DBFZ/Android 18/Combos

From Dustloop Wiki
 Android 18
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

This page is updated for 1.33.
Notes:

  • The majority of the combos on this page can be done scaled (j.5H > 5L > ...) and will point out when there is an exception. It's a good idea generally to omit a combo fiiller button like 5M/2M early in a combo if you're worried about a scaled combo dropping.
  • Be sure not to use the correct version of Android 17's atttacks; the newest patches have updated Android 18 to be able to call 17's aerial attacks while she stays the ground and vice versa, so this may mess up some peoples' combos if they hold the button when meaning to tap it as an example.


Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL 4185 1.05 All [1] Very Easy Saiyan BnB. Not optimal, but when in doubt, go for it.
2M > 5M > jc.MLL2H > j.214M > SD > j.MLL2H > jc.LLL 4322 1.15 All [1] Very Easy Android 18's version of the Saiyan BnB. Basically always used in place of the above combo.
2M > 5M > jc.MLL2H > j.214M > airdash > DR 3588 .9 All [1] Very Easy Solo snap combo.
DR/2H > j.ML(L)2H > jc > j.LLL 2812/3455 1.4/.74 All [2] Easy Add the j.L for the 2H combo, if it's used in the DR combo it will drop.
5H > delay SD > airdash j.M ▷ 669 j.LL2H > j.LLL > j.214M 3580 .76 All [4] Hard Rejump combo, no sliding knockdown so you have to use 214M to set up pressure.
236H > SD > j.ML2H > jc.LLL 3110 -.5 All [1] Very Easy Command grab conversion, ends in a sliding knockdown. Can't get much else here. Be sure to not delay SD here if you want SKD.
SD > j.M > jc.M > j.2H > j.214M > airdash DR 2703 .80 All [2] Easy Superdash conversion, ends with a slide knockdown.
SD > j.LL > j.2H > j.214M > airdash j.LLL 2500 .75 All [2] Easy Alternate route for SD. It's basically the same thing.
... 5H > SD > j.L > j.2H > j.LLL > j.214L > Vanish > ... 2500 .75 All [2] Easy 17 Vanish extension. 17's attack connecting is height dependent; you can't just do j.214L > vanish for every route.
This leads to pretty good damage extensions off 5M starters.
... Vanish > 665L(whiff) > 5LL > 5LLL > SD > j.ML2H > jc.LLL > j.214M 2747 (with 236S) -1, +.24 All [2] Easy Good for starting a combo from range. You do not necessarily need to worry about hit confirming them if you don't mind spending the meter because it is also an excellent way to start block pressure.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2M > delay 236S > 5L > 5M > sj.LMLH > j.214L > j.LL > jc.MLL > 2H > 214M > SD > LLL 5447 ~1.8 All [3] Medium Optimal (or at least near) solo combo with SKD. Slight delay on the 2M to 236S, allowing 5L to hit.
If done scaled, just omit the initial 5M.
5M > 2M > delay 236S > 5L > 5(S[4]) > 236S > 5L > 5(S[4]) > 5H > 214M 5LL > jc > DR ? ? All [3] Medium Another SKD solo combo.
End part can be finnicky so for an easier SKD, omit 5LL at the end and replace with SD > DR.
5M > 2M > 5H > 214M > 2S > 2M > 5H > SD > j.L > j.2H > jc.LLL > j.214L > j.LLL > Assist > DR+236L/air DR 5273 ~1.8 All [2] Easy Assisted combo with SKD. Use air DR for same side.
The second j.LLL is a link & can be a bit strange at first to get.
2H > delay j.214M > land > 2M > 5H > SD > j.ML2H > jc.LLL 4112 .99 All [2] Easy Assist friendly corner combo, doesn't slide knockdown.
2M > 5M > jc.MLL > jc.MLL2H > delay j.214M > land > 2M > 5H > SD > j.ML2H > jc.LLL 4709 1.45 All [2] Easy Extension of the above combo, needs a good starter.
2M > 5H > 2S > 2M > delay 5H > 236S[2] > [slight delay 5L > 5H > 5S > 236S]x2 > 5L > 5H > 236L 5612 1.70 All [4] Hard Old disc loops, tutorial video somewhere below. Remove the second rep if it's a scaled starter.
236[M] > 2M > 5H > delay SD > airdash j.M ▷ 669 j.LL2H > j.LLL > j.214M 3020 .9 All [4] Hard Back to corner 236M combo. Probably won't get this situation too often.
236[M] > 2M > delay 5H > 236S[2] > [slight delay 5L > 5H > 5S > 236S]x2 > 5L > 5H > SD j.LLL > j.214M 3790 1.70 All [3] Medium Back to corner grab into disc loops, you can go straight into lvl3 after j.LL.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5H > 236S > Sparking! > ... Corner ? ? All

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.M > jc.MH > j.214M > Assist > ... Anywhere ? ? All Works with pop-up assists.
2M > 5M > sj.LL2H > j.214M[9] > j.LL2H > jc > j.LLL > Assist > SD > j.LLL > j.214M Anywhere ? ? All Beam assist combo, soft knockdown. Demonstration here.
... > j.LLL > j.214M > Assist > DR > 236L Corner ? ? All Works with horizontal-launching assists. Useful to go into supers.

Combo Theory

Saiyan bnb + 17 calls is the majority of it. Unique combos can be found above. Honestly, her combo structure is very self explanatory. Feel free to remove this and add your own knowledge if you think there's anything to add!

Video Examples

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