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
  • Will whiff if 5LL is blocked.
  • 5LLL has been made faster and cannot be delayed anymore, so this is no longer a real mixup.
  • 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 concrete
Damage Guard Startup Active Recovery Frame Adv.
700 All 11 3 19 -6
  • Ground bounces aerial enemies


5H[edit]
5H
DBFZ Android16 5H.png
The Cold Shoulder
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 11 21 -8
  • Has armor against physical attacks.


5S[edit]
5S
DBFZ Android16 5S.png
The Gunshow
Damage Guard Startup Active Recovery Frame Adv.
600 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 L 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 L 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 H 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 H 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 H 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 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.
  • 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.
  • Has armor against physical attacks.


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 1200 Throw 18 1 26 Throw
  • Stands still and reaches forward as a command grab
  • Results in a techable knockdown

Placeholder

M 1200 Throw 28 1 28 Throw
  • Lunges forward after a few frames of startup
  • Throws the opponent into the wall resulting in a wallbounce for more combo opportunities
  • Can be followed up by Flying Power Bomb
  • Deflects ki blasts until the grab box comes out


Placeholder

H 1500 Throw 26 1 28 Throw
  • Lunges forward similar to the M version but comes out much faster and a goes a tiny bit further
  • Throws the opponent into the wall resulting in a wallbounce for more combo opportunities
  • Can be followed up by Flying Power Bomb, or even dash M
  • Also deflects ki blasts until the grab box comes out

Placeholder


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 invul on startup for anti-airing jump ins

Placeholder

M 1300[1400] Air Throw 19 9 16 Air Throw
  • Lunges at a more horizontal angle than the L version
  • Has a few frames of startup
  • Upper body invul on startup for anti-airing jump ins

Placeholder

H 300, 1600[1700] All, Air Throw 6, 9 2, 9 14 -
  • [] is on air version

Has a launching hitbox.


Flying Slide Powerbomb[edit]
Flying Slide 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

Placeholder

M 1300 Air Throw - - - -
  • Lunges forward after a few frames of startup

Placeholder

H 1600 Air Throw - - - -
  • Lunges forward similar to the M version but has little startup frames

Placeholder


Hell Heat[edit]
Hell Heat
236S or 214S (air OK)
DBFZ Android16 HellHeat.png
Vegans HATE Him: Local Android Discovers Meatiest Move Ever?
Version Damage Guard Startup Active Recovery Frame Adv.
236S 1100 All 20 - - 0
214S 1200 All 24 - - +4

Placeholder


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 very high 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's Flash[edit]
Hell's Flash
236L+M or 236H+S (Air OK)
DBFZ Android16 HellFlash.png
Ironically, he's still armed
Damage Guard Startup Active Recovery Frame Adv.
2121 All - - - -
  • Costs 1 Ki Gauge


Hell's Flash: Full Power[edit]
Hell's Flash: Full Power
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
  • Grants true HKD (no tech or delay options)

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.
50,000 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.
  • Invulnerable through entire 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
Click [*] for character's frame data
System Explanations

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