|Ease of Use||A|
Android 21 is an original character to Dragon Ball FighterZ, and one of the most unique characters in the game. She has 4 slots above her Ki meter that get filled whenever she lands one of her command grabs. These slots give Android 21 access to new moves that make her even more deadly than she was without them.
Outside of her slots, she has some of the longest reaching moves in the game, some pretty solid damage output in her combos, and some of the craziest movement options in the game. All of these things together make Android 21 an extremely unique and powerful character in Dragon Ball FighterZ! Players who will do well with Android 21 are players who can keep track of their character extremely well, and who can be patient enough to level up their character before going in and dishing out your real damage.
The following moves are classified special moves, read on to learn tips on how to use them effectively.
QCF+SP OR QCB+SP
This is Android 21’s absorb ability. It is a command grab that that can be comboed into extremely easily. What makes this move so important are the 4 slots that she has right above her Ki Meter. Each one of these correlates to a version of this move. QCF on the ground, QCF in the air, QCB on the ground, and QCB in the air. Upon connecting with one of these grabs, that slot will fill with 1 of 4 moves, depending on the character that you grabbed. These moves are color coordinated to make them easier to remember. The colors are as follows:
Blue: SSJ Goku, Goku Black, SSGSS Blue, Teen Gohan, Adult Gohan, Tien, Yamcha, and Krillin.
Green: Android 16, Android 18, Cell, and Android 21
Yellow, Vegeta, SSGSS Vegeta, Gotenks, Trunks, and Nappa
Purple: Piccolo, Majin Buu, Kid Buu, Captain Ginyu, Hit, and Frieza
Now let’s take a look at each of the moves that you can get from these characters.
Blue: Kamehameha – This is exactly the same as Goku’s Kamehameha, so if you want to learn more about it, go take a look at his section. Solar Flare – This is exactly the same as Krillin’s Solar Flare, so if you want to learn more about it, go take a look at his section.
Green: Barrier – This is exactly the same as Android 18’s Barrier, so if you want to learn more about it, go take a look at her section. Air Ki Blast – This is a pretty quick fireball that has 21 jumping into the air before throwing the fireball down at a 45°.
Purple: Homing Energy Blast – This is a slow moving fireball that is very similar to Piccolo’s, except it can be done in the air as well. So if you want to know more about it, go look at his section. Quick Warp: This move has 21 very quickly teleporting towards the opponent in an inverted parabola angle. If you have both the air and grounded version of this move, you can cancel them into themselves for some very dirty movement options.
Yellow: Air Ki Barrage – This is virtually identical to Gotenks’s Die Die Missile Barrage, so if you want to learn more about it, go take a look at his section Command Grab – This is a more powerful command grab that moves 21 forward before performing the grab.
The cool thing about these specials is that the majority of them can be chained together just by pressing the SP button multiple times after using the first special
Experiment around and find the best way for you to use this unique, game changing, special.
21 Throws out a Ki Blast that travels full screen. This is probably the fastest standard fireball in the game. Unlike most Ki Blasts, this is just a small orb, roughly the size of a Hadoken from the Street Fighter Series. However, this move has great space control potential due to its speed. The light version goes straight and the medium version goes upwards at a slight angle. The EX version is a little unique. It is an even faster fireball that gets more powerful the more specials that you have absorbed. It doesn’t matter what the specials are at all, just that you have them. Keep in mind that if you use the EX version of this attack, the specials that you have absorbed will actually disappear, which can be both good and bad. It can be useful if you no longer want one of your specials, or if you just want your grab back, so definitely keep this move in mind when playing Android 21!
This is an aerial slam the brings the opponent back down to the ground if they are in the air. It is very similar to Beerus’s Dragon God’s Fierce Attack. This is your go to combo ender for your aerial combos as this move combos pretty easily into any of 21’s supers. The medium version goes a little further than the light, but it takes longer to come out, so it is harder to use in combos.
The following moves are classified as Super Moves, read on to learn tips on how to use them effectively.
A sweeping explosion that resembles Magneto’s Magnetic Shockwave from the Marvel vs Capcom games in appearance. The move doesn’t carry the opponent in the way that his does, but it does do very solid damage. Upon activation, 21 teleports into the air and shoots a sweeping beam across the screen. The ground will then explode, dealing solid damage. This should be your go to combo ender with Android 21.
QCB+Light+Medium(DR) or QCB+SP+Heavy(SD) (Ground Only)
Android 21 shoots out a small beam that covers the entire screen. This looks nearly identical to Kid Buu’s Candy Beam special. Upon hit, the opponent will be turned into a piece of cake and will be eaten by Android 21. This is a pretty standard level 3 in terms of its usage, dealing good damage, and having invincibility on startup. This super will heal a portion of 21’s blue health, so it has a little bit of a double usage.
QCB+Light+Medium(DR) or QCB+SP+Heavy(SD) (Air Only)
Android 21’s level 3 in the air. After activation, 21 surrounds herself in a red aura and flies across the screen at an extremely fast rate. If this move connects, than the animation will play out of her flying through the opponent numerous times before crashing into the ground and firing a massive Ki Blast at them, causing a huge explosion. This deal pretty solid damage for a level 3 and can be used when you aren’t confident in getting the opponent back to the ground to do a grounded super.