DBFZ/Lab Coat Android 21

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Overview

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. Lab Coat 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, Lab Coat is also capable of breaking the game's rules with her Mignardise HeelDBFZ Lab Coat Android 21 22X.pngGuard:
Low
Startup:
11
Recovery:
16
Advantage:
-5
to OTG opponents for simple conversions off of any hit at the cost of either meter or an assist. Photon PulseDBFZ Lab Coat Android 21 236HS.pngGuard:
Throw
Startup:
21
Recovery:
17
Advantage:
-
is one of the cruelest supers ever put in the game and can instantly cripple a character's damage output. She has simple execution requirements, and can work anywhere on a team with great synergy with several characters.

Due to how well-rounded she is, Lab Coat 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.
Playstyle
Lab Coat Android 21 is a powerful, well-rounded character who shuts down her opponents with her fiendish Photon Pulse.
Pros Cons
  • Achilles without the Heel: She has everything you could want in a DBFZ character: a forward-advancing special move, frame 1 anti-air, multi Ki Blasts, a beam, extra normals, a frame 4 reversal, superb meter gain, and ways to hit you without assists.
  • Obnoxious Pressure: A total of 6 lows, multihitting normals, two command grabs, an extra command normal overhead, and a beam that jails into Vanish gives Lab Coat some of the most threatening pressure in the game. Her 5LL also catches backdashes and jumps after Vanish.
  • Omnidirectional Anti-Air: Lab Coat's 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 Ki Blast game as she has a Head invul air move to beat Super Dash.
  • OTG On Demand: Her 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 Z Broly's 214LDBFZ Broly GiganticClaw-2.pngGuard:
    Throw
    Startup:
    17
    Recovery:
    23
    Advantage:
    -
    ) using Special Tag.
  • Super Command Grab: Lab Coat's 236H+S is a unique command grab that defies system rules. It doesn't have a superflash until it hits and is unreactable and unpunishable unless predicted. On hit, it inflicts 2021 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.
  • N/A: Lab Coat does not suffer from any major weaknesses that are unique to her.

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 for AbareAn attack during the opponent's pressure, intended to interrupt it. 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.

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 6f 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.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-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 all the 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 fact that the second hit will always come out unless canceled on hit or block, 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

Long reaching 5H that allows for rejump combos. Good blockstring filler and anti-Reflect button.

  • Smash hit wall splats. Combos into SD
  • Non-Smash hit can still combo into SD in the corner

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 Level 1 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 keep herself safe with 2H > j.214L (-4) or 2H > j.236L/H (-5).

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.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-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).

Normals canceled from 6H are 4 frames slower than usual as she has to land before continuing the string. On block, she can true string after 6H with specials: 6H > j.214L (-4) or 6H > 22L/H (-5). 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 21 -8

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). It is also punishable on block and leaves her wide open on whiff, unadvised for neutral usage.

  • 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 Level 1 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 (from round start distance and further), it's possible to convert j.S(2~4) 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 air combo extender and filler. Also useful for air-to-air confirms.

  • 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. They also have tendency to pull the opponent in if they're in her vicinity and are nigh unpunishable on whiff. 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 initial cost of 0.5 meters, if not even becomes meter positive. 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, as they have Head property meaning the opponent can anti-air you on a read. Without assists, they are punishable on block 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. Though these are minor inconveniences that Lab Coat can easily manage or circumvent:

  1. Perfect IASInstant 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.236X are -5 on block at the cost of slightly slower startup. This is really unnecessary though, just call an assist and be plus on block
  2. Dash boosting with 66 236M/H covers even more distance and cannot be walked out at fullscreen
  3. Simply mixing up her options 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 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. The air version can also link into j.L or j.DR in the corner for some extra utilities.


H Versions

The one you're already spamming. Have the speed of L versions and the range of 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.

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-airs in the game. Fast, Head invulnerable, 360 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.

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, M and H versions have horrendously long animations that stay roughly in place, so they can be consistently punished with something like super jump j.L (if Lab Coat doesn't have any assists backing her up).

  • 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

Combo enders for high hitstun decay combos. Don't give SKD but the ground bounce makes it very easy to extend into Assist + j.[DR] ▷ 22M > Supers etc.


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.pngGuard:
Throw
Startup:
17
Recovery:
23
Advantage:
-
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
  • Non-smash versions can link into 5L if they hit meaty on the last possible frame, giving Lab Coat fancy character specific loops utilizing 22L and 22M. However these are hardly any better than her BnBs

22L

True blockstring from any normal, so can be tacked on as an extra low at the end of the string. In midscreen, picking up after SKD with 22L + assist instead of 22H is a good alternative for meter gain.


22M

Used for extending after Smash j.214M/H near the corner, as it cause a corner splat on Smash hit. 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). The splat is also higher than 236M, allowing for more extensions like linking directly into DR.

Go-to combo ender into Supers, e.g. after any SKD or [DR] > 22M > Supers. Beside going for SKD oki, hitting them with a non-Smash 22M also sets up for an auto-timed IAD j.H safejump against soft knockdown in the corner. If you're weary about whiffing 22M, you can use 22L instead for these purposes, though 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. Causes a huge ground bounce and corner splats on Smash hit, letting Lab Coat combo from 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 23 -6
j.236S 262×5 All 17 25 30

A screen control move for when you're bored of using the other ones. It's a basic piercing Level 3 projectile beam that explodes on the last hit, and can jail into Vanish. Beside Vanishing, Lab Coat can also confirm a stray 236S hit with any of her 3 tracking Supers. Pretty safe at -6 on block, which can be made even better with frame perfect IASInstant 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, which is only -3 on block. And despite its appearance, the hitbox extends downward so it can hit small or crouching opponents, even when done as IAS.

It's also safe on Reflect at -4, but will become -22 if you cancel into Vanish (like other beams), so don't go autopilot when this is Reflected. And while it is uncharacteristically safe on block/Reflect, it can still be punished the same way as any other beam on whiff, usually with a dash jump-in.

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 22H will lead to a full combo that nets her damage and meter gain equal to that of other characters' EX grabs, so this has no initial EX flash and sound cue for the same reward as an EX grab, that also heals her 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 superDBFZ Lab Coat Android 21 236HS.pngGuard:
Throw
Startup:
21
Recovery:
17
Advantage:
-
.

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. In midscreen, 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 an absurd 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 25% Ki Gauges for each hit guarded
    • 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
    • Canceling into Specials/Supers does not inherit guard point, does not add extra proration, and will autocorrect to face the opponent

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

Great assist with everything that's good about her point version of the move: fast, huge hitbox, travels over halfscreen, deflects Ki Blasts and has high blockstun. Beware however as Head property makes it 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 most strike assists, it "only" has 34~45F of hitstun and an awkward launch angle that drags the opponent with her, making it a bit more difficult to convert/confirm. The recovery is also a bit long for this type of assists, 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

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 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 A18DBFZ Android18 Barrier.pngGuard:
-
Startup:
10
Recovery:
-
Advantage:
-
or A17's barierDBFZ Android17 ReverseGear.pngGuard:
All
Startup:
40
Recovery:
-
Advantage:
+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]

It's a C beam. Used for easy combo extensions and policing the opponent's assist calls since it retains the piercing property. However the typical C assist cooldown makes it very expensive. The opportunity cost of picking this over her A and B assists just isn't worth it.

  • 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

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. So it's like more flexible or something idk

  • 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.pngGuard:
-
Startup:
34+0
Recovery:
-
Advantage:
-
, Adult Gohan's Potential UnleashedDBFZ AdultGohan PotentialUnleashed.pngGuard:
All
Startup:
9+3
Recovery:
44
Advantage:
-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.pngGuard:
    All
    Startup:
    45+12
    Recovery:
    39
    Advantage:
    -24 [±0]
    , 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.pngGuard:
    -
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
    will give you debuffed assists.

The threat of being grabbed by this will make your opponent very prone to fuzzy jumping, so be sure to fill your strings with frametraps and explode their jump startup. As one final cherry to perfect the cake, it has comically low recovery time, even with the extra active frames, making it nigh unpunishable.[1][2] 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 j.H afterward is a safejump

Appetizing Rush

214L+M (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 4321 All UDV 9+12 [9+0] 6 Until L+10 -16 1-26 All
j.214L+M 4321 All UDV 9+12 [9+0] 6 Until L+10 -16 1-26 All

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. 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" 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: 1821

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.

Does 100 less minimum damage than 214L+M, but stays same side and can happy birthday so will mostly be used if you wanna keep the corner or for team wipe combos. Has no corner steal potential so she can only safejumps 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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External References

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