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Antinomy

Android 18 breakdown.

Sep 16th, 2017
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  1. Android 18 breakdown:
  2. Android 18 is a summon character. If you play Juda in HNK, Ultron in MVCI, Nero in Melty,or Kudlak in Chaos Code you kinda know what you are getting. She can call 17 to set up safe offense and has great mixups tools thanks to her command grab. Assist are pretty good for her too since it helps her summon 17 safely so she is pretty good on point.
  3.  
  4. Normals:
  5. 5L/2L what you expect, range is short but you can use them to start your offense when up close, disrespect your opponents during blockstrings confirms, etc. Her autocombo from lights moves her pretty far and you can do it on wiff (just ike everyone else) so that is pretty cute, kinda NRSey.
  6. 5M: *NEW*
  7. I feel like this normal got worse now. It doesn't seem to go as far and I've seen it get beaten by a lot of shit. I think it just take a while for the hitbox to become active. This is still her main poke though.
  8. 2M: Her sweep, solid, good after 5M for confirms
  9. 6M: Universal overhead, yup.
  10. 5H: Really good range too! Unsafe as fuck though, it is really easy to punish. However you can cancel it into qcbL FOR A SAFE, TRUE BLOCKSTRING!! *New* You can even delay the qcbL a little bit to catch someone trying to punish you and pickup a combo with vanish.
  11. 2H: Your go to anti air, IT LEAVES YOU IN THE AIR!!! This means you can do air specials out of it. Cute, maybe there will be a use for blockstrings.
  12. S: Ki blast, fireball, you get it. *New* It will lose to Goku's but is still pretty alright. On hit it leaves you with an easy confirm into vanish. You can only throw 2 or 3 to bait the opponent into super dashing and then punishing with 2H.
  13. Air L: Kinda feels like combo fodder. Maybe you can use it to bring the opponent down? Neeed more testing. *New* YOU CAN if you hold 4.
  14. Air M: Air to air, air to ground, combo fodder, the usual. *New* Honestly a really solid j.M It crosses up pretty consistently. The hitbox seems nice.
  15. Air H: Really good for air to ground, not so much air to air. Big damage combo starter.
  16. Air 2H: SHE FLOATS, SHE IS SO GRACEFUL. LOOK AT HER https://twitter.com/Antinomy001/status/909150223615905792 It can probably be used for some cute evasions. Its main use however is to launch the opponent after an air hitconfirm. Maybe she can do more after it, good potential, needs testing. *New* I don't think she can use autocombo to jump cancel this like Goku can, sadly.
  17. Air S: Cute ass projectile, maybe you can make some goofy shit happen out of 2H, needs more testing.
  18.  
  19. THE SPECIALS
  20. QCFL: The fast command grab, REALLY GOOD DAMAGE IF YOU COMBO AFTER IT WITH ASSIST. My fave so far.
  21. QCFM: Least favourite command grab, needs more testing
  22. QCFH: Now this baby is pretty slow but it leads to good reward on hit. Use it when the opponent respects your offense.
  23. QCFS: The Kienzan, destructo disk as you dirty americans call it. *New* Its alright. The hitbox is not as good as other beams like the Kamehameha. I feel like it is easier to super dash over this beam compared to others. It still does the job though.
  24. Down down S: Barrier move. Eats everything for a bit, hits, projectiles, even grabs lol. This includes supers btw. It builds meter when you absorb hits too! Pretty good way to force the opponent in.
  25. That is it on its own buuuuuuuuuuuuuuuuuuuuut this is also her assist move. Now this seems pretty underwhelming at first but this is really, really good! Think of it as a Maya shield for Phoenix Wright in UMVC3. You can get inside the shield and do ANYTHING since you will be safe. I normally use this along with Piccolo to set up orbs safely and the green boy loves his orbs. Really good assist overall, making her an ok 2nd. *New* I still think this you nerds
  26.  
  27. QCB:
  28. Now here is the Android 17 summons, there is a lot going on since this is a vital move for her.
  29. General 17 rules (applies to most if not all moves)
  30. -17 can get hit, it does no damage but it ends the move.
  31. -If 18 gets hit the move also goes away (not sure about assist speech move) *New* The assist speech does go away.
  32. L: I love this one. A really quick knee bash. Minus but safe on block. It is a really good poke that can be confirmed into banishing strike for an easy tag combo. IT IS ALSO A TRUE BLOCKSTRING AFTER 5H. This makes her 5M, 5H poke game really strong. You do super dash if they get hit, qcbL if they block. Really important special that should not be underused.
  33. M: Pressure tool, a really good move to use after the block and assist to keep the preassure going. Should not be used raw unless the opoonent really respects you since it has a lot of startup. Don't really use this in blockstrings unless you wanna be cute since they can easily poke you out of it. There are better moves than this but it is still pretty good.
  34. H: THE SPEECH. 17 drops the mic for a sec, if the opponent calls an assist 17 will drop a giant ass explosion. I haven't used this move a lot since most people I fought suck ass and don't call assist often. It will get more use the more we play the game.*NEW* THIS MOVE WILL ALSO CATCH PEOPLE TAGGING IN!!!!
  35. S: I CAN'T BELIEVE I FORGOT ABOUT THIS SPECIAL.
  36. Another pressure tool, you can normaly super dash safely after it. It is pretty easy to confirm it into a Banishing Strike too! Because 17 shoots projectiles though, this can be easily super dashed. It wish the last hit didn't knock down but it is still fine. Throw it once in a while to catch the opponent of guard. Better use in neutral than M IMO. Not really good for oki.
  37. Air L: Air anti air. Haven't used it much in neutral. Good to extend some air combos. Seems fine.
  38. Air M: OK THIS ONE IS GOOD. 17 will TRACK the opponent and hit them twice. Really good oki tool to set after a sliding knockdown. Good for combo extensions too! Also a solid move to throw in neutral from time to time. *New* It doesn't track anymore, maybe it never did lmao.
  39. Air H: Anti assist. Yep
  40. Air QCB S: Air shield. Cute lol. It may be a good tool to use if you tiger knee it? Needs more testing but it has potential.
  41.  
  42. Supers:
  43. QCF L/M: Teleports up and drops a beam, looks cool as fuck. OK-ish combo ender but you have better uses for your meter, may be a good punsigh tool to get around stuff.
  44. QCB L/M: THE ACCEL DANCE BABY. It is back as her level 3. Seriously I love how this move is in every game. It is a pretty solid level 3 that can be used in the air. Use it to kill the opponent.
  45.  
  46. THAT IS IT FOR NOW. I'll be updating this document. Feel free to give feedback, 18 seems really good and she is really fun too.
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