DBFZ/Android 18: Difference between revisions

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(renamed assists to Assist A/B/C to avoid same name as other special moves)
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==== ====
* Smash hit can wall bounce.
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==== ====
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* Smash hit causes a sliding knockdown.
* 5LLLLLLL Smash hit can wall bounce.
* j.H Smash hit causes a sliding knockdown.
Good for an instant overdash overhead opener or for pressure on block.
Good for an instant overdash overhead opener or for pressure on block.
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===<big>j.S</big>===
===<big>j.S</big>===
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Revision as of 17:11, 25 November 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview
Template-info.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview

Android 18 is a mix-up character who uses her plethora of options to crack down the opponents' defense while using Support Attack to keep her safe. Doesn't have many neutral tools, but Barrier is a really great defensive tool that also gives 18 meter when struck and is very insulting to the opponent. Typically seen above 9f delay online.

"You knew you'd lose, but you challenged me anyway. That curiosity is gonna get you killed."
Lore: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.

Playstyle

 Android 18  Android 18 thrives off lock-down pressure in tandem with 17 to make opponents crack.

Pros
Cons
  • Extra Assist: Support Attack is a powerful offensive tool with several good lockdown, combo, and mix-up qualities. It also has great oki and corner damage.
  • Suffocating Mix-ups: 214H grants a unseeable 50/50 mix-up during a corner blockstring when done twice, for a total cost of 1 bar.
  • Unorthodox Assist: A protects against most buttons and lets you steal a turn.
  • Command Grab: Light Back Grapple is a fast command grab, and the other versions, although very slow, can be followed up with a combo.
  • Poor Range: Normals have short range, resulting in lackluster neutral and approach options without assists.
  • Aerial Game: No aerial abilities outside of Support Attack pressure at close range.
  • Defensive Assist: A cannot extend combos by default and doesn't deal damage.


Android 18
DBFZ Android 18 Portrait.png

Normal Moves

5L

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5L
5LL
5LLL

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


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


5LLL is a knee that moves her forward.

5M

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

5H

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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

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  • Basic, horizontal kiblast. Can be repeated up to 5 times.

2L

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

2M

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  • Slides if done out of dash.

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

2H

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  • 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

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  • Jumps into the air first, then fires.
  • 18's movement is stopped while firing.
  • Cannot be true-stringed into without assists.

Blockstring reset tool with pretty generous plus frames, however it's arguably worse than other plus frame normals as it can also be superdashed through along with still being susceptible to reflecting, reversals, and mashing.

6M

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  • Standard universal overhead strike.

j.L

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

j.M

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  • Only has hitbox on her front leg. On the last active frame, hitbox extends slightly backward for crossup purposes, but it never goes fully behind 18.

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

j.H

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5LLLLLLL
j.H

  • 5LLLLLLL Smash hit can wall bounce.
  • j.H Smash hit causes a sliding knockdown.

Good for an instant overdash overhead opener or for pressure on block.

j.S

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  • 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

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

Special Moves

Back Grapple

236L/M/H

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L
M
H

  • All versions switch sides,
  • Stomps opponent into a sliding knockdown.

M throws opponent to 17, who then knocks them into a sliding knockdown.

  • Hold L/M/H before the throw animation to prevent 17 from attacking. 17 also won't come out if he was used recently.
  • Hold version corner splats.
  • Non-Smash version stomps into sliding knockdown like L version.

H ground bounces the opponent into 17, who then launches them upward. Hold L/M/H also prevents 17 from coming out.

  • Jump and special cancelable.
  • Non-Smash version stomps into sliding knockdown like L version.

Support Attack

214L/M/H/S (Air OK)

  • 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.

Because 17 is attacking and not 18, this makes pressure off this move reflect-proof, since 18 herself isn't pushed back.

L Support

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214L
j.214L

  • Does a knee strike to the opponent.

  • Does a launching kick.

M Support

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214M
j.214M

  • Startup for 2nd attack is reduced if 1st connects.
  • 3rd attack only comes out if the 2nd hits.

  • 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.

H Support

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214H
j.214H
214H > 214H
or j.214H > 214H
214H > j.214H
or j.214H > j.214H

  • Strikes a devastating conversation.
  • Stays on screen for slightly longer than 5 seconds, and is invulnerable to all projectiles during the TED talk.
  • Goes away if you call your assists. If the opponent calls their assists, 17 will teleport above the assists and fire an Energy Wave, if they tags out, he attacks in front of you, if they DHC, he tracks the new point character.
  • This attack can be manually triggered by inputting 214H/j.214H again and spending another 0.5 Gauge with, though this version doesn't track.
  • Unlike other versions, 18 can cancel this move into any other Support Attacks, or Back Grapples with 17.

S Support

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214S
j.214S

  • Appears behind 18 on the ground and fires 3 horizontal ki blasts.

  • 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

236S

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  • Throws a disc straight forward. Can be controlled with holding 8 and 2. Explodes if it hits the ground.

On hit in the corner at point blank, can link into 5L.

Barrier

22S (Air OK)

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  • 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.
  • If Guard Cancel hits the shield they cannot act until they hit the ground.

Z Assists

Assist A

Barrier

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  • Doesn't gain Ki for blocking attacks like the point version...
  • Shows up in front of the point character. Absorbs hits for both the point character and any other assists.
  • The barrier will NOT 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.

Assist B

Destructo-Disc

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  • 45 frames of hitstun.

Very solid assist all around. Quick startup, beam properties, combo-friendly juggle, full screen, and (unlike Vegeta's version) decent blockstun. Certainly an easy choice if you aren't feeling barrier assist, but also a very good assist in its own right, on pretty much any team.

Assist C

Support Attack

Super Moves

Energy Wave

236L+M or 236H+S (Air OK)

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Ground
Air

  • Costs 1 bar.
  • Minimum damage: 44*10, 54*7 (818)
  • 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

214L+M or 214H+S (Air OK)

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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 the best boi 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.

External References

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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