DBFZ/Android 16

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Android 16
DBFZ Android16 Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Grappler

Overview[edit]

Originally created by Dr. Gero for the express purpose of killing Goku, Android 16 would go on to become his ally instead during Cell's rampage. Developing a fondness for nature and animals, he would fight to protect the birds and the forests from Cell. He was destroyed, but not before playing a part in helping Gohan awaken to the state of Super Saiyan 2 before Cell snuffed him out.

In Dragon Ball FighterZ, Android 16 is a grappler who can break through his opponents' defenses with powerful command grabs. If he can get close enough to get his hands on his foes, he can deal a lot of damage. Combined with his long reaching normals, good air projectile, armored launcher and strong framedata, many argue that Android 16 is the strongest character in the game, only lacking a proper beam and an invincible reversal, which are not that common meterless.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Long reaching, easy to confirm normals.
  • Good meterless / assist-less damage output. Makes him a character that's solid in any position in nearly any team comp.
  • Has a very useful assist both for extending combos and blockstrings.
  • Strong + on block special move.
  • Not as limited movement-wise as you'd expect from a grappler his size. Benefits from system mechanics for his archetype.
  • Can easily create 50/50 mixups and okizeme with his moves, including whiffing his air throw depending on opponent's position and version used.
  • Has a large hurtbox due to his big size.
  • Lacks a better horizontal projectile attack, making his far-ranged neutral lacking.
  • Builds lower amounts of meter when compared to other characters.
  • His level 3 is a command grab, which can be avoided by jumping, making it less useful as a reversal option than other level 3s.
  • Not many effective true blockstrings; requires heavy conditioning.


Normals[edit]

5L[edit]
5L
DBFZ Android16 5L.png
Punch!
DBFZ Android16 5LL.png
Then bash!
DBFZ Android16 5LLL.png
Then toss 'em in the trash!
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 7 3 15 -4
  • Android 16's fastest standing normal. Useful for punishes.
5LL 700 All 10 4 22 -10
  • Range isn't that great and fairly punishable on whiff.
5LLL 1000 Throw 18 1 19 -22
  • Sides switch on hit.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
  • Can be followed up by Flying Power Bomb or Super Dash into a combo.


5M[edit]
5M
DBFZ Android16 5M.png
Bounce 'em off the floor
Damage Guard Startup Active Recovery Frame Adv.
700 All 11 3 19 -6
  • Ground bounces aerial enemies.


5H[edit]
5H
DBFZ Android16 5H.png
And bash em in s'more!
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 11 21 -8
  • Has armor against high and mid strikes, loses to lows.


5S[edit]
5S
DBFZ Android16 5S.png
The Gunshow
Damage Guard Startup Active Recovery Frame Adv.
600*1~2 All 15 1 40 -10
  • Can be repeated once.


2L[edit]
2L
DBFZ Android16 2L.png
Punchin' ya knees
Damage Guard Startup Active Recovery Frame Adv.
400 Low 8 3 13 -4
  • Important points go here.


2M[edit]
2M
DBFZ Android16 2M.png
Sweepin' ya legs
Damage Guard Startup Active Recovery Frame Adv.
700 Low 13 4 24 -12
  • Important points go here.


2H[edit]
2H
DBFZ Android16 2H.png
Take to the skies
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 9 23 -10
  • Has armor against physical attacks.


6M[edit]
6M
DBFZ Android16 6M.png
"Acquiring birds..."
Damage Guard Startup Active Recovery Frame Adv.
850 High 24 6 10 0
  • Important points go here.


j.L[edit]
j.L
DBFZ Android16 jL.png
A fist to the face
Damage Guard Startup Active Recovery Frame Adv.
400 High 8 10 11 -3
  • Important points go here.


j.M[edit]
j.M
DBFZ Android16 jM.png
A boot to the head
Damage Guard Startup Active Recovery Frame Adv.
800 High 11 6 12 -2
  • Important points go here.


j.H[edit]
j.H
DBFZ Android16 jH.png
Fly like a bird
Damage Guard Startup Active Recovery Frame Adv.
850 All 17 8 21 -13
  • Not an overhead.
  • Has armor against physical attacks.


j.S[edit]
j.S
DBFZ Android16 jS.png
Aerial Gunshow
Damage Guard Startup Active Recovery Frame Adv.
600*1~2 All 18 1 29 -1
  • Can be repeated once.


j.2H[edit]
j.2H
DBFZ Android16 j2H.png
FOOTDIVE!
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 5+ 18 -10
  • Is actually a mid, not an overhead.
  • Does NOT have armor.
  • Opponent instantly ground techs upon being hit.
  • Can be instantly cancelled into any command grab on hit or block, allowing for 50/50s on hit.


Specials[edit]

Dynamite Driver[edit]
Dynamite Driver
236L/M/H
DBFZ Android16 DynamiteDriver.png
RIP blender, you will be missed
Version Damage Guard Startup Active Recovery Frame Adv.
L 1500 Throw 18 1 26 Throw
  • Stands still and reaches forward as a command grab.
  • Results in a soft knockdown.
M 1500 Throw 28 1 28 Throw
  • Lunges forward after a few frames of startup. Covers 75% of the screen.
  • Throws the opponent into the wall resulting in a wallbounce for more combo opportunities.
  • Can be followed up by Flying Powerbomb.
  • Deflects Ki blasts until the grab box comes out.
H 1500 Throw 26 1 28 Throw
  • Lunges forward similar to the M version but comes out much faster. Covers 85% of the screen.
  • Throws the opponent into the wall resulting in a wallbounce for more combo opportunities.
  • Can be followed up by Flying Powerbomb, or even dash M.
  • Also deflects Ki blasts until the grab box comes out.


Gliding Powerbomb[edit]
Gliding Powerbomb
j.236L/M/H
DBFZ Android16 FlyingSlidePowerbomb.png
COME ON AND SLAM!
DBFZ Android16 FlyingPowerbomb2.png
AND WELCOME TO THE JAM!
Version Damage Guard Startup Active Recovery Frame Adv.
L 1300 Air Throw - - - -
  • Is the easiest version to combo into due to it having the least startup.
  • Similar to the grounded version that he does not move during the grab.
M 1300 Air Throw - - - -
  • Lunges forward after a few frames of startup. Covers 65% of the screen.
H 1600 Air Throw - - - -
  • Lunges forward the same distance as the M version but has little startup frames.


Flying Powerbomb[edit]
Flying Powerbomb
214L/M/H (air OK)
DBFZ Android16 FlyingPowerbomb.png
I MUST HUG THE BIRDS
DBFZ Android16 FlyingPowerbomb2.png
DUNKING SON GOKU
Version Damage Guard Startup Active Recovery Frame Adv.
L 1300 [1400] Air Throw 10 11 16 Air Throw
  • Lunges at a more vertical angle.
  • Upper body invulnerable on startup for anti-airing jump ins.
M 1300 [1400] Air Throw 19 9 16 Air Throw
  • Lunges at a more horizontal angle than the L version. Covers 65% of the screen.
  • Has a few frames of startup.
  • Upper body invulnerable on startup for anti-airing jump ins.
H 300, 1600 [1700] All, Air Throw 6, 9 2, 9 14 -
  • [] is on air version.
  • Ground version has a launching hitbox.
  • Covers 75% of the screen.


Hell Heat[edit]
Hell Heat
236S or 214S
DBFZ Android16 HellHeat.png
Vegans HATE Him: Local Android Discovers Meatiest Move Ever?
Version Damage Guard Startup Active Recovery Frame Adv.
236S 270*4 All 20 - - 0
  • Shoots sightly forward.
214S 150*8 All 24 - - +4
  • Shoots directly underneath him.
  • Despite clashing with typical beams and has high amount of hits, both versions' ability to cancel out beams is very inconsistent.


Assist[edit]

Hell Heat
A1/A2
DBFZ Android16 HellHeat.png
Hell 2 U
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Can be used as a launcher for some combos.

An incredibly versitile assist. It covers most of the screen and puts the opponent in moderate blockstun. Because of this, it's a very good neutral option because the opponent is forced to block or face a hard punish, allowing you to start your point characters pressure.

Hell's Heat is good during clashes; against most other assists in the game, it will usually win with its speed and priority.

This assist is also good for combos; the nature of the assist sending opponents upwards makes it very easy to connect with during combos.


Supers[edit]

Hell Flash[edit]
Hell Flash
236L+M or 236H+S (Air OK)
DBFZ Android16 HellFlash.png
Ironically, he's still armed
Damage Guard Startup Active Recovery Frame Adv.
322*8 [220*8] All - - - -
  • Costs 1 Ki gauge.
  • Does less damage if 16 is higher up.
  • [] is on far hit.
  • Minimum damage is 99*8 [68*8].


Hell Flash Maximum Output[edit]
Hell Flash Maximum Output
214L+M
DBFZ Android16 HellFlashFullPower.png
"Do you see a light? WALK TOWARDS IT!"
Damage Guard Startup Active Recovery Frame Adv.
4816 Throw - - - -
  • Costs 3 Ki Gauges.
  • 1616 minimum damage.

16's high damage combo ender. Rather easy to tag into as long as the opponent is close to the ground (they can be airborne, but not too high).

Remember that a succession of level 1 supers usually does more damage than a level 3 as combo ender, so use your meter wisely.


Last Resort[edit]
Last Resort
214H+S
DBFZ Android16 FinalPower.png
"I have no other options."
DBFZ Android16 FinalPower2.png
"If I can't kill Goku, No one can! FOR THE BIIIIIIIIIIIRDS~!!!"
Damage Guard Startup Active Recovery Frame Adv.
50000 Throw - - - -
  • Costs 3 Ki Gauges.
  • On hit, instantly kills the opponent and leaves Android 16 with 1 HP.
  • Damage dealt to Android 16 is blue health and can be healed with sparking blast or tagging out.
  • Autoguards before the super freeze, invulnerable through the rest of the animation.
  • Can only be used once per match, excluding whiffs.
  • Only catches grounded opponents.
  • Good for the memes and for punishing certain raw supers on the ground. Don't bother otherwise.



Dragon Ball FighterZe
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System Explanations

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