Dbfz android 21 wont download
Using Connoisseur Cut on a character belonging to one of these categories will give you a predetermined move based on this category. Its high damage and ability to always smash makes it great for ToDs, and it also shines after a Vanish. This move is amazing.
It has huge range and is only -6, which makes it an incredible ranged stagger tool. It's also blessed with unusually low pushback, which further accentuates its strengths.
Great in combos, as 21 can do the 5H rejump for more corner carry. Otherwise, its primary use is as blockstring filler. Great as both a stagger tool and a zoning tool. Its great frame advantage and pushback allows you to make any of 21's moves safe, and her long range lets you threaten afterwards. The low 2L of legend. Gives her fast high-lows and good pressure, as well as being visually distinct from 5L. Unscaled, tracking 2M. This move is amazing, and is vital to combos and blockstrings alike.
This can be used to surprise opponents who do not expect that they need to block low from so far away. THE anti-air for Even though S now has head invuln and can be used as an anti-air, 2H still has much higher reward.
It also doubles as a ToD starter with Sparking. It recovers fast enough for her to 2H a Super Dash from fullscreen, and its midair recovery allows her to air dash for a tricky pressure reset. This move alone singlehandedly wins matchups against "2-step neutral" characters like Ginyu. H is also vulnerable to Reflect, and at long range, 2S will be neutralised by beams. L gets most of its use after a dive ender, especially in the corner. Its high hitbox makes it perfect for catching air techs and dragging the opponent back to the ground.
M is an amazing air normal to have. It's got pretty much everything you could ask for: speed, damage and range. Another excellent poke in 21's arsenal. Unlike most other characters, 21's j. H doesn't have Smash property, preventing her from getting sliding knockdowns from otherwise common combo moves.
On the other hand, this allows her to use it liberally as a combo filler, which is part of why 21's damage is so high overall. H is also an incredible oki tool. Its large, omnidirectional hitbox allows it to set up for ambiguous cross-ups midscreen, or cover most tech options in the corner.
S commands space in a similar manner to her 2S, but there are some differences between the two moves. Instant j. S affects her momentum in a different manner than 2S, propelling her forwards and then bouncing back compared to jumping backwards.
Take care in throwing it out, as it has an obvious animation and can be super dashed through. Her only invincible counters to Super Dash in the air is j. Highly damaging combo filler, used in every 21 combo ever. Ideally you'd be doing 5H rejumps, but the trusty Saiyan BnB works just fine for 21 as well.
On top of beating weaker projectiles, L can be used with a high-blockstun assist to set up IAD pressure. A reliable answer to Super Dash. On block, using M and calling an assist allows 21 to start her pressure. Its lower recovery than L not only makes it much safer on block, but also oppressive against chicken blocking in the corner.
At max charge, 21 can IAD j. H without fear of retaliation. Android 21 dashes forward before grabbing the opponent and impaling them with an energy spike. Its long range is offset by its single-use property, requiring 21 to discard currently absorbed abilities to use it again.
On its own, it's a slow and reactable command grab that can be universally punished with Super Dash. When combined with a low-blockstun assist, it becomes a dangerous tick throw set-up that leads to massive damage anywhere on the screen with half a bar or an assist or neither in the corner. When chaining absorbed abilities, 21 begins teleporting 8 frames after pressing S and the ability being canceled into becomes active as soon as she reappears except in the case of a raw sonic warp.
This move is by far her best steal. Going for a Dragon Rush with the air version of this move stocked is functionally a checkmate. It's head invincible for so long that the opponent has to heavily delay their airdash, which will get caught by your own airdash button.
If they do anything else, you can just use the move and grab them. They can't do anything about it. Shares most of its properties with the point version. Excellent as both a neutral assist and a combo assist, as it is functionally a faster beam. A great all-around assist. Its hitstun is even higher than her Assist A, and the additional blockstun makes it better as a close-range pressure assist.
The "best of both worlds" assist. Lessened startup also makes it excellent for combo extensions, even though it will mostly be into a Dragon Rush ender. Great C assist all around, expecially due to how she is most common as a point character and DHCs remove the cooldown. Invulnerable on frame 1 makes this your invincible reversal. H, or same side high with superjump IAD float up back j. H, or same side low with super IAD fastfall 2L, making it an excellent combo ender.
Effectively 21's air DP. Unlike her grounded level 3, this does not fill all available slots on hit, making it a subpar choice if it's not going to kill. As of version 1. Does indeed work after the first hit of any Hors d'Oeuvre Stab if high enough. From Dustloop Wiki. In her default form, she's a young woman with long, bushy hair, who wears glasses and is supposedly as smart as Dr.
Gero, perhaps even more so, and her transformed state being similar to that of Majin Buu, with the ability to turn others into sweets and an insatiable hunger. There are 4 slots above Android 21's bar of meter. Each one of these slots corresponds to a version of Connoisseur Cut. Version Damage Guard How this attack can be guarded. Smash Which type of cinematic this attack can trigger. Startup Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. Recovery Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv. The difference between the attacker's recovery and the period that the opponent is in blockstun.
This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
The number of frames this attack has invulnerability, and what attribute s this invulnerability applies to. A little shorter than most 5Ls, but just as useful to 21 as any other. Good frame advantage. Advances forwards, more range than it looks.
Safe on block. Damage Guard How this attack can be guarded. This allows it to hit at round start distance. Prime close-range stagger tool. Won't hit at round start distance. Has initial proration. Long recovery on whiff. Can be made safe with j.
Long startup but decently fast projectile. High hitbox means it may whiff against some crouching opponents. Massive range. Great as a jump-in, and a great combo filler. Launches aerial opponents away on hit. This version of her is only playable in the Android Arc of Story Mode. Popular pages. Recent blog posts. Explore Wikis Community Central. Register Don't have an account? Android History Talk 0. Move List. Frame Data. Combo List.
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