DBFZ/Android 18/Combos

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Combo Notation Guide Character Name Abbreviations
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+DBL.png becomes 236L
> = Cancel into the next attack
, = Link the next attack after preceding move's recovery
|> or ▷ = After landing
jc = Jump cancel
hjc or sjc = High Jump cancel or Super Jump cancel
tk = Tiger Knee
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
[X] = Hold input X
]X[ = Release input X
(N) = Attack must deal N number of hits
{...}xN = Repeat ... N number of times
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
BDK = Bardock
BRS = Beerus
BRO = Broly
SBR = Broly (DBS)
GNY = Captain Ginyu
CEL = Cell
CLR = Cooler
FRZ = Frieza
GTA = Gogeta (SSGSS)
YGH = Gohan (Teen)
AGH = Gohan (Adult)
GKN = Goku
GKU = Goku (Super Saiyan)
BGK = Goku (SSGSS)
??? = Goku (Ultra Instinct)
GTG = Goku (GT)
BLK = Goku Black
GTK = Gotenks
HIT = Hit
JNB = Janemba
JRN = Jiren
KEF = Kefla
KBU = Kid Buu
KRL = Krillin
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
TEN = Tien
TNK = Trunks
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
BVG = Vegeta (SSGSS)
VTO = Vegito (SSGSS)
VDL = Videl
YAM = Yamcha
ZAM = Zamasu (Fused)

Combo List[edit]

These combos and many more as well as their damage values are now available on http://arcsyscombos.com .

Meterless[edit]

Midscreen[edit]

  • (5LL/2LL) > 2M > 5M > jc > j.MLL2H > SD > j.LL2H > jc > j.LLL

The Sayian BnB, but slightly different thanks to A18's air buttons.

  • (5LL/2LL) > 2M > 5M > jc > j.MLL2H > j.214M > SD > j.LL2H > jc > j.LLL

A18's BnB. Adds 70 damage while still being pretty easy.

  • (5LL/2LL) > 2M > 5M > jc > j.MLL2H > j.214M > airdash > DR

Midscreen Solo Snap. Deals 100 damage less than the BnB.

  • DR > j.ML2H > jc > j.LLL

Absolutely basic DR conversion.

Corner[edit]

  • (5LL/2LL) > 5/2M > 5/2M > 2H > delay j.214M > land > 2M > 5H > SD > j.LL2H > jc > j.LLL

Assist friendly corner combo, doesn't slide knockdown.

Meter combos[edit]

Midscreen[edit]

Vanish Combos[edit]

  • Starter > M+H (Vanish) > dash > 2M > 5M > jc > j.5M > j.5L > j.5L > jc > Finisher

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. About the starters: 5SSSSS (1080 damage) is faster and easy to hit confirm so you can preserve your meter if they block. 236S (1000 damage) has better scaling and is usually safer especially if you plan to vanish even when they block. That is a good plan because 236S is not easy to hit confirm.

Vanish Combo damage
Finishers
j.5LLL j.5M > j.5L > j.5L > j.2H > Level 1 j.5LL > Level 3
Starters 5SSSSS 2065 2923 3498
236S 2622 3458 4013

Corner[edit]

Assist Specific[edit]

Midscreen[edit]

(Launch or DP [Tien beam, Piccolo ball, any DP, etc.])

5LL > 2M > 5M > jc > j.MLL > jc.LLL + Assist > slight delay 214M > 2M > 5M > jc.LL2H > SD > j.LL > jc.LLL > 236L+M

Corner[edit]

Beam Assist (Goku SSJ, Goku Black etc.)[edit]

  • 5LL > 2M > 5M > jc > j.5L > j.5M > jc > j.5L > j.5M > j.5H+Assist > 5M > jc > j.5L > j.5M > j.2H > SD > j.5L > j.5M > jc > j.5L > j.5M > j.5H > 236L+M

Damage: 4463

Hit + Frieza assist[edit]

2M > 5M > JC > j.M > jc > j.M > j.H > hit.A > DL. 214M > 5M > JC > j.M > j.2H > 214M > SD > j.M > j.H > freiza.A > j.L > j.M > j.2H > 236LM this combo allows for an air dash after the lvl1 so u can 214M backdash to keep corner pressure or save freizas assist and 214L > freiza.A for oki on hit will launch into 18 for j.L > j.LL > jc > j.L > j.LL > j.2H > 214M > ext.DR > snapback > 214M (this last 214M calls 17 to apply pressure to the incoming opponent allowing 18 a free mixup)

Combo Theory[edit]

Video Examples[edit]

Navigation[edit]


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