Dragon Ball Z: Budokai 3 Android 18 FAQ and Guide Introduction Before I begin, there are a few things I want to make clear. First of all, this is not one of those character FAQs where I list all the capsules and how much damage deathmoves do. In my opinion, that is the most shallow way of discussing a character and doesn't even begin to cover all the depth a character has. It doesn't tell you anything about the character or how to play the character well, so I won't be doing that. I'll list a few useful capsules, and damage dealt in combos, but if you're looking for a list of capsules or something, you won't find it here. Also, I'm not trying to tell everyone how to play, or get you playing a certain way. I'm trying to get you THINKING a certain way. There is a lot of depth and strategy in this game, like any other fighting game, and until you're thinking a certain way, you won't be able to progress. I will present concepts and techniques used at high level play that you should learn, but you really just have to kinda develop your own style, and just go with it, you know? The object of any strategic game is to control as much of the game as possible. You want to deplete all of your opponent's life bars, and they want to do the same to you. There is no one way that works best, or step by step method for how to do it, but there is a certain fluidity to a strategic style of play, and that is the essence of any fighting game. Everything you practice should flow smoothly, if it isn't, you're doing something wrong, or you've come across a situation you were unprepared for, and you won't be able to react quickly and efficiently to it again until you confront it. Lastly, I just want everyone to know that I am by no means "the master" at this game. I have been playing it for awhile, and I know a lot more than a beginner, obviously, which is why I am able to help. I am especially good with Android 18, and defensive play in general, but don't think that I am unbeatable, or that anyone can become unbeatable. Anyone can be beaten, and any strategy, no matter how well thought out, will have holes in it. Bio Android 18 is a tough girl with an attitude. She was once human, but Dr. Gero gave her special enhancements to turn her into an android. She is very stubborn and tempermental, unlike her brother, Android 17, and takes things much more seriously. Shortly after being activated, her and 17 killed Gero and activated Android 16. They then went out to find Goku so that 16 could kill him. But on the way they ran into Vegeta, who challenged 18. She beat him with little effort and flew off to continue searching for Goku. Eventually the androids run into Cell and he absorbs 17. 18 and 16 hide, but Cell catches up and finds them. Right as he's about to absorb 18 Krillin pops in and tries to stop him, but he was too weak. Cell disposes of Krillin and absorbs her anyway. Afterwards, he beats up Vegeta and proposes the Cell Games in 10 days. During the Cell Games, Gohan punches Cell really hard in the stomach and he spits out 18, so Krillin goes up and moves her away from the battle. After Gohan finishes Cell peace is restored to the galaxy for seven years, in which time 18 marries Krillin and they have a daughter named Marron. Pros and Cons In Budokai 3, Android 18 is every bit as tough as she was in the series. She isn't the strongest character by any stretch of the imagination, but she can hold her own to just about anyone, and her pros far outweigh her cons. She has one of the best combo platforms in the game. It's a defensive platform, and she has a wicked K+G juggle and a very damaging >KKKKK juggle string. On top of all that, her K (from behind) PKP KKKKK K+G She has several other strings that don't combo, but are very useful. An example would be P. Both hits in this string nullify, and it closes distance very fast. She has a devastating PPKKK string that deals more damage than a level one deathmove, which is useful in various special circumstances I'll go into later. In order to be a good Android 18 player, you'll have to play around with her combo platform, and get used to it. This is really true of any character, but moreso of 18. She can juggle like mad, but most of her juggles don't give her all day to follow through with something else. They require timing, and precision, which will require practice to get a hold on. Finding a character that has a combo platform you like is the foundation of a good B3 player. You can't just learn a few combos and try to just repeat them in a match. You're playing as a character, not as a combo. If you play around with 18, and you decide you want to learn how to play her like a pro, the first thing you should do is head over to practice mode and go to the hyperbolic time chamber. Choose anyone as your opponent, preferrably someone of similar size (I always choose Goku) and turn breakfall on. Now just get a feel for the combo platform. Spend a few minutes testing various strings. When you're ready, start learning some combos. Combos Here's how this works...I tested all these combos with her deathmoves double stacked, instead of with breakthrough, which will make it easier to calculate damages with stat increases. You'll see two numbers for damage, one is low and one is high. High damage is when she is at full ki when she starts the combo, and low is when she is at one ki guage. There isn't a huge difference, but you won't always be at full ki or on empty, so usually you'll get a number in between, and you'll have a much better idea of how much damage my combos will actually do in a real match. I'll also tell you how much ki your opponent gains for each combo after the damage, so you don't get tc'd. One thing to keep in mind is that you do not have to use these exact combos. These are just basic combos, and while they're proven effective, they're just the ones I use. If you want or need to, come up with your own variations. Even I don't use these exact combos most of the time. The first combo I'll list is an example to show what the numbers mean. KK>KPE 930/959 damage dealt to opponent, 0.5 ki guages recovered toward baseline by opponent KKKKK^, KK>K>KPE 1303/1356 1.0 KKKKK^, PPPPE 986/1035 0.9 KKKKK^, K>KPE 1541/1605 1.6 KKKKK^, KKKKK^, K>KPE 1650/1726 2.0 KKKKK^, KKKKK^, K>KPE 1723/1797 2.5 KKKKK^, K>KPE 893/918 0.5 K>KPE 1081/1117 0.9 K>KPE 1308/1357 1.5 K>KPE 1474/1527 2.0 KKKKK, KK>K>KPE 1281/1332 1.1 KKKKKK, PPPPE 964/1010 1.0 KKKKKK, K>KPE 1677/1748 2.0 KKKKKK, K>KPE 930/959 0.5 PPPPK^, K>KPE 1259/1305 1.4 PPPPK^, K>KPE 1413/1457 1.9 PPPPK^, K>KPE 955/984 0.7 Tips on using combos in general First of all, don't just learn the combo that deals the most damage and use only it. There is more to being good at this game than just being able to deal heavy damage in combos. One reason you don't do that is simply because you'll get TC'd a lot, since your opponent can recover ki guages towards his baseline. If you equip turtle shell, maybe not so much, but if your opponent equips concentration, it will counteract with turtle shell. The other reason for this is because your opponent will be trying to do the same thing to you. They won't just let you walk up to them and land some massive combo on them. You have to have a strategy to land the first hit, and then choose the rest of the combo by how much ki they have. If they have enough ki to TC before you can launch a deathmove, just keep juggling them with your infinite until they TC. If your damage starts scaling down drastically, just launch them with PPKKK, or a level one deathmove if you still want to try to get them to TC. You can still do a decent amount of damage without using a deathmove, but the thing you have to keep in mind as you play is that you have to get them to drain their ki first in order to get them low enough to land a more damaging combo on them. Otherwise, you'll never do more than around 1300 damage in a combo. Now, I'm not saying you can't play without using deathmoves. In fact, sometimes I prefer it, because with the right stat increases, it's easier to do. Deathmoves just make you more efficient, and they up your damage without making your combos any longer. So if you're using deathmoves, and not using turtle shell, the first step you'll take is draining your enemy's ki. There are several ways to do this. 1. By attacking. If they dodge all your attacks, they'll lose ki. However, they'll most likely block, and if they block, they'll gain ki. You'll still gain more ki than them, but this may or may not be your best option. 2. By taunting. If you knock them on the ground, taunt them. 18 has countless launchers and chargeable attacks that will incapacitate your opponent long enough for you to taunt them, so do some experimenting and find some you like. KP are both good examples, because they are both chargeable, they both nullify attacks, and they are both quick attacks that won't allow your opponent to build much ki from blocking. Don't forget dash attacks either. 3. By letting them TC during a combo. Wham, there go three ki guages. This is generally your best bet. Now you'll also have to work on landing combos. One thing to keep in mind is that you won't have long to start a combo on them before they've built their ki back up, so you'll have to act fast. If they don't do anything but block, you have options. You'll have to take the initiative and do one of several things. 1. Guardbreak. This one is iffy, because you'll have to use a dash attack. >>K works nicely, but careful not to get sidestepped. If you do, don't sweat too much, because you'll just hit the ground if you are sidestepped and attacked, but it can still put you in a bad position, especially against someone with a very good infinite juggle, like Android 18 has. Not many are that good though. I've also found it's best not to do dash attacks from a very long distance away from your opponent. 2. Charge attack. Anything you can charge and combo with. For example, you could charge the second hit in the P, so you'll wanna launch your P. Just be sure to do this from a good distance. 4. The variation of the above technique is to simply backstep. If they attack and continue the string, come in with a P+K, or a ki blast...even a deathmove. They can't just sidestep in the middle of a string, right? They'll probably tc, so throwing out a level one deathmove is a good way to get them to drain their ki. 5. The last option you should consider is launching a PKK-, KKKK-, repeat until attack lands. There really was no strategy. I now see the game in a totally different light, and while there is some degree of depth to offensive play, it's my personal opinion that defensive is more effective, and has much more depth. It is a lot harder to learn, granted, but much more fulfilling as well. Don't expect to become an expert at it right after you start trying, but keep working on it and it won't take long. Just go to practice mode, put the CPU on very hard, and keep landing