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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}} | {{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}} | ||
======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{CharaOverview | {{CharaOverview | ||
| 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 [[DBFZ/Android 18#Support Attack|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 [[DBFZ/Android 18#Back Grapple| 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 | | 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 [[DBFZ/Android 18#Support Attack|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 [[DBFZ/Android 18#Back Grapple|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 in to 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. | 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 in to 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. | ||
| quote = You knew you'd lose, but you challenged me anyway. That curiosity is gonna get you killed. | |||
| lore = Abducted by the twisted Red Ribbon scientist Dr Gero, the young twins Lapis and Lazuli were forcibly modified into cyborgs, going by the serial numbers Android 17 and Android 18. The two were given a single task by Gero: Kill Son Goku. Although they betrayed (and killed) their creator, they continued in this task of their own volition, only for their task to be cut short by a greater threat in the form of Cell, who absorbed the two cyborgs to attain perfection. After Cell was defeated, both androids would be restored and reformed, with Android 18 marrying Krillin while Android 17 became a park ranger. | | lore = Abducted by the twisted Red Ribbon scientist Dr Gero, the young twins Lapis and Lazuli were forcibly modified into cyborgs, going by the serial numbers Android 17 and Android 18. The two were given a single task by Gero: Kill Son Goku. Although they betrayed (and killed) their creator, they continued in this task of their own volition, only for their task to be cut short by a greater threat in the form of Cell, who absorbed the two cyborgs to attain perfection. After Cell was defeated, both androids would be restored and reformed, with Android 18 marrying Krillin while Android 17 became a park ranger. | ||
| summary = thrives off lock-down pressure in tandem with 17 to make opponents crack. | | summary = thrives off lock-down pressure in tandem with 17 to make opponents crack. | ||
| pros = | | pros = | ||
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==Normal Moves== | ==Normal Moves== | ||
===<big> | ===<big>{{clr|L|5L}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
|where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL") | |where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL") | ||
|format=template|template= | |format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | ||
|delimiter=\n{{!}}-\n | |delimiter=\n{{!}}-\n | ||
}} | }} | ||
|} | |} | ||
==== ==== | ==== ==== | ||
;5L | <!--Insert text below the =s and above the 2 /divs--> | ||
;{{clr|L|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|L|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|M|5M}}, some jump cancel combos will require this. | ||
5LL moves foward after 5L to stay close, decent filler in pressure. | {{clr|L|5LL}} moves foward after {{clr|L|5L}} to stay close, decent filler in pressure. | ||
---- | ---- | ||
;5LLL | ;{{clr|L|5LLL}} | ||
* Always Smashes. Combos into superdash. | * Always Smashes. Combos into superdash. | ||
5LLL is a knee that moves her forward. | {{clr|L|5LLL}} is a knee that moves her forward. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | ===<big>{{clr|M|5M}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* -6 on block: staggers are possible but not recommended. | * -6 on block: staggers are possible but not recommended. | ||
* Jump cancels on hit. | * Jump cancels on hit. | ||
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</div> | </div> | ||
===<big> | ===<big>{{clr|H|5H}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* 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|M|j.214M}} oki off soft knockdown. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | ===<big>{{clr|S|5S}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* 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|S|22S}} to stay safe. Also good to set up a downward-aimed Destructo Disc. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | ===<big>{{clr|L|2L}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* 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|L|5L}}, it's still a good button to use to challenge pressure. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | ===<big>{{clr|M|2M}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Slides if done out of dash. | * 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. | 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. | ||
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</div> | </div> | ||
===<big> | ===<big>{{clr|H|2H}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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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. | <!--Insert text below the =s and above the 2 /divs--> | ||
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. | * Anti air that kicks upwards. Leaves her airborne so her followups are less than stellar. Has head invulnerable like any other {{clr|H|2H}}, use well. | ||
Mainly used for {{clr|H|2H}} properties to anti-air or for {{clr|H|2H}} > {{clr|M|j.214M}} for combos on the ground. Can be made safe on block with {{clr|L|j.214L}}. | |||
</div> | </div> | ||
</div> | </div> | ||
===<big> | ===<big>{{clr|S|2S}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Jumps into the air first, then fires. | * Jumps into the air first, then fires. | ||
* 18's movement is stopped while firing. | * 18's movement is stopped while firing. | ||
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</div> | </div> | ||
</div> | </div> | ||
===<big> | ===<big>{{clr|M|6M}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 242: | Line 250: | ||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Standard universal overhead strike. | * Standard universal overhead strike. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | ===<big>{{clr|L|j.L}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 263: | Line 272: | ||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Taller than it looks. | * Taller than it looks. | ||
Decent air-to-air button, but mostly useful for combo filler. | Decent air-to-air button, but mostly useful for combo filler. | ||
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</div> | </div> | ||
===<big> | ===<big>{{clr|M|j.M}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 286: | Line 296: | ||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Only has hitbox on her front leg. On the last active frame, hitbox extends slightly backward for crossup purposes, but it never goes fully behind 18. | * Only has hitbox on her front leg. On the last active frame, hitbox extends slightly backward for crossup purposes, but it never goes fully behind 18. | ||
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. | 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. | ||
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</div> | </div> | ||
===<big> | ===<big>{{clr|H|j.H}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{FrameDataHeader-DBFZ | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{#cargo_query:tables=MoveData_DBFZ | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields= | |fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
|where=chara="{{SUBPAGENAME}}" and | |where=chara="{{SUBPAGENAME}}" and input="j.H" | ||
|format=template|template= | |format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | ||
}} | }} | ||
|} | |} | ||
==== ==== | ==== ==== | ||
* 5LLLLLLL | <!--Insert text below the =s and above the 2 /divs--> | ||
* j.H Smash hit causes a sliding knockdown. | * {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce. | ||
* {{clr|H|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. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | ===<big>{{clr|S|j.S}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 334: | Line 345: | ||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* A ki blast at a sharp angle below 18. | * A ki blast at a sharp angle below 18. | ||
* Stops 18's movement while firing. | * Stops 18's movement while firing. | ||
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</div> | </div> | ||
===<big> | ===<big>{{clr|H|j.2H}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 358: | Line 370: | ||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* 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|H|j.H}}'s sliding knockdown property and adds good damage to combos. | ||
</div> | </div> | ||
</div> | </div> | ||
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==Special Moves== | ==Special Moves== | ||
===<big>Back Grapple</big>=== | ===<big>Back Grapple</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H") | |where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H") | ||
|format=template|template= | |format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | ||
|delimiter=\n{{!}}-\n | |delimiter=\n{{!}}-\n | ||
}} | }} | ||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
;All Versions | ;All Versions | ||
* Switches sides on connect. | * Switches sides on connect. | ||
* Hold L/M/H prevents 17 from coming out. | * Hold L/{{clr|M|M}}/{{clr|H|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|L|236L}} | ||
Stomps opponent into a sliding knockdown. | Stomps opponent into a sliding knockdown. | ||
---- | ---- | ||
;236M | ;{{clr|M|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|H|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">''' | <span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|S}} (Air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* 18 fixes her hair while 17 does the work. | * 18 fixes her hair while 17 does the work. | ||
* Different buttons correspond to different actions 17 take. | * Different buttons correspond to different actions 17 take. | ||
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|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="j.214L") | |where=chara="{{SUBPAGENAME}}" and (input="214L" or input="j.214L") | ||
|format=template|template= | |format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | ||
|delimiter=\n{{!}}-\n | |delimiter=\n{{!}}-\n | ||
}} | }} | ||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
;Ground Version | ;Ground Version | ||
* Does a knee strike to the opponent. | * Does a knee strike to the opponent. | ||
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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|H|2H}}, but not much else. | ||
</div> | </div> | ||
</div> | </div> | ||
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|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
|where=chara="{{SUBPAGENAME}}" and (input="214M" or input="j.214M") | |where=chara="{{SUBPAGENAME}}" and (input="214M" or input="j.214M") | ||
|format=template|template= | |format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | ||
|delimiter=\n{{!}}-\n | |delimiter=\n{{!}}-\n | ||
}} | }} | ||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
;Ground Version | ;Ground Version | ||
* 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|H|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|H|5H}} > SD > {{clr|L|j.LLL}} > {{clr|M|j.214M}}(oki) and from {{clr|H|j.H}} sliding knockdown. | ||
</div> | </div> | ||
</div> | </div> | ||
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|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
|where=chara="{{SUBPAGENAME}}" and (input="214H" or input="j.214H") | |where=chara="{{SUBPAGENAME}}" and (input="214H" or input="j.214H") | ||
|format=template|template= | |format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | ||
|delimiter=\n{{!}}-\n | |delimiter=\n{{!}}-\n | ||
}} | }} | ||
Line 515: | Line 532: | ||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Strikes a devastating conversation. | * Strikes a devastating conversation. | ||
* 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|H|214H}}/{{clr|H|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|H|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. | ||
</div> | </div> | ||
</div> | </div> | ||
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|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
|where=chara="{{SUBPAGENAME}}" and (input="214S" or input="j.214S") | |where=chara="{{SUBPAGENAME}}" and (input="214S" or input="j.214S") | ||
|format=template|template= | |format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | ||
|delimiter=\n{{!}}-\n | |delimiter=\n{{!}}-\n | ||
}} | }} | ||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Appears behind 18 on the ground and fires 3 horizontal ki blasts. | * Appears behind 18 on the ground and fires 3 horizontal ki blasts. | ||
---- | ---- | ||
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</div> | </div> | ||
===<big>Destructo-Disc</big>=== | ===<big>Destructo-Disc</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|S|236S}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Can be controlled with holding {{Ni|8}} and {{Ni|2}}. | * Can be controlled with holding {{Ni|8}} and {{Ni|2}}. | ||
* Explodes if it hits the ground, leaving Android 18 highly plus on hit or block. | * Explodes if it hits the ground, leaving Android 18 highly plus on hit or block. | ||
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===<big>Barrier</big>=== | ===<big>Barrier</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|S|22S}} (Air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 597: | Line 617: | ||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Absorbs all strikes and projectiles. Loses to throws and supers. | * Absorbs all strikes and projectiles. Loses to throws and supers. | ||
* 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|L|L}}+{{clr|M|M}} for lvl1 or {{clr|L|4L}}+{{clr|M|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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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Doesn't gain Ki for blocking attacks like the point version... | * 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. | * Shows up in front of the point character. Absorbs hits for both the point character and any other assists. | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* 45 frames of hitstun. | * 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. | 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. | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
<!--Insert text below the =s and above the divs--> | <!--Insert text below the =s and above the divs--> | ||
</div> | </div> | ||
</div> | </div> | ||
==Super Moves== | ==Super Moves== | ||
===<big>Energy Wave</big>=== | ===<big>Energy Wave</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} or {{clr|H|236H}}+{{clr|S|S}} (Air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
|where=chara="{{SUBPAGENAME}}" and (input="236LM" or input="j.236LM") | |where=chara="{{SUBPAGENAME}}" and (input="236LM" or input="j.236LM") | ||
|format=template|template= | |format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | ||
|delimiter=\n{{!}}-\n | |delimiter=\n{{!}}-\n | ||
}} | }} | ||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Costs 1 bar. | * Costs 1 bar. | ||
* Minimum damage: 44*10, 54*7 (818) | * Minimum damage: 44*10, 54*7 (818) | ||
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===<big>Accel Dance</big>=== | ===<big>Accel Dance</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr|S|S}} (Air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
|where=chara="{{SUBPAGENAME}}" and (input="214LM" or input="j.214LM") | |where=chara="{{SUBPAGENAME}}" and (input="214LM" or input="j.214LM") | ||
|format=template|template= | |format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | ||
|delimiter=\n{{!}}-\n | |delimiter=\n{{!}}-\n | ||
}} | }} | ||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Costs 3 bars. | * Costs 3 bars. | ||
* Invulnerable from frames 1 to 23. | * Invulnerable from frames 1 to 23. | ||
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</div> | </div> | ||
</div> | </div> | ||
==Colors== | |||
{{DBFZColors|Size=120}} | |||
{{clear}} | |||
==External References== | ==External References== | ||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|DBFZ|Android 18|32px}}</center> | |||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{#lst:DBFZ/Navigation}} | {{#lst:DBFZ/Navigation}} |
Revision as of 21:56, 13 May 2022
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.
Normal Moves
5L
- 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
- -6 on block: staggers are possible but not recommended.
- Jump cancels on hit.
Moves her forward with a running elbow. A decent normal to close some space.
5H
- 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
- 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
- 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.
2M
- 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
- 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
- DBFZ Android18 jS.png
- 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
- DBFZ Android18 6M.png
- Standard universal overhead strike.
j.L
- Taller than it looks.
Decent air-to-air button, but mostly useful for combo filler.
j.M
- Only has hitbox on her front leg. On the last active frame, hitbox extends slightly backward for crossup purposes, but it never goes fully behind 18.
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
- 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
- DBFZ Android18 jS.png
- 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
- Combos into superdash with Smash.
- Can be jump canceled.
Mostly delegated to combo filler. Enables j.H's sliding knockdown property and adds good damage to combos.
Special Moves
Back Grapple
236L/M/H
- 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)
- DBFZ Android18 SupportAttack1.png
- 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
- DBFZ Android18 SupportAttack2.png
Ground and Air L version
- 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.
Useful as a frame trap from a blocked 2H, but not much else.
M Support
- DBFZ Android18 SupportAttack3.png
Ground and Air M version
- 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
- DBFZ Android18 SupportAttack5.png
- 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
- DBFZ Android18 SupportAttack4.png
Ground and Air S version
- Appears behind 18 on the ground and fires 3 horizontal ki blasts.
- 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.
Destructo-Disc
236S
- 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)
- 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.
Z Assists
Assist A
Barrier
- 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
- 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 or 236H+S (Air OK)
- 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.
Accel Dance
214L+M or 214H+S (Air OK)
- 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