DBFZ/Android 18: Difference between revisions

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==Normal Moves==
==Normal Moves==
===<big>5{{clr|2|L}}</big>===
===<big>{{clr|1|5L}}</big>===
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==== ====
==== ====
;5L
;{{clr|1|5L}}
* 6-frame normal, second fastest meterless attack 18 has.
* 6-frame normal, second fastest meterless attack 18 has.
* Hits low.
* 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.
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
;{{clr|1|5LL}}
* Medium button in disguise.
* Medium button in disguise.
* Good frame advantage for stagger pressure.
* Good frame advantage for stagger pressure.
* Higher hitbox than 5M, some jump cancel combos will require this.
* Higher hitbox than {{clr|2|5M}}, some jump cancel combos will require this.
5LL moves foward after 5L to stay close, decent filler in pressure.
{{clr|1|5LL}} moves foward after {{clr|1|5L}} to stay close, decent filler in pressure.
----
----
;5LLL
;{{clr|1|5LLL}}
* Always Smashes. Combos into superdash.
* Always Smashes. Combos into superdash.
5LLL is a knee that moves her forward.
{{clr|1|5LLL}} is a knee that moves her forward.
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===<big>5{{clr|3|M}}</big>===
===<big>{{clr|2|5M}}</big>===
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===<big>5{{clr|5|H}}</big>===
===<big>{{clr|3|5H}}</big>===
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* Combos into Superdash midscreen with Smash or without in the corner.
* Combos into Superdash midscreen with Smash or without in the corner.
* Sets up rejumps under the same conditions.
* 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.
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 {{clr|2|j.214M}} oki off soft knockdown.
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===<big>5{{clr|4|S}}</big>===
===<big>{{clr|4|5S}}</big>===
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==== ====
==== ====
* Can be repeated up to 5 times.  
* 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.
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 {{clr|4|22S}} to stay safe. Also good to set up a downward-aimed Destructo Disc.
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===<big>2{{clr|2|L}}</big>===
===<big>{{clr|1|2L}}</big>===
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* Hits low.
* Hits low.
* Fast and good frame advantage makes it a good pressure tool.
* 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.
Crouches and kicks at their feet. While not as fast as her {{clr|1|5L}}, it's still a good button to use to challenge pressure.
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===<big>2{{clr|3|M}}</big>===
===<big>{{clr|2|2M}}</big>===
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===<big>2{{clr|5|H}}</big>===
===<big>{{clr|3|2H}}</big>===
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==== ====
==== ====
* Anti air that kicks upwards. Leaves her airborne so her followups are less than stellar. Has head invulnerable like any other 2H, use well.
* Anti air that kicks upwards. Leaves her airborne so her followups are less than stellar. Has head invulnerable like any other {{clr|3|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.
Mainly used for {{clr|3|2H}} properties to anti-air or for {{clr|3|2H}} > {{clr|2|j.214M}} for combos on the ground. Can be made safe on block with {{clr|1|j.214L}}.
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===<big>2{{clr|4|S}}</big>===
===<big>{{clr|4|2S}}</big>===
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===<big>6{{clr|3|M}}</big>===
===<big>{{clr|2|6M}}</big>===
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===<big>j.{{clr|2|L}}</big>===
===<big>{{clr|1|j.L}}</big>===
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===<big>j.{{clr|3|M}}</big>===
===<big>{{clr|2|j.M}}</big>===
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===<big>j.{{clr|5|H}}</big>===
===<big>{{clr|3|j.H}}</big>===
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==== ====
==== ====
* 5LLLLLLL Smash hit can wall bounce.
* {{clr|1|5LLLLLLL}} Smash hit can wall bounce.
* j.H Smash hit causes a sliding knockdown.
* {{clr|3|j.H}} Smash hit causes a sliding knockdown.
Good for an instant overdash overhead opener or for pressure on block.
Good for an instant overdash overhead opener or for pressure on block.
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===<big>j.{{clr|4|S}}</big>===
===<big>{{clr|4|j.S}}</big>===
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===<big>j.2{{clr|5|H}}</big>===
===<big>{{clr|3|j.2H}}</big>===
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* Combos into superdash with Smash.
* Combos into superdash with Smash.
* Can be jump canceled.
* Can be jump canceled.
Mostly delegated to combo filler. Enables j.H's sliding knockdown property and adds good damage to combos.
Mostly delegated to combo filler. Enables {{clr|3|j.H}}'s sliding knockdown property and adds good damage to combos.
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==Special Moves==
==Special Moves==
===<big>Back Grapple</big>===
===<big>Back Grapple</big>===
<span class="input-badge">'''236{{clr|2|L}}/{{clr|3|M}}/{{clr|5|H}}'''</span>
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}}'''</span>
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;All Versions
;All Versions
* Switches sides on connect.
* Switches sides on connect.
* Hold L/M/H prevents 17 from coming out.
* Hold L/{{clr|2|M}}/{{clr|3|H}} prevents 17 from coming out.
* 17 also won't come out if he was used recently.
* 17 also won't come out if he was used recently.
----
----
;236L
;{{clr|1|236L}}
Stomps opponent into a sliding knockdown.
Stomps opponent into a sliding knockdown.
----
----
;236M
;{{clr|2|236M}}
* Throws opponent to 17, who then knocks them into a sliding knockdown.
* Throws opponent to 17, who then knocks them into a sliding knockdown.
* Hold version corner splats.
* Hold version corner splats.
* Non-Smash version stomps into sliding knockdown like L version.
* Non-Smash version stomps into sliding knockdown like L version.
----
----
;236H
;{{clr|3|236H}}
* Ground bounces the opponent into 17, who then launches them upward.
* Ground bounces the opponent into 17, who then launches them upward.
* Jump and special cancelable.
* Jump and special cancelable.
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===<big>Support Attack</big>===
===<big>Support Attack</big>===
<span class="input-badge">'''214{{clr|2|L}}/{{clr|3|M}}/{{clr|5|H}}/{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}}/{{clr|4|S}} (Air OK)'''</span>
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;Air Version
;Air Version
* Does a launching kick.
* Does a launching kick.
Useful as a frame trap from a blocked 2H, but not much else.
Useful as a frame trap from a blocked {{clr|3|2H}}, but not much else.
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* Startup for 2nd attack is reduced if 1st connects.
* Startup for 2nd attack is reduced if 1st connects.
* 3rd attack only comes out if the 2nd hits.
* 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.
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 {{clr|3|5H}}.
----
----
;Air Version
;Air Version
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* Additional startup frames based on altitude, minimum of 23 frames.
* Additional startup frames based on altitude, minimum of 23 frames.
* Has Head attribute.
* Has Head attribute.
Primarily used for oki off 5H > SD > j.LLL > j.214M(oki) and from j.H sliding knockdown.
Primarily used for oki off {{clr|3|5H}} > SD > {{clr|1|j.LLL}} > {{clr|2|j.214M}}(oki) and from {{clr|3|j.H}} sliding knockdown.
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* Stays on screen for slightly longer than 5 seconds, and is invulnerable to all projectiles during the TED talk.
* 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 tags out, he attacks in front of you, if they DHC, he tracks the new point character.
* 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 tags 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.
* This attack can be manually triggered by inputting {{clr|3|214H}}/{{clr|3|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.
* 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.
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 {{clr|3|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.
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===<big>Destructo-Disc</big>===
===<big>Destructo-Disc</big>===
<span class="input-badge">'''236{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|4|236S}}'''</span>
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===<big>Barrier</big>===
===<big>Barrier</big>===
<span class="input-badge">'''22{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|4|22S}} (Air OK)'''</span>
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* Also blocks hits for assists.
* Also blocks hits for assists.
* Active from frames 4 to 41(?) and longer if a move hits it.
* 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.
* Successful absorb extends active frames and can be canceled into supers with {{clr|1|L}}+{{clr|2|M}} for lvl1 or {{clr|1|4L}}+{{clr|2|M}} for lvl3.
* Gains 25% Ki gauge each hit absorbed.
* Gains 25% Ki gauge each hit absorbed.
* If Guard Cancel hits the shield they cannot act until they hit the ground.
* If Guard Cancel hits the shield they cannot act until they hit the ground.
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==Super Moves==
==Super Moves==
===<big>Energy Wave</big>===
===<big>Energy Wave</big>===
<span class="input-badge">'''236{{clr|2|L}}+{{clr|3|M}} or 236{{clr|5|H}}+{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} or {{clr|3|236H}}+{{clr|4|S}} (Air OK)'''</span>
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===<big>Accel Dance</big>===
===<big>Accel Dance</big>===
<span class="input-badge">'''214{{clr|2|L}}+{{clr|3|M}} or 214{{clr|5|H}}+{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} or {{clr|3|214H}}+{{clr|4|S}} (Air OK)'''</span>
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<div class="attack-gallery">

Revision as of 23:10, 10 April 2022

Overview

Template:CharaOverview

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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

5H

5S

2L

2M

2H

2S

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Back Grapple

236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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/H/S (Air OK)

  • 18 fixes her hair while 17 does the work.
  • Different buttons correspond to different actions 17 take.
  • 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

M Support

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
214H 117×10, 137×7 All 14 300 Total 32
j.214H 117×10, 137×7 All 14 300 Total 32
214H > 214H
or j.214H > 214H
117×10, 137×7 All 30 Total 39 +29
214H > j.214H
or j.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 tags 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

Destructo-Disc

236S

Barrier

22S (Air OK)

Z Assists

Assist A

Barrier

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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

Assist C

Support Attack

Super Moves

Energy Wave

236L+M or 236H+S (Air OK)

Accel Dance

214L+M or 214H+S (Air OK)

No results
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 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

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

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

DBFZ/Navigation