DBFZ/Android 18: Difference between revisions

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;{{clr|L|5L}}
;{{clr|L|5L}}
* 6-frame normal, second fastest meterless attack 18 has.
* 6-frame normal, second fastest meterless attack 18 has.
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* -6 on block: staggers are possible but not recommended.
* -6 on block: staggers are possible but not recommended.
* Jump cancels on hit.
* Jump cancels on hit.
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* Combos into Superdash midscreen with Smash or without in the corner.
* Combos into Superdash midscreen with Smash or without in the corner.
* Sets up rejumps under the same conditions.
* Sets up rejumps under the same conditions.
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* Can be repeated up to 5 times.  
* Can be repeated up to 5 times.  
Good for controlling space. Has one more Ki Blast than the average of four, and if the opponent can shoot more than her she can cancel into {{clr|S|22S}} to stay safe. Also good to set up a downward-aimed Destructo Disc.
Good for controlling space. Has one more Ki Blast than the average of four, and if the opponent can shoot more than her she can cancel into {{clr|S|22S}} to stay safe. Also good to set up a downward-aimed Destructo Disc.
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* Hits low.
* Hits low.
* Fast and good frame advantage makes it a good pressure tool.
* Fast and good frame advantage makes it a good pressure tool.
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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. Can low profile attacks, but this isn't likely to happen.
Sweeps at their feet. Similar to Goku's, a generic but good low starter. Can low profile attacks, but this isn't likely to happen.
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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 {{clr|H|2H}}, use well.
* Anti air that kicks upwards. Leaves her airborne so her followups are less than stellar. Has head invulnerable like any other {{clr|H|2H}}, use well.
Mainly used for {{clr|H|2H}} properties to anti-air or for {{clr|H|2H}} > {{clr|M|j.214M}} for combos on the ground. Can be made safe on block with {{clr|L|j.214L}}.
Mainly used for {{clr|H|2H}} properties to anti-air or for {{clr|H|2H}} > {{clr|M|j.214M}} for combos on the ground. Can be made safe on block with {{clr|L|j.214L}}.
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* Jumps into the air first, then fires.
* Jumps into the air first, then fires.
* 18's movement is stopped while firing.
* 18's movement is stopped while firing.
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* Standard universal overhead strike.  
* Standard universal overhead strike.  
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* Taller than it looks.
* Taller than it looks.
Decent air-to-air button, but mostly useful for combo filler.
Decent air-to-air button, but mostly useful for combo filler.
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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.
* 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.
Can cross up with IAD for a good mixup, and solid jumping normal. Has a deadzone in terms of where it can and cannot cross up.
Can cross up with IAD for a good mixup, and solid jumping normal. Has a deadzone in terms of where it can and cannot cross up.
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* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
* {{clr|H|j.H}} Smash hit causes a sliding knockdown.
* {{clr|H|j.H}} Smash hit causes a sliding knockdown.
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* A ki blast at a sharp angle below 18.
* A ki blast at a sharp angle below 18.
* Stops 18's movement while firing.
* Stops 18's movement while firing.
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* Combos into superdash with Smash.
* Combos into superdash with Smash.
* Can be jump canceled.
* Can be jump canceled.
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;All Versions
;All Versions
* Switches sides on connect.
* Switches sides on connect.
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<div class="attack-info">
<div class="attack-info">
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* 18 fixes her hair while 17 does the work.
* 18 fixes her hair while 17 does the work.
* Different buttons correspond to different actions 17 take.
* Different buttons correspond to different actions 17 take.
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;Ground Version
;Ground Version
* Does a knee strike to the opponent.
* Does a knee strike to the opponent.
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;Ground Version
;Ground Version
* Startup for 2nd attack is reduced if 1st connects.
* Startup for 2nd attack is reduced if 1st connects.
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* Strikes a devastating conversation.
* Strikes a devastating conversation.
* Stays on screen for slightly longer than 5 seconds, and is invulnerable to all projectiles during the TED talk.
* Stays on screen for slightly longer than 5 seconds, and is invulnerable to all projectiles during the TED talk.
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* Appears behind 18 on the ground and fires 3 horizontal ki blasts.
* Appears behind 18 on the ground and fires 3 horizontal ki blasts.
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* Can be controlled with holding {{Ni|8}} and {{Ni|2}}.
* Can be controlled with holding {{Ni|8}} and {{Ni|2}}.
* Explodes if it hits the ground, leaving Android 18 highly plus on hit or block.
* Explodes if it hits the ground, leaving Android 18 highly plus on hit or block.
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* Absorbs all strikes and projectiles. Loses to throws and supers.
* Absorbs all strikes and projectiles. Loses to throws and supers.
* Also blocks hits for assists.
* Also blocks hits for assists.
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* Doesn't gain Ki for blocking attacks like the point version...
* 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.
* Shows up in front of the point character. Absorbs hits for both the point character and any other assists.
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* 45 frames of hitstun.
* 45 frames of hitstun.
Very solid assist all around. Quick startup, beam properties, combo-friendly juggle, full screen, and 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.
Very solid assist all around. Quick startup, beam properties, combo-friendly juggle, full screen, and 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.
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</div>
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* Costs 1 bar.
* Costs 1 bar.
* Minimum damage: 44*10, 54*7 (818)
* Minimum damage: 44*10, 54*7 (818)
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* Costs 3 bars.
* Costs 3 bars.
* Invulnerable from frames 1 to 23.
* Invulnerable from frames 1 to 23.

Revision as of 21:56, 13 May 2022

Overview

Template:CharaOverview

Normal Moves

5L

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.
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.

5M

5H

5S

2L

2M

2H

2S

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Back Grapple

236L/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.
236L 600, 1000 Throw D2 17 1 24
236M 600,1000 / 600,1100 Throw U1+ → D2 30 1 24
236H 600,1200 / 700,1100 Throw U1+ → D2 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

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

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.
214M 400×3 All 32 4(13)4(18)9
[4(8)4(18)9]
Total 39 +27
j.214M 450×2 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.
214H 117×10, 137×7 All 14 300 Total 32
j.214H 117×10, 137×7 All 14 300 Total 32
214H > 214H
or j.214H > 214H
117×10, 137×7 All 30 Total 39 +29
214H > j.214H
or j.214H > j.214H
117×10, 137×7 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

236S

Barrier

22S (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.
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

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

Accel Dance

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

No results
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.

  • 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.

Colors

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

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

DBFZ/Navigation