DBFZ/Android 16

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Overview[edit]
Overview

Android 16 is a hardcore grappler, but unlike your traditional grappler he is surprisingly mobile thanks to DBFZ's universal mechanics not being lost on him. Predictably, his gameplan largely revolves around getting in the opponent's face and making them guess whether or not he's going to grab them or frametrap them. With large sweeping normals and a low 2L, 16 can run a vortex on the opponent very easily. Not only that, he has an anti-air command grab which is always nice. Lastly, his assists are pretty good.

Android 16 has a somewhat higher skill barrier than other characters, due to his optimal damaging combos generally using advanced tech like the universal rejump, and not knowing these will stifle Android 16's damage greatly. You'll also need to learn how to tick throwA throw done after attacks, as soon as throw invulnerability expires on the opponent, making it very hard to react to and escape from. into 236L if you want to make the opponent afraid of you. Prepare to lab a bit if you want to play him.


"My power was made to protect that which is precious."
Lore: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.
Playstyle
DBFZ Android 16 Icon.png Android 16 is a grappler who can break through his opponents' defenses with powerful command grabs and mixups.
Pros Cons
  • Big Range: Long reaching, easy to hit-confirm buttons.
  • Mobile Grappler: Benefits greatly from system mechanics for his archetype.
  • Command Grabs: 236L is a very fast grab that's handy in blockstrings, j.236H is an unblockable lariat-style move, and 214H is also the fastest anti-air in the game.
  • Strike Armor: Has strike armor embedded into his heavy normals, allowing him to truck through several attacks.
  • Requires Assists: Pitiful damage and neutral without assists.
  • Abysmal Meter Gain: Builds extremely low amounts of meter compared to other characters.
  • Stagger Potential: Almost all normals are unsafe on block, preventing him from doing any stagger pressure.
  • Blockstrings: Cannot true-string into safe blockstring enders without gaps or additional resources.
  • Poor Assist Punish: Almost no ability to "happy birthday" opponents due to his combo structure.
  • Whiffing Ki Blasts: His ki blasts are committal and have high recovery.

Normal Moves[edit]

5L[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 7 3 15 -8 -
5LL 700 All - 10 4 22 -10 -
5LLL 1000 Throw U3+ 10 1 19 - -

[edit]

  • 5L is Android 16's fastest standing normal.

Useful for punishes, as it's very fast for it's range.


  • 5LL's range isn't that great and fairly punishable on whiff.

Combo and blockstring filler. Unsafe unlike most other 5LL's, which severely limits it's use.


  • 5LLL side switches 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.

With it being a grab, you can set up tick throws with this using a low blockstun assist. Otherwise, you don't want to go into this because it can't grab otherwise and is a very situational combo tool.

5M[edit]

5H[edit]

5S[edit]

2L[edit]

2M[edit]

2H[edit]

6M[edit]

j.L[edit]

j.M[edit]

j.H[edit]

j.S[edit]

j.2H[edit]

Special Moves[edit]

Dynamite Driver[edit]

236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 1500 Throw D2 17 1 26 - -
M 1500 / 1550 Throw U1+ 28 1 28 - 4-27 Guard P
H 1500 / 1550 Throw U1+ 26 1 28 - 4-25 Guard P

[edit]

  • L stands still and reaches forward as a command grab.
  • Results in a short sliding knockdown.

This is 16's go to command grab. He doesn't get a combo off it like 236M, but it is completely unreactable. It also doubles as his sliding knockdown combo ender from vanish and ground combo Dragon Rushes.


  • M lunges forward after a few frames of startup. Covers 75% of the screen.
  • Smash hit throws the opponent into the wall resulting in a wallbounce. Can be easily be followed up by 214M everywhere on screen, or combo into Super Dash in the corner.
  • Non-Smash hit results in short sliding knockdown.

Trucks through any and all projectiles for a free confirm into 214X.


  • H is almost identical to M version but comes out much faster. Covers 85% of the screen.

A hair better than the M version, but still not often used.

Gliding Powerbomb[edit]

j.236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 700 / 1400 Throw U1 10 - +3L - -
M 700 / 1400,200 Throw U1+ 19 - +3L - -
H 900 / 1400,200 Throw U1+ 11 - +3L - -

[edit]

  • L 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.

Mostly used as assist combo filler.


  • M lunges forward after a few frames of startup. Covers 65% of the screen.
  • Smash hit automatically follows up with a wall bounce throw.

Better than j.236L if you catch the opponent with it, but it's so slow that's not likely to happen. You'll mostly be using this in corner combos.


  • H is almost identical to M version but has little startup frames.

Very fast aerial command grab that reaches roughly half of the screen. Think of it as a lariat.

From a raw SD hit, you can confirm into j.236H > SD into another airstring.

Flying Powerbomb[edit]

214L/M/H (air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 700 / 1400 Throw U1 10 - +3L - 4-10 Head
Air L 700 / 1400 Throw U1 10 - +3L - -
Ground M 700 / 1400 Throw U1 19 - +3L - 4-19 Head
Air M 700 / 1400 Throw U1 19 - +3L - -
Ground H 300,900 / 300,1500 Low, Throw U1 6 - +3L -1 1-13 Head
Air H 900 / 1800 Throw U1 12 - +3L - -

[edit]

  • L lunges at a more vertical angle.
  • Upper body invulnerable on startup for anti-airing jump ins.

Used mostly as an alternate to j.236L in assist combos. Very useful for tagging jump-outs and airborne opponents close to you.


  • M 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.

The more powerful cousin of 214L. Much better for catching jump-outs and airborne opponents in general because of the angle.


  • H Ground version has a launching hitbox.
  • Covers 75% of the screen.

The ground splash is a 6F projectile low that's safe on block. Since 16's fastest normal is 5L at 7F startup, this is your go-to move to challenge pressure, e.g. after a blocked 6M. If it trades with almost all other 6F normals, 16 will recover before the opponent does and can convert with 5LL > 5M > 2M etc.

Also since it's so fast, has good range and head invul from frame 1, you can also use this as a pseudo DP.

Hell Heat[edit]

236S or 214S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236S 270*4 All - 18 15 22 -1 -
214S 150*8 All - 24 15 18 +4 -

[edit]

  • 236S shoots forward, 214S shoots directly underneath him. 214S can hit opponents in sliding knockdown, launching them back up.
  • Despite clashing with typical beams and having a high amount of hits, both versions' ability to cancel out beams is very inconsistent.
  • Both versions do very high chip damage if blocked, and are safe on Reflect.

236S is mostly a frametrap, as it has a 3-frame gap from any M/H normal which will catch almost anything that isn't invincible. 214S has a gap that can be mashed out of but is +4 in exchange, giving an easy pressure reset back into 5L.

214S ability to OTG give 16 a rather unique assist extension route with j.2H ▷ 214S + Assist.

Z Assists[edit]

Assist A[edit]

Hell Heat

Assist B[edit]

Hell Impact

Assist C[edit]

Hyper Tackle

Super Moves[edit]

Hell Flash[edit]

236L+M or 236H+S (Air OK)

Hell Flash Maximum Output[edit]

214L+M

Last Resort[edit]

214H+S

External References[edit]

Navigation[edit]


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