DBFZ/Android 16

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Android 16
DBFZ Android16 Portrait.png

Health: 10,000

Prejump: 4F

Assist Cooldown:


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

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 extremely low amounts of meter 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.
  • Has almost no ability to happy birthday opponents, requiring more effort vs. a single character with him to finish matches.



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 Smash Startup Active Recovery Frame Adv.
5L 400 All - 7 3 15 -8
  • Android 16's fastest standing normal. Useful for punishes.
5LL 700 All - 10 4 22 -9
  • Range isn't that great and fairly punishable on whiff.
5LLL 1000 Throw U3+ 10 1 19 -
  • 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
Almost an Esports Normal. Shame.
Damage Guard Smash 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 Smash Startup Active Recovery Frame Adv.
850 All U1 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 Smash Startup Active Recovery Frame Adv.
600*2 All - 15,15 1,1 40 -10
  • Mash or hold S to get the second hit to come out.


2L[edit]
2L
DBFZ Android16 2L.png
Punchin' ya knees
Damage Guard Smash 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 Smash 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 Smash Startup Active Recovery Frame Adv.
850 All U1+ 15 9 23 -22
  • Has armor against physical attacks.


6M[edit]
6M
DBFZ Android16 6M.png
"Acquiring birds..."
Damage Guard Smash 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 Smash 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 Smash Startup Active Recovery Frame Adv.
700 High - 11 6 12 -2
  • Important points go here.


j.H[edit]
j.H
DBFZ Android16 jH.png
Fly like a bird
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1 17 8 21 -13
  • Not an overhead.
  • Has armor against physical attacks.

Almost identical to 5H. Normal version can combo into j.214L at the right height, Smash version gives a small wallbounce that can only be followed up with Super Dash outside of the corner.

Dynamic version of this move (mashing L autocombo) gives a big wallbounce everywhere on screen and can be followed up with j.236M with strict timing.


j.S[edit]
j.S
DBFZ Android16 jS.png
Aerial Gunshow
Damage Guard Smash Startup Active Recovery Frame Adv.
600*2 All - 18,16 1,1 29 -1
  • Mash or hold S to get the second hit to come out.


j.2H[edit]
j.2H
DBFZ Android16 j2H.png
FOOTDIVE!
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High D1 15 Until Landing 18 -10
  • Finally an overhead.
  • Does NOT have armor.
  • Smash on air-to-air hit, results in a short sliding knockdown.


Specials[edit]

Dynamite Driver[edit]
Dynamite Driver
236L/M/H
DBFZ Android16 DynamiteDriver.png
RIP blender, you will be missed
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 1500 Throw U2 17 1 26 -
  • Stands still and reaches forward as a command grab.
  • Results in a short sliding knockdown.
M 1500 / 1550 Throw U1 28 1 28 -
  • 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.
  • Deflects Ki blasts until the grab box comes out.
H 1500 / 1550 Throw U1 26 1 28 -
  • Almost identical to M version but comes out much faster. Covers 85% of the screen.


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 Smash Startup Active Recovery Frame Adv.
L 700 / 1400 Throw U1 10 3 22 -
  • 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 700 / 1400,200 Throw U1 19 3 22 -
  • Lunges forward after a few frames of startup. Covers 65% of the screen.
  • Smash hit automatically follows up with a wall bounce throw.
H 900 / 1400,200 Throw U1 13 3 20 -
  • Almost identical to 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 Smash Startup Active Recovery Frame Adv.
Ground L 700 / 1400 Throw U1 10 11 16 -
Air L 700 / 1400 Throw U1 10 11 16 -
  • Lunges at a more vertical angle.
  • Upper body invulnerable on startup for anti-airing jump ins.
  • Interestingly enough, combos from a lot of DP assists.
Ground M 700 / 1400 Throw U1 19 9 16 -
Air M 700 / 1400 Throw U1 19 9 16 -
  • 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.
Ground H 300,900 / 300,1500 All, Throw U1 6, 9 2, 9 14 -4
Air H 900 / 1800 Throw U1 14 9 14 -
  • Ground version has a launching hitbox. Can be used as a pseudo reversal.
  • 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 Smash Startup Active Recovery Frame Adv.
236S 270*4 All - 18 15 22 -1
214S 150*8 All - 24 15 18 +4
  • 236S shoots forward, 214S shoots directly underneath him.
  • 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.


Assist[edit]

Hell Heat
A1/A2
DBFZ Android16 HellHeat.png
Hell 2 U
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 29 15 46 -
  • Keeps grounded opponent standing, but 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. The nature of the assist sending opponents upwards also makes it very easy to connect during combos.

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


Supers[edit]

Hell Flash[edit]
Hell Flash
236L+M or 236H+S (Air OK)
DBFZ Android16 HellFlash.png
Ironically, he's still armed
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 322*8 All UDV 9+4 45 45 -
Air 322*8 [300*8] All UDV 9+4 45 - -
  • Does less damage if 16 is higher up. [] is on far hit.
  • Minimum damage is 99*8 [96*8].
  • Causes sliding knockdown.


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 Smash Startup Active Recovery Frame Adv.
4816 Throw UDV 9+3 1 28 -
  • Costs 3 Ki Gauges.
  • 1716 minimum damage.

16's high damage combo ender. Rather easy to tag into as long as the opponent is close to the ground.


Last Resort[edit]
Last Resort
214H+S
DBFZ Android16 FinalPower.png
"You cannot talk your way out of this one, Cell. MY COUNTDOWN HAS STARTED!"
DBFZ Android16 FinalPower2.png
"Also, I call dibs. If I cannot kill Goku, Nobody will kill Goku! FOR THE BIIIIIIIIIIIRDS~!!!"
Damage Guard Smash Startup Active Recovery Frame Adv.
50000 Throw UDV 31+34 4 37 -
  • 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 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.


Navigation[edit]


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