DBFZ/Android 18/Frame Data

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System Data

Health:

Prejump:

Assist Cooldown:


Normal Moves

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.
400 L - 7 4 13 -5 - 700 All - 9 4 20 -5 - 1000 All - 12 5 17 -6 - 400 L - 7 2 15 -5 - 700 All - 10 4 19 -7 - 700 L - 10 5 19 -9 - 850 H - 24 6 - 0 - 850 All - 15 4 22 -6 - 850 All - 13 3 35 -18 - 300 All - 13 - - -4,-2(5[S]) - 600 All - 29 - L+8 +11 - 400 H - 7 3 - - - 700 H - 10 3 - - - 850 H - 13 4 - - - 850 All - 14 8 - - - 600 All - 15 - - - -

Special Moves

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.
Back Grab
1200 Throw - 21 1 - - - 1395 Throw - 26 1 - - - 1595 Throw - 26 1 - - - Support Attack
700 All - 14 8 40 - - 1000 All - 33 4(13[8])4(18)9* 40 - - 1717 All - 14 300 33 - - 750 All - 43 - 40 - - 700 All - 20 3 40 - - 810 All - 23+ 4(13)4 33 - - 1717 All - 14 ~314(46)34 33 - - - - - - - 33 - 32-65 Destructo Disc
1000 All - 20 - - - - Barrier
- - - 6 35,47(hit) 9,0(hit) - 6-39

Assist

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.
Barrier
- - - 20? ~30 - - 20-53

Super Moves

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.
Energy Wave
2018 All - 33+4 40 - - - 2018 All - 33+4 44 - - - Accel Dance
4218 All - 9+0 14 - - 1-23 4218 All - 9+0 14 - - 1-23

Z Combo Table

Ground Z Combo
L M H S Cancel
5L 4LL[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
4LL[2L] 5LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M - 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - - Sp
5S - - 5H, 2H 2S Sp
2S - - - - Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5[S] can be inputted by either holding down the button or pressing each shot individually, whichever way it still counts as one move.
  • j.LL is a special tracking j.M that's only available on air-to-air hit.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available if Y has been used in the string.
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge.

Sources

http://www.mediafire.com/file/ahd7y25cca92pav/Android%2018%20hitboxes.mkv (rec April 24, 2018) https://drive.google.com/drive/u/1/folders/1wRVWEqruLWsrZaxc4QmEAjyP2CzWvbf5(rec on May 2, 2018) Frame data was taken from source above: https://docs.google.com/spreadsheets/d/1QfbfIZV8yuX0I9_NbenBjzyKOuvYUGtXX6KK2SBMoCk/edit#gid=0


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