Dragon Ball FighterZ Android 18 Combo Timing Breakdown [60FPS] #DBFZ

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Alright, so I’ve seen a lot of Android 18 combo videos out there and they pretty much just show the combo off and, if you’re lucky, they’ll provide notation but nothing more than that. This frustrated me because, for the most crucial part of 18’s combos, they require very specific timing and 18 ISN’T EVEN ON SCREEN. So, I’ll explain two combos - a mid-screen combo and a corner combo - as best as I can so that, hopefully, you can get a better handle on her.

These combos use air qcb B. Here’s what you need to know about it - it keeps 18 in the air for a bit, and it’s only once 17 dashes forward that 18 can actually start moving. Play around with this after a normal jump to get a better idea of when you can act after using it.

We’ll start with the corner combo as, that’s the easiest of the two.

Alright, so start this off with down B, stand B and a jump cancel. Now here’s where it starts getting specific.

You want to perform the jump B, jump cancel, jump B, jump down C as fast as you possibly can. The reason being that you want to be as low to the ground as possible. You’re also going just for the Bs and not throwing any As in there to keep damage scaling down. I’ve tried this particular combo with As thrown in there and the damage is usually either the same or slightly lower.

Now, once you’ve done the jump down C, don’t go into qcb B immediately. You want to wait until the split second after the screen starts shaking to input the motion. This is to give 18 as much time as possible to touch the ground.

Now, you’ll want to do down B just after 17 does the last hit of his air combo. If timed right, this will have the opponent get clipped right before hitting the ground. After that, you can go into the rest of the combo with no specific timing required.

Next is the midscreen combo. Like the state of Wisconsin, I have no execution, so I’m sure there’s ways to add damage to it, but here’s what I can say.

Alright, so it starts off almost like any other combo would. Unlike the previous combo, once you get to the jump down C, cancel it straight into the qcb B. The air dash needs to be active before 17 does the second hit of his air combo, I personally recommend starting the motion as soon as you see him dashing forward to start his combo. This is the first important step of this combo.

The next important step of this combo is timing the B after the air dash. I’d recommend watching the opponent at this point, you need to time it to become active JUST BEFORE 18 touches.the ground. I noticed that I pushed the button 19 frames after 17 did the last hit of his combo. This feels like a one-frame link, any earlier and they get hit too high in the ground and pop out, any later and the air B does become active before you’ve hit the ground. It’s extremely easy to miss this, I still struggle with it. Practice practice practice.

Not done yet though! Once you need the ground, you need to go into a stand B. I’m not sure if there’s a small window upon hitting the ground where nothing happens, of if I’m hitting the B button while I’m still technically in the air, but I’ve often times had no attack come out at all at this point. Again, just practice it.

After all that, though, you can go straight into the rest of the combo as you would any other combo.

Hope that helps everyone; it’s been almost a decade since I’ve played an Arc System Works game seriously so this all was really frustrating to me and I certainly wished someone would have explained it better. Thanks for watching and share it with your friends if they can use it. Hell, share it with your enemies. You can’t get stronger without fighting stronger rivals.

Android 18
Corner
cr.B, st.B xx jump, j.B, jc, j.B, j.d+C, (wait until the split the screen returns to normal after the shake) qcb.B, (wait until just after 17 does the last hit of his combo), cr.B, st.B, jc, j.A, j.B xx jump, j.A, j.B, j.A, j.d+C xx qcf+AB
5408 DMG

Midscreen
cr.B, st.B xx jump, j.B, j.A, j.d+C xx qcb B, (wait until you see 17 dash, then) air dash, (wait until your opponent is about to hit the ground, practice it) j.B, st.B xx jump, j.A, j.B xx jump, j.A, j.B, j.d+C xx qcf+AB
5140 DMG

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