This can be due to patches to the game, or developments in the metagame. You can help by updating it.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview
Android 18 is a mix-up character who uses her plethora of options to crack down the opponents' defense while using Support Attack to keep her safe. 18 doesn't enter the field alone, as her 214X series Support Attack allows her to summon her brother Android 17, who doubles as both an effective assist and the most dripped out character on the roster. Each one of the attacks that Android 17 can do are designed to help with 18's goal of slowly mounting pressure and pushing her opponent into the corner.
Once her enemy is nice and tucked away into the corner, Android 18's true worth comes to the forefront as she becomes a true mixup machine. Properly utilizing assists, Support Attack, and her own Back Grapple special can drown her opponent in a veritable ocean of moves coming their way, and 18 can capitalize on this immense pressure to open up her opponents and lay the smack down. Properly mastering the android siblings in tandem with each other can allow for some very long and damaging combos as well, and even create some unique situations such as a meterless snapback opportunity to continue the chase against fleeing opponents.
18's biggest weakness is her mediocre neutral presence, which informs many of her other weaknesses as well. Due to the fact that 18 has no strong neutral tools for closing the distance, she is incredibly reliant on her allies' assists to open the way and initiate a scramble. This means putting 18 on point is almost a must, and pairing her with assists designed to synergize with her moveset is the key to success. At the same time, a smart opponent who can successfully keep their distance from 18 nullifies many of her strengths, and she is hit particularly hard by anyone with even remote zoning potential, like Z Broly or Janemba.
Though 18 has a tough time getting into the range where she's most effective, it's not for nothing that she's remained a consistent pick in the competitive and casual scene alike - there's nothing quite like watching this blond-haired buzzsaw slice through any opponent unlucky enough to be in the corner next to her.Android 18 thrives off lock-down pressure in tandem with 17 to make opponents crack.
- Extra Assist: Support Attack is a powerful offensive tool with several good lockdown, combo, and mix-up qualities. It also has great oki and corner damage.
- Suffocating Mix-ups: 214H
GuardAllStartup14RecoveryTotal 32Advantage- grants a unseeable 50/50 mix-up during a corner blockstring when done twice, for a total cost of 1 bar.
- Unorthodox Assist: Assist A
Guard-Startup10Recovery-Advantage- protects against most buttons and lets you steal a turn.
- Command Grab: 236L
GuardThrowStartup17Recovery24Advantage- is a fast command grab, and the other versions, although very slow, can be followed up with a combo.
- Level 3 Oki: After her level 3 super Android 18 can get a 50/50 mix up anywhere on screen similar to pre-patch Android 21.
- Poor Range: Normals have short range, resulting in lackluster neutral and approach options without assists. Particularly weak to Reflect > Raw Tag.
- Aerial Game: No aerial abilities outside of Support Attack pressure at close range.
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.
- Great horizontal range.
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. Has abnormally low pushback, which can make it difficult to use crossups after.
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
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/S (Air & Hold OK) or 214H (Air OK)
- 18 fixes her hair while 17 does the work.
- Different buttons correspond to different actions 17 take.
- Holding down your button of choice will make grounded 18 get an air 17 call, or an airborne 18 get a grounded 17 call. She has access to every version anywhere.
- 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.
- Start-up is sped up when the opponent is in hitstun.
- The spawn position changes when the opponent is in hitstun mid-air.
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 tag 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 |
- 214S
- Appears behind 18 on the ground and fires 3 horizontal ki blasts.
- j.214S
- 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.
- 214[S]
- 17 appears and does barrier on the ground.
Destructo-Disc
236S
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 18 | -3 |
- Can be controlled with holding
and
.
- 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. can now perform special moves while barrier is active.
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
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.
Meteor Moves
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
- DBFZ Android 18 color1.png
Color 1
- DBFZ Android 18 color2.png
Color 2
- DBFZ Android 18 color3.png
Color 3
- DBFZ Android 18 color4.png
Color 4
- DBFZ Android 18 color5.png
Color 5
- DBFZ Android 18 color6.png
Color 6
- DBFZ Android 18 color7.png
Color 7
- DBFZ Android 18 color8.png
Color 8
- DBFZ Android 18 color9.png
Color 9
- DBFZ Android 18 color10.png
Color 10
- DBFZ Android 18 color11.png
Color 11
- DBFZ Android 18 color12.png
Color 12
- DBFZ Android 18 color13.png
Color 131
- DBFZ Android 18 color14.png
Color 141
- DBFZ Android 18 color15.png
Color 151
- DBFZ Android 18 color16.png
Color 161
