DBFZ/Lab Coat Android 21: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
{{MFlag|update|clarifier=<br>Clarification: ''Lab Coat received several changes in the recent patch, much of this page is outdated.''|sticky=trashcharacter}}
{{DBFZ/CharacterLinks}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
<div id="home-content" class="home-grid">
{{Overview
{{card|width=4
|overview='''Android 21 (Lab Coat)''', often appearing under the nicknames '''Labcoat''' or '''L21''', does everything free of charge. Dr. Gero would naturally not settle for anything other than perfection, and neither will ArcSys. Labcoat has incredible damage and meterbuild, a phenomenal lariat that reflects ki-blasts, one of the best anti-air specials in the game, a barrier, fantastic supers, and fantastic assists. She can zone, she can rushdown, she can mix, she can play lame, and she can certainly delete opponents. Notably, Labcoat is also capable of breaking the game's rules with her {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=22L|label=Mignardise Heel}} to OTG opponents for simple conversions off of any hit at the cost of either meter or an assist. {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=236H+S|label=Photon Pulse}} is one of the cruelest supers ever put in the game, it's so strong this overview could just link to the super and be done with it, and is likely why you want to play Labcoat. She has simple execution requirements, and can work anywhere on a team with great synergy with several characters.
|header=Overview
|content=After years of studying DBFZ at the highest level, '''Android 21 (Lab Coat)'''—often appearing under the nicknames '''Labcoat''' or '''L21'''—can provide you with everything you could possibly ask for from a character. Each tool in her phenomenal kit breaks the game's rules in one way or another. She can zone, she can rushdown, she can mix, and she can play lame. Lab Coat has simple execution requirements, and can work anywhere on a team with great synergy with other characters.


Due to how well-rounded she is, Labcoat does not suffer from any legitimate weaknesses. Although she does have some quirks, they can easily be gotten around just by using other tools instead, and her meter reliance is offset by her similarly very high meter gain. If you enjoy laughing maniacally, exploding your opponent and seeing the "Connection Lost" popup, then get ready, this cookie will only run you a fiver.
While extremely well-rounded with a low skill ceiling, Lab Coat nonetheless has quirks that can be exploited by her opponents. She's one of the few characters with a modifier that cripples her meter gain, and her uniquely powerful special moves also come with unique drawbacks. With that said, if you enjoy laughing maniacally and going crazy with the most cutting-edge special moves, then get ready, this cookie will only run you a fiver.
 
}}
|lore=Android 21 is a new type of Bio-Android built in the image of the wife of Android 20 (also known as Dr. Gero), who was also the mother of the late man that would become Android 16's template. Claiming to have been a human converted into her current form, her composition includes the cells of numerous powerful warriors and intelligent researchers, with even the likes of Majin Buu's cells being present. This incarnation of Android 21 represents her state before the cells in her body went berserk, causing her to develop an insatiable sweet tooth that would turn her into a monster.
{{DBFZ/Infobox
 
|difficulty_rating=5}}
|quote= Witness the results of my research!
{{ProsAndCons
|voice_actor= Japanese: Houko Kuwashima / English: Jeannie Tirado
|intro=is a powerful, well-rounded character who shuts down her opponents with her fiendish Photon Pulse.
|summary= is a powerful, well-rounded character who shuts down her opponents with her fiendish Photon Pulse.
|pros=  
|pros=  
* '''Achilles without the Heel:''' She has everything you could want in a DBFZ character: a [[{{PAGENAME}}#Savory Slicer|forward-advancing special move]], [[{{PAGENAME}}#Vertical Savory Slicer|frame 1 anti-air]], [[{{PAGENAME}}#5S|multi Ki Blasts]], [[{{PAGENAME}}#Photon Swipe|a good beam]], [[{{PAGENAME}}#3H|extra]] [[{{PAGENAME}}#6H|normals]], a [[{{PAGENAME}}#Barrier Sphere|frame 4 reversal]], superb meter gain, and ways to hit you without assists.
*'''Easy''': To learn and to master.
* '''Obnoxious Pressure:''' A total of 6 lows, [[{{PAGENAME}}#5M|multihitting]] [[{{PAGENAME}}#2M|normals]], [[{{PAGENAME}}#Connoisseur Cut|two]] [[{{PAGENAME}}#Photon Pulse|command grabs]], an [[{{PAGENAME}}#6H|extra command normal overhead]], and a [[{{PAGENAME}}#Photon Swipe|fast beam that jails into vanish]] gives Lab Coat some of the most threatening pressure in the game. Her [[{{PAGENAME}}#5LL|5LL]] also catches backdashes and jumps after vanish.
* '''Neutral on a Leash''': Has all the ways to control neutral and get a hit in without assists.
* '''Omnidirectional Anti-Air:''' Lab Coat's [[{{PAGENAME}}#Vertical Savory Slicer|214X moves]] hit on both sides and are usable in the air, getting her out of common situations like Spark > Held Vanish. It also helps her air [[{{PAGENAME}}#j.S|Ki Blast]] game as she has a Head invul air move to beat Superdash.
* '''Obnoxious Pressure''': A whopping SIX lows, {{MMC|input=5M|label=multihitting}} {{MMC|input=2M|label=normals}}, an {{MMC|input=6H|label=extra overhead}} and {{MMC|input=214S|label=two}} {{MMC|input=236H+S|label=command grabs}} give Lab Coat some of the most threatening pressure in the game.
* '''OTG On Demand:''' Her [[{{PAGENAME}}#Mignardise Heel|22X]] hits opponents out of sliding knockdowns, extending her combos significantly. The EX version is also fast enough to extend combos from other character's command grabs (like {{MiniMoveCard|game=DBFZ|chara=Broly|input=214L|label=Z Broly's 214L}}) using Special Tag.
* '''Omnidirectional Anti-Airs''': {{MMC|input=214L|label=214X moves}} hit on both sides and are air OK, getting her out of common situations like Spark > Held Vanish. It also helps her aerial {{MMC|input=j.S|label=Ki Blast}} game with ways to beat Super Dash.
* '''Super Command Grab:''' Lab Coat's [[{{PAGENAME}}#Photon Pulse|236H+S]] is a unique command throw that defies system rules. It doesn't have a superflash until it hits and is unreactable and unpunishable unless predicted. On hit, it inflicts 2121 damage, ''debuffs the opponent character's damage by 21%'', '''and''' ''buffs her special move damage by 21%.'' These buffs and debuffs last until the match is over.
* '''OTG on Demand''': {{MMC|input=22L|label=22X}} hits opponents out of sliding knockdowns, extending her and her team's combos significantly.
|cons= *'''N/A:''' There are currently no known weaknesses exclusive to Labcoat.
* '''Evil Grab Super''': {{MMC|input=236H+S|label=Photon Pulse}} is one of the cruelest supers ever put in the game, instantly crippling her victim's damage output.
|difficulty_rating=5
|cons=
}}
*'''Glutton''': Lab Coat wants to eat all the meter but barely brings any to the party.
{{FP Box|header=Beginner's Character Guide
*'''Flawed Neutral Assists''': Contrasting her good solo neutral, she does not bolster that of her teammates very much. {{MMC|input=Assist A}} is easily negated, {{MMC|input=Assist B|label=B}} is outclassed by other Android barriers, and {{MMC|input=Assist C|label=C}} is her only assist with real blockstun at the cost of twice the cooldown.
|content={{#ev:youtube|4s0MFBIShE8|450|center}}
*'''Special Specificity''': Many of Labcoat's special moves carry key weaknesses, such as her spinning lariats carrying ki blast properties allowing them to be reflected on block, making careless usage of her tools potentially lethal.
}}
}}
</div>


==Normal Moves==
==Normal Moves==
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|description=
|description=
;{{clr|L|5L}}
;{{clr|L|5L}}
Lab Coat's fastest button for {{keyword|abare}} and serves as a low poke. Has good pushback and advances pretty far forwards, so it can stagger into itself indefinitely, and works for SD mixup in midscreen.
Lab Coat's fastest button that's also a 6F low, useful for poking, starting blockstrings, defensive challenges and punishes. Advances pretty far forwards so it can stagger into itself indefinitely, and works for SD mixup in midscreen.


Though as both a blessing and a curse, the lack of vertical reach can be undesirable at times. For example: in ±0 situations, the opponent will be able to jump away from her {{clr|L|5L}}, and it often trades against other 6f {{clr|L|5L}}s instead of clashing. In a similar vein, Lab Coat's {{clr|L|5L}} can also whiff against point blank Super Dash.
Though as both a blessing and a curse, the lack of vertical reach can be undesirable at times. For example: in ±0 situations, the opponent will be able to jump away from her {{clr|L|5L}}, and it often trades against other {{clr|L|5L}}s instead of clashing. In a similar vein, Lab Coat's {{clr|L|5L}} can also whiff against point blank Super Dash.
----
----
;{{clr|L|5LL}}
;{{clr|L|5LL}}
Has great range and hits very high up, useful for typical {{clr|L|5LL}} things like as combo and blockstring filler. When whiff canceled from {{clr|L|5L}}, will hit on frame 17 at earliest. This lets Lab Coat to punish backdash whenever she's plus, e.g. post Vanish or when the opponent airblocks her {{MMC|input=214L|label=214X}} series.
Has great range and hits very high up, useful for typical {{clr|L|5LL}} things like as combo and blockstring filler. When whiff canceled from {{clr|L|5L}}, will hit on frame 17 at earliest. This lets Lab Coat to punish backdash whenever she's plus, e.g. post Vanish or when the opponent airblocks her {{MMC|input=214H|label=214X}} series.


However since it's so fast, on Reflect, {{clr|L|5L}} > {{clr|L|5LL}} tends to be Reflected twice, pushing her back into neutral.
However since it's so fast, on Reflect, {{clr|L|5L}} > {{clr|L|5LL}} tends to be Reflected twice, pushing her back into neutral.
----
----
;{{clr|L|5LLL}}
;{{clr|L|5LLL}}
Mediocre just like all the other throw {{clr|L|5LLL}}s. Very rarely used for combo purposes and requires specific assists to set up tick throws. Avoid mashing too hard so you don't get this accidentally.
Mediocre just like most other throw {{clr|L|5LLL}}s. Very rarely used for combo purposes and requires specific assists to set up tick throws. Avoid mashing too hard so you don't get this accidentally.
 
* Canceling into this from a blocked {{clr|L|5LL}} always leaves the opponent in too much blockstun for the throw to work
* Canceling into this from a blocked {{clr|L|5LL}} always leaves the opponent in too much blockstun for the throw to work
* Combos into SD on hit
* Combos into SD on hit
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|input=5M
|input=5M
|description=
|description=
Great vertical range, but lackluster horizontal range. Very strong combo and blockstring filler as it can pull airborne opponents down into a grounded string. After the first hit lands, the second can be canceled at any point, and thus is entirely GC safe as Lab Coat can freely gatling into {{clr|H|2H}}/214X on reaction.
Great vertical range, but lackluster horizontal range. Very strong combo and blockstring filler as it can pull airborne opponents down into a grounded string. After the first hit lands, the second can be canceled at any point, and thus is entirely GC safe as Lab Coat can freely cancel into {{clr|H|2H}}/214X on reaction.


Due to the fact that the second hit will always come out unless canceled on hit or block, avoid aimlessly throwing {{clr|M|5M}} out in neutral.
Due to the second hit always coming out unless canceled on hit or block, she's wide open on whiff so avoid aimlessly throwing {{clr|M|5M}} out in neutral.
* 2nd hit ground bounces airborne opponents.
 
* 2nd hit ground bounces airborne opponents
}}
}}


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|input=5H
|input=5H
|description=
|description=
Long reaching {{clr|H|5H}} that allows for rejump combos. Good blockstring filler and anti-Reflect button.
Main midscreen combo extender that wall splats on Smash hit and leads into beam rejump combos. Also acts as a typical blockstring filler and anti-Reflect button.
* Smash hit wall splats. Combos into SD.
* Non-Smash hit can still combo into SD in the corner.
}}
}}


===<big>{{clr|S|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
<span class="input-badge">'''(Hold OK)'''</span>
{{InputBadge|'''(Hold OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=5S
|input=5S
|description=
|description=
Stays in place and shoots out basic Level 1 projectiles with Ki Blast property. Great neutral tool and corner combo filler for meter gain.
Stays in place and shoots out basic P1 projectiles with Ki Blast property. Great neutral tool and corner combo filler for meter gain.


On block, {{clr|H|5H}} > {{clr|S|5S}}(1) will space her out nicely for stagger strings or disengaging. She also plays the Ki Blast minigame pretty well thanks to {{clr|H|5H}}, {{clr|H|3H}} and her command grabs. {{clr|H|5H}} and {{clr|H|3H}} will beat GC SD, while command grabs beat GC Reflect.
On block, {{clr|H|5H}} > {{clr|S|5S}}(1) will space her out nicely for stagger strings or disengaging. She also plays the Ki Blast minigame pretty well thanks to {{clr|H|5H}}, {{clr|H|3H}} and her command grabs. {{clr|H|5H}} and {{clr|H|3H}} will beat GC SD, while command grabs beat GC Reflect.
* Hold or mash {{clr|S|S}} to shoot up to 5 Ki Blasts
* Hold or mash {{clr|S|S}} to shoot up to 5 Ki Blasts
* 5th Ki Blast launches on hit
* 5th Ki Blast launches on hit
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|input=2L
|input=2L
|description=
|description=
A poke that keeps Lab Coat in place. Alternative to {{clr|L|5L}} since {{clr|L|2L}} can gatling into itself whereas {{clr|L|5L}} cannot. {{clr|L|2L}} also puts some distance between Lab Coat and her opponent.
A poke that keeps Lab Coat in place. Alternative to {{clr|L|5L}} since {{clr|L|2L}} can cancel into itself whereas {{clr|L|5L}} cannot. {{clr|L|2L}} also puts some distance between Lab Coat and her opponent.
}}
}}


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|input=2M
|input=2M
|description=
|description=
One of the best {{clr|M|2M}}s in the game for pressure and mix-up. Both hits are lows, true string, scale like typical Medium buttons, and due to the first hit being as fast as some characters' low {{clr|L|2L}}s, it can be used in SD mixups in the corner for devastating damage. After the first hit lands, the second is entirely GC safe as Lab Coat can freely gatling into {{clr|H|2H}}/214X on reaction into a full combo. Second hit being cancelable at any point also makes it a good mixup opportunity like {{clr|M|2M}}(1) > delay {{clr|H|6H}} which can be visually confusing and will catch opponents on autopilot expecting {{clr|M|2M}}(2).
One of the best {{clr|M|2M}}s in the game for pressure and mix-up. Both hits are lows, true string, scale like typical Medium buttons, and due to the first hit being as fast as some characters' low {{clr|L|2L}}s, it can be used in SD mixups in the corner for devastating damage. After the first hit lands, the second is entirely GC safe as Lab Coat can freely cancel into {{clr|H|2H}}/214X on reaction into a full combo. Second hit being cancelable at any point also makes it a good mixup opportunity like {{clr|M|2M}}(1) > delay {{clr|H|6H}} which can be visually confusing and will catch opponents on autopilot expecting {{clr|M|2M}}(2).


As a combo filler, both {{clr|M|5M}}(2) > {{clr|M|2M}}(2) and {{clr|M|2M}}(2) > {{clr|M|5M}}(2) always combo and are essentially identical strings that can lead to all of her basic grounded routes. The second hit of {{clr|M|2M}} also combos into SD anywhere on screen at low hitstun decay, allowing for Smashless rejumps with any starter.
As a combo filler, both {{clr|M|5M}}(2) > {{clr|M|2M}}(2) and {{clr|M|2M}}(2) > {{clr|M|5M}}(2) always combo and are essentially identical strings that can lead to all of her basic grounded routes. The second hit of {{clr|M|2M}} also combos into SD anywhere on screen at low hitstun decay, allowing for Smashless rejumps with any starter.


Unfit for neutral usage as similar to her {{clr|M|5M}}, the second hit will always come out on whiff and puts her at -47, very punishable.
Unfit for neutral usage as similar to her {{clr|M|5M}}, the second hit will always come out on whiff and puts her at -47, very punishable.
* Launches on hit
* Launches on hit
}}
}}
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|input=2H
|input=2H
|description=
|description=
One of Lab Coat's many anti-airs. Compared to the others, {{clr|H|2H}} leads to great damage with resources, and has additional utility of keeping a Happy Birthday combo going. On block, can keep herself safe with {{clr|H|2H}} > {{clr|L|j.214L}} (-4) or {{clr|H|2H}} > {{clr|L|j.236L}}/{{clr|H|H}} (-5)
Lab Coat's highest rewarding anti-air, and has additional utility of keeping a Happy Birthday combo going. On block, can sort of keep herself safe with {{clr|H|2H}} > {{clr|L|j.214L}} (-4) or {{clr|H|2H}} > {{clr|L|j.236L}} (-5), though beware of GC Reflect.


Has great vertical reach, but the horizontal range leaves a lot to be desired. It'll clip opponents directly above her or directly flying at her, but it has trouble with weird angles. Luckily, she has Vertical Slicer to deal with that.
Has great vertical reach, but the horizontal range leaves a lot to be desired. It'll clip opponents directly above her or flying straight at her, but it has trouble with weird angles. Luckily, she has {{MMC|input=214H|label=Vertical Slicer}} to deal with that.
* Puts Lab Coat airborne.
 
* Launches on hit. Smash hit combos into SD.
* Puts Lab Coat airborne
* Launches on hit. Smash hit combos into SD
}}
}}


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|input=6M
|input=6M
|description=
|description=
It's a typical {{clr|M|6M}}. Very large as it uses {{clr|H|j.H}}'s animation, and is one of her 2 overheads to compliment the 6 lows and 2 command grabs.
It's a typical {{clr|M|6M}}. Very large as it uses {{clr|H|j.H}}'s animation, and is one of her 2 standing overheads to compliment the 6 lows and 2 command grabs.
}}
}}


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Strong overhead that leads into combos without needing additional resources, as it ground bounces on hit and has enough hitstun to combo into {{clr|H|3H}} or even SD. Similar to {{clr|M|6M}}, it doesn't have Head property despite being airborne, so cannot be anti-air'd by typical Head invul attacks. A good spot to sneak this in is after {{clr|M|2M}}(1).
Strong overhead that leads into combos without needing additional resources, as it ground bounces on hit and has enough hitstun to combo into {{clr|H|3H}} or even SD. Similar to {{clr|M|6M}}, it doesn't have Head property despite being airborne, so cannot be anti-air'd by typical Head invul attacks. A good spot to sneak this in is after {{clr|M|2M}}(1).


Gatlings from {{clr|H|6H}} are 4 frames slower than usual as she has to land before continuing the string. On block, she can true string after {{clr|H|6H}} with {{clr|H|6H}} > {{clr|L|j.214L}} (-4) or {{clr|H|6H}} > {{clr|L|22L}}/{{clr|H|H}} (-5). She can also set up mixups with {{clr|H|6H}} > {{clr|S|j.214S}} + a high blockstun assist, just another thing to add to the list.
Ground attacks canceled from {{clr|H|6H}} are 4 frames slower than usual as she has to land before continuing the string. On block, she can true string afterward with {{clr|H|6H}} > {{clr|L|22L}}. She can also set up mixups with {{clr|H|6H}} > {{clr|S|j.214S}} + a high blockstun assist, just another thing to add to the list.
}}
}}


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Combo filler and acts as an extra low that chases after the opponent, usually from {{clr|S|5S}}(1) > {{clr|H|3H}} where 22X would whiff. {{clr|S|5S}} > {{clr|H|3H}} is also good against delay GC Reflect in attempt to push Lab Coat away, they will be standing for the 4S input and get hit low. Additionally, the hitbox is high enough to hit them out of GC SD.
Combo filler and acts as an extra low that chases after the opponent, usually from {{clr|S|5S}}(1) > {{clr|H|3H}} where 22X would whiff. {{clr|S|5S}} > {{clr|H|3H}} is also good against delay GC Reflect in attempt to push Lab Coat away, they will be standing for the 4S input and get hit low. Additionally, the hitbox is high enough to hit them out of GC SD.


Beware that {{clr|H|3H}} does not true string from any of Lab Coat's normals. Has a 7F gap when canceled from {{clr|L|5L}}, {{clr|L|2L}}, and {{clr|H|6H}} (loses to most abare {{clr|L|5L}}s), 3F gap from all other normals (frame traps and beats frame 4 reversals). It is also punishable on block and leaves her wide open on whiff, unadvised for neutral usage.
Beware that {{clr|H|3H}} does not true string from any of Lab Coat's normals. Has a 7F gap when canceled from {{clr|L|5L}}, {{clr|L|2L}}, and {{clr|H|6H}} (loses to most abare {{clr|L|5L}}s), 3F gap from all other normals (frame traps and beats frame 4 reversals).
 
* Launches on hit
* Launches on hit
}}
}}
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Huge and covers all techs pretty easily when used for a safejump.
Huge and covers all techs pretty easily when used for a safejump.


This is also Lab Coat's primary jump-in and crossup normal. Due to the lack of fast advancing normals, after a crossup IAD {{clr|H|j.H}}, she usually has to convert or continue pressure by microdashing into buttons. Point blank crossup IAD {{clr|H|j.H}} will not true blockstring into any dash button, and since her {{clr|L|5L}} has a low hitbox, the opponent can slip out of her pressure in this situation.
This is also Lab Coat's primary jump-in and crossup normal. Due to the lack of fast advancing normals, after a crossup IAD {{clr|H|j.H}}, she usually has to convert or continue pressure by microdashing into buttons. Point blank crossup IAD {{clr|H|j.H}} will not true blockstring into any dash button, and since her {{clr|L|5L}} has a low hitbox, the opponent can slip out of her pressure in these situations.
 
* Forces crouching on grounded hit
* Forces crouching on grounded hit
* Smash hit causes a sliding knockdown. Dynamic hit can wall bounce
* Smash hit causes a sliding knockdown. Dynamic hit can wall bounce
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===<big>{{clr|S|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
<span class="input-badge">'''(Hold OK)'''</span>
{{InputBadge|'''(Hold OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=j.S
|input=j.S
|description=
|description=
Halts all air momentum and shoots out Level 1 Ki Blasts at a shallow angle. Each shot pushes her a bit backward.
Halts all air momentum and shoots out P1 Ki Blasts at a shallow angle. Each shot pushes her a bit backward.


Synergizes very well with the rest of her kit. Lab Coat has strong Ki Blast game as not only is {{clr|S|j.S}} repeatable with very low landing recovery, she also can react to SD and cancel into j.214X, an airborne anti-air that can be extended into big damage through the use of 22X or assists.
Synergizes very well with the rest of her kit. Lab Coat has strong Ki Blast game as not only is {{clr|S|j.S}} repeatable with very low landing recovery, she also can react to SD and cancel into j.214X, an airborne anti-air that can be extended into big damage through the use of 22X or assists.


When spaced (from round start distance and further), it's possible to convert {{clr|S|j.S}}(2~4) into SD, though the timing for this cancel is rather tight.
When spaced, {{clr|S|j.S}}(2~4) can combo into SD, though the timing for this cancel is rather tight.
 
* Hold or mash {{clr|S|S}} to shoot all 4 Ki Blasts
* Hold or mash {{clr|S|S}} to shoot all 4 Ki Blasts
* Last Ki Blast launches on hit
* Last Ki Blast launches on hit
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|input=j.2H
|input=j.2H
|description=
|description=
Standard air combo extender and filler. Also useful for air-to-air confirms.
Standard combo extender that's useful for air-to-air confirms. In the corner, instant {{clr|H|j.2H}} after a ground jump leads into her optimal beam loops.
 
* Halts all momentum and kicks sideways. Stays mostly in place throughout recovery animation
* Halts all momentum and kicks sideways. Stays mostly in place throughout recovery animation
* Smash hit wall splats, combos into SD. In the corner and at low hitstun decay, can link to {{clr|L|j.L}}
* Smash hit wall splats, combos into SD. In the corner and at low hitstun decay, can link to {{clr|L|j.L}}
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==Special Moves==
==Special Moves==
===<big>Savory Slicer</big>===
===<big>Savory Slicer</big>===
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=236L,236M,236H,j.236L,j.236M,j.236H
|input=236L,236M,236H,j.236L,j.236M,j.236H
|description=
|description=
;All Versions
;All Versions
Lab Coat turns herself into a beyblade and letting it rip. These are powerful approaching tools with great range, side-to-side hitbox and Ki Blast deflect property. They are also nigh unpunishable on whiff and has tendency to pull the opponent in if they're in her vicinity. EX spin is one of the most oppressive advancing special in the game that literally slices through neutral and leads into combos on hit that builds back the 0.5 bar it spent (if not more).
Lab Coat turns herself into a beyblade and lets it rip. These are powerful approaching tools with great range, 360 hitbox and Ki Blast deflect property. The backside hitbox allows them to punish panic Vanish, and they also have tendency to pull the opponent in if they're in her vicinity. EX spin is one of the most oppressive advancing special in the game that literally slices through neutral and leads into a full combo on hit. You should keep an assist available before spinning, to keep yourself unapproachable on whiff, or to gain advantage and start your offense on block.
 
'''Do not''' make these your only means of navigating through neutral however, for each of their outstanding pros, there's an equally terrible con. They have Head property so can be anti-air'd on a read, and can be {{clr|H|2H}}'d if canceled into Vanish. Despite the insane range, both {{clr|M|M}} and {{clr|H|H}} versions can also whiff at fullscreen distance if the opponent holds {{Ni|4}} and walks out of range. And finally, the worst part:
 
''They can be GC Reflected on block.''


Do not make these your only means of navigating through neutral however, as they are punishable on block and have Head property, meaning the opponent can anti-air you on a read. And despite the insane range, both {{clr|M|M}} and {{clr|H|H}} versions can also whiff at fullscreen distance if the opponent reacts to them with holding {{Ni|4}}. Though these are minor inconveniences that Lab Coat can easily manage or circumvent:
Not only are they already punishable on block, Reflecting them put Lab Coat even worse at -15. While pushed far away, some characters can still reach her in time for the punish. You should not use these moves willy nilly, always call assists for backup, and mix her options up by using Ki Blasts or beam to control the screen.
# Perfect {{keyword|IAS}} j.236X are -5 on block at the cost of slightly slower startup. But she can also just call assists to cover for her
# Dash boosting with 66 {{clr|M|236M}}/{{clr|H|H}} will now actually hit fullscreen and cannot be walked away from
# Simply mix her options up by using Ki Blasts or beam to control the screen


'''Additional Things to Know''':
* On hit, vacuum the opponent towards Lab Coat
* Smash on the last hit for {{clr|M|M}} and {{clr|H|H}} versions. Smash hit will reposition the opponent to be in front of her
* Smash on the last hit for {{clr|M|M}} and {{clr|H|H}} versions. Smash hit will reposition the opponent to be in front of her
----
----
;{{clr|L|L Versions}}
;{{clr|L|L Versions}}
Decent neutral tools but are overshadowed by M and H versions. Cover about the same range as {{clr|H|5H}}.
Decent neutral tools but are overshadowed by {{clr|M|M}} and {{clr|H|H}} versions. Cover roughly the same range as {{clr|H|5H}}.
----
----
;{{clr|M|M Versions}}
;{{clr|M|M Versions}}
Travel fullscreen and are her go-to corner combo tools. Have good corner carry and wall splat on Smash hit. The air version can also link into {{clr|L|j.L}} or j.DR in the corner for some extra utilities.
Travel fullscreen and are her go-to corner combo tools. Have good corner carry and wall splat on Smash hit. In midscreen, ground version can link into {{clr|S|236S}} for big damage, though this only works against medium sized and larger characters (2/3rd of the cast).
----
----
;{{clr|H|H Versions}}
;{{clr|H|H Versions}}
The one you're already spamming. Have the speed of {{clr|L|L}} versions and the range of {{clr|M|M}}. Wall bounce on Smash hit for a confirm anywhere on screen, but have initial proration so they're not blatantly busted moves that can lead into easy ToDs or something.
The ender of neutral. Have the speed of {{clr|L|L}} versions and the range of {{clr|M|M}}. Wall bounce on Smash hit for a confirm anywhere on screen.
}}
}}


===<big>Vertical Savory Slicer</big>===
===<big>Vertical Savory Slicer</big>===
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=214L,214M,214H,j.214L,j.214M,j.214H
|input=214L,214M,214H,j.214L,j.214M,j.214H
Line 217: Line 224:
Okay but what if we make the beyblade goes upward instead?
Okay but what if we make the beyblade goes upward instead?


Introducing: Contenders for the best anti-airs in the game. Fast, Head invulnerable, side-to-side hitbox so they can blow up cross-ups, Ki Blast deflect property, safe on block and are extendable into combos on hit thanks to 22X. While the 236X series are terrifying approach tools, 214X make it terrifying to approach ''her''. Do not Super Dash at Lab Coat ever you WILL regret it. These moves carry little risk while giving Lab Coat great reward. Additionally thanks to the autocorrect property, it can also sometimes cross the opponent up for a free hit.  
Introducing: Contenders for the best anti-air in the game. Fast, Head invulnerable, 360 hitbox so they can blow up cross-ups, Ki Blast deflect property and are extendable into combos on hit thanks to 22X. While the 236X series are terrifying approach tools, 214X make it terrifying to approach ''her''. Do not Super Dash at Lab Coat ever you WILL regret it. These moves carry low risk while giving Lab Coat great reward. Additionally thanks to the autocorrect property, it can also sometimes cross the opponent up for a free hit.


While there's little these moves aren't good for, they are not unbeatable. For one, they have Head property similar to 236X, which means they're anti-airs that can be anti-air'd. Secondly, {{clr|M|M}} and {{clr|H|H}} versions have horrendously long animations that stay roughly in place, so they can be consistently punished with something like super jump {{clr|L|j.L}} (if Lab Coat doesn't have any assists backing her up).
While there's little these moves aren't good for, similar to the horizontal spins, they have quite a list of downsides. They also have Head property, which means they're anti-airs that can be anti-air'd. {{clr|M|M}} and {{clr|H|H}} versions have horrendously long animations that stay roughly in place, so they can be consistently whiff punished with something like super jump {{clr|L|j.L}}. And despite being safe on block, GC Reflect will make them -8 at best and it can only get worse, especially with a well timed Reflect on the final slash. So definitely think twice about using them as reversals, and always prepare an assist to be used for backup.


* Each slash during the spin vacuums on block/hit and only has Clash Level 2 (loses to {{clr|H|j.H}} and most specials in a trade)
* Each slash during the spin vacuums on block/hit and only has Clash Level 2 (loses to {{clr|H|j.H}} and most specials in a trade)
Line 226: Line 233:
----
----
;{{clr|L|L Versions}}
;{{clr|L|L Versions}}
Combo enders for high hitstun decay combos. Don't give SKD but the ground bounce makes it very easy to extend into j.DR ▷ {{clr|M|22M}} > Supers etc.
Lowest commitment and are best used with an assist. They quickly cover all around Lab Coat, then the assist will either give her a combo extension or protect her from being punished.
 
Combo enders for high hitstun decay combos. Don't give SKD but the ground bounce makes it very easy to extend into Assist + {{clr|M|j.214M}} ▷ {{clr|M|22M}} > Supers etc. The vacuum property along with not requiring Smash makes this a good Happy Birthday tool as well.
----
----
;{{clr|M|M Versions}}
;{{clr|M|M Versions}}
Line 236: Line 245:
The best versions and one of the best defensive options in the game thanks to their speed and frame 1 Head invulnerability. Fantastic anti-Super Dash, anti-Ki Blast objects being put on top of her on oki, or even just anti-approach. Bonus as good combo enders since they have the same speed as {{clr|L|L}} versions while causing a ground bounce sliding knockdown on Smash hit. {{clr|H|H}} versions knocks the opponent back a bit further than {{clr|M|M}} versions but have more frame advantage, so instead of immediately 22X upon landing, you should do dash 22X instead.
The best versions and one of the best defensive options in the game thanks to their speed and frame 1 Head invulnerability. Fantastic anti-Super Dash, anti-Ki Blast objects being put on top of her on oki, or even just anti-approach. Bonus as good combo enders since they have the same speed as {{clr|L|L}} versions while causing a ground bounce sliding knockdown on Smash hit. {{clr|H|H}} versions knocks the opponent back a bit further than {{clr|M|M}} versions but have more frame advantage, so instead of immediately 22X upon landing, you should do dash 22X instead.


The ground bounce SKD on Smash hit also enables for better combo routes compared to {{clr|M|M}} versions, such as whiff Sparking before going into 22X. Ground {{clr|H|214H}} on Smash hit can also link to {{clr|L|5L}} if all 11 hits connect and Lab Coat doesn't turn around on the last hit, allowing her to convert without spending assist or meters.
The ground bounce SKD on Smash hit enables for better combo routes compared to {{clr|M|M}} versions, such as whiff Sparking before going into 22X. Ground {{clr|H|214H}} on Smash hit can also link to {{clr|L|5L}} if all 11 hits connect and Lab Coat doesn't turn around on the last hit, allowing her to convert without spending additional meters or assists. {{clr|H|j.214H}} allows for special tag > j.DR as well, and is much easier to perform than with {{clr|M|j.214M}}.


Frame 1 Head invulnerability and the ability to hit both sides allow Lab Coat to counter the other best defensive option in the game: Sparking Blast into held Vanish. For most characters, they'll be facing the wrong direction and often have to block against this setup, but Lab Coat can just {{clr|H|214H}} through it.
Frame 1 Head invulnerability and the ability to hit both sides allow Lab Coat to counter the other best defensive option in the game: Sparking Blast into held Vanish. For most characters, they'll be facing the wrong direction and often have to block against this setup, but Lab Coat can just {{clr|H|j.214H}} through it.


A tidbit: As mentioned in the '''All Versions''' section, 214X series have lower Clash Level than most specials. In certain situations, it's possible to hit Lab Coat out of {{clr|H|214H}} with {{clr|H|j.H}} and most specials. However, these are the hardest of reads with tight timings, and won't be very effective if Lab Coat decides to switch up by delaying {{clr|H|214H}}, use {{clr|M|214M}} instead, or just do anything else on wake up/tech.
A tidbit: As mentioned under the "All Versions" section, 214X series have lower Clash Level than most specials. In certain situations, it's possible to hit Lab Coat out of {{clr|H|214H}} with {{clr|H|j.H}} and most specials. However, these are the hardest of reads with tight timings, and won't be very effective if Lab Coat decides to switch things up by delay wakeup {{clr|H|214H}} or just do anything else on wake up/tech.
}}
}}


===<big>Mignardise Heel</big>===
===<big>Mignardise Heel</big>===
<span class="input-badge">'''{{clr|L|22L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
{{InputBadge|'''{{clr|L|22L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=22L,22M,22H
|input=22L,22M,22H
|description=
|description=
;All Versions
;All Versions
* Ground bounces on hit.
Top 3 uncontested best OTG moves in the game due to their speed and Smash properties allowing for conversions, as they can reliably connect after any of Lab Coat's solo sliding knockdowns. Not only do these moves make Lab Coat extremely self sufficient, they also give plenty of synergies with other characters. One egregious example is being able to extend {{Character Label|DBFZ|Broly|label=Z Broly}}'s {{MiniMoveCard|chara=Broly|input=214L|label={{clr|L|L}} command grab}} in the corner by special tagging into {{clr|H|22H}}.
* Can hit opponents in OTG state and is not affected by hitstun decay. Meaning this move can almost always be used as combo enders into Supers.
* Non-smash versions can link into 5L if they hit meaty on the last possible frame, allowing for high damaging extensions.
While 22M has the slowest startup, all versions can reliably connect after any of Lab Coat's solo sliding knockdowns.


Note that non-Smash 22X > 236H+S won't work in midscreen if the opponent is a bit further away. From j.214M knockdown, keep it simple and skip 22M, go right into 236H+S after landing. From j.214H knockdown, microdash 22M into 236H+S.
* Ground bounce on hit
* Can hit opponents in OTG state and are not affected by hitstun decay. Meaning these moves can almost always be used as combo enders into Supers
* Special cancellable on Smash hit
----
----
;22L
;{{clr|L|22L}}
* True blockstring from any normal.
True blockstring from any normal, so can be tacked on as an extra low at the end of the string.
Lab Coat can tack this on as an extra low at the end of a string.  


22L can be looped anywhere on the screen for big damage, albeit character specific.
Doesn't use Smash but cannot be converted solo, so it's often used with assists to pick up after SKD.
----
----
;22M
;{{clr|M|22M}}
* Smash hit corner splats.
Go-to version for most OTG purposes, such as extending after Smash {{clr|M|214M}}/{{clr|H|H}} or combo ender into Supers. On Smash hit, {{clr|M|22M}} gives a SD rejump in midscreen and can cause a corner splat. Corner splat instead of wall splat also means it will Happy Birthday, so this is also an alternative corner combo tool to {{clr|M|236M}} specifically for the purpose of wiping the opponent's assist(s).
* Identical startup to 3H means it does not true string from any of Lab Coat's normals. Has a 7F gap when canceled from 5L, 2L, and 6H (loses to most abare 5Ls), 3F gap from all other normals (frame traps and beats frame 4 reversals)
 
This is her most common corner combo tool due to its many applications. Smash 22M leads into both basic routes and advanced combos. Corner splat instead of wall splat means it will happy birthday. Go-to combo ender into Supers, e.g. any SKD or [DR] > 22M > Supers. The bounce on Smash hit is also high enough to link into ground DR by itself.
Beside going for SKD oki, hitting OTG with a non-Smash {{clr|M|22M}} also sets up an auto-timed IAD {{clr|H|j.H}} safejump in the corner. If you're weary about whiffing {{clr|M|22M}}, you can use {{clr|L|22L}} instead at slightly lower damage.
 
Identical startup to {{clr|H|3H}} means it does not true string from any of Lab Coat's normals. Has a 7F gap when canceled from {{clr|L|5L}}, {{clr|L|2L}}, and {{clr|H|6H}} (loses to most abare {{clr|L|5L}}s), 3F gap from all other normals (frame traps and beats frame 4 reversals).
----
----
;22H
;{{clr|H|22H}}
* Smash hit causes a huge ground bounce and corner splats.
THE combo extender, a beast of a tool that breaks the rules of the game. Extremely fast startup and causes a huge ground bounce and corner splats on Smash hit, letting Lab Coat combo from ''and'' into basically anything. The bounce is so high she can choose which side she wanna be on for the combo.
Lets her combo from basically anything. A beast of a tool that breaks the rules of the game.


This move alone makes Lab Coat extremely self sufficient while also gives plenty of synergies with other characters. One egregious example is being able to extend {{Character Label|DBFZ|Broly|label=Z Broly}}'s {{MiniMoveCard|chara=Broly|input=214L|label=L command grab}} in the corner by special tagging into 22H.
really what else is there to say SKD {{clr|H|22H}} go brrr
}}
}}


===<big>Photon Swipe</big>===
===<big>Photon Swipe</big>===
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
{{InputBadge|'''{{clr|S|236S}} (Air OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=236S,j.236S
|input=236S,j.236S
|description=
|description=
* Level 3 projectile beam that pierces opponents. Explodes on the final hit.
A screen control move for when you're bored of using the other ones, as well as a great combo filler. It's a typical piercing P3 projectile beam that's whiff cancellable into SD and can jail into Vanish. Can be made -3 on block with a frame perfect {{keyword|IAS}} {{clr|S|j.236S}}. And despite its appearance, the hitbox extends downward so it can hit small or crouching opponents, even when done as IAS.
* Jails into Vanish.
Very fast and very safe. Like other beams, this move has forced recovery on contact, thus will be -6 at any distance. This can be made even better with a frame perfect tk.236S, which is only -3 on block. And despite its appearance, this will hit small or crouching opponents. Another option for screen control and one that leads to guaranteed plus frame with Vanish. Though while it's uncharacteristically safe on block, it can still be punished the same way as any other beams on whiff, usually with a dash jump-in.


True blockstrings from any normal beyond 5L and 2L, and is one of very few beams that can be true string'd into at all. Since it also true strings into Vanish, Lab Coat can force frame advantage from any blockstring at the cost of 1 meter.
This move is also the core of Labcoat's optimal combos as it can be followed up with Superdash anywhere on the screen, and in the corner it can even link back into {{clr|L|5L}} when used close to the ground (i.e. in a sequence like {{clr|L|5LL}} jc {{clr|H|j.2H}} {{clr|S|j.236S}} {{clr|L|5L}} etc).
 
Note that in Sparking, 236S > hold Vanish j.L > j.H ▷ 5L vs j.L > j.H > airdash j.L both true string against standing opponents, and would seem like a potent 50/50. However crouch blocking will make j.L whiffs due to Instant Overhead Protection, and using hold Vanish j.M or j.H in this situation can be outright 2H'd. To avoid potentially being anti-air'd, she will have to do something like 236S > hold Vanish j.S or just stick to the normal Vanish.
}}
}}


===<big>Connoisseur Cut</big>===
===<big>Connoisseur Cut</big>===
<span class="input-badge">'''{{clr|S|214S}} (Air OK)'''</span>
{{InputBadge|'''{{clr|S|214S}} (Air OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=214S,j.214S
|input=214S,j.214S
|description=
|description=
* Dashes half screen forward. Ground version only performs the grab once she's near the opponent, while air version is active throughout the dash.
Another mixup tool to overwhelm your opponent. On ground hit, immediate {{clr|M|22M}} will lead to a full combo. However at 24F of startup and a recognizable pose as visual cue, it will take some conditioning to have a good shot at landing, and you likely won't see this as much as her {{MMC|input=236H+S|label=command grab super}}.
* When used outside of combos, 214S only connects against grounded opponents and j.214S only connects against airborne opponent. Mid-combo, 214S will also connect against airborne opponents.
* On hit, throws the opponent backward into a sliding knockdown and heals 500 total HP. Ex: If she has 400 blue health, she will heal 400 blue health and 100 yellow health.
Another thing for your opponent to look out for after 6 lows and a command overhead. On ground hit, immediate 22H will lead to a full combo that nets her damage and meter gain equal to that of other characters' EX grab, so this has no initial EX flash and sound cue for the same reward as an EX grab, with the healing as a cherry on top. However at 24F of startup and a recognizable pose as visual cue, it will take some conditioning to have a good shot at landing, and you likely won't see this as much as her command grab super.


The air version can be used as a pseudo movement option and is also a great combo ender. When landing it at jump height or lower, Lab Coat can extend further with immediately airdashing into 22X.
The air version can be used as a pseudo movement option and is also a great combo ender. If you can afford to switch sides, or have meters to burn with Vanish > delay {{clr|S|j.214S}}, then it can be worth going for just for the healing alone. Landing {{clr|S|j.214S}} at jump height or lower can also extend further with immediately airdashing into 22X.
 
* Dashes half screen forward. Ground version only performs the grab once she's near the opponent, while air version is active throughout the dash
* When used outside of combos, {{clr|S|214S}} only connects against grounded opponents and {{clr|S|j.214S}} only connects against airborne opponent. Mid-combo, ground {{clr|S|214S}} will also connect against airborne opponents
* On hit, throws the opponent backward into a sliding knockdown and heals 500 total HP. Example: If she has 400 blue health, she will heal 400 blue health and 100 yellow health
}}
}}


===<big>Barrier Sphere</big>===
===<big>Barrier Sphere</big>===
<span class="input-badge">'''{{clr|S|22S}} (Air OK)'''</span>
{{InputBadge|'''{{clr|S|22S}} (Air OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=22S,j.22S
|input=22S,j.22S
|description=
|description=
* Guard point against all attacks except throws, Supers, and Sparking Blast.
An air OK frame 4 reversal that can lead to devastating punish thanks to the special cancelation property. Relatively low risk as it has a short and ambiguous punish window on whiff. Gives a great amount of meter when guarding multi-hit moves like beams, so it's good for reacting to assist calls, using against zoning or as a round start option when combined with her own assists.
 
With her {{clr|M|5M}} and {{clr|M|2M}} being GC safe, canceling into {{clr|S|22S}} against GC then punishing the landing recovery is much deadlier than simply anti-airing.
 
* Guard point against all attacks except throws, Supers, and Sparking Blast
* On successful guard:
* On successful guard:
** Guard frames will extend until end of recovery.
** Guard frames will extend until end of recovery
** Gains 25% Ki Gauges for each hit guarded.
** Gains {{Tt|12.5%|It's 25% × 0.5 from her Ki gain modifier}} Ki Gauges for each hit guarded
** Guarding against Super Dash-type moves will give the opponent 10F of landing recovery.
** Guarding Super Dash-type moves will give the opponent 10F of landing recovery
** Cancelable into Specials and Supers. Canceling into Supers can be inputted with shortcuts (air OK): L+M for 236L+M, H+S for 236H+S, 4L+M for 214L+M and 4H+S for 214H+S.
** Cancelable into Specials, Supers, Meteors, and will autocorrect to face the opponent. Canceling into Supers/Meteors can be inputted with shortcuts (air OK): {{clr|L|L}}+{{clr|M|M}} for {{clr|L|236L}}+{{clr|M|M}}, {{clr|H|H}}+{{clr|S|S}} for {{clr|H|236H}}+{{clr|S|S}}, {{clr|L|4L}}+{{clr|M|M}} for {{clr|L|214L}}+{{clr|M|M}} and {{clr|H|4H}}+{{clr|S|S}} for {{clr|H|214H}}+{{clr|S|S}}
** Canceling into Specials/Supers does not inherit guard point, ''does not'' add extra proration, and will autocorrect to face the opponent.
An air OK frame 4 reversal that can lead to devastating punish thanks to the special cancelation property. With her 5M and 2M being GC safe, canceling into 22S against GC nets a much deadlier punish than anti-airing.
 
Also a great round start option when combined with assists as it gives an absurd amount of meter when guarding multi-hit moves like beams, giving you an early boost into the match.
}}
}}


==Z Assists==
==Z Assists==
===<big>Assist A</big>===
===<big>Assist A</big>===
<span class="input-badge">'''Savory Slicer'''</span>
{{InputBadge|'''Savory Slicer'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=Assist A
|input=Assist A
|description=
|description=
* Retains 236X's Ki Blast deflect along with Head property.
Impressive looking strike assist that's not as good as it might seem. Only a handful of assists have this same combination of fast startup and high blockstun, Lab Coat A on top of that has huge hitbox, lengthy active frames, and Ki Blasts deflection starting as early as frame 4. And in spite of being multi-hit, it works well for combo extensions at high hitstun decay where assists like {{CLabel|DBFZ|Yamcha}} {{MMC|chara=Yamcha|input=Assist A|label=A}} or {{CLabel|DBFZ|Goku (Super Saiyan)}} {{MMC|chara=SS Goku|input=Assist B|label=B}} would drop.
* Launches on hit.
 
* Frame advantage is for all hits. Last hit only is +29.
However, it keeps the same properties as the point versions, and can be GC Reflected on block. In practice, there are no reasons not to Reflect it, so Lab Coat A is incapable of giving you true string mixups, and frame advantage against Reflect is only +30.
Fast, has a huge hitbox, travels over halfscreen, deflects Ki Blasts and has high blockstun. Beware however as head property makes this assist 2H-able, so it's trickier to use in common situations like approaching with SD + assist, or as an anti-ground call when you're in the air. Compared to other strike assists, it "only" has 34~45F of hitstun and an awkward launch angle, making it a bit more difficult to convert/confirm. The recovery on this is also longer than most strike assists, putting her at risk of getting happy birthday'd.
 
It also keeps Head property so can be anti-air'd, and is trickier to use in common situations like approaching with SD + assist, or as an anti-ground call when you're in the air. The recovery is also rather high for this type of assist, putting her at risk of getting Happy Birthday'd.


Still this is an excellent assist, or at the very least, it's an ol' reliable strike/blockstun assist for you to slap Lab Coat on your team.
* Launches on hit
* Frame advantage is for all hits. Last hit only is +29
}}
}}


===<big>Assist B</big>===
===<big>Assist B</big>===
<span class="input-badge">'''Barrier Sphere'''</span>
{{InputBadge|'''Barrier Sphere'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=Assist B
|input=Assist B
|description=
|description=
* Lab Coat shows up slightly behind the point character. Absorbs hits for both the point character and any other assists inside it.
Lab Coat's B assist is her Barrier that defends against incoming attacks. Takes a different approach to her other assists given that it doesn't have a hitbox, but can be beneficial to certain team compositions or countering East Coast players. If your character is already good enough in scrambles then this assist could prove to be more useful than A, much like {{MMC|chara=Android 18|input=Assist A|label=A18}} or {{MMC|chara=Android 17|input=Assist A|label=A17's barrier}}.
* Guard point against all attacks except Supers and Sparking Blast. Doesn't gain Ki for blocking attacks.
 
* Barrier will not cover for you if you aren't inside it. Standing by the edge will cause big hitbox moves to go right through the barrier.
On how good this is at its intended purpose, Lab Coat spawns behind the point character which is often a detriment, as even when used against things like GC, advancing attacks will put your character outside the barrier where they will get hit. Another note is since the barrier is pink, it's less effective at hiding DR than the other Androids' barriers.
Lab Coat's B assist is her Barrier that defends against incoming attacks. Takes a different approach to her other assist given that it doesn't have an attacking hitbox, but can be beneficial to certain team compositions or countering East Coast players. If your character is already good enough in scrambles then this assist could prove to be more useful than A much like A18 or A17's barriers.


On how good this is at its intended purpose, spawning behind the point character is often a detriment as even when used against things like GC, advancing attacks will put your character outside the barrier where they will get hit. Another note is since the barrier is pink, it's less effective at hiding DR than the other Androids' barrier.
* Guard point against all attacks except Supers and Sparking Blast
* Absorbs hits for both the point character and any other assists inside it
* Does not gain Ki for blocking attacks
}}
}}


===<big>Assist C</big>===
===<big>Assist C</big>===
<span class="input-badge">'''Photon Swipe'''</span>
{{InputBadge|'''Photon Swipe'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=Assist C
|input=Assist C
|description=
|description=
* Piercing beam assist. Explodes on the 5th hit.
Her only assist with real blockstun. It's a typical piercing beam that clears the ground and polices the opponent's assist calls. On hit, teleports behind the opponent and knocks them down into a ground bounce SKD, giving easy combo extensions.
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
 
* Values in [ ] are when the opponent is in hitstun/untech.
The cooldown is twice as long as her A and B assists, although it might just be worth it for the blockstun.
It's a C Beam. Pierces assists so can be used to police the opponent's assist calls, but the cooldown makes this very expensive. The opportunity cost of her C Assist versus her A and B Assists just isn't worth it.
 
* Values in [ ] are when the opponent is in hitstun/untech
}}
}}


==Super Moves==
==Super Moves==
===<big>Total Detonation Ball</big>===
===<big>Total Detonation Ball</big>===
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} (Air OK)'''</span> or <span class="input-badge">'''{{clr|H|j.236H}}+{{clr|S|S}}'''</span>
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}} (Air OK)'''}} or {{InputBadge|'''{{clr|H|j.236H}}+{{clr|S|S}}'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=236L+M,j.236L+M,j.236H+S
|input=236L+M,j.236L+M,j.236H+S
|description=
|description=
* Ground version throws an energy ball along the floor. On hit, is highly advantageous and can easily be extended further in the corner, usually into delay 22L > 236H+S for the debuff.
Standard Level 1 Supers for meter dumping at the end of combos. Ground version throws an energy ball along the floor that launches on hit. Air versions throws the ball diagonally downward that slide against the corner wall, explodes if it hits the ground and causes a ground bounce sliding knockdown on hit.
* Air versions throws the ball diagonally downward and recover in the air. Ball explodes if it hits the ground, and will slide against the corner wall. On hit, causes a ground bounce sliding knockdown.
 
* Air H+S version teleports behind opponents. Startup is reduced when used mid-combo.
Air {{clr|H|H}}+{{clr|S|S}} version teleports behind opponents before throwing the ball and has reduced startup when used mid-combo, useful for combos that can't end in SKD (which is rare for her).
 
* Values in [ ] are when used mid-combo
* Minimum Damage (Ground): 827
* Minimum Damage (Ground): 827
* Minimum Damage (Air): 784  
* Minimum Damage (Air): 784  
Funny kusoge hitstun, but is a standard Super otherwise. DHC-ing into Lab Coat in the corner can allow her to apply the debuff with an extra bar. In midscreen, 236L+M into tk.236H+S will also work for a bit more damage.
Corner 236L+M, delay 22L > 236L+M can be looped about 2 to 3 times before ending with other Supers. Doing this deals next to no damage to the character due to super scaling, but deals at least 21% {{Tt|MP|Mental Points}} to the human player.
}}
}}


===<big>Photon Pulse</big>===
===<big>Photon Pulse</big>===
<span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}}'''</span>
{{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=236H+S
|input=236H+S
|description=
|description=
* Command grab super. Can be used as a tickthrow from essentially all normals without having to delay the input.
The icing on the cake: A devastating command grab with the meanest reward on hit. It can be used as a tickthrow from essentially all normals without having to delay the input, doubles as frame trap to beat mashing attempts due to invulnerability frames. Since it's a Super, she can also do {{clr|S|236S}} > immediate {{clr|H|236H}}+{{clr|S|S}} for an extra sneaky tickthrow. All the while this grab is very hard to react to despite the startup of 21F, since its key pose is very subtle, has no Super flash until it connects, and is yet another mixup option at her disposal.
* Will not hit opponents in hitstun as of the most recent patch, making it unusable in combos.
 
* On hit:
On hit:
** Launches the opponent into a soft knockdown. Doesn't consume Smash. Adv: +27 against up/back/forward tech. In the corner, IAD j.H afterward is a safejump.
* Character that got grabbed will deal 21% less damage until the end of battle. This debuff is applied on top of everything else including Sparking, Limit Break, Super's minimum damage and so on. Debuff does not stack upon multiple uses
** Character that got grabbed will deal 21% less damage until the end of battle. This debuff is applied on top of everything else including Sparking, Limit Break, Super's minimum damage, etc. Debuff does not stack upon multiple uses.
* Increases Lab Coat's Special Moves and Assists damage by 21% until the end of battle. Thankfully, this also doesn't stack
** Increases Lab Coat's Special Moves and Assists damage by 21% until the end of battle. Thankfully, this also doesn't stack.
: {{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="Just how immense is a 21% damage reduction?" data-collapsetext="Collapse and weep"
: {{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="Unique interactions with other characters" data-collapsetext="Collapse unique interactions"
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It completely removes the damage upsides from Sparking, Limit Break and installs like {{MMC|chara=Frieza|input=214H+S|label=Golden Frieza}}, Adult Gohan's {{MMC|chara=Adult Gohan|input=236L+M|label=Potential Unleashed}} and more. You can't even use traditional Happy Birthday/Merry Christmas team wipe combos with this debuff applied to your character, as even highly damaging sparking combos ending in a Level 3 will simply deal the same damage as a regular combo using meter. Now imagine how little you're doing without spending those resources.
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: {{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="How meaningful is the 21% damage increase?"
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* If two 21s debuff one another, their normals and Supers damage will be reduced by 21%, while Special Moves and Assists' damage will only be reduced by 4.41% (actual calculation is 0.79 * 1.21)
Not as much as it might seem, since the buff is only applied to her special moves and when she's used as an assist. It's most apparent when she front-loads the combo with special moves, but is barely noticeable otherwise.
* Debuff stays on the character's body when {{MiniMoveCard|game=DBFZ|chara=Captain Ginyu|input=214L+M|label=Body Changing}}, aka Ginyu will be possessing a debuffed character and vice versa
* From a normal starter ({{clr|L|5L}}, {{clr|M|5M}}, {{clr|H|2H}}, {{clr|H|j.H}}...), her damage output is increased by 1~2%
* Debuff persists even after death. Summoning K.O'd characters with {{MiniMoveCard|game=DBFZ|chara=Super Baby 2|input=22X|label=Parasite Takeover}} will give you debuffed assists.
* From a special starter ({{clr|H|236H}}, {{clr|H|214H}}, {{clr|S|214S}}...), damage output is increased by 7~10% (before Super)
{{!}}}
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:{{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="Just how immense is a 21% damage reduction?" data-collapsetext="Collapse and weep"
: {{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="Unique interactions with other characters" data-collapsetext="Collapse unique interactions"
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It completely removes the damage upsides from Sparking, Limit Break and installs like Golden Frieza, Adult Gohan's Potential Unleashed and more. You can't even use traditional Happy Birthday/Merry Christmas team wipe combos with this debuff applied to your character, as even highly damaging sparking combos ending in a Level 3 will simply deal the same damage as a regular combo using meter. Now imagine how little you're doing without spending those resources.
* If two Lab Coats debuff one another, their normals and Supers damage will be reduced by 21%, while Special Moves and Assists' damage will only be reduced by 4.41% (actual calculation is 0.79 × 1.21)
* Debuff stays on the character's body when {{MMC|chara=Captain Ginyu|input=214L+M|label=Body Changing}}, aka Ginyu will be possessing a debuffed character and vice versa
* Debuff persists even after death. Summoning K.O'd characters with {{MMC|chara=Super Baby 2|input=22X|label=Parasite Takeover}} will give you debuffed assists.
{{!}}}
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* Has proration value of a Level 1 Super, not of a command grab. 236H+S > DHC Lv1 > DHC Lv1 or 236H+S > DHC Lv3 will delete half a health bar.
* Minimum Damage: 621
This super is the icing on the cake, albeit a thinner layer of icing than it used to be. Even though Lab Coat cannot use this super in her combos anymore, she can still use it as a tickthrow doubled as frame trap to beat mashing attempts due to invulnerability frames. On hit, it applies enough of a damage debuff to turn any of your opponent's characters into a 3-4 touch character '''for the rest of the battle'''.


All the while this grab has no Super flash until it connects, a very deceptive animation, only 21 frames of startup, and is yet another mixup option at her disposal, making it much harder to react to than you'd think. As one final cherry to perfect the cake, it has comically low recovery time, even with the extra active frames, making it nigh unpunishable.<ref>https://clips.twitch.tv/AnnoyingCarelessHorseResidentSleeper-RyuprfG-ylaRJBPG</ref><ref>https://www.youtube.com/watch?v=rUkk_g2QGBQ&t=69s</ref> You will love this super, you will abuse this super, and you will burst into tears laughing at how helpless your opponent is to stop you.
'''Additional Things to Know''':
* Cannot hit airborne characters or characters in hitstun/untech
* Launches the opponent into a soft knockdown on hit and does not consume Smash. Adv: +27 against up/back/forward tech. In the corner, IAD {{clr|H|j.H}} afterward is a safejump
}}
}}


==Meteor Moves==
===<big>Appetizing Rush</big>===
===<big>Appetizing Rush</big>===
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''</span>
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=214L+M,j.214L+M
|input=214L+M,j.214L+M
|description=
|description=
* Teleports behind opponents before attacking. Startup is reduced when used mid-combo.
High damaging and flexible Super, especially since this is also her DHC Super. Tracks the opponent anywhere on screen so it can be used to punish willy nilly usage of special moves.
* Minimum Damage: 1821.
 
* Sides switches on hit. Adv. on Hit: +28.
In midscreen, this gives a rather average knockdown as she can only get a safejump afterwards. However when the opponent is at rejump height and up, a back-to-corner {{clr|L|214L}}+{{clr|M|M}} like from {{clr|S|j.214S}} > immediate {{clr|L|j.214L}}+{{clr|M|M}} will put them just outside the edge of the screen allowing for a nasty "invisible" IAD {{clr|L|j.L}} cross-up. This can also work regardless of height against a few characters.
Extremely high damaging and flexible Super, especially since this is also her DHC Super. Tracks the opponent anywhere on screen so it can be used to punish willy nilly usage of special moves. Though not a very good reversal as it is slow outside of combos and especially 12F of startup post Super flash means the opponent can use Vanish to escape.


Gives a rather average knockdown as she can only get a safejump afterwards. However with such high minimum damage, she will often kill the opponent before she gets to safejump.
{{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="List of characters that can always be crossed up" data-collapsetext="Collapse list"
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{{CLabel|DBFZ|Bardock}}, {{CLabel|DBFZ|DBS Broly}}, {{CLabel|DBFZ|Captain Ginyu}}, {{CLabel|DBFZ|Cooler}}, {{CLabel|DBFZ|Adult Gohan}}, {{CLabel|DBFZ|Goku}}, {{CLabel|DBFZ|SS Goku}}, {{CLabel|DBFZ|SSB Goku}}, {{CLabel|DBFZ|Majin Buu}}, {{CLabel|DBFZ|Nappa}}, {{CLabel|DBFZ|Piccolo}}, {{CLabel|DBFZ|Yamcha}}
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Not a very good reversal as it is slow outside of combos and especially 12F of startup post Super flash means the opponent can use delay Vanish to escape.
 
* Teleports behind opponents before attacking. Values in [ ] are when used mid-combo
* Advantage on hit: +28
* Minimum Damage: 1721
}}
}}


===<big>Excellent Full Course</big>===
===<big>Excellent Full Course</big>===
<span class="input-badge">'''{{clr|H|214H}}+{{clr|S|S}} (Air OK)'''</span>
{{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}} (Air OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=214H+S,j.214H+S
|input=214H+S,j.214H+S
|description=
|description=
* Charges fullscreen ahead. Midcombo, has reduced startup and if Lab Coat isn't already on the same horizontal line as the opponent, will autocorrect and teleport vertically to the same height as the opponent before attacking.
Go-to reversal Level 3 since it has faster startup overall compared to {{clr|L|214L}}+{{clr|M|M}} when used outside of combos. Has a small blind spot directly underneath Lab Coat due to her leaping up before attacking, so beware of low profile attacks as they will be able to slide under and dodge her.
* Can happy birthday despite being a cinematic Super.
 
* Crosses over the opponent on block, can "steal" the corner.
Stays same side and can Happy Birthday so will mostly be used if you wanna keep the corner or for team wipe combos. Okizeme is identical to {{clr|L|214L}}+{{clr|M|M}}, but has no corner steal potential so she can only safejump with IAD {{clr|H|j.H}} afterward.
 
* Midcombo, has reduced startup and if Lab Coat isn't already on the same horizontal line as the opponent, will autocorrect and teleport vertically to their height before attacking. Values in [ ] are when used mid-combo
* Crosses over the opponent on block
* Advantage on hit: +28
* Minimum Damage: 1721
* Minimum Damage: 1721
* Stays same side on hit. Adv. on Hit: +28
Go-to reversal Level 3 since it has faster startup overall compared to 214L+M when used outside of combos.
Does 100 less minimum damage than 214L+M so will mostly be used if you wanna keep the corner or for happy birthday combos. Both Level 3s have identical oki, allowing for an IAD j.H safejump afterward.
}}
}}


==Colors==
==Colors==
{{DBFZColors|Size=120|NSeason=N}}
{{DBFZColors}}
{{clear}}


==External References==
==Navigation==
==Navigation==
<center>{{Character Label|DBFZ|Lab Coat Android 21|32px|label=Android 21 (Lab Coat)}}</center>
<center>{{Character Label|DBFZ|Lab Coat Android 21|size=32px|label=Android 21 (Lab Coat)}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{DBFZ/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:DBFZ/Navigation}}
{{DBFZ/Navigation}}

Latest revision as of 18:46, 10 March 2024

Overview

Overview

After years of studying DBFZ at the highest level, Android 21 (Lab Coat)—often appearing under the nicknames Labcoat or L21—can provide you with everything you could possibly ask for from a character. Each tool in her phenomenal kit breaks the game's rules in one way or another. She can zone, she can rushdown, she can mix, and she can play lame. Lab Coat has simple execution requirements, and can work anywhere on a team with great synergy with other characters.

While extremely well-rounded with a low skill ceiling, Lab Coat nonetheless has quirks that can be exploited by her opponents. She's one of the few characters with a modifier that cripples her meter gain, and her uniquely powerful special moves also come with unique drawbacks. With that said, if you enjoy laughing maniacally and going crazy with the most cutting-edge special moves, then get ready, this cookie will only run you a fiver.
Lab Coat Android 21
DBFZ Lab Coat Android 21 Portrait.png
Ki Gain Modifier
×0.5
Fastest Attacks
-
Reversals
-

 Lab Coat Android 21 is a powerful, well-rounded character who shuts down her opponents with her fiendish Photon Pulse.

Pros
Cons
  • Easy: To learn and to master.
  • Neutral on a Leash: Has all the ways to control neutral and get a hit in without assists.
  • Obnoxious Pressure: A whopping SIX lows, multihittingDBFZ Lab Coat Android 21 5M.pngGuardAllStartup10Recovery16Advantage-4 normalsDBFZ Lab Coat Android 21 2M.pngGuardLowStartup8Recovery16Advantage-4, an extra overheadDBFZ Lab Coat Android 21 6H.pngGuardHighStartup27Recovery18Advantage-5 and twoDBFZ Lab Coat Android 21 214S.pngGuardThrowStartup24~30Recovery24Advantage- command grabsDBFZ Lab Coat Android 21 236HS.pngGuardThrowStartup21Recovery17Advantage- give Lab Coat some of the most threatening pressure in the game.
  • Omnidirectional Anti-Airs: 214X movesDBFZ Lab Coat Android 21 214X.pngGuardAllStartup9Recovery12+6LAdvantage-4 hit on both sides and are air OK, getting her out of common situations like Spark > Held Vanish. It also helps her aerial Ki BlastDBFZ Lab Coat Android 21 jS.pngGuardAllStartup12RecoveryTotal 41+3LAdvantage- game with ways to beat Super Dash.
  • OTG on Demand: 22XDBFZ Lab Coat Android 21 22X.pngGuardLowStartup11Recovery16Advantage-5 hits opponents out of sliding knockdowns, extending her and her team's combos significantly.
  • Evil Grab Super: Photon PulseDBFZ Lab Coat Android 21 236HS.pngGuardThrowStartup21Recovery17Advantage- is one of the cruelest supers ever put in the game, instantly crippling her victim's damage output.
  • Glutton: Lab Coat wants to eat all the meter but barely brings any to the party.
  • Flawed Neutral Assists: Contrasting her good solo neutral, she does not bolster that of her teammates very much. Assist ADBFZ Lab Coat Android 21 236X.pngGuardAllStartup20Recovery45Advantage+40 is easily negated, BDBFZ Lab Coat Android 21 22S.pngGuardStartupRecoveryTotal 85Advantage- is outclassed by other Android barriers, and CDBFZ Lab Coat Android 21 236S.pngGuardAllStartup34 [20]Recovery50Advantage+30 is her only assist with real blockstun at the cost of twice the cooldown.
  • Special Specificity: Many of Labcoat's special moves carry key weaknesses, such as her spinning lariats carrying ki blast properties allowing them to be reflected on block, making careless usage of her tools potentially lethal.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 Low 6 3 13 -4
5LL 700 All 9 6 14 -4
5LLL 600, 500 Throw U3+ 7 3 23
5L

Lab Coat's fastest button that's also a 6F low, useful for poking, starting blockstrings, defensive challenges and punishes. Advances pretty far forwards so it can stagger into itself indefinitely, and works for SD mixup in midscreen.

Though as both a blessing and a curse, the lack of vertical reach can be undesirable at times. For example: in ±0 situations, the opponent will be able to jump away from her 5L, and it often trades against other 5Ls instead of clashing. In a similar vein, Lab Coat's 5L can also whiff against point blank Super Dash.


5LL

Has great range and hits very high up, useful for typical 5LL things like as combo and blockstring filler. When whiff canceled from 5L, will hit on frame 17 at earliest. This lets Lab Coat to punish backdash whenever she's plus, e.g. post Vanish or when the opponent airblocks her 214XDBFZ Lab Coat Android 21 214X.pngGuardAllStartup9Recovery17Advantage-4 series.

However since it's so fast, on Reflect, 5L > 5LL tends to be Reflected twice, pushing her back into neutral.


5LLL

Mediocre just like most other throw 5LLLs. Very rarely used for combo purposes and requires specific assists to set up tick throws. Avoid mashing too hard so you don't get this accidentally.

  • Canceling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work
  • Combos into SD on hit

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
550×2 All 10 4(8)4 16 -4

Great vertical range, but lackluster horizontal range. Very strong combo and blockstring filler as it can pull airborne opponents down into a grounded string. After the first hit lands, the second can be canceled at any point, and thus is entirely GC safe as Lab Coat can freely cancel into 2H/214X on reaction.

Due to the second hit always coming out unless canceled on hit or block, she's wide open on whiff so avoid aimlessly throwing 5M out in neutral.

  • 2nd hit ground bounces airborne opponents

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 14 5 20 -9

Main midscreen combo extender that wall splats on Smash hit and leads into beam rejump combos. Also acts as a typical blockstring filler and anti-Reflect button.

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×1~5 All 13 Total 37 -4

Stays in place and shoots out basic P1 projectiles with Ki Blast property. Great neutral tool and corner combo filler for meter gain.

On block, 5H > 5S(1) will space her out nicely for stagger strings or disengaging. She also plays the Ki Blast minigame pretty well thanks to 5H, 3H and her command grabs. 5H and 3H will beat GC SD, while command grabs beat GC Reflect.

  • Hold or mash S to shoot up to 5 Ki Blasts
  • 5th Ki Blast launches on hit

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 7 3 13 -4

A poke that keeps Lab Coat in place. Alternative to 5L since 2L can cancel into itself whereas 5L cannot. 2L also puts some distance between Lab Coat and her opponent.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
550×2 Low 8 6(14)4 16 -4

One of the best 2Ms in the game for pressure and mix-up. Both hits are lows, true string, scale like typical Medium buttons, and due to the first hit being as fast as some characters' low 2Ls, it can be used in SD mixups in the corner for devastating damage. After the first hit lands, the second is entirely GC safe as Lab Coat can freely cancel into 2H/214X on reaction into a full combo. Second hit being cancelable at any point also makes it a good mixup opportunity like 2M(1) > delay 6H which can be visually confusing and will catch opponents on autopilot expecting 2M(2).

As a combo filler, both 5M(2) > 2M(2) and 2M(2) > 5M(2) always combo and are essentially identical strings that can lead to all of her basic grounded routes. The second hit of 2M also combos into SD anywhere on screen at low hitstun decay, allowing for Smashless rejumps with any starter.

Unfit for neutral usage as similar to her 5M, the second hit will always come out on whiff and puts her at -47, very punishable.

  • Launches on hit

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 13 5 18+10L -17 4-17 Head

Lab Coat's highest rewarding anti-air, and has additional utility of keeping a Happy Birthday combo going. On block, can sort of keep herself safe with 2H > j.214L (-4) or 2H > j.236L (-5), though beware of GC Reflect.

Has great vertical reach, but the horizontal range leaves a lot to be desired. It'll clip opponents directly above her or flying straight at her, but it has trouble with weird angles. Luckily, she has Vertical SlicerDBFZ Lab Coat Android 21 214X.pngGuardAllStartup9Recovery17Advantage-4 to deal with that.

  • Puts Lab Coat airborne
  • Launches on hit. Smash hit combos into SD

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0

It's a typical 6M. Very large as it uses j.H's animation, and is one of her 2 standing overheads to compliment the 6 lows and 2 command grabs.

6H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 27 3 18 -5

Strong overhead that leads into combos without needing additional resources, as it ground bounces on hit and has enough hitstun to combo into 3H or even SD. Similar to 6M, it doesn't have Head property despite being airborne, so cannot be anti-air'd by typical Head invul attacks. A good spot to sneak this in is after 2M(1).

Ground attacks canceled from 6H are 4 frames slower than usual as she has to land before continuing the string. On block, she can true string afterward with 6H > 22L. She can also set up mixups with 6H > j.214S + a high blockstun assist, just another thing to add to the list.

3H

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 Low 18 10 18 -5

Combo filler and acts as an extra low that chases after the opponent, usually from 5S(1) > 3H where 22X would whiff. 5S > 3H is also good against delay GC Reflect in attempt to push Lab Coat away, they will be standing for the 4S input and get hit low. Additionally, the hitbox is high enough to hit them out of GC SD.

Beware that 3H does not true string from any of Lab Coat's normals. Has a 7F gap when canceled from 5L, 2L, and 6H (loses to most abare 5Ls), 3F gap from all other normals (frame traps and beats frame 4 reversals).

  • Launches on hit

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3 11

Small but has a crossup hitbox. Certain distances can make this a nasty crossup that she can convert out of with j.236H. Other than that, it's her fastest and least committal air button for neutral, albeit the small hitbox can make it difficult to air-to-air with.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
600×2 High 8 2(6)4 12

First hit has high hitbox, but both hits have rather short horizontal reach. Due to it being multi-hit, it's good at bringing the opponent from the air to the ground. But the lengthy animation makes it more committal than the average j.M. And while it does hit twice, it's often unusable as a double overhead since the first hit will whiff against crouching opponents when used as IAD > immediate j.M.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 11 6 18

Huge and covers all techs pretty easily when used for a safejump.

This is also Lab Coat's primary jump-in and crossup normal. Due to the lack of fast advancing normals, after a crossup IAD j.H, she usually has to convert or continue pressure by microdashing into buttons. Point blank crossup IAD j.H will not true blockstring into any dash button, and since her 5L has a low hitbox, the opponent can slip out of her pressure in these situations.

  • Forces crouching on grounded hit
  • Smash hit causes a sliding knockdown. Dynamic hit can wall bounce

j.S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×1~4 All 12 Total 41+3L

Halts all air momentum and shoots out P1 Ki Blasts at a shallow angle. Each shot pushes her a bit backward.

Synergizes very well with the rest of her kit. Lab Coat has strong Ki Blast game as not only is j.S repeatable with very low landing recovery, she also can react to SD and cancel into j.214X, an airborne anti-air that can be extended into big damage through the use of 22X or assists.

When spaced, j.S(2~4) can combo into SD, though the timing for this cancel is rather tight.

  • Hold or mash S to shoot all 4 Ki Blasts
  • Last Ki Blast launches on hit

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1 13 5 28

Standard combo extender that's useful for air-to-air confirms. In the corner, instant j.2H after a ground jump leads into her optimal beam loops.

  • Halts all momentum and kicks sideways. Stays mostly in place throughout recovery animation
  • Smash hit wall splats, combos into SD. In the corner and at low hitstun decay, can link to j.L

Special Moves

Savory Slicer

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 20×6, 912 All 13 2×6,5 12+4L -8 4-29 Ki Blasts
236M 20×6, 1030 All U1+ 17 2×6,5 12+4L -8 4-33 Ki Blasts
236H 20×6, 1581 All U1+ 13 2×6,5 12+4L -8 1-29 Ki Blasts
j.236L 20×6, 912 All 13 2×6,5 16 4-29 Ki Blasts
j.236M 20×6, 1030 All U1+ 17 2×6,5 16 4-33 Ki Blasts
j.236H 20×6, 1581 All U1+ 13 2×6,5 16 1-29 Ki Blasts
All Versions

Lab Coat turns herself into a beyblade and lets it rip. These are powerful approaching tools with great range, 360 hitbox and Ki Blast deflect property. The backside hitbox allows them to punish panic Vanish, and they also have tendency to pull the opponent in if they're in her vicinity. EX spin is one of the most oppressive advancing special in the game that literally slices through neutral and leads into a full combo on hit. You should keep an assist available before spinning, to keep yourself unapproachable on whiff, or to gain advantage and start your offense on block.

Do not make these your only means of navigating through neutral however, for each of their outstanding pros, there's an equally terrible con. They have Head property so can be anti-air'd on a read, and can be 2H'd if canceled into Vanish. Despite the insane range, both M and H versions can also whiff at fullscreen distance if the opponent holds 4 and walks out of range. And finally, the worst part:

They can be GC Reflected on block.

Not only are they already punishable on block, Reflecting them put Lab Coat even worse at -15. While pushed far away, some characters can still reach her in time for the punish. You should not use these moves willy nilly, always call assists for backup, and mix her options up by using Ki Blasts or beam to control the screen.

  • Smash on the last hit for M and H versions. Smash hit will reposition the opponent to be in front of her

L Versions

Decent neutral tools but are overshadowed by M and H versions. Cover roughly the same range as 5H.


M Versions

Travel fullscreen and are her go-to corner combo tools. Have good corner carry and wall splat on Smash hit. In midscreen, ground version can link into 236S for big damage, though this only works against medium sized and larger characters (2/3rd of the cast).


H Versions

The ender of neutral. Have the speed of L versions and the range of M. Wall bounce on Smash hit for a confirm anywhere on screen.

Vertical Savory Slicer

214L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 20×4, 847 All 9 2×4(5)6 12+6L -4 4-11 Head, 4-27 Ki Blasts
214M 20×7, 892 All D1 14 2×7(5)6 16+6L -4 4-16 Head, 4-38 Ki Blasts
214H 20×10, 1019 All D1 9 2×10(5)6 17 -4 1-11 Head, 1-39 Ki Blasts
j.214L 20×4, 847 All 9 2×4(5)6 16 4-11 Head, 4-27 Ki Blasts
j.214M 20×7, 892 All D1 14 2×7(5)6 17 4-16 Head, 4-38 Ki Blasts
j.214H 20×10, 1019 All D1 9 2×10(5)6 17 1-11 Head, 1-39 Ki Blasts
All Versions

Okay but what if we make the beyblade goes upward instead?

Introducing: Contenders for the best anti-air in the game. Fast, Head invulnerable, 360 hitbox so they can blow up cross-ups, Ki Blast deflect property and are extendable into combos on hit thanks to 22X. While the 236X series are terrifying approach tools, 214X make it terrifying to approach her. Do not Super Dash at Lab Coat ever you WILL regret it. These moves carry low risk while giving Lab Coat great reward. Additionally thanks to the autocorrect property, it can also sometimes cross the opponent up for a free hit.

While there's little these moves aren't good for, similar to the horizontal spins, they have quite a list of downsides. They also have Head property, which means they're anti-airs that can be anti-air'd. M and H versions have horrendously long animations that stay roughly in place, so they can be consistently whiff punished with something like super jump j.L. And despite being safe on block, GC Reflect will make them -8 at best and it can only get worse, especially with a well timed Reflect on the final slash. So definitely think twice about using them as reversals, and always prepare an assist to be used for backup.

  • Each slash during the spin vacuums on block/hit and only has Clash Level 2 (loses to j.H and most specials in a trade)
  • Turns to face the opponent before the final hit
  • Smash on the last hit for M and H versions. All versions ground bounce on non-Smash hit

L Versions

Lowest commitment and are best used with an assist. They quickly cover all around Lab Coat, then the assist will either give her a combo extension or protect her from being punished.

Combo enders for high hitstun decay combos. Don't give SKD but the ground bounce makes it very easy to extend into Assist + j.214M22M > Supers etc. The vacuum property along with not requiring Smash makes this a good Happy Birthday tool as well.


M Versions

Go-to combo enders as they cause a sliding knockdown on Smash hit, and always leave Lab Coat close enough to combo into 22X. While j.214M and j.214S can be used interchangeably as they have similar startup and give good knockdowns, j.214M is what you wanna use in most situations since it stays same side and can easily be extended with 22X for even more damage.

j.214M also allows for special tag > j.DR anywhere on screen, though the timing is a bit strict (using quick tag shortcuts will help).


H Versions

The best versions and one of the best defensive options in the game thanks to their speed and frame 1 Head invulnerability. Fantastic anti-Super Dash, anti-Ki Blast objects being put on top of her on oki, or even just anti-approach. Bonus as good combo enders since they have the same speed as L versions while causing a ground bounce sliding knockdown on Smash hit. H versions knocks the opponent back a bit further than M versions but have more frame advantage, so instead of immediately 22X upon landing, you should do dash 22X instead.

The ground bounce SKD on Smash hit enables for better combo routes compared to M versions, such as whiff Sparking before going into 22X. Ground 214H on Smash hit can also link to 5L if all 11 hits connect and Lab Coat doesn't turn around on the last hit, allowing her to convert without spending additional meters or assists. j.214H allows for special tag > j.DR as well, and is much easier to perform than with j.214M.

Frame 1 Head invulnerability and the ability to hit both sides allow Lab Coat to counter the other best defensive option in the game: Sparking Blast into held Vanish. For most characters, they'll be facing the wrong direction and often have to block against this setup, but Lab Coat can just j.214H through it.

A tidbit: As mentioned under the "All Versions" section, 214X series have lower Clash Level than most specials. In certain situations, it's possible to hit Lab Coat out of 214H with j.H and most specials. However, these are the hardest of reads with tight timings, and won't be very effective if Lab Coat decides to switch things up by delay wakeup 214H or just do anything else on wake up/tech.

Mignardise Heel

22L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
22L 600 Low 11 5 16 -5
22M 700 Low U1+ 18 5 16 -5
22H 800 Low U1+ 11 5 16 -5
All Versions

Top 3 uncontested best OTG moves in the game due to their speed and Smash properties allowing for conversions, as they can reliably connect after any of Lab Coat's solo sliding knockdowns. Not only do these moves make Lab Coat extremely self sufficient, they also give plenty of synergies with other characters. One egregious example is being able to extend  Z Broly's L command grabDBFZ Broly GiganticClaw-2.pngGuardThrowStartup17Recovery23Advantage- in the corner by special tagging into 22H.

  • Ground bounce on hit
  • Can hit opponents in OTG state and are not affected by hitstun decay. Meaning these moves can almost always be used as combo enders into Supers
  • Special cancellable on Smash hit

22L

True blockstring from any normal, so can be tacked on as an extra low at the end of the string.

Doesn't use Smash but cannot be converted solo, so it's often used with assists to pick up after SKD.


22M

Go-to version for most OTG purposes, such as extending after Smash 214M/H or combo ender into Supers. On Smash hit, 22M gives a SD rejump in midscreen and can cause a corner splat. Corner splat instead of wall splat also means it will Happy Birthday, so this is also an alternative corner combo tool to 236M specifically for the purpose of wiping the opponent's assist(s).

Beside going for SKD oki, hitting OTG with a non-Smash 22M also sets up an auto-timed IAD j.H safejump in the corner. If you're weary about whiffing 22M, you can use 22L instead at slightly lower damage.

Identical startup to 3H means it does not true string from any of Lab Coat's normals. Has a 7F gap when canceled from 5L, 2L, and 6H (loses to most abare 5Ls), 3F gap from all other normals (frame traps and beats frame 4 reversals).


22H

THE combo extender, a beast of a tool that breaks the rules of the game. Extremely fast startup and causes a huge ground bounce and corner splats on Smash hit, letting Lab Coat combo from and into basically anything. The bounce is so high she can choose which side she wanna be on for the combo.

really what else is there to say SKD 22H go brrr

Photon Swipe

236S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 262×5 All 17 25 29 -12
j.236S 262×5 All 17 25 30

A screen control move for when you're bored of using the other ones, as well as a great combo filler. It's a typical piercing P3 projectile beam that's whiff cancellable into SD and can jail into Vanish. Can be made -3 on block with a frame perfect IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.236S. And despite its appearance, the hitbox extends downward so it can hit small or crouching opponents, even when done as IAS.

This move is also the core of Labcoat's optimal combos as it can be followed up with Superdash anywhere on the screen, and in the corner it can even link back into 5L when used close to the ground (i.e. in a sequence like 5LL jc j.2H j.236S 5L etc).

Connoisseur Cut

214S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214S 1000 Throw D2 24~30 4 24
j.214S 1000 Throw D2 13 14 15

Another mixup tool to overwhelm your opponent. On ground hit, immediate 22M will lead to a full combo. However at 24F of startup and a recognizable pose as visual cue, it will take some conditioning to have a good shot at landing, and you likely won't see this as much as her command grab superDBFZ Lab Coat Android 21 236HS.pngGuardThrowStartup21Recovery17Advantage-.

The air version can be used as a pseudo movement option and is also a great combo ender. If you can afford to switch sides, or have meters to burn with Vanish > delay j.214S, then it can be worth going for just for the healing alone. Landing j.214S at jump height or lower can also extend further with immediately airdashing into 22X.

  • Dashes half screen forward. Ground version only performs the grab once she's near the opponent, while air version is active throughout the dash
  • When used outside of combos, 214S only connects against grounded opponents and j.214S only connects against airborne opponent. Mid-combo, ground 214S will also connect against airborne opponents
  • On hit, throws the opponent backward into a sliding knockdown and heals 500 total HP. Example: If she has 400 blue health, she will heal 400 blue health and 100 yellow health

Barrier Sphere

22S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
22S Total 48 4-39 Non-throw [4-48 Non-throw]
j.22S Total 47 4-38 Non-throw [4-47 Non-throw]

An air OK frame 4 reversal that can lead to devastating punish thanks to the special cancelation property. Relatively low risk as it has a short and ambiguous punish window on whiff. Gives a great amount of meter when guarding multi-hit moves like beams, so it's good for reacting to assist calls, using against zoning or as a round start option when combined with her own assists.

With her 5M and 2M being GC safe, canceling into 22S against GC then punishing the landing recovery is much deadlier than simply anti-airing.

  • Guard point against all attacks except throws, Supers, and Sparking Blast
  • On successful guard:
    • Guard frames will extend until end of recovery
    • Gains 12.5%It's 25% × 0.5 from her Ki gain modifier Ki Gauges for each hit guarded
    • Guarding Super Dash-type moves will give the opponent 10F of landing recovery
    • Cancelable into Specials, Supers, Meteors, and will autocorrect to face the opponent. Canceling into Supers/Meteors can be inputted with shortcuts (air OK): L+M for 236L+M, H+S for 236H+S, 4L+M for 214L+M and 4H+S for 214H+S

Z Assists

Assist A

Savory Slicer

Damage Guard Smash Startup Active Recovery On-Block Invuln
30×6, 852 All 20 1,2x5,5 45 +40 4-35 Ki Blasts

Impressive looking strike assist that's not as good as it might seem. Only a handful of assists have this same combination of fast startup and high blockstun, Lab Coat A on top of that has huge hitbox, lengthy active frames, and Ki Blasts deflection starting as early as frame 4. And in spite of being multi-hit, it works well for combo extensions at high hitstun decay where assists like  Yamcha ADBFZ Yamcha WolfFangFist.pngGuardAllStartup19Recovery48Advantage+45 or  Goku (Super Saiyan) BDBFZ SSGoku FlurryKick.pngGuardAllStartup20RecoveryAdvantage+40 would drop.

However, it keeps the same properties as the point versions, and can be GC Reflected on block. In practice, there are no reasons not to Reflect it, so Lab Coat A is incapable of giving you true string mixups, and frame advantage against Reflect is only +30.

It also keeps Head property so can be anti-air'd, and is trickier to use in common situations like approaching with SD + assist, or as an anti-ground call when you're in the air. The recovery is also rather high for this type of assist, putting her at risk of getting Happy Birthday'd.

  • Launches on hit
  • Frame advantage is for all hits. Last hit only is +29

Assist B

Barrier Sphere

Damage Guard Smash Startup Active Recovery On-Block Invuln
Total 85 9-11 All, 12-46 Non-Super, 47 Non-Super

Lab Coat's B assist is her Barrier that defends against incoming attacks. Takes a different approach to her other assists given that it doesn't have a hitbox, but can be beneficial to certain team compositions or countering East Coast players. If your character is already good enough in scrambles then this assist could prove to be more useful than A, much like A18DBFZ Android18 Barrier.pngGuardStartup10RecoveryAdvantage- or A17's barrierDBFZ Android17 ReverseGear.pngGuardAllStartup40RecoveryAdvantage+35.

On how good this is at its intended purpose, Lab Coat spawns behind the point character which is often a detriment, as even when used against things like GC, advancing attacks will put your character outside the barrier where they will get hit. Another note is since the barrier is pink, it's less effective at hiding DR than the other Androids' barriers.

  • Guard point against all attacks except Supers and Sparking Blast
  • Absorbs hits for both the point character and any other assists inside it
  • Does not gain Ki for blocking attacks

Assist C

Photon Swipe

Damage Guard Smash Startup Active Recovery On-Block Invuln
200×5, 400 All 34 [20] 25 50 +30 [1-94 All]

Her only assist with real blockstun. It's a typical piercing beam that clears the ground and polices the opponent's assist calls. On hit, teleports behind the opponent and knocks them down into a ground bounce SKD, giving easy combo extensions.

The cooldown is twice as long as her A and B assists, although it might just be worth it for the blockstun.

  • Values in [ ] are when the opponent is in hitstun/untech

Super Moves

Total Detonation Ball

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

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 2121 All UDV 9+4 Total 69+7L -34 9-21 All
j.236L+M 2121 All UDV 9+4 Total 68 -26 9-21 All
j.236H+S 2121 All UDV 19+4 [9+1] Total 78 -26 19-31 All

Standard Level 1 Supers for meter dumping at the end of combos. Ground version throws an energy ball along the floor that launches on hit. Air versions throws the ball diagonally downward that slide against the corner wall, explodes if it hits the ground and causes a ground bounce sliding knockdown on hit.

Air H+S version teleports behind opponents before throwing the ball and has reduced startup when used mid-combo, useful for combos that can't end in SKD (which is rare for her).

  • Values in [ ] are when used mid-combo
  • Minimum Damage (Ground): 827
  • Minimum Damage (Air): 784

Photon Pulse

236H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
2021 Throw 21 7 17 20-27 All

The icing on the cake: A devastating command grab with the meanest reward on hit. It can be used as a tickthrow from essentially all normals without having to delay the input, doubles as frame trap to beat mashing attempts due to invulnerability frames. Since it's a Super, she can also do 236S > immediate 236H+S for an extra sneaky tickthrow. All the while this grab is very hard to react to despite the startup of 21F, since its key pose is very subtle, has no Super flash until it connects, and is yet another mixup option at her disposal.

On hit:

  • Character that got grabbed will deal 21% less damage until the end of battle. This debuff is applied on top of everything else including Sparking, Limit Break, Super's minimum damage and so on. Debuff does not stack upon multiple uses
  • Increases Lab Coat's Special Moves and Assists damage by 21% until the end of battle. Thankfully, this also doesn't stack

It completely removes the damage upsides from Sparking, Limit Break and installs like Golden FriezaDBFZ Frieza GoldenFrieza.pngGuardStartup34+0RecoveryAdvantage-, Adult Gohan's Potential UnleashedDBFZ AdultGohan PotentialUnleashed.pngGuardAllStartup9+3Recovery44Advantage-29 and more. You can't even use traditional Happy Birthday/Merry Christmas team wipe combos with this debuff applied to your character, as even highly damaging sparking combos ending in a Level 3 will simply deal the same damage as a regular combo using meter. Now imagine how little you're doing without spending those resources.

Not as much as it might seem, since the buff is only applied to her special moves and when she's used as an assist. It's most apparent when she front-loads the combo with special moves, but is barely noticeable otherwise.

  • From a normal starter (5L, 5M, 2H, j.H...), her damage output is increased by 1~2%
  • From a special starter (236H, 214H, 214S...), damage output is increased by 7~10% (before Super)
  • If two Lab Coats debuff one another, their normals and Supers damage will be reduced by 21%, while Special Moves and Assists' damage will only be reduced by 4.41% (actual calculation is 0.79 × 1.21)
  • Debuff stays on the character's body when Body ChangingDBFZ Ginyu BodyChange-2.pngGuardAllStartup45+12Recovery39Advantage-24, aka Ginyu will be possessing a debuffed character and vice versa
  • Debuff persists even after death. Summoning K.O'd characters with Parasite TakeoverDBFZ SuperBaby2 ParasiteTakeover.pngGuardStartupRecoveryAdvantage- will give you debuffed assists.

Additional Things to Know:

  • Cannot hit airborne characters or characters in hitstun/untech
  • Launches the opponent into a soft knockdown on hit and does not consume Smash. Adv: +27 against up/back/forward tech. In the corner, IAD j.H afterward is a safejump

Meteor Moves

Appetizing Rush

214L+M (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 4221 All UDV 9+12 [9+0] 6 Until L+10 -16 1-26 All
j.214L+M 4221 All UDV 9+12 [9+0] 6 Until L+10 -16 1-26 All

High damaging and flexible Super, especially since this is also her DHC Super. Tracks the opponent anywhere on screen so it can be used to punish willy nilly usage of special moves.

In midscreen, this gives a rather average knockdown as she can only get a safejump afterwards. However when the opponent is at rejump height and up, a back-to-corner 214L+M like from j.214S > immediate j.214L+M will put them just outside the edge of the screen allowing for a nasty "invisible" IAD j.L cross-up. This can also work regardless of height against a few characters.

 Bardock,  DBS Broly,  Captain Ginyu,  Cooler,  Adult Gohan,  Goku,  SS Goku,  SSB Goku,  Majin Buu,  Nappa,  Piccolo,  Yamcha

Not a very good reversal as it is slow outside of combos and especially 12F of startup post Super flash means the opponent can use delay Vanish to escape.

  • Teleports behind opponents before attacking. Values in [ ] are when used mid-combo
  • Advantage on hit: +28
  • Minimum Damage: 1721

Excellent Full Course

214H+S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214H+S 4121 All UDV 11+3 [11+0] 12 31+10L -26 1-30 All
j.214H+S 4121 All UDV 11+3 [11+0] 12 Until L+10 1-30 All

Go-to reversal Level 3 since it has faster startup overall compared to 214L+M when used outside of combos. Has a small blind spot directly underneath Lab Coat due to her leaping up before attacking, so beware of low profile attacks as they will be able to slide under and dodge her.

Stays same side and can Happy Birthday so will mostly be used if you wanna keep the corner or for team wipe combos. Okizeme is identical to 214L+M, but has no corner steal potential so she can only safejump with IAD j.H afterward.

  • Midcombo, has reduced startup and if Lab Coat isn't already on the same horizontal line as the opponent, will autocorrect and teleport vertically to their height before attacking. Values in [ ] are when used mid-combo
  • Crosses over the opponent on block
  • Advantage on hit: +28
  • Minimum Damage: 1721

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