Android 16
|
|
- Movement Options
|
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
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
5L
|
400
|
All
|
7
|
-
|
-
|
-4
|
|
5LL
|
700
|
All
|
10
|
-
|
-
|
-10
|
|
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
5H
5S
2L
2M
2H
6M
j.L
j.M
j.H
j.S
j.2H
Specials
Dynamite Driver
Dynamite Driver 236L/M/H
|
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)
|
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
|
-
|
-
|
-
|
|
|
Flying Slide Powerbomb
Flying Slide Powerbomb j.236L/M/H
|
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)
|
|
Assist
Supers
Hell Flash
Hell Flash 236L+M or 236H+S
Ironically, he's still armed
|
|
Hell Flash : Full Power
Hell Flash : Full Power 214L+M
|
|
The Final Power that Shouldn't be Used
The Final Power that Shouldn't be Used 214H+S
|
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.
|
|