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]

Created by Dr. Gero, Androids 17 and 18 were built to wreak havoc upon the world. Their rampage was stopped by an even greater threat in the form of Cell, who absorbed the two adolescent 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 Android 17.
  • 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 L 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 gattling. Especially in corner to setup j.214M oki off soft KD


5S[edit]
5S
DBFZ Android18 5S.png
Damage Guard Startup Active Recovery Frame Adv.
300 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 L 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 L 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 invuln like any other 2H, use well.

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


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 H 24 6 - 0
  • Standard universal overhead strike.


j.L[edit]
j.L
DBFZ Android18 jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H 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 H 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 H 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 kiblast 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 Grab[edit]
Back Grab
236L/M/H
DBFZ Android18 BackGrab.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 1200 Throw 21 1 25 -

Grabs the opponent, switches sides and then stomps on them. Cannot vanish for extension.

M 1395 Throw 26 1 25 -

Grabs the opponent, switches sides by throwing them to 17, who then knocks them down. By holding M after the grab or if 17 was recently used, you can prevent 17 from attacking them. This allows for combos if you throw the opponent into the corner.

H 1595 Throw 26 1 21 -

Like M grab, throws them to 17 but instead launches them upwards, which can be followed with a super dash. Holding H also prevents 17 from coming out.


Support Attack[edit]
Support Attack
214L/M/H/S (Air OK)
DBFZ Android18 SupportAttack1.png
18 brushes her hair while 17 attacks
DBFZ Android18 SupportAttack2.png
Ground and Air L version
DBFZ Android18 SupportAttack3.png
Ground and Air M version
DBFZ Android18 SupportAttack4.png
Ground and Air S version
DBFZ Android18 SupportAttack5.png
H version, 17 talks until opponent calls in an assist.
Version Damage Guard Startup Active Recovery Frame Adv.
L 700 All 14 8 13 -6
  • Android 17 appears and does a knee strike to the opponent.
M 1000 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
H/Air H 1717 All 14 ~314(46)34 20 -
  • Good for giving your opponent a reason to not call their assist

The EX version calls out 17 who will usually do nothing. However, if your opponent calls their assist while he's out, he'll teleport above them and fire a downward blast. Android 17 stays on screen for slightly longer than 5 seconds if no assist is called. This also applies to raw tags or guard cancels. Not sure how many frames that is, I ain't countin that shit.

S 750 All 43 - 40 -
  • 17 appears behind 18 on the ground and fires 3 horizontal ki blasts.
Air L 700 All 20 3 - -
  • 17 appears and does a launching kick.
Air M 810 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 KD
Air S - All 28 35 - -
  • 17 appears and does barrier
  • 17 is invulnerable from frames 32 to 65


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 disk. 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.
- - 6 35,47(catch) 9,0(catch) -
  • Negates projectiles, and can also absorb physical hits to some degree.
  • Invulnerable from frames 6 to 41 and longer if a move hits it
  • Successful absorb extends active frames and can be canceled into supers
  • Restores 1/4 of super meter per hit absorbed


Assist[edit]

Barrier
A1/A2
DBFZ Android18 Barrier.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Doesn't generate meter
  • Invulnerable from frames 20 to 53

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
Damage Guard Startup Active Recovery Frame Adv.
2018 All 33+4 40 - -
  • Costs 1 bar
  • 18 teleports forward to above the opponent's location, firing a beam down at them. Does not track vertically. Can only move forward about half screen. 18 recovers before she has fallen halfway.


Accel Dance[edit]
Accel Dance
214L+M or 214H+S (Air OK)
DBFZ Android18 AccelDance.png
Good thing Future Gohan isn't in this game, right?
Damage Guard Startup Active Recovery Frame Adv.
4218 All 9+0 14 - -
  • Costs 3 bars
  • Invulnerable from frames 1 to 23
  • If Krillin is on their team, 18 will perform the super with Krillin instead of Android 17

Invincible startup super. Reaches about 3/4ths distance away, and can pick up 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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