DBFZ/Android 16: Difference between revisions

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16 rushes in performing 5H, then 2H. If the attack suceeded, he'll teleport behind for a j.2H footdive.


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Revision as of 00:58, 27 February 2020

Android 16
DBFZ Android16 Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Grappler
Team Role
Anchor

Overview

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

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.
  • Birds
  • 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.


Normal Moves

5L
5L
DBFZ Android16 5L.png
Punch!
DBFZ Android16 5LL.png
Then bash!
DBFZ Android16 5LLL.png
Then toss 'em in the trash!
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 7 3 15 -4 B - - - 5% 2 - - -
Clash level: 1
DBFZ Android16 5L.png
Comically large jab
  • Android 16's fastest standing normal. Useful for punishes.
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 10 4 22 -10 B - - - 7% 2 - - -
DBFZ Android16 5LL.png
This is not anti-reflect
  • Range isn't that great and fairly punishable on whiff.
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 Throw 10 1 19 - T - U3+ - 12% - - - -
DBFZ Android16 5LLL.png
  • 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
5M
DBFZ Android16 5M.png
Almost an Esports Normal. Shame.
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 11 3 17 -4 B - - - 7% 2 - - -
DBFZ Android16 5M.png
Surprisingly small hitbox


  • Ground bounces aerial enemies.
5H
5H
DBFZ Android16 5H.png
And bash em in s'more!
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 15 11 21 -8 B 13-25 Strike Armor U1 - 12% 4 - - -
DBFZ Android16 5H.png
Has armour, but at what cost?


  • Has armor against high and mid strikes, loses to lows.
5S
5S
DBFZ Android16 5S.png
The Gunshow
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600×1~2 All 10 - Total 50 -10 P1 - - - 6%×1~2 - - - -
DBFZ Android16 5S.png


  • Mash or hold S to get the second hit to come out.
2L
2L
DBFZ Android16 2L.png
Punchin' ya knees
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 8 3 13 -4 F - - - 5% 1 - - -
DBFZ Android16 2L.png
Bigger than some character's 2Ms


  • Important points go here.
2M
2M
DBFZ Android16 2M.png
Sweepin' ya legs
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 13 4 24 -12 F - - - 7% 2 - - -
DBFZ Android16 2M.png


  • Important points go here.
2H
2H
DBFZ Android16 2H.png
Take to the skies
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 15 9 23 -22 B 4-23 Head, 15-23 Strike Armor U1+ - 12% 4 - - -
DBFZ Android16 2H.png
This is a mix tool too for some reason


  • Has armor against physical attacks.
6M
6M "Acquiring birds..." Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L ±0 B - - - 12% 3 15 18 23
DBFZ Android16 jM.png
Will hit no matter the string


  • Important points go here.
j.L
j.L
DBFZ Android16 jL.png
A fist to the face
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 8 22 11 - H - - - 5% 1 - - -
DBFZ Android16 jL.png


  • Important points go here.
j.M
j.M
DBFZ Android16 jM.png
A boot to the head
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 11 6 12 - H - - - 7% 2 - - -
DBFZ Android16 jM.png
Insane cross-up button


  • Important points go here.
j.H
j.H
DBFZ Android16 jH.png
Fly like a bird
Template:AttackDataHeader-DBFZ
j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 15 8 21 - H 13-22 Strike Armor U1 [D3] - 12% 3 - - -
DBFZ Android16 jH.png


  • 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
j.S
DBFZ Android16 jS.png
Aerial Gunshow
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600×1~2 All 18 - Total 47+3L - P1 - - - 6%×1~2 - - - -
DBFZ Android16 jS.png


  • Mash or hold S to get the second hit to come out.
j.2H
j.2H
DBFZ Android16 j2H.png
FOOTDIVE!
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 18 Until L 20 -5 ~ -1 H - D1 - 12% 3 19 - -
DBFZ Android16 j2H.png
Both a combo ender and extender


  • Finally an overhead.
  • Does NOT have armor.
  • If Jiren's 214S is the worst special in the game, then this is the worst normal.
  • Smash on air-to-air hit, results in a short sliding knockdown.

Special Moves

Dynamite Driver
Dynamite Driver
236L/M/H
DBFZ Android16 DynamiteDriver.png
RIP blender, you will be missed
Template:AttackDataHeader-DBFZ
L


236L
L Dynamite Driver
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1500 / 1800 Throw 16 1 26 - T - U1, D2 - 15% - - - -
DBFZ Android16 DynamiteDriver.png
Does high damage for a command grab... By DBFZ standards
  • Stands still and reaches forward as a command grab.
  • Results in a short sliding knockdown.
M


236M
M Dynamite Driver
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1500 / 1800 Throw 26 1 28 - T 4-27 Guard P U1+ → D2 - 15% - - - -
DBFZ Android16 DynamiteDriver.png
  • 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


236H
H Dynamite Driver
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1500 / 1800 Throw 24 1 28 - T 4-25 Guard P U1+ → D2 - -50% - - - -
DBFZ Android16 DynamiteDriver.png
  • Almost identical to M version but comes out much faster. Covers 85% of the screen.
Gliding Powerbomb
Gliding Powerbomb
j.236L/M/H COME ON AND SLAM! AND WELCOME TO THE JAM!
Template:AttackDataHeader-DBFZ
L


j.236L
L Gliding Powerbomb
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 / 1400 Throw 10 - +3L - T - U1 - 1% / 15% - - - -
DBFZ Android16 GlidingPowerbomb.pngDBFZ Android16 GlidingPowerbomb2.png
  • 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


j.236M
M Gliding Powerbomb
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 / 1400,200 Throw 19 - +3L - T - U1+ - 1% / 15%×2 - - - -
DBFZ Android16 GlidingPowerbomb.pngDBFZ Android16 GlidingPowerbomb2.png
  • Lunges forward after a few frames of startup. Covers 65% of the screen.
  • Smash hit automatically follows up with a wall bounce throw.
H


j.236H
H Gliding Powerbomb
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 / 1400,200 Throw 11 - +3L - T - U1+ - -50% - - - -
DBFZ Android16 GlidingPowerbomb.pngDBFZ Android16 GlidingPowerbomb2.png
  • Almost identical to M version but has little startup frames.
Flying Powerbomb
Flying Powerbomb
214L/M/H (air OK)
DBFZ Android16 FlyingPowerbomb.png
I MUST HUG THE BIRDS DUNKING SON GOKU
Template:AttackDataHeader-DBFZ
Ground L


214L
L Flying Powerbomb
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 / 1400 Throw 10 - +3L - T 4-10 Head U1 - 1% / 15% - - - -
DBFZ Android16 FlyingPowerbomb.pngDBFZ Android16 GlidingPowerbomb2.png
Air L


j.214L
Air L Flying Powerbomb
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 / 1400 Throw 10 - +3L - T 4-10 Head U1 - 1% / 15% - - - -
DBFZ Android16 FlyingPowerbomb.pngDBFZ Android16 GlidingPowerbomb2.png
The anti-air grab that is also a mix tool
  • 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


214M
M Flying Powerbomb
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 / 1400 Throw 15 - +3L - T 4-19 Head U1 - 1% / 15% - - - -
DBFZ Android16 FlyingPowerbomb.pngDBFZ Android16 GlidingPowerbomb2.png
Air M


j.214M
Air M Flying Powerbomb
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 / 1400 Throw 15 - +3L - T 4-19 Head U1 - 1% / 15% - - - -
DBFZ Android16 FlyingPowerbomb.pngDBFZ Android16 GlidingPowerbomb2.png
  • 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


214H
H Flying Powerbomb
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300,900 / 300,1500 Low, Throw 6 - +3L -1 B, T 1-13 Head U1 - -50% - - - -
DBFZ Android16 FlyingPowerbomb.pngDBFZ Android16 GlidingPowerbomb2.png
Air H


j.214H
Air H Flying Powerbomb
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 / 1800 Throw 9 - +3L - T 4-13 Head U1 - -50% - - - -
DBFZ Android16 FlyingPowerbomb.pngDBFZ Android16 GlidingPowerbomb2.png
  • Ground version has a launching hitbox. Can be used as a pseudo reversal.
  • Covers 75% of the screen.
Hell Heat
Hell Heat
236S or 214S
DBFZ Android16 HellHeat.png
Vegans HATE Him: Local Android Discovers Meatiest Move Ever?
Template:AttackDataHeader-DBFZ
236S


236S
Hell Heat (Far)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
270×4 All 18 15 21 -1 P2 - - - 10% - - - -
DBFZ Android16 HellHeat.png
214S


214S
Hell Heat (Close)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
150×8 All 24 15 14 +8 P2 - - - 12% - - - -
DBFZ Android16 HellHeat.png
214S is horrifyingly plus. Even on reflect
  • 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.

Z Assists

Assist A
Hell Heat
Assist A
DBFZ Android16 HellHeat.png
Hell 2 U
Template:AttackDataHeader-DBFZ
Assist A
Hell Heat
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
450×2 All 22 - - +26 P2 - - - 0% - - - -
DBFZ Android16 HellHeat.png
The definition of mediocrity


  • 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.

Assist B
Hell's Impact
Assist B
DBFZ Android16 jS.png
Template:AttackDataHeader-DBFZ
Assist B
Hell Impact
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
250×4 All 30 - - +31 P1 - - - 0% - - - -
DBFZ Android16 jS.pngDBFZ Android16 5S.png
So nice he shoots twice


Assist C
Hyper Tackle
Assist C
DBFZ Android16 5H.png
DBFZ Android16 2H.png
Template:AttackDataHeader-DBFZ
Assist C
Hyper Tackle
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
450×2, 400 All 35 [20] - - +55 B - - - 0% - - - -
DBFZ Android16 5H.pngDBFZ Android16 2H.png


16 rushes in performing 5H, then 2H. If the attack suceeded, he'll teleport behind for a j.2H footdive.

Super Moves

Hell Flash
Hell Flash
236L+M or 236H+S (Air OK)
DBFZ Android16 HellFlash.png
Ironically, he's still armed
Template:AttackDataHeader-DBFZ
Ground
Air
  • 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
Hell Flash Maximum Output
214L+M
DBFZ Android16 HellFlashFullPower.png
"Do you see a light? WALK TOWARDS IT!"
Template:AttackDataHeader-DBFZ
  • 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
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~!!!"
Template:AttackDataHeader-DBFZ
  • 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

To edit frame data, edit values in DBFZ/Android 16/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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