DBFZ/Android 16: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Android 16|discord=https://discord.gg/2nFtree}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{DBFZ/CharacterLinks}}
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|header=Overview
|header=Overview
|content=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.
|content='''Android 16''' is a mix-up focused character that, while having relatively weak {{keyword|neutral}} without meter or assists, makes up for it with solid strike/throw mix featuring an unreactable command grab in {{MiniMoveCard|game=DBFZ|chara=Android 16|input=236L|label={{clr|L|236L}}}}, as well as a fantastic pressure reset tool in {{MiniMoveCard|game=DBFZ|chara=Android 16|input=214S|label={{clr|S|214S}}}} to reinforce it.  


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 {{keyword|tick throw}} into 236L if you want to make the opponent afraid of you. Prepare to lab a bit if you want to play him.
With the right assists, he gets effective {{keyword|50/50}} setups as well as significantly improved combos. With meter, he also has access to great EX moves such as an assist-invulnerable "lariat grab" in {{MiniMoveCard|game=DBFZ|chara=Android 16|input=236H|label={{clr|H|236H}}}} or a very annoying defensive tool ''and'' neutral check in {{MiniMoveCard|game=DBFZ|chara=Android 16|input=214H|label={{clr|H|214H}}}}.
{{Bio
 
| name = Android 16
On top of that, 16 has a notorious {{MMC|input=Assist B|label=B assist}} consisting of multiple ki blast volleys that last for an unusually long amount of time (by assist standards), making it strong in both neutral and combos.  
| game = DBFZ
 
| quote = My power was made to protect that which is precious.
Given the great support value his B assist offers and his efficient usage of meter, but also his own dependency on assists, Android 16 is a strong contender for the position of {{keyword|Mid}}. However, he's capable of playing the role of {{keyword|Anchor}} as well, thanks to the sheer amount of extra options having meter, or especially Sparking, provides him.
| 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.
 
Overall, play this bird-loving, Goku-dunking gentleman if you want to keep the opponent on their toes during pressure and enjoy making big brain reads.
}}
{{DBFZ/Infobox
|fastestAttack=
|reversal=
}}
}}
{{StrengthsAndWeaknesses
{{ProsAndCons
| intro = {{Character Label|DBFZ|Android 16}} is a grappler who can break through his opponents' defenses with powerful command grabs and mixups.
|intro=is a grappler who can break through his opponents' defenses with powerful command grabs and mixups.
| pros =
| pros =  
* '''Big Range:''' Long reaching, easy to hit-confirm buttons.
* '''Big Range:''' Long reaching, easy to hit-confirm buttons.
* '''Mobile Grappler:''' Benefits greatly from system mechanics for his archetype.
* '''Scary Midscreen Options:''' {{clr|H|5H}} is an armored half-screen strike that can be comboed after and made safe on block, {{MMC|input=236H|label={{clr|H|236H}}}} is a fullscreen grab that goes through everything and leads to a full combo, and {{MMC|input=214H|label={{clr|H|214H}}}} is a very fast {{keyword|anti-air}} that has huge range.
* '''Command Grabs:''' [[DBFZ/Android 16#Dynamite Driver| 236L]] is a very fast grab that's handy in blockstrings, [[DBFZ/Android 16#Gliding Powerbomb| j.236H]] is an unblockable lariat-style move, and [[DBFZ/Android 16#Flying Powerbomb| 214H]] is also the fastest anti-air in the game.
* '''Mix-Up Game''' Having a safe {{clr|L|5L}}, {{clr|L|2L}} and {{clr|M|5M}}, a pressure reset special in his {{MMC|input=214S|label={{clr|S|214S}}}}, and an unreactable command grab in his {{MMC|input=236L|label={{clr|L|236L}}}} gives Android 16 a scary strike/throw game up close. He is also one of the only characters to be able to do superdash 50/50 midscreen with an assist, as well as being able to do it in the corner.
* '''Strike Armor:''' Has strike armor embedded into his heavy normals, allowing him to truck through several attacks.
* '''Damage:''' Thanks to his {{clr|H|j.2H}} and rejumps, 16 is able to get a lot of damage, corner carry, and meter gain anywhere on screen, whilst consistently getting a sliding knockdown.
| cons =
* '''Assist:''' This is a pro in its own right. 16's B assist is an incredibly strong and versatile assist that can be used in almost any situation.
* '''Requires Assists:''' Pitiful damage and neutral without assists.
| cons =
* '''Abysmal Meter Gain:''' Builds extremely low amounts of meter compared to other characters.
* '''Needy:''' Significantly weaker neutral without assists or especially meter on hand.
* '''Stagger Potential:''' Almost all normals are unsafe on block, preventing him from doing any stagger pressure.
* '''Committal:''' His buttons overall have somewhat high recovery, and his grabs more so, making 16 very whiff punishable.
* '''Blockstrings:''' Cannot true-string into safe blockstring enders without gaps or additional resources.
* '''Outclassed:''' While 16 fulfills his role well, a solid portion of the cast can do what he does with more overall benefits.
* '''Poor Assist Punish:''' Almost no ability to "happy birthday" opponents due to his combo structure.
|difficulty_rating=3
* '''Whiffing Ki Blasts:''' His ki blasts are committal and have high recovery.  
}}
}}
}}
</div>
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| padding=no
| content={{CharaInfo
| game=DBFZ
| fullname=Android 16
}}
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==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden;font-size:0">5L</font>======
===<big>{{clr|L|5L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5L
|input=5L,5LL,5LLL
|image=DBFZ_Android16_5L.png |caption=Punch!
|description=
|image2=DBFZ_Android16_5LL.png |caption2=Then bash!
;{{clr|L|5L}}
|image3=DBFZ_Android16_5LLL.png |caption3=Then toss 'em in the trash!
16's fastest normal. His go-to blockstring starter and stagger button due to being safe and having great range.
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
Having a big {{clr|L|5L}} is useful for defensive challenges, scrambles and punishes. But this is also one of the few {{clr|L|5L}}s to have 7F of startup instead of 6F, so it will lose against most of the cast in ±0 situations like after a blocked {{clr|M|6M}}. Thankfully, his {{MMC|input=214H|label={{clr|H|214H}}}} is 6F and can be used for that purpose instead.
{{!}}-
 
{{AttackVersion|name=5L}}
Also has higher attack level than most {{clr|L|5L}}s, giving it higher blockstun and hitstun. The tradeoff is that higher blockstun makes the universal tickthrow of {{clr|L|5L}} > Dragon Rush (DR) hits 4F slower, giving the opponent slightly more time to react.
{{#lst:{{PAGENAME}}/Data|5L}}
----
{{!}}-
;{{clr|L|5LL}}
{{Description|9|text=
Strictly combo and blockstring filler since it's horrid on whiff and unsafe on block unlike most other {{clr|L|5LL}}s. Will also whiff when canceled into after a Reflected {{clr|L|5L}}.
* Android 16's fastest standing normal.
----
Useful for punishes, as it's very fast for it's range.
;{{clr|L|5LLL}}
As with all {{clr|L|5LLL}} grabs, it has very limited use since no matter how much you delay it, canceling into this from a blocked {{clr|L|5LL}} will always whiff as the opponent is still throw invulnerable. Certain low blockstun assists can override {{clr|L|5LL}}'s blockstun and make delay {{clr|L|5LLL}} a tickthrow, and it can catch the opponent after a Reflected {{clr|L|5L}} > {{clr|L|5LL}} (whiff) > {{clr|L|5LLL}}, so it's not completely useless.
 
On hit, switches sides and ground bounces the opponent. Will always combo into Super Dash (SD) and his 214X series.
}}
}}
{{AttackVersion|name=5LL}}
 
{{#lst:{{PAGENAME}}/Data|5LL}}
===<big>{{clr|M|5M}}</big>===
{{!}}-
{{DBFZ_Move_Card
{{Description|9|text=
|input=5M
* Range isn't that great and fairly punishable on whiff.
|description=
Combo and blockstring filler. Unsafe unlike most other 5LL's, which severely limits it's use.
Great blockstring ender/stagger point as it's safe on block. Without meter, anything beyond this normal is either unsafe or doesn't true string.
 
Ground bounces airborne opponents on hit so it's also a vital combo tool. But despite the imposing animation, the hitbox is comically small, and air hit {{clr|M|5M}} > {{clr|M|2M}} can sometimes whiff if you don't route into it properly.
 
Your go-to confirm off of most hits is {{ComboText|{{clr|M|5M}} > {{clr|M|2M}} > {{clr|S|5SS}} > etc.}}
}}
}}
{{AttackVersion|name=5LLL}}
 
{{#lst:{{PAGENAME}}/Data|5LLL}}
===<big>{{clr|H|5H}}</big>===
{{!}}-
{{DBFZ_Move_Card
{{Description|9|text=
|input=5H
* Sides switch on hit.
|description=
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
A pretty standard {{clr|H|5H}} that acts as an anti-Reflect button and launcher for combos. Wall splats on Smash hit that combos into Super Dash and enable advanced rejump combos in midscreen, and non-Smash hit can combo into SD in the corner.
* 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.
Has infinite armor against physical attacks, but this is rarely ever useful due to the armor going active way too late while losing to lows, projectiles, and Supers. It also receives additional damage proration due to having armor, and in rare cases, trading with a high clash level attack will make 16 unable to combo after.
}}
}}
===<big>{{clr|S|5S}}</big>===
{{InputBadge|'''(Hold OK)'''}}
{{DBFZ_Move_Card
|input=5S
|description=
16 very quickly shoots out piercing P1 projectiles with Ki Blast properties and some weak tracking, disguised as his fists. Good for sniping opponents at fullscreen distance, though beware that they also have unusually high recovery. On hit, they can be converted with {{clr|H|236H}} anywhere on screen.
Has really high hitstun with good damage so they're also a staple of 16's combos. Can combo into Super Dash at close range and {{clr|M|236M}} at half screen distance.
* Mash or hold {{clr|S|S}} to get the second hit to come out
}}
}}


======<font style="visibility:hidden;font-size:0">5M</font>======
===<big>{{clr|L|2L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5M
|input=2L
|image=DBFZ_Android16_5M.png |caption=Almost an Esports Normal. Shame.
|description=
|data=
A safe on block low with massive range, perfectly compliments 16's pressure and mixup game. Go-to low for high/low mixups and even usable for midscreen Super Dash mixup.
{{AttackDataHeader-DBFZ}}
 
{{!}}-
Has a unique restriction put on it however: on block or hit, {{clr|L|2L}} can only be delay canceled into. This makes {{clr|L|2L}} > {{clr|L|2L}} a natural frame trap with a 4F gap. {{clr|L|2L}} > {{clr|M|2M}} and {{clr|L|2L}} > {{clr|H|5H}} are also frame traps with tight gaps that cannot be mashed or jumped out of.
{{#lst:{{PAGENAME}}/Data|5M}}
{{!}}-
{{Description|8|text=
* Ground bounces airborne opponents.
Vital to 16's rejump and corner combos, as it consistently combos into 2M. Otherwise, it's strictly blockstring filler.
}}
}}
===<big>{{clr|M|2M}}</big>===
{{DBFZ_Move_Card
|input=2M
|description=
Blockstring filler and combo launcher. When hitting at max range, going into the usual air combo of {{ComboText|{{clr|M|2M}} > {{clr|M|5M}} > 9 jc > {{clr|M|j.M}}}} would drop at {{clr|M|j.M}} against small bodies, so confirm into {{ComboText|{{clr|S|5SS}} > {{clr|H|5H}}}} instead.
Horribly punishable on block so be sure not to end your string with this.
}}
}}


======<font style="visibility:hidden;font-size:0">5H</font>======
===<big>{{clr|H|2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5H
|input=2H
|image=DBFZ_Android16_5H.png |caption=
|description=
|data=
Gigantic anti-air with infinite armor against all non-Super strikes. And in spite of having armor, it's an unscaled combo starter. This is 16's most reliable and highest damaging grounded anti-air against jump-ins, Super Dash, Vanish and so on. Smash hit launches with high hitstun, combos into Super Dash.
{{AttackDataHeader-DBFZ}}
 
{{!}}-
One of the few {{clr|H|2H}}s to have no landing recovery, so this can also be used for gapless high/low mixups when paired with a high blockstun assist.
{{#lst:{{PAGENAME}}/Data|5H}}
 
{{!}}-
If this is blocked with no assist to back you up, canceling into {{clr|L|j.214L}}/{{clr|M|M}} can put you out of punish range, though the frame advantage would still be in your opponent's favor.
{{Description|8|text=
* Has super armor against high and mid strikes, loses to lows.
The armor takes a while to start up, best used at mid range. At close range it can be stuffed by lows, and at far range it can be hit by weak projectiles such as ki blasts.
}}
}}
===<big>{{clr|M|6M}}</big>===
{{DBFZ_Move_Card
|input=6M
|description=
Universal overhead with great range, giving it more utilities as it can reach the opponent more often in blockstrings. However 16 does not have a good way to maintain pressure without resources after a blocked {{clr|M|6M}}, so it should only be used when there's an assist or meter for {{clr|H|214H}} to back you up.
}}
}}


======<font style="visibility:hidden;font-size:0">5S</font>======
===<big>{{clr|L|j.L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5S
|input=j.L
|image=DBFZ_Android16_5S.png |caption=The Gunshow
|description=
|data=
The god air-to-air and mixup tool thanks to its big hitbox, a nasty downward angle and being insanely active. Pressing {{clr|L|j.L}} in the air is basically denying all approaches, and airdash forward {{clr|L|j.L}} is effectively a divekick. IAD {{clr|L|j.L}} is 16's most common jump-in and safe jump, as it catches all tech options beside delay tech, and can hit all crouching characters.
{{AttackDataHeader-DBFZ}}
 
{{!}}-
Beware however that the active frames actually extend beyond the cancel window for {{clr|L|j.L}} > {{clr|L|j.LL}}. If it hits too meaty, then pressing {{Prompt|DBFZ|L}} again would give another {{clr|L|j.L}} instead of {{clr|L|j.LL}}.
{{#lst:{{PAGENAME}}/Data|5S}}
{{!}}-
{{Description|8|text=
* Mash or hold S to get the second hit to come out.
Having a fireball is an unusual tool for a grappler, but 16 has one regardless. Excellent as a neutral tool and adds good damage to combos too.
}}
}}
===<big>{{clr|M|j.M}}</big>===
{{DBFZ_Move_Card
|input=j.M
|description=
Great jump-in and cross-up button. Cross-up IAD {{clr|M|j.M}} will work even at point blank, then he can confirm or continue pressure with {{clr|L|5L}} or {{clr|M|5M}}.
}}
}}


======<font style="visibility:hidden;font-size:0">2L</font>======
===<big>{{clr|H|j.H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2L
|input=j.H
|image=DBFZ_Android16_2L.png |caption=Punchin' ya knees
|description=
|data=
Tackle with infinite armor similar to {{clr|H|5H}}, and almost exclusively used as a combo tool. Wall splats on Smash hit, combos into SD. In the corner, a low to the ground Smash {{clr|H|j.H}} will also combo into {{clr|L|5L}}, letting him go into another ground string.
{{AttackDataHeader-DBFZ}}
 
{{!}}-
Armor works against non-Super strikes, with a caveat that it will lose specifically to all {{clr|H|2H}}s, allowing the opponent to anti-air him.
{{#lst:{{PAGENAME}}/Data|2L}}
{{!}}-
{{Description|8|text=
* 16's only normal that could stagger.
* On block/hit, 2L can only be delay canceled into. 5L > delay 2L and 2L > delay 2L have a 4F gap on block.
Good low-hitting light normal compliments his grab game. Massive range and surprisingly good frame advantage makes this move vital to 16's pressure.
}}
}}


======<font style="visibility:hidden;font-size:0">2M</font>======
Can have its recovery canceled in certain {{keyword|okizeme}} set-ups to make it plus on block: [https://youtu.be/Z2CDZulYbcc Youtube link before somebody writes the tech down on his Strategy page]
{{MoveData
|name=2M
|image=DBFZ_Android16_2M.png |caption=Sweepin' ya legs
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2M}}
{{!}}-
{{Description|8|text=
* Average range but slow start-up for a 2M.
}}
}}


======<font style="visibility:hidden;font-size:0">2H</font>======
Values in [ ] is on Dynamic hit (from {{clr|L|5LLLLLLL}}). Wall bounces on Dynamic hit, and can be used multiple times as it doesn't require U+ Smash like other {{clr|L|5LLLLLLL}}s. Combos into delayed {{clr|M|j.236M}} anywhere on screen.
{{MoveData
|name=2H
|image=DBFZ_Android16_2H.png |caption=Take to the skies
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2H}}
{{!}}-
{{Description|8|text=
* Has super armor against physical attacks.
16's go-to anti-air. 214X requires assists to convert off of, but it's useful for different things compared to 2H.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">6M</font>======
===<big>{{clr|S|j.S}}</big>===
{{MoveData
{{InputBadge|'''(Hold OK)'''}}
|name=6M
{{DBFZ_Move_Card
|image=DBFZ_Android16_6M.png |caption=
|input=j.S
|data=
|description=
{{AttackDataHeader-DBFZ}}
Has the same properties as {{clr|S|5S}}. Good for counterpoking or sniping grounded opponents. Grab them with {{clr|M|j.214M}} if they try to SD at you.
{{!}}-
{{#lst:{{PAGENAME}}/Data|6M}}
{{!}}-
{{Description|8|text=
* It's an overhead.
Mostly used to catch people sleeping after conditioning them to block low. 16 does not have a good way to maintain pressure meterlessly after a 0 on block situation, so it should only be used with an assist to back you up.
}}
}}


======<font style="visibility:hidden;font-size:0">j.L</font>======
{{clr|S|j.SS}} combos into {{clr|L|j.214L}} anywhere on screen. This is one of 16's most common combo enders.
{{MoveData
|name=j.L
|image=DBFZ_Android16_jL.png |caption=A fist to the face
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{Description|8|text=
* Big downward hitbox and long active frames, great for IADs.
}}
}}


======<font style="visibility:hidden;font-size:0">j.M</font>======
* Mash or hold {{clr|S|S}} to get the second hit to come out
{{MoveData
|name=j.M
|image=DBFZ_Android16_jM.png |caption=A boot to the head
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.M}}
{{!}}-
{{Description|8|text=
* Very long range, amazing crossup tool.
Because of his non-traditional j.H, j.M is 16's strongest single-hit jump-in.
}}
}}
======<font style="visibility:hidden;font-size:0">j.H</font>======
{{MoveData
|name=j.H
|image=DBFZ_Android16_jH.png |caption=Fly like a bird
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=5LLLLLLL}}
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}
{{!}}-
{{Description|9|text=
* Wall bounces on Smash hit.
Can be used multiple times as it doesn't require U+ Smash like other 5LLLLLLL. Combos into delayed j.236M anywhere on screen for a "knockdown".
}}
{{AttackVersion|name=j.H}}
{{#lst:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{Description|9|text=
* Has super armor against physical attacks, loses specifically to 2H.
* Wall splats on Smash hit. Combos into SD.
Almost identical to 5H. Non-smash version can combo into j.214L if 16 is under the opponent.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.S</font>======
===<big>{{clr|H|j.2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.S
|input=j.2H
|image=DBFZ_Android16_jS.png |caption=Aerial Gunshow
|description=
|data=
16's main combo ender that can also be used as an extender that utilizes D smash. From any jump-in, {{clr|H|j.2H}} has additional usage as an extra unreactable overhead. A grounded hit will force the opponent to tech immediately and put 16 at around -2 against up/back/forward tech. While the reward isn't great, it lets his assists start recharging, and this unavoidable bit of damage becomes much more of a threat when the opponent is low on health.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{Description|8|text=
* Mash or hold S to get the second hit to come out.
16 doesn't have a real answer to superdash when he's in the air, but the angle he shoots at makes it a remarkably good counterpoke.
}}
}}


======<font style="visibility:hidden;font-size:0">j.2H</font>======
Smash on air-to-air hit and causes a ground bounce sliding knockdown (SKD), allowing him to take the oki or extend via the ground bounce. Midscreen {{clr|H|j.2H}} > delay SD rejump combos give more corner carry and higher damage, but are rather difficult and can easily be dropped, especially against small characters.
{{MoveData
|name=j.2H
|image=DBFZ_Android16_j2H.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{Description|8|text=
* Smash on air-to-air hit, results in a short sliding knockdown.
Has a very niche use in corner assisted combos along with 214S. Otherwise it is borderline useless for neutral, mixup, midscreen combos...
}}
}}
}}


==Special Moves==
==Special Moves==
======<font style="visibility:hidden;font-size:0">Dynamite Driver</font>======
===<big>Dynamite Driver</big>===
{{MoveData
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
|name=Dynamite Driver
{{DBFZ_Move_Card
|input=236L/M/H
|input=236L,236M,236H
|image=DBFZ_Android16_DynamiteDriver.png |caption=
|description=
|data=
;{{clr|L|236L}}
{{AttackDataHeader-DBFZ|version=yes}}
The backbone of 16's strike/throw mixup. An unreactable command grab at 16F of startup, but also because it's so fast, you'll need to delay cancel into this in order to tick throw. Delay frame trap with {{clr|M|M}} buttons vs delay {{clr|L|236L}} is 16's main blockstring. On hit, puts the opponent into a sliding knockdown, and can only be extended further through the use of Supers.
{{!}}-
 
{{AttackVersion|name=L}}
Also acts as a combo ender that gives a good chunk of meter. Smash {{clr|H|j.2H}} can combo into {{clr|L|236L}} anywhere on screen, and [DR] > {{clr|L|236L}} works in the corner.
{{#lst:{{PAGENAME}}/Data|236L}}
 
{{!}}-
* When used outside of combos, all versions cannot connect against airborne opponents
{{Description|9|text=
* Only one version of 236X can be used per combo. This property is shared by almost all command grabs in DBFZ
* Stands still and reaches forward as a command grab.
----
* Results in a short sliding knockdown.
;{{clr|M|236M}}
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.
16 lunges forward 75% of the screen to grab his target, guard point through all non-Super projectiles and assists. {{clr|M|236M}} is a ranged grab with better reward than {{clr|L|236L}}, but much slower and is more of a neutral skip move than a mix-up option.
}}
 
{{AttackVersion|name=M}}
On U Smash hit, wall bounces the opponent and is cancelable into 214X series and SD. In midscreen, {{clr|M|236M}} > {{clr|M|214M}} is the go-to extension. Near the corner, he can do {{clr|M|236M}} > SD for more damage.
{{#lst:{{PAGENAME}}/Data|236M}}
 
{{!}}-
D Smash hit causes a SKD, identical to {{clr|L|236L}}. This is useful as a midscreen combo ender in situations where {{clr|H|j.2H}} has already been used.
{{Description|9|text=
----
* Lunges forward after a few frames of startup. Covers 75% of the screen.
;{{clr|H|236H}}
* 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.
Higher rewarding, fullscreen traveling and a smidge faster version of {{clr|M|236M}}. This is 16's go-to move for neutral skipping and punishing projectiles. {{clr|H|236H}} > SD combos anywhere on screen.
* Non-Smash hit results in short sliding knockdown.
Trucks through any and all projectiles for a free confirm into 214X.
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{!}}-
{{Description|9|text=
* 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.
}}
}}
===<big>Gliding Powerbomb</big>===
{{InputBadge|'''{{clr|L|j.236L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
{{DBFZ_Move_Card
|input=j.236L,j.236M,j.236H
|description=
;{{clr|L|j.236L}}
Often referred to as "dunk", this is one of 16's main combo tools to bring the opponent to the ground, along with {{clr|L|j.214L}}. These moves have short range, identical startup, damage and meter gain, and are mostly used in tandem with one another for assisted combo extensions. Their fast startups also make them very useful as combo enders at high hitstun decay, usually leading into 16's grounded Supers.
On hit, {{clr|L|j.236L}} leaves the opponent airborne where they can choose to either air tech or ground tech. While 16 has great anti-air grabs to deal with airborne opponents, it's recommended to spend resources after {{clr|L|j.236L}}/{{clr|L|j.214L}} to secure a knockdown.
* All versions cannot connect against grounded opponents
----
;{{clr|M|j.236M}}
Essentially the air version of {{clr|M|236M}}, but with no projectile guard point. It's mostly used in corner combos for the wall bounce on U Smash hit. Non-Smash hit has identical damage and effect to {{clr|L|j.236L}}.
----
;{{clr|H|j.236H}}
Air version of {{clr|H|236H}} but with much faster startup. It's both great as a neutral skip option in the air and as a combo extender. From a raw SD hit, 16 can confirm with {{clr|S|j.S}} > {{clr|H|j.236H}} > SD into another airstring.
}}
}}


======<font style="visibility:hidden;font-size:0">Gliding Powerbomb</font>======
===<big>Flying Powerbomb</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
|name=Gliding Powerbomb
{{DBFZ_Move_Card
|input=j.236L/M/H
|input=214L,214M,214H,j.214L,j.214M,j.214H
|image=DBFZ_Android16_FlyingSlidePowerbomb.png |caption=COME ON AND SLAM!
|description=
|image2=DBFZ_Android16_FlyingPowerbomb2.png |caption2=AND WELCOME TO THE JAM!
;{{clr|L|L Versions}}
|data=
Anti-air grabs with too short range and invul duration to be useful. Ground version can instead be used for midscreen left/right mixup with high blockstun assists, by floating or airdashing {{clr|M|j.M}} as he's falling down. While air version is mostly used as an alternate to {{clr|L|j.236L}} in assisted combos.
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
All versions of 214X deal more damage with U Smash, but their on-hit effects are identical to {{clr|L|j.236L}}. These also cannot connect against grounded opponents.
{{AttackVersion|name=L}}
----
{{#lst:{{PAGENAME}}/Data|j.236L}}
;{{clr|M|M Versions}}
{{!}}-
Longer ranged and invul window than {{clr|L|L}} versions, and so are better at snatching airborne opponents. {{clr|M|M}} and {{clr|H|H}} versions are used to checkmate opponents who have been getting too comfortable staying in the air, especially because they're trying to avoid {{clr|L|236L}}.
{{Description|9|text=
----
* Is the easiest version to combo into due to it having the least startup.
;{{clr|H|H Versions}}
* Similar to the grounded version that he does not move during the grab.
Much faster and MUCH scarier than {{clr|M|M}} versions. Beside being used for anti-airing as described above, the ground version of this move has a launching hitbox and gives it unique applications:
Mostly used as assist combo filler.
 
}}
The ground splash is a 6F projectile that hits low and is safe on block. Since 16's fastest normal is {{clr|L|5L}} at 7F startup, this is often your go-to move to challenge pressure, especially after a blocked {{clr|M|6M}}. It's certainly worth the 0.5 Ki gauge it spends, since unlike typical {{clr|L|5L}}s which will start a clashing sequence, it instead trades with them and 16 will recover before the opponent does and can convert with dash {{clr|M|2M}} > {{clr|M|5M}} etc.
{{AttackVersion|name=M}}
 
{{#lst:{{PAGENAME}}/Data|j.236M}}
Ground splash can be linked after any dunk in the corner. If 214X dunk has been used, the grab will whiff and 16 can link directly from the ground splash into {{clr|M|j.M}}.
{{!}}-
{{Description|9|text=
* 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.
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{Description|9|text=
* 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.
Because it's so fast, has good range and head invul from frame 1, it can also be used as a pseudo DP.
}}
}}


======<font style="visibility:hidden;font-size:0">Flying Powerbomb</font>======
{{clr|H|214H}} can also be used for midscreen mix-ups with assists like {{clr|L|214L}}, although usually high/low instead of left/right due to the distance it travels.
{{MoveData
|name=Flying Powerbomb
|input=214L/M/H (air OK)
|image=DBFZ_Android16_FlyingPowerbomb.png |caption=
|image2=DBFZ_Android16_FlyingPowerbomb2.png |caption2=DUNKING SON GOKU
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Ground L}}
{{#lst:{{PAGENAME}}/Data|214L}}
{{!}}-
{{AttackVersion|name=Air L}}
{{#lst:{{PAGENAME}}/Data|j.214L}}
{{!}}-
{{Description|9|text=
* 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.
}}
}}
{{AttackVersion|name=Ground M}}
{{#lst:{{PAGENAME}}/Data|214M}}
{{!}}-
{{AttackVersion|name=Air M}}
{{#lst:{{PAGENAME}}/Data|j.214M}}
{{!}}-
{{Description|9|text=
* 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.
}}
{{AttackVersion|name=Ground H}}
{{#lst:{{PAGENAME}}/Data|214H}}
{{!}}-
{{AttackVersion|name=Air H}}
{{#lst:{{PAGENAME}}/Data|j.214H}}
{{!}}-
{{Description|9|text=
* 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.
===<big>Hell Heat</big>===
}}
{{InputBadge|'''{{clr|S|236S}}'''}} or {{InputBadge|'''{{clr|S|214S}}'''}}
}}
{{DBFZ_Move_Card
|input=236S,214S
|description=
;{{clr|S|236S}}
16's go-to blockstring ender that can also be a frame trap. Has a 3F gap from {{clr|M|M}}/{{clr|H|H}} normals which will catch almost anything that isn't DP. {{clr|S|5S}} > {{clr|S|236S}} is a "true string" that can be GC SD/Reflected, though it beats SD and is safe against Reflect at -4.
----
;{{clr|S|214S}}
Although having much shorter range than {{clr|S|236S}}, this is one of the best pressure reset move in the game. +8 on block, +3 against Reflect, and +10 on hit. It's always 16's turn.


======<font style="visibility:hidden;font-size:0">Hell Heat</font>======
From {{clr|M|M}}/{{clr|H|H}} normals, there's a 9F gap that can be mashed out of. In the corner however, {{clr|S|5S}} > {{clr|S|214S}} only has 4F gap, which is your main way of utilizing this move. It's so plus on block that it can true string back into {{clr|L|5L}} and {{clr|L|2L}}, frametrap with {{clr|M|5M}} among other things. And so plus on hit that you get a full combo against grounded opponents anywhere on screen.
{{MoveData
|name=Hell Heat
|input=236S or 214S
|image=DBFZ_Android16_HellHeat.png |caption=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=236S}}
{{#lst:{{PAGENAME}}/Data|236S}}
{{!}}-
{{AttackVersion|name=214S}}
{{#lst:{{PAGENAME}}/Data|214S}}
{{!}}-
{{Description|9|text=
* 236S shoots forward, 214S shoots directly underneath him. 214S can also 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.
One of the few moves that can hit opponents in sliding knockdown (OTG), launching them back up. Though it's very slow and can only be extended in the corner with by linking into {{clr|L|214L}} at low hitstun decay, so is typically only seen with Smash {{clr|H|j.2H}} ▷ {{clr|S|214S}} into Vanish or assist.
}}
}}
}}


==Z Assists==
==Z Assists==
======<font style="visibility:hidden;font-size:0">Assist A</font>======
===<big>Assist A</big>===
{{MoveData
{{InputBadge|'''Hell Heat'''}}
|name=Hell Heat
{{DBFZ_Move_Card
|input=Assist A
|input=Assist A
|image=DBFZ_Android16_HellHeat.png |caption=Hell 2 U
|description=
|data=
Mediocre in essentially every way with poor range, small hitbox, underwhelming blockstun, and no special properties attached. It keeps the opponent standing for niche strategies like {{CLabel|DBFZ|Majin Buu}} restands, but otherwise this isn't a good pick since B assist is miles better.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist A}}
{{!}}-
{{Description|8|text=
* Keeps grounded opponent standing, but can be used as a launcher for some combos.
An incredibly versatile assist. It covers most of the screen and sends opponents upwards making it very easy to connect during combos.
 
Hell Heat is also good during clashes. Against most other assists in the game, it will usually win with its speed and priority.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Assist B</font>======
===<big>Assist B</big>===
{{MoveData
{{InputBadge|'''Hell Impact'''}}
|name=Hell Impact
{{DBFZ_Move_Card
|input=Assist B
|input=Assist B
|image=DBFZ_Android16_jS.png |caption=
|description=
|image2=DBFZ_Android16_5S.png |caption2=
16 performs {{clr|S|j.SS}} and then {{clr|S|5SS}}, acting like two assist calls in one. While being Ki Blasts, they hit from fullscreen distance, maintain the piercing property and can very effectively clear the screen. Very strong for neutral, pressure and combo extensions, though at the cost of having to deal with GC SD and GC Reflect.
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist B}}
{{!}}-
{{Description|8|text=
* Does j.[S](2) and then 5[S](2)
* Ki Blast property
Acts like 2 assist calls, very good for combo extension.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Assist C</font>======
===<big>Assist C</big>===
{{MoveData
{{InputBadge|'''Hyper Tackle'''}}
|name=Hyper Tackle
{{DBFZ_Move_Card
|input=Assist C
|input=Assist C
|image=DBFZ_Android16_5H.png |caption=
|description=
|image2=DBFZ_Android16_2H.png |caption2=If only it had armor
A high blockstun assist that also gives easy conversion on hit. 16 teleports to the opponent's X coordinate on the ground before performing 2 tackles, with the second one having head invulnerability. On hit, he teleports behind the opponent and knocks them down into a ground bounce SKD.
|data=
 
{{AttackDataHeader-DBFZ}}
Like all C assists however, their cooldowns are way too hefty for the utilities that they can provide. If 16 B is 2 assists in 1, this is 1 assist in 2 (twice the cooldown).
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|Assist C}}
* Values in [ ] are when the opponent is in hitstun/untech
{{!}}-
{{Description|8|text=
* 16 rushes in performing 5H, then 2H. If the attack succeeded, he'll teleport behind for a j.2H footdive.
* Sadly not armoured.
}}
}}
}}


==Super Moves==
==Super Moves==
======<font style="visibility:hidden;font-size:0">Hell Flash</font>======
===<big>Hell Flash</big>===
{{MoveData
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}} (Air OK)'''}} or {{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}} (Air OK)'''}}
|name=Hell Flash
{{DBFZ_Move_Card
|input=236L+M or 236H+S (Air OK)
|input=236L+M,236H+S,j.236L+M
|image=DBFZ_Android16_HellFlash.png |caption=Ironically, he's still armed
|description=
|data=
Meter dump Supers that can easily be tacked on after all of 16's combo enders, with one notable feature: they're good for DHC-ing out and give SKD oki to other characters.
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
Ground {{clr|L|L}}+{{clr|M|M}} keeps 16 grounded and deals the most damage. On hit, gives enough frame advantage for a safejump in the corner, although not enough for the safejump to hit meaty against most characters.
{{AttackVersion|name=Ground}}
 
{{#lst:{{PAGENAME}}/Data|236LM}}
Ground {{clr|H|H}}+{{clr|S|S}} puts him airborne. Air versions when done close to the ground will also lift him up to the same height as ground {{clr|H|236H}}+{{clr|S|S}}. These versions deal slightly less damage compared to {{clr|L|236L}}+{{clr|M|M}}, but give way longer SKD and thus better oki, especially ground {{clr|H|H}}+{{clr|S|S}}. They're the main ones to use for DHC to maintain oki, and also allow for characters with fast Level 1s such as {{CLabel|DBFZ|Gohan (Adult)}}, {{CLabel|DBFZ|Nappa}}, {{CLabel|DBFZ|Tien}} to dump more meter with additional Supers.
{{!}}-
 
{{AttackVersion|name=Air}}
* Damage decreases when hitting at the edge of the beam. Values in [ ] are for far hit
{{#lst:{{PAGENAME}}/Data|j.236LM}}
* Minimum damage (Ground {{clr|L|L}}+{{clr|M|M}}): 103×8 [96×8]
{{!}}-
* Minimum damage (Other versions): 99×8 [96×8]
{{Description|9|text=
* Does less damage if 16 is higher up. [] is on far hit.
* Minimum damage is 99*8 [96*8].
* Causes sliding knockdown.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Hell Flash Maximum Output</font>======
==Meteor Moves==
{{MoveData
===<big>Hell Flash Maximum Output</big>===
|name=Hell Flash Maximum Output
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}}'''}}
{{DBFZ_Move_Card
|input=214L+M
|input=214L+M
|image=DBFZ_Android16_HellFlashFullPower.png |caption="Did you f*cking teabag me?"
|description=
|data=
A standard meter dump and not much else. Gives a safejump anywhere on screen.
{{AttackDataHeader-DBFZ}}
 
{{!}}-
Outside of combos, it cannot hit airborne opponents and the incredibly short range make it a lackluster reversal. Cannot be used as a command grab either since the opponent can easily evade by reacting to the superflash with jump. Stick to {{clr|L|236L}} for grabbing purposes and {{clr|H|214H}} for reversal.
{{#lst:{{PAGENAME}}/Data|214LM}}
 
{{!}}-
{{Description|8|text=
* Minimum damage: 1716
* Minimum damage: 1716
As a command grab, it can be avoided by jumping, making it less useful as a reversal option than other level 3s.
* Advantage on hit: +28
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Last Resort</font>======
===<big>Last Resort</big>===
{{MoveData
{{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
|name=Last Resort
{{DBFZ_Move_Card
|input=214H+S
|input=214H+S
|image=DBFZ_Android16_FinalPower.png |caption=''"You cannot talk your way out of this one, Cell. MY COUNTDOWN HAS STARTED!"''
|description=
|image2=DBFZ_Android16_FinalPower2.png |caption2='''''HAAAAAAAAAAAAAAAAA'''''
A useless troll attack. This is either the slowest, most telegraphed '''Instant Kill''' that can easily be dodged by jumping out of the way, or a combo ender that deals more damage to 16 than to his opponent.
|data=
 
{{AttackDataHeader-DBFZ}}
On hit, 16 is locked out of using this Meteor again and ''is left at 1 HP''. The health lost will be converted to blue health.
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|214HS}}
* Values in [ ] are when used mid-combo
{{!}}-
* Minimum damage: 2500
{{Description|8|text=
* Advantage on hit: ±0 ~ +2
* On hit, locks Android 16 out of using this again and leaves him at 1 HP. All damage lost from this Meteor is in blue health.  
----
* Cannot be combo'd into and only catches grounded opponents.
;Instant Kill
Due to dealing an absurd amount of damage, it's essentially an instant kill that also gives the opponent 7 bars. Good for memes and maybe for punishing certain raw Supers on the ground. Don't bother otherwise.
When caught outside of combos, it will instant kill the opponent and {{Tt|give them 7 bars|Depends on Ki Gain Modifier:<br>100% → 7.5 bars<br>75% → 5.625 bars<br>50% → 3.75 bars}}.
}}
 
The issue is that it will never actually hit anyone. It can only catch grounded opponents. A full second startup. Good for memes and maybe for punishing certain raw Supers on the ground. Don't bother otherwise.
----
;Combo ender
Since the startup is so slow, it requires an assist with either slow startup or high hitstun that can hold the opponent in place to combo into, such as the typical {{MMC|chara=SS Goku|input=Assist A|label=beam assists}}. When compared to simply using the assist for extension then ending with {{clr|L|214L}}+{{clr|M|M}}, the assisted combo usually does more total damage, builds more meter, actually gives him oki, and doesn't deal a lethal amount of self damage.
 
Good for memes. Don't bother otherwise.
}}
}}
==Colors==
{{DBFZColors}}


==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|DBFZ|Android 16|size=32px}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{DBFZ/CharacterLinks}}
{{Navbar-DBFZ}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{DBFZ/Navigation}}

Latest revision as of 05:06, 13 December 2023

Overview

Overview

Android 16 is a mix-up focused character that, while having relatively weak neutral When neither player is in an advantageous position in terms of stage position. without meter or assists, makes up for it with solid strike/throw mix featuring an unreactable command grab in 236LDBFZ Android16 DynamiteDriver.pngGuardThrowStartup16Recovery26Advantage-, as well as a fantastic pressure reset tool in 214SDBFZ Android16 HellHeat.pngGuardAllStartup24Recovery14Advantage+8 to reinforce it.

With the right assists, he gets effective 50/50 A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly. setups as well as significantly improved combos. With meter, he also has access to great EX moves such as an assist-invulnerable "lariat grab" in 236HDBFZ Android16 DynamiteDriver.pngGuardThrowStartup24Recovery28Advantage- or a very annoying defensive tool and neutral check in 214HDBFZ Android16 FlyingPowerbomb.pngGuardLow, ThrowStartup6Recovery+3LAdvantage-1.

On top of that, 16 has a notorious B assistDBFZ Android16 5S.pngGuardAllStartup30RecoveryAdvantage+31 consisting of multiple ki blast volleys that last for an unusually long amount of time (by assist standards), making it strong in both neutral and combos.

Given the great support value his B assist offers and his efficient usage of meter, but also his own dependency on assists, Android 16 is a strong contender for the position of Mid In a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.. However, he's capable of playing the role of Anchor In a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player. as well, thanks to the sheer amount of extra options having meter, or especially Sparking, provides him.

Overall, play this bird-loving, Goku-dunking gentleman if you want to keep the opponent on their toes during pressure and enjoy making big brain reads.
Android 16


DBFZ Android 16 Portrait.png
Fastest Attacks
Reversals

 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.
  • Scary Midscreen Options: 5H is an armored half-screen strike that can be comboed after and made safe on block, 236HDBFZ Android16 DynamiteDriver.pngGuardThrowStartup24Recovery28Advantage- is a fullscreen grab that goes through everything and leads to a full combo, and 214HDBFZ Android16 FlyingPowerbomb.pngGuardLow, ThrowStartup6Recovery+3LAdvantage-1 is a very fast anti-air A grounded attack that hits the opponent out of the air that has huge range.
  • Mix-Up Game Having a safe 5L, 2L and 5M, a pressure reset special in his 214SDBFZ Android16 HellHeat.pngGuardAllStartup24Recovery14Advantage+8, and an unreactable command grab in his 236LDBFZ Android16 DynamiteDriver.pngGuardThrowStartup16Recovery26Advantage- gives Android 16 a scary strike/throw game up close. He is also one of the only characters to be able to do superdash 50/50 midscreen with an assist, as well as being able to do it in the corner.
  • Damage: Thanks to his j.2H and rejumps, 16 is able to get a lot of damage, corner carry, and meter gain anywhere on screen, whilst consistently getting a sliding knockdown.
  • Assist: This is a pro in its own right. 16's B assist is an incredibly strong and versatile assist that can be used in almost any situation.
  • Needy: Significantly weaker neutral without assists or especially meter on hand.
  • Committal: His buttons overall have somewhat high recovery, and his grabs more so, making 16 very whiff punishable.
  • Outclassed: While 16 fulfills his role well, a solid portion of the cast can do what he does with more overall benefits.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 7 3 15 -4
5LL 700 All 10 4 22 -10
5LLL 1000 Throw U3+ 10 1 19
5L

16's fastest normal. His go-to blockstring starter and stagger button due to being safe and having great range.

Having a big 5L is useful for defensive challenges, scrambles and punishes. But this is also one of the few 5Ls to have 7F of startup instead of 6F, so it will lose against most of the cast in ±0 situations like after a blocked 6M. Thankfully, his 214HDBFZ Android16 FlyingPowerbomb.pngGuardLow, ThrowStartup6Recovery+3LAdvantage-1 is 6F and can be used for that purpose instead.

Also has higher attack level than most 5Ls, giving it higher blockstun and hitstun. The tradeoff is that higher blockstun makes the universal tickthrow of 5L > Dragon Rush (DR) hits 4F slower, giving the opponent slightly more time to react.


5LL

Strictly combo and blockstring filler since it's horrid on whiff and unsafe on block unlike most other 5LLs. Will also whiff when canceled into after a Reflected 5L.


5LLL

As with all 5LLL grabs, it has very limited use since no matter how much you delay it, canceling into this from a blocked 5LL will always whiff as the opponent is still throw invulnerable. Certain low blockstun assists can override 5LL's blockstun and make delay 5LLL a tickthrow, and it can catch the opponent after a Reflected 5L > 5LL (whiff) > 5LLL, so it's not completely useless.

On hit, switches sides and ground bounces the opponent. Will always combo into Super Dash (SD) and his 214X series.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 11 3 17 -4

Great blockstring ender/stagger point as it's safe on block. Without meter, anything beyond this normal is either unsafe or doesn't true string.

Ground bounces airborne opponents on hit so it's also a vital combo tool. But despite the imposing animation, the hitbox is comically small, and air hit 5M > 2M can sometimes whiff if you don't route into it properly.

Your go-to confirm off of most hits is 5M > 2M > 5SS > etc.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 15 11 21 -8 13-25 Strike Armor

A pretty standard 5H that acts as an anti-Reflect button and launcher for combos. Wall splats on Smash hit that combos into Super Dash and enable advanced rejump combos in midscreen, and non-Smash hit can combo into SD in the corner.

Has infinite armor against physical attacks, but this is rarely ever useful due to the armor going active way too late while losing to lows, projectiles, and Supers. It also receives additional damage proration due to having armor, and in rare cases, trading with a high clash level attack will make 16 unable to combo after.

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
600×1~2 All 10 Total 50 -10

16 very quickly shoots out piercing P1 projectiles with Ki Blast properties and some weak tracking, disguised as his fists. Good for sniping opponents at fullscreen distance, though beware that they also have unusually high recovery. On hit, they can be converted with 236H anywhere on screen.

Has really high hitstun with good damage so they're also a staple of 16's combos. Can combo into Super Dash at close range and 236M at half screen distance.

  • Mash or hold S to get the second hit to come out

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 8 3 13 -4

A safe on block low with massive range, perfectly compliments 16's pressure and mixup game. Go-to low for high/low mixups and even usable for midscreen Super Dash mixup.

Has a unique restriction put on it however: on block or hit, 2L can only be delay canceled into. This makes 2L > 2L a natural frame trap with a 4F gap. 2L > 2M and 2L > 5H are also frame traps with tight gaps that cannot be mashed or jumped out of.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 13 4 24 -12

Blockstring filler and combo launcher. When hitting at max range, going into the usual air combo of 2M > 5M > 9 jc > j.M would drop at j.M against small bodies, so confirm into 5SS > 5H instead.

Horribly punishable on block so be sure not to end your string with this.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 15 9 23 -22 4-23 Head, 15-23 Strike Armor

Gigantic anti-air with infinite armor against all non-Super strikes. And in spite of having armor, it's an unscaled combo starter. This is 16's most reliable and highest damaging grounded anti-air against jump-ins, Super Dash, Vanish and so on. Smash hit launches with high hitstun, combos into Super Dash.

One of the few 2Hs to have no landing recovery, so this can also be used for gapless high/low mixups when paired with a high blockstun assist.

If this is blocked with no assist to back you up, canceling into j.214L/M can put you out of punish range, though the frame advantage would still be in your opponent's favor.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0

Universal overhead with great range, giving it more utilities as it can reach the opponent more often in blockstrings. However 16 does not have a good way to maintain pressure without resources after a blocked 6M, so it should only be used when there's an assist or meter for 214H to back you up.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 8 22 11

The god air-to-air and mixup tool thanks to its big hitbox, a nasty downward angle and being insanely active. Pressing j.L in the air is basically denying all approaches, and airdash forward j.L is effectively a divekick. IAD j.L is 16's most common jump-in and safe jump, as it catches all tech options beside delay tech, and can hit all crouching characters.

Beware however that the active frames actually extend beyond the cancel window for j.L > j.LL. If it hits too meaty, then pressing L again would give another j.L instead of j.LL.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 11 6 12

Great jump-in and cross-up button. Cross-up IAD j.M will work even at point blank, then he can confirm or continue pressure with 5L or 5M.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1 [D3] 15 8 21 13-22 Strike Armor

Tackle with infinite armor similar to 5H, and almost exclusively used as a combo tool. Wall splats on Smash hit, combos into SD. In the corner, a low to the ground Smash j.H will also combo into 5L, letting him go into another ground string.

Armor works against non-Super strikes, with a caveat that it will lose specifically to all 2Hs, allowing the opponent to anti-air him.

Can have its recovery canceled in certain okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. set-ups to make it plus on block: Youtube link before somebody writes the tech down on his Strategy page

Values in [ ] is on Dynamic hit (from 5LLLLLLL). Wall bounces on Dynamic hit, and can be used multiple times as it doesn't require U+ Smash like other 5LLLLLLLs. Combos into delayed j.236M anywhere on screen.

j.S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
600×1~2 All 18 Total 47+3L

Has the same properties as 5S. Good for counterpoking or sniping grounded opponents. Grab them with j.214M if they try to SD at you.

j.SS combos into j.214L anywhere on screen. This is one of 16's most common combo enders.

  • Mash or hold S to get the second hit to come out

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High D1 18 Until L 20 -5 ~ -1

16's main combo ender that can also be used as an extender that utilizes D smash. From any jump-in, j.2H has additional usage as an extra unreactable overhead. A grounded hit will force the opponent to tech immediately and put 16 at around -2 against up/back/forward tech. While the reward isn't great, it lets his assists start recharging, and this unavoidable bit of damage becomes much more of a threat when the opponent is low on health.

Smash on air-to-air hit and causes a ground bounce sliding knockdown (SKD), allowing him to take the oki or extend via the ground bounce. Midscreen j.2H > delay SD rejump combos give more corner carry and higher damage, but are rather difficult and can easily be dropped, especially against small characters.

Special Moves

Dynamite Driver

236L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 1500 / 1800 Throw U1, D2 16 1 26
236M 1500 / 1800 Throw U1+ → D2 26 1 28 4-27 Guard P
236H 1500 / 1800 Throw U1+ → D2 24 1 28 4-25 Guard P
236L

The backbone of 16's strike/throw mixup. An unreactable command grab at 16F of startup, but also because it's so fast, you'll need to delay cancel into this in order to tick throw. Delay frame trap with M buttons vs delay 236L is 16's main blockstring. On hit, puts the opponent into a sliding knockdown, and can only be extended further through the use of Supers.

Also acts as a combo ender that gives a good chunk of meter. Smash j.2H can combo into 236L anywhere on screen, and [DR] > 236L works in the corner.

  • When used outside of combos, all versions cannot connect against airborne opponents
  • Only one version of 236X can be used per combo. This property is shared by almost all command grabs in DBFZ

236M

16 lunges forward 75% of the screen to grab his target, guard point through all non-Super projectiles and assists. 236M is a ranged grab with better reward than 236L, but much slower and is more of a neutral skip move than a mix-up option.

On U Smash hit, wall bounces the opponent and is cancelable into 214X series and SD. In midscreen, 236M > 214M is the go-to extension. Near the corner, he can do 236M > SD for more damage.

D Smash hit causes a SKD, identical to 236L. This is useful as a midscreen combo ender in situations where j.2H has already been used.


236H

Higher rewarding, fullscreen traveling and a smidge faster version of 236M. This is 16's go-to move for neutral skipping and punishing projectiles. 236H > SD combos anywhere on screen.

Gliding Powerbomb

j.236L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.236L 700 / 1400 Throw U1 10 +3L
j.236M 700 / 1400,200 Throw U1+ 19 +3L
j.236H 900 / 1400,200 Throw U1+ 11 +3L
j.236L

Often referred to as "dunk", this is one of 16's main combo tools to bring the opponent to the ground, along with j.214L. These moves have short range, identical startup, damage and meter gain, and are mostly used in tandem with one another for assisted combo extensions. Their fast startups also make them very useful as combo enders at high hitstun decay, usually leading into 16's grounded Supers.

On hit, j.236L leaves the opponent airborne where they can choose to either air tech or ground tech. While 16 has great anti-air grabs to deal with airborne opponents, it's recommended to spend resources after j.236L/j.214L to secure a knockdown.

  • All versions cannot connect against grounded opponents

j.236M

Essentially the air version of 236M, but with no projectile guard point. It's mostly used in corner combos for the wall bounce on U Smash hit. Non-Smash hit has identical damage and effect to j.236L.


j.236H

Air version of 236H but with much faster startup. It's both great as a neutral skip option in the air and as a combo extender. From a raw SD hit, 16 can confirm with j.S > j.236H > SD into another airstring.

Flying Powerbomb

214L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 700 / 1400 Throw U1 10 +3L 4-10 Head
214M 700 / 1400 Throw U1 15 +3L 4-19 Head
214H 300,900 / 300,1500 Low, Throw U1 6 +3L -1 1-13 Head
j.214L 700 / 1400 Throw U1 10 +3L 4-10 Head
j.214M 700 / 1400 Throw U1 15 +3L 4-19 Head
j.214H 900 / 1800 Throw U1 9 +3L 4-13 Head
L Versions

Anti-air grabs with too short range and invul duration to be useful. Ground version can instead be used for midscreen left/right mixup with high blockstun assists, by floating or airdashing j.M as he's falling down. While air version is mostly used as an alternate to j.236L in assisted combos.

All versions of 214X deal more damage with U Smash, but their on-hit effects are identical to j.236L. These also cannot connect against grounded opponents.


M Versions

Longer ranged and invul window than L versions, and so are better at snatching airborne opponents. M and H versions are used to checkmate opponents who have been getting too comfortable staying in the air, especially because they're trying to avoid 236L.


H Versions

Much faster and MUCH scarier than M versions. Beside being used for anti-airing as described above, the ground version of this move has a launching hitbox and gives it unique applications:

The ground splash is a 6F projectile that hits low and is safe on block. Since 16's fastest normal is 5L at 7F startup, this is often your go-to move to challenge pressure, especially after a blocked 6M. It's certainly worth the 0.5 Ki gauge it spends, since unlike typical 5Ls which will start a clashing sequence, it instead trades with them and 16 will recover before the opponent does and can convert with dash 2M > 5M etc.

Ground splash can be linked after any dunk in the corner. If 214X dunk has been used, the grab will whiff and 16 can link directly from the ground splash into j.M.

Because it's so fast, has good range and head invul from frame 1, it can also be used as a pseudo DP.

214H can also be used for midscreen mix-ups with assists like 214L, although usually high/low instead of left/right due to the distance it travels.

Hell Heat

236S or 214S

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 270×4 All 18 15 21 -1
214S 150×8 All 24 15 14 +8
236S

16's go-to blockstring ender that can also be a frame trap. Has a 3F gap from M/H normals which will catch almost anything that isn't DP. 5S > 236S is a "true string" that can be GC SD/Reflected, though it beats SD and is safe against Reflect at -4.


214S

Although having much shorter range than 236S, this is one of the best pressure reset move in the game. +8 on block, +3 against Reflect, and +10 on hit. It's always 16's turn.

From M/H normals, there's a 9F gap that can be mashed out of. In the corner however, 5S > 214S only has 4F gap, which is your main way of utilizing this move. It's so plus on block that it can true string back into 5L and 2L, frametrap with 5M among other things. And so plus on hit that you get a full combo against grounded opponents anywhere on screen.

One of the few moves that can hit opponents in sliding knockdown (OTG), launching them back up. Though it's very slow and can only be extended in the corner with by linking into 214L at low hitstun decay, so is typically only seen with Smash j.2H214S into Vanish or assist.

Z Assists

Assist A

Hell Heat

Damage Guard Smash Startup Active Recovery On-Block Invuln
450×2 All 22 +26

Mediocre in essentially every way with poor range, small hitbox, underwhelming blockstun, and no special properties attached. It keeps the opponent standing for niche strategies like  Majin Buu restands, but otherwise this isn't a good pick since B assist is miles better.

Assist B

Hell Impact

Damage Guard Smash Startup Active Recovery On-Block Invuln
250×4 All 30 +31

16 performs j.SS and then 5SS, acting like two assist calls in one. While being Ki Blasts, they hit from fullscreen distance, maintain the piercing property and can very effectively clear the screen. Very strong for neutral, pressure and combo extensions, though at the cost of having to deal with GC SD and GC Reflect.

Assist C

Hyper Tackle

Damage Guard Smash Startup Active Recovery On-Block Invuln
450×2, 400 All 35 [20] +55

A high blockstun assist that also gives easy conversion on hit. 16 teleports to the opponent's X coordinate on the ground before performing 2 tackles, with the second one having head invulnerability. On hit, he teleports behind the opponent and knocks them down into a ground bounce SKD.

Like all C assists however, their cooldowns are way too hefty for the utilities that they can provide. If 16 B is 2 assists in 1, this is 1 assist in 2 (twice the cooldown).

  • Values in [ ] are when the opponent is in hitstun/untech

Super Moves

Hell Flash

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

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 335×8 [300×8] All UDV 9+4 49 45 -19 9-20 All
236H+S 322×8 [300×8] All UDV 9+4 49 45 ±0 9-20 All
j.236L+M 322×8 [300×8] All UDV 9+4 49 45 -19 9-20 All

Meter dump Supers that can easily be tacked on after all of 16's combo enders, with one notable feature: they're good for DHC-ing out and give SKD oki to other characters.

Ground L+M keeps 16 grounded and deals the most damage. On hit, gives enough frame advantage for a safejump in the corner, although not enough for the safejump to hit meaty against most characters.

Ground H+S puts him airborne. Air versions when done close to the ground will also lift him up to the same height as ground 236H+S. These versions deal slightly less damage compared to 236L+M, but give way longer SKD and thus better oki, especially ground H+S. They're the main ones to use for DHC to maintain oki, and also allow for characters with fast Level 1s such as  Gohan (Adult),  Nappa,  Tien to dump more meter with additional Supers.

  • Damage decreases when hitting at the edge of the beam. Values in [ ] are for far hit
  • Minimum damage (Ground L+M): 103×8 [96×8]
  • Minimum damage (Other versions): 99×8 [96×8]

Meteor Moves

Hell Flash Maximum Output

214L+M

Damage Guard Smash Startup Active Recovery On-Block Invuln
4816 Throw UDV 9+3 1 28 1-12 All

A standard meter dump and not much else. Gives a safejump anywhere on screen.

Outside of combos, it cannot hit airborne opponents and the incredibly short range make it a lackluster reversal. Cannot be used as a command grab either since the opponent can easily evade by reacting to the superflash with jump. Stick to 236L for grabbing purposes and 214H for reversal.

  • Minimum damage: 1716
  • Advantage on hit: +28

Last Resort

214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
50000 [5000] Throw UDV 31+34 4 37 1-68 All, 1-105 Ki Blasts

A useless troll attack. This is either the slowest, most telegraphed Instant Kill that can easily be dodged by jumping out of the way, or a combo ender that deals more damage to 16 than to his opponent.

On hit, 16 is locked out of using this Meteor again and is left at 1 HP. The health lost will be converted to blue health.

  • Values in [ ] are when used mid-combo
  • Minimum damage: 2500
  • Advantage on hit: ±0 ~ +2

Instant Kill

When caught outside of combos, it will instant kill the opponent and give them 7 barsDepends on Ki Gain Modifier:
100% → 7.5 bars
75% → 5.625 bars
50% → 3.75 bars
.

The issue is that it will never actually hit anyone. It can only catch grounded opponents. A full second startup. Good for memes and maybe for punishing certain raw Supers on the ground. Don't bother otherwise.


Combo ender

Since the startup is so slow, it requires an assist with either slow startup or high hitstun that can hold the opponent in place to combo into, such as the typical beam assistsDBFZ SSGoku Kamehameha.pngGuardAllStartup34Recovery63Advantage+30. When compared to simply using the assist for extension then ending with 214L+M, the assisted combo usually does more total damage, builds more meter, actually gives him oki, and doesn't deal a lethal amount of self damage.

Good for memes. Don't bother otherwise.

Colors

1Seasonal colors that can be unlocked at different times of the year.

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