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}} | }} | ||
======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
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======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Has | * 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. | 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. | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
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======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
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{{Description|8|text= | {{Description|8|text= | ||
* 16's only normal that could stagger. | * 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. | Good low-hitting light normal compliments his grab game. Massive range and surprisingly good frame advantage makes this move vital to 16's pressure. | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
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======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Has | * 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. | 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>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Big downward hitbox and long active frames, great for IADs. | * Big downward hitbox and long active frames, great for IADs. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Has | * Has super armor against physical attacks, loses specifically to 2H. | ||
* Wall splats on Smash hit. Combos into SD. | * 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. | 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>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Smash on air-to-air hit, results in a short sliding knockdown. | * 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>====== | ======<font style="visibility:hidden;font-size:0">Dynamite Driver</font>====== | ||
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* 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. | * 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. | * Non-Smash hit results in short sliding knockdown. | ||
Trucks through any and all projectiles for a free confirm into 214X. | Trucks through any and all projectiles for a free confirm into 214X. | ||
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* Lunges forward after a few frames of startup. Covers 65% of the screen. | * Lunges forward after a few frames of startup. Covers 65% of the screen. | ||
* Smash hit automatically follows up with a wall bounce throw. | * 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 | 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}} | {{AttackVersion|name=H}} | ||
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* Almost identical to M version but has little startup frames. | * 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. | 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. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Flying Powerbomb</font>====== | ======<font style="visibility:hidden;font-size:0">Flying Powerbomb</font>====== | ||
{{MoveData | {{MoveData | ||
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* Ground version has a launching hitbox. Can be used as a pseudo reversal. | * Ground version has a launching hitbox. Can be used as a pseudo reversal. | ||
* Covers 75% of the screen. | * Covers 75% of the screen. | ||
A 6F 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 like after a blocked 6M. If it trades with another 6F normal, 16 will recover before the opponent does and can convert with 5LL > 5M > 2M etc. | |||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* 236S shoots forward, 214S shoots directly underneath him. | * 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. | * 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. | * 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. | |||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
{{MoveData | {{MoveData | ||
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======<font style="visibility:hidden;font-size:0">Hell Flash Maximum Output</font>====== | ======<font style="visibility:hidden;font-size:0">Hell Flash Maximum Output</font>====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * 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. | As a command grab, it can be avoided by jumping, making it less useful as a reversal option than other level 3s. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Last Resort</font>====== | ======<font style="visibility:hidden;font-size:0">Last Resort</font>====== | ||
{{MoveData | {{MoveData | ||
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* 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. | * 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. | * Cannot be combo'd into and only catches grounded opponents. | ||
Due to dealing an absurd amount of damage, it's essentially an instant kill that also gives the opponent 7 bars. Good for | 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. | ||
}} | }} | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{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.}} | {{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.}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} |
Revision as of 19:53, 17 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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.
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 tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. into 236L if you want to make the opponent afraid of you. Prepare to lab a bit if you want to play him.
"My power was made to protect that which is precious." | |
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. |
Android 16 Android 16 is a grappler who can break through his opponents' defenses with powerful command grabs and mixups.
- Big Range: Long reaching, easy to hit-confirm buttons.
- Mobile Grappler: Benefits greatly from system mechanics for his archetype.
- Command Grabs: 236L is a very fast grab that's handy in blockstrings, j.236H is an unblockable lariat-style move, and 214H is also the fastest anti-air in the game.
- Strike Armor: Has strike armor embedded into his heavy normals, allowing him to truck through several attacks.
- Requires Assists: Pitiful damage and neutral without assists.
- Abysmal Meter Gain: Builds extremely low amounts of meter compared to other characters.
- Stagger Potential: Almost all normals are unsafe on block, preventing him from doing any stagger pressure.
- Blockstrings: Cannot true-string into safe blockstring enders without gaps or additional resources.
- Poor Assist Punish: Almost no ability to "happy birthday" opponents due to his combo structure.
- Whiffing Ki Blasts: His ki blasts are committal and have high recovery.
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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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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Assist B
Hell Impact Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Hyper Tackle Assist C |
Template:AttackDataHeader-DBFZ |
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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.