< DBFZ | Android 18
Combo Notation Guide | Character Name Abbreviations | |||||||||
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This page is updated for 1.33.
Notes:
- The majority of the combos on this page can be done scaled (j.5H > 5L > ...) and will point out when there is an exception. It's a good idea generally to omit a combo fiiller button like 5M/2M early in a combo if you're worried about a scaled combo dropping.
- Be sure not to use the correct version of Android 17's atttacks; the newest patches have updated Android 18 to be able to call 17's aerial attacks while she stays the ground and vice versa, so this may mess up some peoples' combos if they hold the button when meaning to tap it as an example.
Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL | 4185 | 1.05 | All | [1] Very Easy | Saiyan BnB. Not optimal, but when in doubt, go for it. |
2M > 5M > jc.MLL2H > j.214M > SD > j.MLL2H > jc.LLL | 4322 | 1.15 | All | [1] Very Easy | Android 18's version of the Saiyan BnB. Basically always used in place of the above combo. |
2M > 5M > jc.MLL2H > j.214M > airdash > DR | 3588 | .9 | All | [1] Very Easy | Solo snap combo. |
DR/2H > j.ML(L)2H > jc > j.LLL | 2812/3455 | 1.4/.74 | All | [2] Easy | Add the j.L for the 2H combo, if it's used in the DR combo it will drop. |
5H > delay SD > airdash j.M ▷ 669 j.LL2H > j.LLL > j.214M | 3580 | .76 | All | [4] Hard | Rejump combo, no sliding knockdown so you have to use 214M. |
236H > SD > j.ML2H > jc.LLL | 3110 | -.5 | All | [1] Very Easy | Command grab conversion, ends in a sliding knockdown. Can't get much else here. Be sure to not delay SD here if you want SKD. |
SD > j.M > jc.M > j.2H > j.214M > airdash DR | 2703 | .80 | All | [2] Easy | Superdash conversion, ends with a slide knockdown. |
SD > j.LL > j.2H > j.214M > airdash j.LLL | 2500 | .75 | All | [2] Easy | Alternate route for SD. It's basically the same thing. |
... 5H > SD > j.M > j.2H > j.LLL > 214L > Vanish > ... | 2500 | .75 | All | [2] Easy | 17 Vanish extension. 17's attack connecting is height dependent; you can't just do 214L > vanish for every route. This leads to pretty good damage extensions off 5M starters. |
... Vanish > 665L(whiff) > 5LL > 5LLL > SD > j.ML2H > jc.LLL > j.214M | 2747 (with 236S) | -1, +.24 | All | [2] Easy | Good for starting a combo from range. You do not necessarily need to worry about hit confirming them if you don't mind spending the meter because it is also an excellent way to start block pressure. |
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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5M > 2M > delay 236S > 5L > 5M > sj.LMLH > j.214L > j.LL > jc.MLL > 2H > 214M > SD > LLL | 5447 | ~1.8 | All | [3] Medium | Optimal (or at least near) solo combo with SKD. Slight delay on the 2M to 236S, allowing 5L to hit. If done scaled, just omit the initial 5M. |
5M > 2M > delay 236S > 5L > 5(S[4]) > 236S > 5L > 5(S[4]) > 5H > 214M 5LL > jc > DR | ? | ? | All | [3] Medium | Another SKD solo combo. End part can be finnicky so for an easier SKD, omit 5LL at the end and replace with SD > DR. |
5M > 2M > 5H > 214M > 2S > 2M > 5H > SD > j.L > j.2H > jc.LLL > j.214L > j.LLL > Assist > DR+236L/air DR | 5273 | ~1.8 | All | [2] Easy | Assisted combo with SKD. Use air DR for same side. The second j.LLL is a link & can be a bit strange at first to get. |
2H > delay j.214M > land > 2M > 5H > SD > j.ML2H > jc.LLL | 4112 | .99 | All | [2] Easy | Assist friendly corner combo, doesn't slide knockdown. |
2M > 5M > jc.MLL > jc.MLL2H > delay j.214M > land > 2M > 5H > SD > j.ML2H > jc.LLL | 4709 | 1.45 | All | [2] Easy | Extension of the above combo, needs a good starter. |
2M > 5H > 2S > 2M > delay 5H > 236S[2] > [slight delay 5L > 5H > 5S > 236S]x2 > 5L > 5H > 236L | 5612 | 1.70 | All | [3] Medium | Old disc loops, tutorial video somewhere below. Remove the second rep if it's a scaled starter. |
236[M] > 2M > 5H > delay SD > airdash j.M ▷ 669 j.LL2H > j.LLL > j.214M | 3020 | .9 | All | [2] Easy | Back to corner 236M combo. |
236[M] > 2M > delay 5H > 236S[2] > [slight delay 5L > 5H > 5S > 236S]x2 > 5L > 5H > SD j.LLL > j.214M | 3790 | 1.70 | All | [3] Medium | Back to corner grab into disc loops, you can go straight into lvl3 after j.LL. |
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5H > 236S > Sparking! > ... | Corner | ? | ? | All |
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > jc.M > jc.MH > j.214M > Assist > ... | Anywhere | ? | ? | All | Works with pop-up assists. | |
2M > 5M > sj.LL2H > j.214M[9] > j.LL2H > jc > j.LLL > Assist > SD > j.LLL > j.214M | Anywhere | ? | ? | All | Beam assist combo, soft knockdown. Demonstration here. | |
... > j.LLL > j.214M > Assist > DR > 236L | Corner | ? | ? | All | Works with horizontal-launching assists. Useful to go into supers. |
Combo Theory
Saiyan bnb + 17 calls is the majority of it. Unique combos can be found above. Honestly, her combo structure is very self explanatory. Feel free to remove this and add your own knowledge if you think there's anything to add!
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