
236M M Total Detonation Ball 900 All 18 Total 50 -4
236H Level 0 H Total Detonation Ball 900 All 16 Total 43 +1
236H Level 1 H Total Detonation Ball 700×2 All 16 Total 41 +5
236H Level 2 H Total Detonation Ball 700×3 All 16 Total 41 +10
236H Level 3 H Total Detonation Ball 700×4 All 16 Total 41 +15
236H Level 4 H Total Detonation Ball 700×5 All 16 Total 41 +20
214L L Hors d'Oeuvre Stab 200,800 / 200,300 / 0,1000 U1+ All 12 -5
214M M Hors d'Oeuvre Stab 200,800 / 200,300 / 0,1100 U1+ All 14 -5
214H H Hors d'Oeuvre Stab 600,1000 / 600,1000 / 0,1200 U1+ All 14 -5
j.214L Air L Hors d'Oeuvre Stab 200,800 / 200,300 / 0,1000 U1+ All 13 -5
j.214M Air M Hors d'Oeuvre Stab 200,800 / 200,300 / 0,1100 U1+ All 15 -5
j.214H Air H Hors d'Oeuvre Stab 600,1000 / 600,1000 / 0,1200 U1+ All 13 -5
236S Connoisseur Cut 900 D2 Throw 24
j.236S Connoisseur Cut 900 D2 Throw 13 +3L
214S Aerial Connoisseur Cut 900 D2 Throw 13 +3L 4-13 Head
j.214S Aerial Connoisseur Cut 900 D2 Throw 13 +3L


Absorbed Abilities

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
236B Kamehameha 262×5 All 18 25 -8
j.236B Air Kamehameha 262×5 All 18 25
214B Solar Flare 0 All 10 5 -1 4-10 Head
j.214B Air Solar Flare 0 All 10 5 4-10 Head
236Y Consecutive Energy Blast 170×8 All 12 -7
j.236Y Air Consecutive Energy Blast 170×8 All 12 +6L
214Y Sticky Energy Blast 1400 D2 Throw 17 5 1-21 Head
j.214Y Air Sticky Energy Blast 1400 D2 Throw 16 1-20 Head
236G Explosive Energy Blast (400,800)×2 All 19 Total 39 +11
j.236G Air Explosive Energy Blast (400,800)×2 All 15
214G Barrier Sphere Total 50 4-41 Non-throw, non-Super
j.214G Air Barrier Sphere Total 50+6L 4-41 Non-throw, non-Super
236P Homing Energy Blast 700 All 18 Total 45 -7
j.236P Air Homing Energy Blast 700 All 18 Total 47+6L
214P Sonic Warp Total 32 15-26 All
j.214P Air Sonic Warp Total 37 15-26 All


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 Total Detonation Ball 800 All 26 +30
Assist B Hors d'Oeuvre Stab 200, 800 All 26 +29
Assist C Snack Time 450×2, 400 All 46 [21] +50


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 Photon Wave 2200 UDV All 9+4 20 -20 9-18 All
j.236L+M Air Photon Wave 2200 UDV All 9+4 20 -20 9-18 All
214L+M Sweet Tooth 3803 UDV All 10+3 -29 1-20 All
j.214L+M Excellent Full Course 4221 UDV All 11+3 Until L 1-? All


Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5L[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S DR, Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M - 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - - Sp
5S - - 5H, 2H 2S Sp
2S - - - - Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - 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 even on 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 Super Dash and Sparking Blast

Sources

http://www.mediafire.com/file/82c6gjt8ujo336n/Android%2021%20Hitboxes.mkv (rec. April 28, 2018)

http://www.mediafire.com/file/7kd48gwa9djhinx/Android%2021%20Absorbed%20Ability%20Canceling.mkv (rec. May 2, 2018)

Navigation

Android 21
Ambox notice.png To edit frame data, edit values in DBFZ/Android 21/Data.