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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 |
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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 |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
Template:AttackDataHeader-DBFZ
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5H
5H |
Template:AttackDataHeader-DBFZ
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5S
5S |
Template:AttackDataHeader-DBFZ
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2L
2L |
Template:AttackDataHeader-DBFZ
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2M
2M |
Template:AttackDataHeader-DBFZ
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2H
2H |
Template:AttackDataHeader-DBFZ
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6M
6M |
Template:AttackDataHeader-DBFZ
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j.L
j.L |
Template:AttackDataHeader-DBFZ
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j.M
j.M |
Template:AttackDataHeader-DBFZ
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j.H
j.H |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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Special Moves
Dynamite Driver
Dynamite Driver 236L/M/H |
Template:AttackDataHeader-DBFZ |
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Gliding Powerbomb
Gliding Powerbomb j.236L/M/H |
Template:AttackDataHeader-DBFZ |
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Flying Powerbomb
Flying Powerbomb 214L/M/H (air OK) |
Template:AttackDataHeader-DBFZ |
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Hell Heat
Hell Heat 236S or 214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Hell Heat Assist A |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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Assist C
Hyper Tackle Assist C |
Template:AttackDataHeader-DBFZ
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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) |
Template:AttackDataHeader-DBFZ |
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Hell Flash Maximum Output
Hell Flash Maximum Output 214L+M |
Template:AttackDataHeader-DBFZ |
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Last Resort
Last Resort 214H+S |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.