DBFZ/Android 18: Difference between revisions

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==Normals==
==Normals==
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData
{{MoveData
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|name=5L
|name=5L
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=5L}}
{{AttackVersion|name=5L}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Standing low, great for pressure.
Standing low, great for pressure. One of the few 5L that can't be repeated.
}}
}}
{{!}}-
{{!}}-
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
{{#lsth:DBFZ/Android 18/Data|5LL}}
{{#lsth:DBFZ/Android 18/Data|5LL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Moves foward after 5L to stay close, decent filler in pressure.
Moves foward after 5L to stay close, decent filler in pressure.
}}
}}
{{!}}-
{{!}}-
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
{{#lsth:DBFZ/Android 18/Data|5LLL}}
{{#lsth:DBFZ/Android 18/Data|5LLL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Knee that moves her forward.
Knee that moves her forward.
}}
}}
}}
}}


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|name=5M
|name=5M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|5M}}
{{#lsth:DBFZ/Android 18/Data|5M}}
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{{Description|7|text=
{{Description|7|text=
Moves her forward with a running elbow. A decent normal to close some space.
Moves her forward with a running elbow. A decent normal to close some space.
}}
}}
}}
}}


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|name=5H
|name=5H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|5H}}
{{#lsth:DBFZ/Android 18/Data|5H}}
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{{Description|7|text=
{{Description|7|text=
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.
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.
}}
}}
}}
}}


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|name=5S
|name=5S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|5S}}
{{#lsth:DBFZ/Android 18/Data|5S}}
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{{Description|7|text=
{{Description|7|text=
* Basic, horizontal kiblast. Can be repeated up to 5 times.  
* Basic, horizontal kiblast. Can be repeated up to 5 times.  
}}
}}
}}
}}


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|name=2L
|name=2L
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|2L}}
{{#lsth:DBFZ/Android 18/Data|2L}}
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{{Description|7|text=
{{Description|7|text=
Crouches and kicks at their feet. A good normal for abare and pressure.
Crouches and kicks at their feet. A good normal for abare and pressure.
}}
}}
}}
}}


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|name=2M
|name=2M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|2M}}
{{#lsth:DBFZ/Android 18/Data|2M}}
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* Slides if done out of dash.
* Slides if done out of dash.
Sweeps at their feet. Similar to Goku's, a generic but good low starter.
Sweeps at their feet. Similar to Goku's, a generic but good low starter.
}}
}}
}}
}}


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|name=2H
|name=2H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|2H}}
{{#lsth:DBFZ/Android 18/Data|2H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Anti air that kicks upwards. Leaves her airborne so her followups are less than stellar. Has head invulnerable like any other 2H, use well.
* 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.
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.
Can be made safe on block with j.214L.
}}
}}
}}
}}


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|name=2S
|name=2S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|2S}}
{{#lsth:DBFZ/Android 18/Data|2S}}
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* 18's movement is stopped while firing.
* 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.  
* Plus on hit allowing for reseting blockstrings however it can be super dashed though and has a lot of startup.  
}}
}}
}}
}}


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|name=6M
|name=6M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|6M}}
{{#lsth:DBFZ/Android 18/Data|6M}}
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{{Description|7|text=
{{Description|7|text=
* Standard universal overhead strike.  
* Standard universal overhead strike.  
}}
}}
}}
}}


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|name=j.L
|name=j.L
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|j.L}}
{{#lsth:DBFZ/Android 18/Data|j.L}}
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{{Description|7|text=
{{Description|7|text=
Jumping jab. Useful for air to air pressure or jumping in pressure.
Jumping jab. Useful for air to air pressure or jumping in pressure.
}}
}}
}}
}}


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|name=j.M
|name=j.M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|j.M}}
{{#lsth:DBFZ/Android 18/Data|j.M}}
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* Hitboxes on both legs.
* 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.
Split kick jumping normal. One of her best buttons. Can cross up with IAD for a good mixup, and solid jumping normal.
}}
}}
}}
}}


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|name=j.H
|name=j.H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|j.H}}
{{#lsth:DBFZ/Android 18/Data|j.H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* [] is on Smash hit.
* 18 does a double handed overhead strike. Good for an instant overdash overhead opener or for pressure on block.
* 18 does a double handed overhead strike. Good for an instant overdash overhead opener or for pressure on block.
}}
}}
}}
}}


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|name=j.S
|name=j.S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|j.S}}
{{#lsth:DBFZ/Android 18/Data|j.S}}
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* Stops 18's movement while firing.
* Stops 18's movement while firing.
Seems mostly useful for pressure or combo fodder.  
Seems mostly useful for pressure or combo fodder.  
}}
}}
}}
}}


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|name=j.2H
|name=j.2H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|j.2H}}
{{#lsth:DBFZ/Android 18/Data|j.2H}}
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{{Description|7|text=
{{Description|7|text=
Good air to air normal since it hits above her. Also stalls her air momentum.
Good air to air normal since it hits above her. Also stalls her air momentum.
}}
}}
}}
}}


==Specials==
==Specials==
====== <font style="visibility:hidden" size="0">Back Grapple</font> ======
====== <font style="visibility:hidden" size="0">Back Grapple</font> ======
{{MoveData
{{MoveData
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|name=Back Grapple
|name=Back Grapple
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
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{{Description|8|text=
{{Description|8|text=
* All versions switch sides,
* All versions switch sides,
* Stomps opponent into a soft knockdown.
* Stomps opponent into a sliding knockdown.
* Cannot vanish for extension.
* Cannot vanish for extension.
}}
}}
{{!}}-
{{!}}-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Android 18/Data|236M}}
{{#lsth:DBFZ/Android 18/Data|236M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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* Hold M to prevent 17 from attacking. 17 also won't come out if he was used recently.
* 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.
* Hold version will wall bounces if thrown at the corner.
}}
* Non-Smash version stomps into sliding knockdown like L version.
}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Android 18/Data|236H
{{#lsth:DBFZ/Android 18/Data|236H
}}
}}
{{!}}-
{{!}}-
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* Can be followed with a super dash.
* Can be followed with a super dash.
* Hold H also prevents 17 from coming out. This version can be vanished for extension.
* Hold H also prevents 17 from coming out. This version can be vanished for extension.
}}
* Non-Smash version stomps into sliding knockdown like L version.
}}
}}
}}


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* Different buttons correspond to different actions 17 take.
* Different buttons correspond to different actions 17 take.
* Regardless of version, 17 will retreat if 18 gets hit or tags out.
* Regardless of version, 17 will retreat if 18 gets hit or tags out.
}}
}}
}}
}}
{{MoveData
{{MoveData
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|name=  
|name=  
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=214L}}
{{AttackVersion|name=214L}}
{{#lsth:DBFZ/Android 18/Data|214L}}
{{#lsth:DBFZ/Android 18/Data|214L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Does a knee strike to the opponent.  
* Does a knee strike to the opponent.  
}}
}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.214L}}
{{AttackVersion|name=j.214L}}
{{#lsth:DBFZ/Android 18/Data|j.214L}}
{{#lsth:DBFZ/Android 18/Data|j.214L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Does a launching kick.
* Does a launching kick.
}}
}}
}}
}}
{{MoveData
{{MoveData
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|name=  
|name=  
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=214M}}
{{AttackVersion|name=214M}}
{{#lsth:DBFZ/Android 18/Data|214M}}
{{#lsth:DBFZ/Android 18/Data|214M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Startup for 2nd attack is reduced if 1st connects.
* Startup for 2nd attack is reduced if 1st connects.
* 3rd attack only comes out if the 2nd hits.
* 3rd attack only comes out if the 2nd hits.
}}
}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.214M}}
{{AttackVersion|name=j.214M}}
{{#lsth:DBFZ/Android 18/Data|j.214M}}
{{#lsth:DBFZ/Android 18/Data|j.214M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* 17 appears in the air, falls closer to the ground and does a 2 hit string on the opponent.
* 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.
* Additional startup frames based on altitude, minimum of 23 frames.
* Has Head attribute.
* Primarily used for oki off 5H > SD > j.LLL > j.214M(oki) and from j.H sliding knockdown.
* Primarily used for oki off 5H > SD > j.LLL > j.214M(oki) and from j.H sliding knockdown.
}}
}}
}}
}}
{{MoveData
{{MoveData
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|name=  
|name=  
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=214H}}
{{AttackVersion|name=214H}}
{{#lsth:DBFZ/Android 18/Data|214H}}
{{#lsth:DBFZ/Android 18/Data|214H}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.214H}}
{{AttackVersion|name=j.214H}}
{{#lsth:DBFZ/Android 18/Data|j.214H}}
{{#lsth:DBFZ/Android 18/Data|j.214H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Strikes a devastating conversation.
* 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, and is ''fully invulnerable'' during the TED talk.
* Stays on screen for slightly longer than 5 seconds.
* Teleports above the opponent and fires an Energy Wave the moment they call assists, tags in, guard cancels, or DHC.
* Unlike other versions, you can cancel this move into any other Support Attacks, or Back Grapples with 17.
* Unlike other versions, 18 can cancel this move into any other Support Attacks, or Back Grapples with 17.
}}
}}
}}
}}
{{MoveData
{{MoveData
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|name=  
|name=  
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=214S}}
{{AttackVersion|name=214S}}
{{#lsth:DBFZ/Android 18/Data|214S}}
{{#lsth:DBFZ/Android 18/Data|214S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Appears behind 18 on the ground and fires 3 horizontal ki blasts.
* Appears behind 18 on the ground and fires 3 horizontal ki blasts.
}}
}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.214S}}
{{AttackVersion|name=j.214S}}
{{#lsth:DBFZ/Android 18/Data|j.214S}}
{{#lsth:DBFZ/Android 18/Data|j.214S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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* Blocks hits for 18 and any of her assists. Doesn't stop throws and supers.
* Blocks hits for 18 and any of her assists. Doesn't stop throws and supers.
* Gains 25% Ki gauge each hit absorbed.
* Gains 25% Ki gauge each hit absorbed.
}}
}}
}}
}}


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|name=Destructo-Disc
|name=Destructo-Disc
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|236S}}
{{#lsth:DBFZ/Android 18/Data|236S}}
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{{Description|7|text=
{{Description|7|text=
* 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.
* 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.
}}
}}
}}
}}


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|name=Barrier
|name=Barrier
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|22S}}
{{#lsth:DBFZ/Android 18/Data|22S}}
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{{Description|7|text=
{{Description|7|text=
* Absorbs all strikes and projectiles. Loses to throws and supers.
* Absorbs all strikes and projectiles. Loses to throws and supers.
* Now blocks hits for assists.
* Also blocks hits for assists.
* Active from frames 4 to 41(?) and longer if a move hits it.
* 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.
* Successful absorb extends active frames and can be canceled into supers with L+M, H+S.
* Gains 25% Ki gauge each hit absorbed.
* Gains 25% Ki gauge each hit absorbed.
}}
}}
}}
}}


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|name=Barrier
|name=Barrier
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Android 18/Data|A1/A2}}
{{#lsth:DBFZ/Android 18/Data|A1/A2}}
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* The barrier WON'T cover for you if you aren't inside it. Staying around the edge and attacks with large coverage will go right through 18 directly to you.
* The barrier WON'T cover for you if you aren't inside it. Staying around the edge and attacks with large 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.
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==
==Supers==
====== <font style="visibility:hidden" size="0">Energy Wave</font> ======
====== <font style="visibility:hidden" size="0">Energy Wave</font> ======
{{MoveData
{{MoveData
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|name=Energy Wave
|name=Energy Wave
|data=   
|data=   
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/Android 18/Data|236HS}}
{{#lsth:DBFZ/Android 18/Data|236LM}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/Android 18/Data|j.236HS}}
{{#lsth:DBFZ/Android 18/Data|j.236LM}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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** Outside of combo (raw): Will teleport to their current X coordinate and slightly above the ground. Does not track vertically.
** 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.
* 18 recovers before she has fallen halfway.
}}
}}
}}
}}


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|name=Accel Dance
|name=Accel Dance
|data=   
|data=   
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/Android 18/Data|214HS}}
{{#lsth:DBFZ/Android 18/Data|214LM}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/Android 18/Data|j.214HS}}
{{#lsth:DBFZ/Android 18/Data|j.214LM}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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* Drops in the perfect range to summon medium 17 for Oki
* Drops in the perfect range to summon medium 17 for Oki
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.  
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.  
}}
}}
}}
}}



Revision as of 17:12, 20 April 2019

Android 18
DBFZ Android18 Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Pressure, Mixup

Overview

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

Strengths Weaknesses
  • Great oki and damage in the corner with Support Attack.
  • Powerful offense with several good lockdown and mixup options.
  • Best Level 3 in the game.
  • Uses Level 3 with best boy Krillin.
  • 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

5L
5L
DBFZ Android18 5L.png
DBFZ Android18 5LL.png
DBFZ Android18 5LLL.png
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 6 3 13 -4 F - - - 5% 1 11 16 16
DBFZ Android18 5L.png

Standing low, great for pressure. One of the few 5L that can't be repeated.

5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 10 4 16 -4 B - - - 7% 2 15 18 18
DBFZ Android18 5LL.png

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

5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 12 5 17 -5 B - U3+ - 12% 4 15 Launch 34
DBFZ Android18 5LLL.png

Knee that moves her forward.

5M
5M
DBFZ Android18 5M.png
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 10 4 18 -6 B - - - 7% 2 15 18 18
DBFZ Android18 5M.png


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

5H
5H
DBFZ Android18 5H.png
The Saiyan Arm-Breaker
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 15 4 22 -10 B - U1 - 12% 4 15 Launch 22
DBFZ Android18 5H.png


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
5S
DBFZ Android18 5S.png
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5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×5 All 13 - Total 36 -3 P1 - - - 6%*5 - - - -
DBFZ Android18 5S.png


  • Basic, horizontal kiblast. Can be repeated up to 5 times.
2L
2L
DBFZ Android18 2L.png
No wonder 18 has such stubby normals, she doesn't wanna tear her skirt!
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2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 2 14 -4 F - - - 5% 1 11 16 16
DBFZ Android18 2L.png


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

2M
2M
DBFZ Android18 2M.png
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2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 11 6 18 -8 F - - - 7% 2 15 Launch 22
DBFZ Android18 2M.png


  • Slides if done out of dash.

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

2H
2H
DBFZ Android18 2H.png
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2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 13 3 27+3L -17 B 4-15 Head U1+ - 12% - 15 Launch 22 / 39
DBFZ Android18 2H.png


  • 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
2S
DBFZ Android18 2S.png
Ky's TK Stun Edge
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2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 All 32 - Total 44 +8 P1 - - - 6% - - - -
DBFZ Android18 2S.png


  • 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
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L ±0 B - - - 12% 3 15 18 23
DBFZ Android18 jH.png


  • Standard universal overhead strike.
j.L
j.L
DBFZ Android18 jL.png
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j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 3 - - H - - - 5% 1 - - -
DBFZ Android18 jL.png


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

j.M
j.M
DBFZ Android18 jM.png
18 must be great at hurdles, huh.
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j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 11 3 - - H - - - 7% 2 - - -
DBFZ Android18 jM.png


  • 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
j.H
DBFZ Android18 jH.png
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j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 4 - - H - D1+ [D3+] - 12% 3 - - -
DBFZ Android18 jH.png


  • 18 does a double handed overhead strike. Good for an instant overdash overhead opener or for pressure on block.
j.S
j.S Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 All 15 - Total 35+3L - P1 - - - 6% - - - -
DBFZ Android18 2S.png


  • 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
j.2H
DBFZ Android18 j2H.png
Shades of Eltnum
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j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 14 8 - - H - U1+ - 12% - - - -
DBFZ Android18 j2H.png


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

Specials

Back Grapple
Back Grapple
236L/M/H
DBFZ Android18 BackGrab.png
Step on 'Em
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L


236L
L Back Grapple
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600, 1000 Throw 17 1 24 - T - D2 - 5%, 10% - - - -
DBFZ Android18 BackGrab.png
  • All versions switch sides,
  • Stomps opponent into a sliding knockdown.
  • Cannot vanish for extension.
M


236M
M Back Grapple
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600,1000 / 600,1100 Throw 30 1 24 - T - U1+ → D2 - 5%,10% / 10%,5% - - - -
DBFZ Android18 BackGrab.png
  • 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.
  • Non-Smash version stomps into sliding knockdown like L version.
H


236H
H Back Grapple
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600,1200 / 700,1100 Throw 28 1 24 - T - U1+ → D2 - -50% - - - -
DBFZ Android18 BackGrab.png
  • 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.
  • Non-Smash version stomps into sliding knockdown like L version.
Support Attack
Support Attack
214L/M/H/S (Air OK) "Handle it."
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  • 18 fixes her hair while 17 does the work.
  • Different buttons correspond to different actions 17 take.
  • Regardless of version, 17 will retreat if 18 gets hit or tags out.
Ground and Air L version Template:AttackDataHeader-DBFZ
214L


214L
L Support Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 14 8 Total 39 -5 B - - - 12% - - - -
DBFZ Android18 SupportAttackL.png
  • Does a knee strike to the opponent.
j.214L


j.214L
Air L Support Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 20 3 Total 39 - B - - - 12% - - - -
DBFZ Android18 SupportAttackJL.png
  • Does a launching kick.
Ground and Air M version Template:AttackDataHeader-DBFZ
214M


214M
M Support Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400×3 All 32 4(13)4(18)9
[4(8)4(18)9]
Total 39 +27 B - - - 6%*3 - - - -
[] = if 1st hit lands
DBFZ Android18 SupportAttackM.png
  • Startup for 2nd attack is reduced if 1st connects.
  • 3rd attack only comes out if the 2nd hits.
j.214M


j.214M
Air M Support Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
450×2 All 23+ 4(15)4 Total 32+7L - H - - - 6%*2 - - - -
Startup frames depends on altitude
DBFZ Android18 SupportAttackJM.png
  • 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.
  • Has Head attribute.
  • Primarily used for oki off 5H > SD > j.LLL > j.214M(oki) and from j.H sliding knockdown.
"If anyone tries to help him, I will personally introduce you to the ground. And trust me, your relationship... will be intimate." Template:AttackDataHeader-DBFZ
214H


214H
H Support Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
117×10, 137×7 All 14 300 Total 32 - P2 - - - -50% - - - -
DBFZ Android18 SupportAttackH.png
j.214H


j.214H
Air H Support Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
117×10, 137×7 All 14 300 Total 32 - P2 - - - -50% - - - -
DBFZ Android18 SupportAttackH.png
  • Strikes a devastating conversation.
  • Stays on screen for slightly longer than 5 seconds, and is fully invulnerable during the TED talk.
  • Teleports above the opponent and fires an Energy Wave the moment they call assists, tags in, guard cancels, or DHC.
  • Unlike other versions, 18 can cancel this move into any other Support Attacks, or Back Grapples with 17.
Ground and Air S version Template:AttackDataHeader-DBFZ
214S


214S
S Support Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×3 All 43 - Total 39 +38 P1 - - - 6%*3 - - - -
DBFZ Android18 SupportAttackS.png
  • Appears behind 18 on the ground and fires 3 horizontal ki blasts.
j.214S


j.214S
Air S Support Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - 26 40 Total 32 - - 32-65 Non-throw, non-Super - - 25%*N - - - -
DBFZ Android18 SupportAttackJS.png
  • 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.
  • Gains 25% Ki gauge each hit absorbed.
Destructo-Disc
Destructo-Disc
236S
DBFZ Android18 DestructoDisc.png
You hang around Krillin for seven years, you pick up a few tricks.
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236S
Destructo-Disc
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 18 - - -3 P2 - - - 15% - - - -
DBFZ Android18 DestructoDisc.png


  • 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
Barrier
22S (Air OK)
DBFZ Android18 Barrier.png
*Sonic Shield Bong SFX*
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22S
Barrier
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - - - Total 48 - - 4-39 Non-throw, non-Super - - 25%*N - - - -
DBFZ Android18 Barrier.png
Faultless Defense-- wait wrong game


  • Absorbs all strikes and projectiles. Loses to throws and supers.
  • Also 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

Barrier
A1/A2
DBFZ Android18 Barrier.png
"I heard you already!"
Template:AttackDataHeader-DBFZ
  • Gains 25% Ki gauge each hit absorbed.
  • 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 attacks with large 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

Energy Wave
Energy Wave
236L+M or 236H+S (Air OK)
DBFZ Android18 EnergyWave.png
"I'm taking this perfume."
Template:AttackDataHeader-DBFZ
Ground
Air
  • 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
Accel Dance
214L+M or 214H+S (Air OK)
DBFZ Android18 AccelDance.png
"Let's do this, 17!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • Costs 3 bars.
  • Invulnerable from frames 1 to 23.
  • 1718 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.
  • Drops in the perfect range to summon medium 17 for Oki

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.

Navigation

To edit frame data, edit values in DBFZ/Android 18/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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