DBFZ/Android 18

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Overview

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Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 10 4 18 -6
  • -6 on block: staggers are possible but not recommended.
  • Jump cancels on hit.

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

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 15 4 22 -10
  • Combos into Superdash midscreen with Smash or without in the corner.
  • Sets up rejumps under the same conditions.

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

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×5 All 13 Total 36 -3
  • 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 22S to stay safe. Also good to set up a downward-aimed Destructo Disc.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 7 2 14 -4
  • Hits low.
  • Fast and good frame advantage makes it a good pressure tool.

Crouches and kicks at their feet. While not as fast as her 5L, it's still a good button to use to challenge pressure.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 11 6 18 -8
  • 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.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 13 3 27+3L -17 4-15 Head
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 32 Total 44 +8
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • Standard universal overhead strike.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3
  • Taller than it looks.

Decent air-to-air button, but mostly useful for combo filler.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 11 3

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.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 13 4
  • 5LLLLLLL Dynamic 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 15 Total 35+3L
  • A ki blast at a sharp angle below 18.
  • Stops 18's movement while firing.

Not really useful. Combos into lvl3 without smash but that's about it.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 14 8
  • Combos into superdash with Smash.
  • Can be jump canceled.

Mostly delegated to combo filler. Enables j.H's sliding knockdown property and adds good damage to combos.

Special Moves

Back Grapple

236L or 236M/H (Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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)

No results
  • 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 Attack

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 700 All 14 8 Total 39 -5
j.214L 700 All 20 3 Total 39
Ground Version
  • Does a knee strike to the opponent.

18's safe blockstring ender. High pushback when used midscreen which will generally put you back to neutral. Can also be used to setup assist pressure, but the usefulness varies depending on the assist.


Air Version
  • Does a launching kick.

Useful as a frame trap from a blocked 2H, but not much else.

M Support Attack

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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 Attack

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214H 117×10, 137×7 All 14 300 Total 32
j.214H 117×10, 137×7 All 14 300 Total 32
214H > 214H 117×10, 137×7 All 30 Total 39 +29
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 Attack

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214S 300×3 All 43 Total 39 +38
j.214S 26 40 Total 32 32-65 Non-throw, non-Super
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
1000 All 18 -3
  • Can be controlled with holding 8 and 2.
  • Explodes if it hits the ground, leaving Android 18 highly plus on hit or block.
  • Deals high chip damage.

Useful in both neutral and corner combos. Its aiming property means you can threaten from full screen, even if the control isn't that great. Aiming it into the ground results in an explosion that can extend 18's pressure in the corner, or even hit-confirmed into a combo. Deals high chip damage on block, a property shared with other disc-type moves.

Barrier

22S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
22S Total 48 4-39 Non-throw, non-Super
j.22S Total 48 4-39 Non-throw, non-Super
  • 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 for lvl1 or 4L+M for lvl3.
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
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

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 25 +26
  • 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.

Assist C

Support Attack

Damage Guard Smash Startup Active Recovery On-Block Invuln
450×2, 400 All 35 [20] +55

Super Moves

Energy Wave

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

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 130×10, 170×7 All UDV 24~27+4 40 -27 10-?~37 All
j.236L+M 130×10, 170×7 All UDV 24~27+4 40 -27 10-?~37 All
  • 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 (Air OK) or 214H+S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 4218 All UDV 9+3 -14 [+30] 1-? All
j.214L+M 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.

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