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)
KKKKK
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.
K K>KPE 1541/1605 1.6
KKKKK^, K>KPE 1650/1726 2.0
KKKKK^, K>KPE 1723/1797 2.5
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
K K>KPE 1677/1748 2.0
K 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.
K P, so you'll wanna launch your