< DBFZ | Lab Coat Android 21
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
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2M > 5M > jc.LML2H > SD > j.ML > jc.LL(2H)[S] > j.214M | 4126 | 1.47 | [1] Very Easy | Lab Coat's version of the Saiyan BnB. Add j.2H in the corner for a smidge more damage. |
... > 5H > delay SD > airdash j.LM(1) > land > dash j.LL > jc.LL(2H)[S] > j.214M | Number | Number | [2] Easy | Basic 5H rejump combo. |
... > 2M > SD > airdash j.LM(1) > land > j.LL > jc.LL(2H)[S] > j.214M | Number | Number | [2] Easy | Another rejump combo. Get comfortable with the 2M rejump as you'll be doing it a lot. |
... > 5H > delay SD > j.M[2] > 5M > 2M > SD > airdash j.LM(1) > land > j.LL > jc.LL(2H)[S] > j.214M | Number | Number | [3] Medium | Fully optimized corner-to-corner combo. |
Metered
Combo | Damage | Meter Gain | Difficulty | |
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... > Vanish > (665L(whiff)L) > 5M > 2M > SD > airdash j.LM(1) > j.LL > jc.LL(2H)[S] > j.214M | Number | Number | [2] Easy | Basic vanish combo. The microdash 5LL adds some damage but is inconsistent close to the corner. Without it, all you have to do is dash up until 5M will hit. |
236H > (dash 5L(whiff)L) > 5M > 2M > SD > airdash j.LM(1) > j.LL > jc.LL(2H)[S] > j.214M | Number | Number | [2] Easy | 236H pickup. The dash is a bit difficult but 5L and 5LL can be skipped. You can also dash up and hit 5L and the combo will still work if it hit low enough. |
214M/H/j.214M/H > 22H > 2M > SD > airdash j.LM(1) > j.LL > jc.LL(2H)[S] > j.214S | Number | Number | [2] Easy | Anti-air conversion. Deals a crapload of damage for absolutely no reason. You have to use j.214S for sliding knockdown unless you want to spend even more meter or an assist to secure a j.DR ender. |
j.214M/H > 22M > Super | Number | Number | [2] Easy | Lab Coat's M and H slicers with D1 allow her to add a 22M before a super for a little extra damage. |
214S > 22H > 5M > 2M > SD > ... | Number | Number | [2] Easy | She gets an EX pickup off her command grab. Why not. |
Corner Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
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2LL > 5M > 2M > 22M > 5M > 2M > (3H) > 5[S] > 5H > SD > j.ML > jc.LL(2H)[S] > j.214M | 3641 | 2.03 | [2] Easy | Works from pretty much any starter you can throw at it and builds two bars. Deals almost 5K when started from 5M. On worse starters than 2LL, omit 3H and j.2H so j.214M can connect. Alternatively, j.214M can be swapped for j.214S and one of the two can be left in. |
2M > 5M > 3H > 22L > [5LL > 5M > 3H > 22L]*2 > 5LL > 5M > 2M > SD > j.M(1)L > jc.M(1)2H > j.214M | 5353 | 2.15 | [2] Easy | Stomp loops. Builds slightly less bar for 400 more damage than the above combo (when started from 5M). |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
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... > j.[S] > j.214S > j.214L+M | Number | Number | [1] Very Easy | Merits special mention as j.214L+M will slightly pull some characters out of the corner after j.214S. She can also throw opponents back into the corner with j.236H+S depending on her team's super options. |
... > j.214M/H/j.DR > 22M > Super | Number | Number | [1] Very Easy | Adds damage for free, but requires Smash or j.DR first. |
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