DBFZ/Android 18

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Android 18
DBFZ Android18 Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Pressure, Mixup

Overview[edit]

Abducted by the twisted Red Ribbon scientist Dr Gero, the young twins Lapis and Lazuli were forcibly modified into cyborgs, going by the serial numbers Android 17 and Android 18. The two were given a single task by Gero: Kill Son Goku. Although they betrayed (and killed) their creator, they continued in this task of their own volition, only for their task to be cut short by a greater threat in the form of Cell, who absorbed the two cyborgs to attain perfection. After Cell was defeated, both androids would be restored and reformed, with Android 18 marrying Krillin while Android 17 became a park ranger.

In Dragon Ball FighterZ, Android 18 uses a combination of mix-ups, pressure, and assist attacks from Android 17 to overwhelm her opponents and open them up to further damage.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Great oki and damage in the corner with Support Attack.
  • Powerful offense with several good lockdown and mixup options.
  • Most normals have short range.
  • Her own assist does not deal damage and loses to patience, but has a few good uses.
  • Poor defensive options and linear neutral game forces her to keep on the defense.
  • Without assists has a very poor neutral.


Normals[edit]

5L[edit]
5L
DBFZ Android18 5L.png
DBFZ Android18 5LL.png
DBFZ Android18 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 Low 7 4 13 -5

Standing low, great for pressure.

5LL 700 All 9 4 20 -5

Moves foward after 5L to stay close, decent filler in pressure.

5LLL 1000 All 12 5 17 -6

Knee that moves her forward.


5M[edit]
5M
DBFZ Android18 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 10 4 19 -7

Moves her forward with a running elbow. A decent normal to close some space.


5H[edit]
5H
DBFZ Android18 5H.png
The Saiyan Arm-Breaker
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 4 22 -6

Moves forward and does a roundhouse. Follows into super dash so it's pretty good on hit or a delay gatling. Especially in corner to setup j.214M oki off soft knockdown.


5S[edit]
5S
DBFZ Android18 5S.png
Damage Guard Startup Active Recovery Frame Adv.
300*1~5 All 13 - - -4(5S)~-2(5[S])
  • Basic, horizontal kiblast. Can be repeated up to 5 times.


2L[edit]
2L
DBFZ Android18 2L.png
No wonder 18 has such stubby normals, she doesn't wanna tear her skirt!
Damage Guard Startup Active Recovery Frame Adv.
400 Low 7 2 15 -5

Crouches and kicks at their feet. A good normal for abare and pressure.


2M[edit]
2M
DBFZ Android18 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 Low 10 5 19 -9
  • Slides if done out of dash.

Sweeps at their feet. Similar to Goku's, a generic but good low starter.


2H[edit]
2H
DBFZ Android18 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 3 35 -18

Anti air that kicks upwards. Leaves her airborne so her followups are less than stellar. Has head invulnerable like any other 2H, use well.

  • Mainly used for 2H properties to anti-air or for 2H > j.214M for combos on the ground.

Can be made safe on block with j.214L.


2S[edit]
2S
DBFZ Android18 2S.png
Damage Guard Startup Active Recovery Frame Adv.
600 All 30 - L+8 +11
  • Jumps into the air first, then fires.
  • 18's movement is stopped while firing.
  • Plus on hit allowing for reseting blockstrings however it can be super dashed though and has a lot of startup.


6M[edit]
6M
DBFZ Android18 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 High 24 6 - 0
  • Standard universal overhead strike.


j.L[edit]
j.L
DBFZ Android18 jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 High 7 3 - -

Jumping jab. Useful for air to air pressure or jumping in pressure.


j.M[edit]
j.M
DBFZ Android18 jM.png
18 must be great at hurdles, huh.
Damage Guard Startup Active Recovery Frame Adv.
700 High 10 3 - -
  • Hitboxes on both legs.

Split kick jumping normal. One of her best buttons. Can cross up with IAD for a good mixup, and solid jumping normal.


j.H[edit]
j.H
DBFZ Android18 jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 High 13 4 - -
  • 18 does a double handed overhead strike. Good for an instant overdash overhead opener or for pressure on block.


j.S[edit]
j.S
DBFZ Android18 jS.png
Damage Guard Startup Active Recovery Frame Adv.
600 All 15 - - -
  • A ki blast at a sharp angle below 18.
  • Stops 18's movement while firing.

Seems mostly useful for pressure or combo fodder.


j.2H[edit]
j.2H
DBFZ Android18 j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 8 - -

Good air to air normal since it hits above her. Also stalls her air momentum.


Specials[edit]

Back Grapple[edit]
Back Grapple
236L/M/H
DBFZ Android18 BackGrab.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 1200 Throw 21 1 25 -
  • All versions switch sides,
  • Stomps opponent into a soft knockdown.
  • Cannot vanish for extension.
M 800, 850 Throw 26 1 25 -
  • Throws opponent to 17, who then knocks them into a sliding knockdown.
  • Hold M to prevent 17 from attacking. 17 also won't come out if he was used recently.
  • Hold version will wall bounces if thrown at the corner.
H 1000, 850 Throw 26 1 21 -
  • Throws opponent to 17, who then launches them upward.
  • Can be followed with a super dash.
  • Hold H also prevents 17 from coming out. This version can be vanished for extension.


Support Attack[edit]
Support Attack
214L/M/H/S (Air OK)
DBFZ Android18 SupportAttack1.png
"Handle it."
Version Damage Guard Startup Active Recovery Frame Adv.
Pose - - - - - -
  • 18 fixes her hair while 17 does the work.
  • Different buttons correspond to different actions 17 takes.
  • Regardless of version, 17 will retreat if 18 gets hit or tags out.
DBFZ Android18 SupportAttack2.png
Ground and Air L version
L 700 All 14 8 13 -6
  • Does a knee strike to the opponent.
Air L 700 All 20 3 - -
  • Does a launching kick.
DBFZ Android18 SupportAttack3.png
Ground and Air M version
M 400*3 All 33 4(13[8])4(18)9 ? -
  • Startup for 2nd attack is reduced if 1st connects.
  • 3rd attack only comes out if the 2nd hits.
Air M 450*2 All 23+ 4(13)4 - -
  • 17 appears in the air, falls closer to the ground and does a 2 hit string on the opponent.
  • Additional startup frames based on altitude, minimum of 23 frames.
  • Primarily used for oki off 5H > SD > j.LLL > j.214M(oki) and from j.H sliding knockdown.
DBFZ Android18 SupportAttack5.png
"If anyone tries to help him, I will personally introduce you to the ground. And trust me, your relationship... will be intimate."
H / Air H 117*10, 137*7 All 14 ~314(46)34 20 -
  • Strikes a devastating conversation.
  • However, the moment your opponent calls their assists, tags in, guard cancels, or DHC, he will teleport above them and fire an Energy Wave.
  • Stays on screen for slightly longer than 5 seconds.
  • Unlike other versions, you can cancel this move into any other Support Attacks, or Back Grapples with 17.
DBFZ Android18 SupportAttack4.png
Ground and Air S version
S 300*3 All 43 - 40 -
  • Appears behind 18 on the ground and fires 3 horizontal ki blasts.
Air S - All 28 35 - -
  • 17 appears and does barrier.
  • Barrier is active from frames 32 to 65.
  • Blocks hits for 18 and any of her assists.
  • Doesn't stop throws and supers.


Destructo-Disc[edit]
Destructo-Disc
236S
DBFZ Android18 DestructoDisc.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All 19 - - -4
  • 18 throws out a destructo-disc. The arc of the disc can be adjusted by holding a directional button. Durability is high enough to compete with beams.


Barrier[edit]
Barrier
22S (Air OK)
DBFZ Android18 Barrier.png
*Sonic Shield Bong SFX*
Damage Guard Startup Active Recovery Frame Adv.
- - 4 35,47(catch) 9,0(catch) -
  • Absorbs all strikes and projectiles. Loses to throws and supers.
  • Now blocks hits for assists.
  • Active from frames 4 to 41(?) and longer if a move hits it.
  • Successful absorb extends active frames and can be canceled into supers with L+M, H+S.
  • Gains 25% Ki gauge each hit absorbed.


Assist[edit]

Barrier
A1/A2
DBFZ Android18 Barrier.png
Damage Guard Startup Active Recovery Frame Adv.
- - 13 36 - -
  • Doesn't generate meter.
  • Shows up in front of the point character.
  • Absorbs hits for both the point character and any other assists.
  • The barrier WON'T cover for you if you aren't inside it. Staying around the edge and moves with long coverage will go right through 18 directly to you.

Android 18's assist is her barrier special that defends against incoming attacks. It can be a more situational assist but it's ability to defend your point character from ranged attacks like beams can be pretty useful for setup characters like Beerus and Nappa to allow them to safely set up.


Supers[edit]

Energy Wave[edit]
Energy Wave
236L+M or 236H+S (Air OK)
DBFZ Android18 EnergyWave.png
"I'm taking this perfume."
Damage Guard Startup Active Recovery Frame Adv.
130*10, 170*7 All 33+4 40 - -
  • Costs 1 bar.
  • Minimum damage is 44*10, 54*7.
  • Teleports forward about half screen, firing a beam down. Always moves upward unless the opponent is in range.
  • When in range:
    • During combo: 18 tracks the opponent's current location and beams them down.
    • Outside of combo (raw): Will teleport to their current X coordinate and slightly above the ground. Does not track vertically.
  • 18 recovers before she has fallen halfway.


Accel Dance[edit]
Accel Dance
214L+M or 214H+S (Air OK)
DBFZ Android18 AccelDance.png
"Let's do this, 17!"
Damage Guard Startup Active Recovery Frame Adv.
4218 All 9+0 14 - -
  • Costs 3 bars.
  • Invulnerable from frames 1 to 23.
  • 1518 minimum damage.
  • If Krillin is on your team, 18 will perform the super with Krillin instead of Android 17.
  • Can pick up multiple characters, meaning you can punish a poorly called assist character along with the character on point.

Invincible startup super. Reaches about 3/4ths screen distance, and can connect after almost any combo leaving the opponent in front of 18. Most of the damage is done during the last part, meaning the opponent can recover a fair chunk of blue life if Sparking Blast is active.



Dragon Ball FighterZe
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