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* Long reaching, easy to confirm normals. | * Long reaching, easy to confirm normals. | ||
* Good meterless / | * 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. | * Has a very useful assist both for extending combos and blockstrings. | ||
* Strong + on block special move | * 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. | * 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. | ||
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* Has a large hurtbox due to his big size. | * Has a large hurtbox due to his big size. | ||
* Lacks a better horizontal projectile attack, making his far-ranged neutral lacking. | |||
* Builds lower amounts of meter when compared to other characters. | * Builds lower amounts of meter when 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. | * 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. | * Not many effective true blockstrings; requires heavy conditioning. | ||
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|startup=7 |active=3 |recovery=15 |frameAdv=-4 | |startup=7 |active=3 |recovery=15 |frameAdv=-4 | ||
|description= | |description= | ||
* | * Android 16's fastest standing normal. Useful for punishes. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= 10|active=4 |recovery=22 |frameAdv=-10 | |startup= 10|active=4 |recovery=22 |frameAdv=-10 | ||
|description= | |description= | ||
* | * Range isn't that great and fairly punishable on whiff. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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====== <font style="visibility:hidden" size="0">Flying Powerbomb</font> ====== | ====== <font style="visibility:hidden" size="0">Flying Powerbomb</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Android16_FlyingPowerbomb.png |caption= | |image=DBFZ_Android16_FlyingPowerbomb.png |caption= I MUST HUG THE BIRDS | ||
|image2=DBFZ_Android16_FlyingPowerbomb2.png |caption2= DUNKING SON GOKU | |image2=DBFZ_Android16_FlyingPowerbomb2.png |caption2= DUNKING SON GOKU | ||
|input=214L/M/H (air OK) | |input=214L/M/H (air OK) | ||
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|description= | |description= | ||
* Can be used as a launcher for some combos | * Can be used as a launcher for some combos | ||
An incredibly versitile assist. It covers most of the screen and puts the opponent in very high 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. | |||
Hell's Heat is good during clashes; against most other assists in the game, it will usually win with its speed and priority. | |||
This assist is also good for combos; the nature of the assist sending opponents upwards makes it very easy to connect with during combos. | |||
}} | }} | ||
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}} | }} | ||
======<font style="visibility:hidden" size="0"> | ======<font style="visibility:hidden" size="0">Last Resort</font>====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Android16_FinalPower.png |caption= "I have no other options." | |image=DBFZ_Android16_FinalPower.png |caption= ''"I have no other options."'' | ||
|image2=DBFZ_Android16_FinalPower2.png |caption2= "FOR THE | |image2=DBFZ_Android16_FinalPower2.png |caption2= ''"If I can't kill Goku, '''No one can'''! '''FOR THE BIIIIIIIIIIIRDS~!!!'''"'' | ||
|input=214H+S | |input=214H+S | ||
|name= | |name=Last Resort | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|description= | |description= | ||
*Costs 3 Ki Gauges | *Costs 3 Ki Gauges | ||
* On hit, | * 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 blast or tagging out. | * Damage dealt to Android 16 is blue health and can be healed with sparking blast or tagging out. | ||
* Invulnerable through entire animation. | * Invulnerable through entire animation. |
Revision as of 19:24, 5 October 2018
Android 16 |
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Prejump: Assist Cooldown:
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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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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
Dynamite Driver
Dynamite Driver 236L/M/H |
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Flying Powerbomb
Flying Powerbomb 214L/M/H (air OK) |
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Flying Slide Powerbomb
Flying Slide Powerbomb j.236L/M/H |
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Hell Heat
Hell Heat 236S or 214S (air OK) |
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Assist
Hell Heat A1/A2 |
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Supers
Hell's Flash
Hell's Flash 236L+M or 236H+S (Air OK) |
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Hell's Flash: Full Power
Hell's Flash: Full Power 214L+M |
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Last Resort
Last Resort 214H+S |
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