DBFZ/Android 18/Combos

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< DBFZ‎ | Android 18
Revision as of 09:04, 13 January 2023 by Shtkn (talk | contribs)
 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)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL 4185 1.05 All Saiyan BnB.
2M > 5M > jc.MLL2H > j.214M > SD > j.MLL2H > jc.LLL 4322 1.15 All Android 18's version of the Saiyan BnB. Does more damage with no downsides.
2M > 5M > jc.MLL2H > j.214M > airdash > DR 3588 .9 All Dragon Rush combo, not all that useful as of 1.21 but it's there.
DR/2H > j.ML(L)2H > jc > j.LLL 2812/3455 1.4/.74 All 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 Rejump combo, no sliding knockdown so you have to use 214M.
SD > j.LL2H > j.214M > airdash j.LLL 2485 .75 All Superdash conversion, ends with a slide knockdown.
236H > SD > j.ML2H > jc.LLL 3110 -.5 All Command grab conversion, ends in a sliding knockdown.
... Vanish > 665L(whiff) > 5LL > 5LLL > SD > j.ML2H > jc.LLL > j.214M 2747 (with 236S) -1, +.24 All 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
2H > delay j.214M > land > 2M > 5H > SD > j.ML2H > jc.LLL 4112 .99 All 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 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 Medium Disc loops, tutorial 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 Easy Back to corner 236M combo.
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 Medium Back to corner grab into disc loops, you can go straight into lvl3 after j.LL.

Notes

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.

Notes

Combo Theory

Video Examples

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