Difference between revisions of "DBFZ/Android 16"

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* Important points go here
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* Can be used as a launcher for some combos
  
 
Placeholder
 
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Revision as of 20:33, 12 February 2018

Android 16
DBFZ Android16 Portrait.png
Movement Options
  • Double Jump, 1 Airdash
  

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 by Cell, 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. While lacking in means to deal with long-ranged fighters, if he can get close enough to get his hands on his foes, he can deal a lot of damage.

Strengths/Weaknesses

Strengths Weaknesses
  • Command grabs cause hard knockdown which makes setups very strong after a successful grab
  • One of the best whiff punishes in the game with his Lv3 Suicide
  • Does a lot of meterless damage even without assists
  • Has a very useful assist both for extending combos and blockstrings
  • Lots of armor and moves that deflect ki blasts
  • Likes birds and nature
  • Kills goku
  •  ???
  • Has a large hurtbox due to his big size
  • Somewhat slow hitting and moving
  •  ???


Normals

5L
5L
DBFZ Android16 5L.png
DBFZ Android16 5LL.png
DBFZ Android16 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 7 - - -4
  • Important points go here
5LL 700 All 10 - - -10
  • Important points go here
5LLL 1000 Throw 19 - - -
  • Will whiff if 5LL is blocked, but you can delay it.
  • Can be followed up by Flying Power Bomb or Super Dash into a combo.


5M
5M
DBFZ Android16 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 11 - - -6
  • Ground bounces aerial enemies


5H
5H
DBFZ Android16 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 - - -8
  • Has armor


5S
5S
DBFZ Android16 5S.png
The Gunshow
Damage Guard Startup Active Recovery Frame Adv.
600 All 15 - - -10
  • Can be repeated once.


2L
2L
DBFZ Android16 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 L 8 - - -4
  • Important points go here


2M
2M
DBFZ Android16 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L 13 - - -12
  • Important points go here


2H
2H
DBFZ Android16 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 - - -10
  • Has armor


6M
6M
DBFZ Android16 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 - - +4
  • Important points go here


j.L
j.L
DBFZ Android16 jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H - - - -
  • Important points go here


j.M
j.M
DBFZ Android16 jM.png
Damage Guard Startup Active Recovery Frame Adv.
800 H - - - -
  • Important points go here


j.H
j.H
DBFZ Android16 jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Doesn't hit high.


j.S
j.S
DBFZ Android16 jS.png
Aerial Gunshow
Damage Guard Startup Active Recovery Frame Adv.
600 All - - - -
  • Can be repeated once.


j.2H
j.2H
DBFZ Android16 j2H.png
FOOTDIVE!
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Is actually a mid, not an overhead


Specials

Dynamite Driver
Dynamite Driver
236L/M/H
DBFZ Android16 DynamiteDriver.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 1200 Throw 19 - - -
  • Stands still and reaches forward as a command grab
  • Will whiff on block if any M normal is used
  • Results in a hard knockdown

Placeholder

M 1200 Throw 29 - - -
  • Lunges forward after a few frames of startup
  • Throws the opponent into the wall resulting in a wallbounce for more combo opportunities
  • Can be followed up by Flying Power Bomb
  • Can grant a true HKD on certain hits(ex: canceling into this from 5H in the corner)
  • Deflects ki blasts until the grab box comes out


Placeholder

H 1500 Throw 27 - - -
  • Lunges forward similar to the M version but comes out much faster and a goes a tiny bit further
  • Throws the opponent into the wall resulting in a wallbounce for more combo opportunities
  • Can be followed up by Flying Power Bomb
  • Also deflects ki blasts until the grab box comes out

Placeholder


Flying Powerbomb
Flying Powerbomb
214L/M/H (air OK)
DBFZ Android16 FlyingPowerbomb.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 1300[1400] Air Throw 12 - - -
  • Lunges at a more vertical angle
  • Does not result in a hard knockdown

Placeholder

M 1300[1400] Air Throw 20 - - -
  • Lunges at a more horizontal angle than the L version
  • Has a few frames of startup

Placeholder

H 300, 1600[1700] All, Air Throw 17 - - -
  • [] is on air version

Has a launching hitbox.


Flying Slide Powerbomb
Flying Slide Powerbomb
j.236L/M/H
DBFZ Android16 FlyingSlidePowerbomb.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 1300 Air Throw - - - -
  • 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

Placeholder

M 1300 Air Throw - - - -
  • Lunges forward after a few frames of startup

Placeholder

H 1600 Air Throw - - - -
  • Lunges forward similar to the M version but has little startup frames

Placeholder


Hell Heat
Hell Heat
236S or 214S (air OK)
DBFZ Android16 HellHeat.png
Damage Guard Startup Active Recovery Frame Adv.
1100[1200] All 20[24] - - 0[+4]
  • [] is 214S version

Placeholder


Assist

Hell Heat
A1/A2
DBFZ Android16 HellHeat.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Can be used as a launcher for some combos

Placeholder


Supers

Hell Flash
Hell Flash
236L+M or 236H+S
DBFZ Android16 HellFlash.png
Ironically, he's still armed
Damage Guard Startup Active Recovery Frame Adv.
2121 All - - - -
  • Important points go here


Hell Flash : Full Power
Hell Flash : Full Power
214L+M
DBFZ Android16 HellFlashFullPower.png
Damage Guard Startup Active Recovery Frame Adv.
4816 Throw - - - -
  • Grants true HKD(no tech or delay options)


The Final Power that Shouldn't be Used
The Final Power that Shouldn't be Used
214H+S
DBFZ Android16 FinalPower.png
Damage Guard Startup Active Recovery Frame Adv.
50,000 Throw - - - -
  • On hit, Instant Kills the opponent and leaves Android 16 with 1 HP
  • Invulnerable through entire animation.
  • Can only be used once per match, excluding whiffs.



Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc