DBFZ/Android 18

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Overview
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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. 18 doesn't enter the field alone, as her 214X series Support Attack allows her to summon her brother Android 17, who doubles as both an effective assist and the most dripped out character on the roster. Each one of the attacks that Android 17 can do are designed to help with 18's goal of slowly mounting pressure and pushing her opponent into the corner. Once her enemy is nice and tucked away into the corner, Android 18's true worth comes to the forefront as she becomes a true mixup machine. Properly utilizing assists, Support Attack and her own Back Grapple special can drown her opponent in a veritable ocean of moves coming their way, and 18 can capitalize on this immense pressure to open up her opponents and lay the smack down. Properly mastering the android siblings in tandem with eItalic textach other can allow for some very long and damaging combos as well, and even create some unique situations such as a meterless snapback opportunity to continue the chase against fleeing opponents.

18's biggest weakness is her mediocre neutral presence, which informs many of her other weaknesses as well. Due to the fact that 18 has no strong neutral tools for closing the distance, she is incredibly reliant on her allies' assists to open the way and initiate a scramble. This means putting 18 on point is almost a must, and pairing her with assists designed to synergize with her moveset is the key to success. At the same time, a smart opponent who can successfully keep their distance from 18 nullifies many of her strengths, and she is hit particularly hard by anyone with even remote zoning potential, like Z Broly or Janemba. Though 18 has a tough time getting in to the range where she's most effective, it's not for nothing that she's remained a consistent pick in the competitive and casual scene alike- there's nothing quite like watching this blond-haired buzzsaw slice through any opponent unlucky enough to be in the corner next to her.


"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
DBFZ Android 18 Icon.png 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. Particularly weak to Reflect > Raw Tag.
  • Aerial Game: No aerial abilities outside of Support Attack pressure at close range.
  • Defensive Assist: Assist A, great as it may be for defense, cannot extend combos by default and doesn't deal damage.

Normal Moves

5 L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 Low - 6 3 13 -4 -
5LL 700 All - 10 4 16 -4 -
5LLL 1000 All U3+ 12 5 17 -5 -

5L
  • 6-frame normal, second fastest meterless attack 18 has.
  • Hits low.

Tied with Adult Gohan for the fastest low in the game. Great for stagger pressure, but its low hitbox means that some characters can jump out after she uses vanish.


5LL
  • Medium button in disguise.
  • Good frame advantage for stagger pressure.
  • Higher hitbox than 5M, some jump cancel combos will require this.

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


5LLL
  • Always Smashes. Combos into superdash.

5LLL is a knee that moves her forward.

5 M

5 H

5 S

2 L

2 M

2 H

2 S

6 M

j. L

j. M

j. H

j. S

j.2 H

Special Moves

Back Grapple

236 L/ M/ H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236L 600, 1000 Throw D2 17 1 24 - -
236M 600,1000 / 600,1100 Throw U1+ 30 1 24 - -
236H 600,1200 / 700,1100 Throw U1+ 28 1 24 - -

All Versions
  • Switches sides on connect.
  • Hold L/M/H prevents 17 from coming out.
  • 17 also won't come out if he was used recently.

236L

Stomps opponent into a sliding knockdown.


236M
  • Throws opponent to 17, who then knocks them into a sliding knockdown.
  • Hold version corner splats.
  • Non-Smash version stomps into sliding knockdown like L version.

236H
  • Ground bounces the opponent into 17, who then launches them upward.
  • Jump and special cancelable.
  • Non-Smash version stomps into sliding knockdown like L version.

Support Attack

214 L/ 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

M Support

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
214M 400Γ—3 All - 32 4(13)4(18)9
[4(8)4(18)9]
Total 39 +27 -
j.214M 450Γ—2 All - 23+ 4(15)4 Total 32+7L - -

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

Excellent for stealing turns and safely setting up mixups with an assist. 32 frame startup means you only need 17 frames of blockstun to make this a true string from 5H.


Air Version
  • 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

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
214H 117Γ—10, 137Γ—7 All - 14 300 Total 32 - -
j.214H 117Γ—10, 137Γ—7 All - 14 300 Total 32 - -
214H > 214H
or j.214H > 214H
117Γ—10, 137Γ—7 All - 30 - Total 39 +29 -
214H > j.214H
or j.214H > j.214H
117Γ—10, 137Γ—7 All - 30 - Total 39+7L - -

  • 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.

The manual trigger for this move is absolutely horrifying, and is one of 18's most important pressure tools. You can set up 17 after a j.H knockdown and then time it so that this hits super meaty, allowing 18 to get pressure that is basically unseeable due to the explosion covering the blast - and even if you do nothing, you're still plus. Good for neutral as well, especially against opponents running lots of assists that are strong in neutral (such as beam assists), as it forces them to hold back or risk a character and possibly themselves getting hit by this move.

S Support

Destructo-Disc

236 S

Barrier

22 S (Air OK)

Z Assists

Assist A

Barrier

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - 10 - - - 13-53 Non-throw, non-Super

  • 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 its 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 C

Support Attack

Super Moves

Energy Wave

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

Accel Dance

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

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
214LM 4218 All UDV 9+3 - - -14 [+30] 1-? All
j.214LM 4218 All UDV 9+3 - Until L - 1-? All

  • Costs 3 bars.
  • Invulnerable from frames 1 to 23.
  • 1718 minimum damage.
  • If Krillin is on your team and not on-screen, 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

Ambox notice.png To edit frame data, edit values in DBFZ/Android 18/Data.