DBFZ/Lab Coat Android 21/Strategy: Difference between revisions

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Lab Coat is a potent, well rounded character with no distinct faults. This lets her run many different gameplans and lets her pick whichever one the opponent is most weak to. Her neutral is strong between her {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=5S|label=Ki Blasts}}, {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=236S|label=Beam}}, and {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=214L|label=anti-air tools}} which lets her effectively keep opponents out. When she wants to go in, her {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=236L|label=Savory Slicer}} is among the best lariats in the game and is also Ki Blast invulnerable. In pressure, she has every option available to her: overheads, lows, command grabs, and even a decent crossup normal with j.H.
Lab Coat is a potent, well rounded character with no distinct faults. This lets her run many different gameplans and lets her pick whichever one the opponent is most weak to. Her neutral is strong between her {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=5S|label=Ki Blasts}}, {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=236S|label=Beam}}, and {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=214L|label=anti-air tools}} which lets her effectively keep opponents out. When she wants to go in, her {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=236L|label=Savory Slicer}} is among the best lariats in the game and is also Ki Blast invulnerable. In pressure, she has every option available to her: overheads, lows, command grabs, and even a decent crossup normal with j.H.


Deserving of its own section, {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=236HS|label=Photon Pulse}} is a cut above other level 1 supers. Between the command grab itself, the damage boost, the debuff, and the invulnerability, it's an invaluable tool for Lab Coat. She can land it raw, she can land it in a combo, either way is good for her. In terms of defensive usage, {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=22S|label=Barrier}} is better for catching buttons. However, when going for a command grab, {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=236HS|label=Photon Pulse}} is both faster and more invincible than {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=214S|label=214S}}.
Deserving of its own section, {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=236H+S|label=Photon Pulse}} is a cut above other level 1 supers. Between the command grab itself, the damage boost, the debuff, and the invulnerability, it's an invaluable tool for Lab Coat. She can land it raw, she can land it in a combo, either way is good for her. In terms of defensive usage, {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=22S|label=Barrier}} is better for catching buttons. However, when going for a command grab, {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=236H+S|label=Photon Pulse}} is both faster and more invincible than {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=214S|label=214S}}.
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Revision as of 08:12, 23 May 2022

 Android 21 (Lab Coat)


General Tactics

Lab Coat is a potent, well rounded character with no distinct faults. This lets her run many different gameplans and lets her pick whichever one the opponent is most weak to. Her neutral is strong between her Ki BlastsDBFZ Lab Coat Android 21 5S.pngGuardAllStartup13RecoveryTotal 37Advantage-4, BeamDBFZ Lab Coat Android 21 236S.pngGuardAllStartup17Recovery29Advantage-12, and anti-air toolsDBFZ Lab Coat Android 21 214X.pngGuardAllStartup9Recovery12+6LAdvantage-4 which lets her effectively keep opponents out. When she wants to go in, her Savory SlicerDBFZ Lab Coat Android 21 236X.pngGuardAllStartup13Recovery12+4LAdvantage-8 is among the best lariats in the game and is also Ki Blast invulnerable. In pressure, she has every option available to her: overheads, lows, command grabs, and even a decent crossup normal with j.H.

Deserving of its own section, Photon PulseDBFZ Lab Coat Android 21 236HS.pngGuardThrowStartup21Recovery17Advantage- is a cut above other level 1 supers. Between the command grab itself, the damage boost, the debuff, and the invulnerability, it's an invaluable tool for Lab Coat. She can land it raw, she can land it in a combo, either way is good for her. In terms of defensive usage, BarrierDBFZ Lab Coat Android 21 22S.pngGuardStartupRecoveryTotal 48Advantage- is better for catching buttons. However, when going for a command grab, Photon PulseDBFZ Lab Coat Android 21 236HS.pngGuardThrowStartup21Recovery17Advantage- is both faster and more invincible than 214SDBFZ Lab Coat Android 21 214S.pngGuardThrowStartup24~30Recovery24Advantage-.

Team positioning

Point

Lab Coat has everything you could want in a strong, functional point character. Her strong neutral is further augmented with assists, bolstering her keepout game or making her lariats plus. Her SD mixups are particularly devastating as she can use 5L midscreen and 2M in the corner. Her already above-average damage and metergain gets even higher with two assists at her disposal, letting her consistently two-touch opponents with even slight optimization.

Mid

While she's great point, she also makes a great mid. Savory SlicerDBFZ Lab Coat Android 21 236X.pngGuardAllStartup20Recovery45Advantage+40 is a great assist as it's fast, highly advantageous, and Ki Blast invulnerable. She can do pretty much everything she could on point with minimal losses from having one less assist. She can use meter instead of an assist to extend blockstrings without a gap thanks to her beam.

Anchor

Lab Coat is self-sufficient to the point that she can be played anchor, but there are characters that have better assists in the same position. It mostly comes down to personal preference, but Lab Coat is definitely workable as an anchor.

Picking Teammates

Picking teammates with Lab Coat is more a matter of swapping a character on your team for her. She is that good. Find a shell you like and slap her on.

Blockstrings

Fitting as many normals into a true blockstring as possible gives you something like this:
2L > 5LL > 2M > 5M > 5H
This string has a total of 4 lows in it. You read that right. Any time before 5H, you can insert 6H for a high. 2L, 5LL, 2M, 5M, and 5S are all safe on block, lending themselves to being great pressure reset points. 3H will frame trap from 5LL and any M or H buttons but won't lead to high reward, so it's best off being used towards the end of a string. At any time, Lab Coat can cancel into 214S or 236HS for a command grab attempt.

After 5H, Lab Coat gets to pick a blockstring ender depending on what resources she has available. With an assist, she can cancel into 236L or 22L to remain safe on block and reset pressure. With meter, she can blockstring into 236S > Vanish to stay plus. If she wants to back off, she can simply gatling into her 5S to regain space.

Mixups

Solo

Lab Coat's solo pressure is surprisingly robust, mostly due to how many extra normals and special moves she has. Below are some of her options:

6M

Lab Coat's universal overhead is more threatening than average due to how many lows she has and the options she has access to afterwards. Her 5L is massive, hits low, and starts up in 6 frames. If she doesn't want to risk a trade, she can use 22S to catch the button and punish with a special cancel. She can also opt to use 236HS to go through the button or catch someone sleeping.

6H

Her other overhead allows for a conversion. Ground gatlings from 6H will be four frames slower than normal due to how the move's landing recovery works. Because the move is -5, she will be plus if the opponent airblocks it trying to jump out of a command grab. 27 frame startup may not sound great, but Lab Coat's ability to take advantage of someone's mental stack is so absurd that it really doesn't matter. If they don't get hit by this, they'll get hit by something else.

3H

Not as much a mixup option as it is more of an extra frametrap and hitconfirm tool. Many DBFZ players like to stand up after 2M has been used in a string and getting hit by 3H can discourage that pretty fast. The threat of an extra low can also make opponents more vulnerable to getting command grabbed towards the end of her string.

IAD j.H

Greedy on its own, but crossup j.H can come up quite a lot just because of how she can gaplessly cancel into Vanish from 236S. 5L will catch jumping immediately after Vanish and 5LL will punish backdash.

214S

It's a command grab. It also heals her. It also leads to damage with half a bar. Try to use this during times that you can threaten a gatling or cancel into a low for maximum effectiveness.

236HS

It's a command grab. It also buffs her. It also debuffs the opponent. It also is a 4-frame reversal. This will beat people trying to challenge expecting 214S. It also leads to a pretty consistent IAD safejump on hit and is pretty difficult to punish unless your opponent had a hard read.

Assist

Special Moves

236L and 22L are both -5 on block, which is generally the best frame advantage Lab Coat can get without ending a string at 2M or 5M. Most assists will give her an IAD pressure reset, from which she can also sprinkle in 6H, dash up 2M, 214S, 236HS instead of or after the IAD normals.

Superdash

Making the opponent block a superdash is good for any character, but especially so for Lab Coat. Her massive 5L gives her a low option midscreen and her lightning-fast 2M gives her a devastating low option in the corner. She also has plenty of throw options, but these are more useful to close out a round when the opponent isn't thinking about them.

Fighting Lab Coat Android 21

  • Hit her first

Navigation

 Android 21 (Lab Coat)

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