DBFZ/Android 18: Difference between revisions

From Dustloop Wiki
(→‎Playstyle: what does poor defensive options mean, not having a DP? That's most characters.)
Line 30: Line 30:
* Great oki and damage in the corner with Support Attack.
* Great oki and damage in the corner with Support Attack.
* Powerful offense with several good lockdown and mixup options.
* Powerful offense with several good lockdown and mixup options.
* Special defensive Barrier assist covers most normal attacks and lets you steal a turn.
* Defensive Barrier assist covers most normal attacks, and lets you steal a turn.
|cons=
|cons=
* Most normals have short range.
* Most normals have short range.
* Her own assist does not deal damage.
* Her own assist does not deal damage.
* Without assists has a very poor neutral.
* Has poor approach options and neutral game without assists.
}}
}}



Revision as of 03:13, 16 May 2020

Android 18
DBFZ Android 18 Portrait.png
Play-style Pressure, Mix-up
Team Role Point

Overview

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

Pros
Cons
  • Great oki and damage in the corner with Support Attack.
  • Powerful offense with several good lockdown and mixup options.
  • Defensive Barrier assist covers most normal attacks, and lets you steal a turn.
  • Most normals have short range.
  • Her own assist does not deal damage.
  • Has poor approach options and neutral game without assists.



Normal Moves

5L
5L
DBFZ Android18 5L.png
A kick to the shin
DBFZ Android18 5LL.png
A palm to the face!
DBFZ Android18 5LLL.png
Hyes!
Template:AttackDataHeader-DBFZ
5L

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

Knee that moves her forward.

5M
5M
DBFZ Android18 5M.png
Template:AttackDataHeader-DBFZ

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

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
Template:AttackDataHeader-DBFZ
  • 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!
Template:AttackDataHeader-DBFZ

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

2M
2M
DBFZ Android18 2M.png
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • 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
  • Standard universal overhead strike.
j.L
j.L
DBFZ Android18 jL.png
Template:AttackDataHeader-DBFZ

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.
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • 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
  • 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
Local Squirrel Girl's j.B robbed: culprit at large.
Template:AttackDataHeader-DBFZ

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

Special Moves

Back Grapple
Back Grapple
236L/M/H
DBFZ Android18 BackGrab.png
"Hey, who has two broken arms and is a total bitch? This guy~"
Template:AttackDataHeader-DBFZ
L
  • All versions switch sides,
  • Stomps opponent into a sliding knockdown.
  • Cannot vanish for extension.
M
  • 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
  • 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."
Template:AttackDataHeader-DBFZ
  • 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
  • Does a knee strike to the opponent.
j.214L
  • Does a launching kick.
Ground and Air M version Template:AttackDataHeader-DBFZ
214M
  • Startup for 2nd attack is reduced if 1st connects.
  • 3rd attack only comes out if the 2nd hits.
j.214M
  • 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
j.214H
  • 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.
  • Deals unrecoverable damage like other EX moves.
Ground and Air S version Template:AttackDataHeader-DBFZ
214S
  • Appears behind 18 on the ground and fires 3 horizontal ki blasts.
j.214S
  • 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.
Template:AttackDataHeader-DBFZ
  • 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*
Template:AttackDataHeader-DBFZ
  • 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
Assist A
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 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.
  • If Guard Cancel hits the shield they cannot act until they hit the ground.

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
Assist B
DBFZ Android18 DestructoDisc.png
Template:AttackDataHeader-DBFZ
Assist C
Support Attack
Assist C
DBFZ Android18 5LL.png
DBFZ Android18 5LLL.png
Template:AttackDataHeader-DBFZ

Super Moves

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: 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
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 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.

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.

Template:Navbar-DBFZ