DBFZ/Android 18/Frame Data

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Android 18


Glossary

How do I read frame data?

Frame Data Glossary  
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 Low 6 3 13 -4 1 11 16 16
5LL 700 All 10 4 16 -4 2 15 18 18
5LLL 1000 U3+ All 12 5 17 -5 4 15 Launch 34
5M 700 All 10 4 18 -6 2 15 18 18
5H 850 / 1000 U1 All 15 4 22 -10 4 15 Launch 22
5S 300×5 All 13 Total 36 -3
2L 400 Low 7 2 14 -4 1 11 16 16
2M 700 Low 11 6 18 -8 2 15 Launch 22
2H 850 / 1000 U1+ All 13 3 27+3L -17 4-15 Head 15 Launch 22 / 39
2S 600 All 32 Total 44 +8
6M 850 High 24 6 4+6L ±0 3 15 18 23
j.L 400 High 6 3 1
j.M 700 High 11 3 2
j.H 850 / 1000 D1+ [D3+] High 13 4 3
j.S 600 All 15 Total 35+3L
j.2H 850 U1+ All 14 8


Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Back Grapple 600, 1000 D2 Throw 17 1 24
236M M Back Grapple 600,1000 / 600,1100 U1+ → D2 Throw 30 1 24
236H H Back Grapple 600,1200 / 700,1100 U1+ → D2 Throw 28 1 24
214L L Support Attack 700 All 14 8 Total 39 -5
j.214L Air L Support Attack 700 All 20 3 Total 39
214M M Support Attack 400×3 All 32 4(13)4(18)9
[4(8)4(18)9]
Total 39 +27
j.214M Air M Support Attack 450×2 All 23+ 4(15)4 Total 32+7L
214H H Support Attack 117×10, 137×7 All 14 300 Total 32
j.214H Air H Support Attack 117×10, 137×7 All 14 300 Total 32
214H > 214H H Support Attack (Manual Trigger) 117×10, 137×7 All 30 Total 39 +29
214H > j.214H Air H Support Attack (Manual Trigger) 117×10, 137×7 All 30 Total 39+7L
214S S Support Attack 300×3 All 43 Total 39 +38
j.214S Air S Support Attack 26 40 Total 32 32-65 Non-throw, non-Super
236S Destructo-Disc 1000 All 20 -3
22S Barrier Total 48 4-39 Non-throw, non-Super
j.22S Air Barrier Total 48 4-39 Non-throw, non-Super


Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Barrier 10 13-53 Non-throw, non-Super
Assist B Destructo-Disc 800 All 26 +26
Assist C Support Attack 450×2, 400 All 46 [21] +50


Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L+M Energy Wave 130×10, 170×7 UDV All 24~27+4 40 -27 10-?~37 All
j.236L+M Air Energy Wave 130×10, 170×7 UDV All 24~27+4 40 -27 10-?~37 All
214L+M Accel Dance 4218 UDV All 9+3 -14 [+30] 1-? All
j.214L+M Air Accel Dance 4218 UDV All 9+3 Until L 1-? All


Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S DR, Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M - 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - - Sp
5S - - 5H, 2H 2S Sp
2S - - - - Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge

Sources

http://www.mediafire.com/file/ahd7y25cca92pav/Android%2018%20hitboxes.mkv (rec April 24, 2018)

https://drive.google.com/drive/u/1/folders/1wRVWEqruLWsrZaxc4QmEAjyP2CzWvbf5(rec on May 2, 2018)

Frame data was taken from source above: https://docs.google.com/spreadsheets/d/1QfbfIZV8yuX0I9_NbenBjzyKOuvYUGtXX6KK2SBMoCk/edit#gid=0

Navigation

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

System Explanations

Essentials
HUDControlsFAQTraining Mode
The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
Damage/ComboFrame Data & System DataMisc
Archived Information
Patch NotesTier Lists

Mechanics Glossary