DBFZ/Android 16: Difference between revisions

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  |startup= 18|active=1 |recovery=19 |frameAdv=-22
  |startup= 18|active=1 |recovery=19 |frameAdv=-22
  |description=
  |description=
* Will whiff if 5LL is blocked.
* Sides switch on hit.
* 5LLL has been made faster and cannot be delayed anymore, so this is no longer a real mixup.
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
* Can be followed up by Flying Power Bomb or Super Dash into a combo.
* Can be followed up by Flying Power Bomb or Super Dash into a combo.
  }}
  }}
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  |startup= 11|active=3 |recovery=19 |frameAdv=-6
  |startup= 11|active=3 |recovery=19 |frameAdv=-6
  |description=
  |description=
* Ground bounces aerial enemies
* Ground bounces aerial enemies.
  }}
  }}
}}
}}
Line 101: Line 101:
  |startup= 15|active= 11|recovery= 21|frameAdv= -8
  |startup= 15|active= 11|recovery= 21|frameAdv= -8
  |description=  
  |description=  
* Has armor against physical attacks.
* Has armor against high and mid strikes, loses to lows.
  }}
  }}
}}
}}
Line 111: Line 111:
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=600 |guard=All
  |damage=600*1~2 |guard=All
  |startup= 15|active=1 |recovery=40 |frameAdv= -10
  |startup= 15|active=1 |recovery=40 |frameAdv= -10
  |description=
  |description=
Line 124: Line 124:
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=L
  |damage=400 |guard=Low
  |startup= 8|active=3 |recovery=13 |frameAdv= -4
  |startup= 8|active=3 |recovery=13 |frameAdv= -4
  |description=
  |description=
* Important points go here
* Important points go here.
  }}
  }}
}}
}}
Line 137: Line 137:
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=L
  |damage=700 |guard=Low
  |startup= 13|active=4 |recovery=24 |frameAdv= -12
  |startup= 13|active=4 |recovery=24 |frameAdv= -12
  |description=
  |description=
* Important points go here
* Important points go here.
  }}
  }}
}}
}}
Line 163: Line 163:
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 |guard=High
  |startup= 24|active=6 |recovery=10 |frameAdv=0
  |startup= 24|active=6 |recovery=10 |frameAdv=0
  |description=
  |description=
* Important points go here
* Important points go here.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=H
  |damage=400 |guard=High
  |startup=8 |active=10 |recovery=11 |frameAdv=-3
  |startup=8 |active=10 |recovery=11 |frameAdv=-3
  |description=
  |description=
* Important points go here
* Important points go here.
  }}
  }}
}}
}}
Line 189: Line 189:
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=800 |guard=H
  |damage=800 |guard=High
  |startup=11 |active=6 |recovery=12 |frameAdv=-2
  |startup=11 |active=6 |recovery=12 |frameAdv=-2
  |description=
  |description=
* Important points go here
* Important points go here.
  }}
  }}
}}
}}
Line 205: Line 205:
  |startup=17 |active=8 |recovery=21 |frameAdv=-13
  |startup=17 |active=8 |recovery=21 |frameAdv=-13
  |description=
  |description=
* Not an overhead
* Not an overhead.
* Has armor against physical attacks.
* Has armor against physical attacks.
Almost identical to 5H, only uses its Smash if no Smash moves have been used prior in the combo. Normal version can combo into j.214L. Smash version gives a small wallbounce that can only be followed up with Super Dash outside of the corner.
However, the Dynamic version of this move (mashing L autocombo) gives a decently big wallbounce everywhere on screen and can be followed up with j.236M, though the timing can be a little finicky.
  }}
  }}
}}
}}
Line 216: Line 219:
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=600 |guard=All
  |damage=600*1~2 |guard=All
  |startup=18 |active=1 |recovery=29 |frameAdv=-1
  |startup=18 |active=1 |recovery=29 |frameAdv=-1
  |description=
  |description=
Line 233: Line 236:
  |description=
  |description=
* Is actually a mid, not an overhead.
* Is actually a mid, not an overhead.
* Does NOT have armor.
* Opponent instantly ground techs upon being hit.
* Opponent instantly ground techs upon being hit.
* Can be instantly cancelled into any command grab on hit or block, allowing for 50/50s on hit.
* Can be instantly cancelled into any command grab on hit or block, allowing for 50/50s on hit.
* Does NOT have armor.
  }}
  }}
}}
}}


==Specials==
==Specials==
====== <font style="visibility:hidden" size="0">Dynamite Driver</font> ======
====== <font style="visibility:hidden" size="0">Dynamite Driver</font> ======
{{MoveData
{{MoveData
Line 248: Line 252:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=L
  |version=L
  |damage=1200 |guard=Throw
  |damage=1500 |guard=Throw
  |startup= 18|active=1 |recovery=26 |frameAdv=Throw
  |startup= 18|active=1 |recovery=26 |frameAdv=Throw
  |description=
  |description=
* Stands still and reaches forward as a command grab
* Stands still and reaches forward as a command grab.
* Results in a techable knockdown
* Results in a soft knockdown.
 
Placeholder
 
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=M
  |version=M
  |damage=1200 |guard=Throw
  |damage=1500 |guard=Throw
  |startup= 28|active=1 |recovery=28 |frameAdv=Throw
  |startup= 28|active=1 |recovery=28 |frameAdv=Throw
  |description=
  |description=
* Lunges forward after a few frames of startup. Covers 75% of the screen.
* Lunges forward after a few frames of startup. Covers 75% of the screen.
* Throws the opponent into the wall resulting in a wallbounce for more combo opportunities
* Throws the opponent into the wall resulting in a wallbounce for more combo opportunities.
* Can be followed up by Flying Power Bomb
* Can be followed up by Flying Powerbomb.
* Deflects Ki blasts until the grab box comes out
* Deflects Ki blasts until the grab box comes out.
 
 
Placeholder
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |description=
  |description=
* Lunges forward similar to the M version but comes out much faster. Covers 85% of the screen.
* Lunges forward similar to the M version but comes out much faster. Covers 85% of the screen.
* Throws the opponent into the wall resulting in a wallbounce for more combo opportunities
* Throws the opponent into the wall resulting in a wallbounce for more combo opportunities.
* Can be followed up by Flying Power Bomb, or even dash M
* Can be followed up by Flying Powerbomb, or even dash M.
* Also deflects ki blasts until the grab box comes out
* Also deflects Ki blasts until the grab box comes out.
 
Placeholder
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Flying Powerbomb</font> ======
====== <font style="visibility:hidden" size="0">Gliding Powerbomb</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Android16_FlyingPowerbomb.png |caption= I MUST HUG THE BIRDS
|image=DBFZ_Android16_FlyingSlidePowerbomb.png |caption= COME ON AND SLAM!
|image2=DBFZ_Android16_FlyingPowerbomb2.png |caption2= DUNKING SON GOKU
|image2=DBFZ_Android16_FlyingPowerbomb2.png |caption2= AND WELCOME TO THE JAM!
|input=214L/M/H (air OK)
|input=j.236L/M/H
|name=Flying Powerbomb
|name=Gliding Powerbomb
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=L
  |version=L
  |damage=1300[1400] |guard=Air Throw
  |damage=1300 |guard=Air Throw
  |startup= 10|active=11 |recovery=16 |frameAdv=Air Throw
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Lunges at a more vertical angle
* Is the easiest version to combo into due to it having the least startup.
* Upper body invul on startup for anti-airing jump ins
* Similar to the grounded version that he does not move during the grab.
 
Placeholder
 
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=M
  |version=M
  |damage=1300[1400] |guard=Air Throw
  |damage=1300 |guard=Air Throw
  |startup= 19|active=9 |recovery=16 |frameAdv=Air Throw
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Lunges at a more horizontal angle than the L version. Covers 65% of the screen.
* Lunges forward after a few frames of startup. Covers 65% of the screen.  
* Has a few frames of startup
* Upper body invul on startup for anti-airing jump ins
 
Placeholder
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=H
  |version=H
  |damage=300, 1600[1700] |guard=All, Air Throw
  |damage=1600 |guard=Air Throw
  |startup= 6, 9|active=2, 9 |recovery=14 |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* [] is on air version
* Lunges forward the same distance as the M version but has little startup frames.
* Covers 75% of the screen.
 
Has a launching hitbox.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Gliding Powerbomb</font> ======
====== <font style="visibility:hidden" size="0">Flying Powerbomb</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Android16_FlyingSlidePowerbomb.png |caption= COME ON AND SLAM!
|image=DBFZ_Android16_FlyingPowerbomb.png |caption= I MUST HUG THE BIRDS
|image2=DBFZ_Android16_FlyingPowerbomb2.png |caption2= AND WELCOME TO THE JAM!
|image2=DBFZ_Android16_FlyingPowerbomb2.png |caption2= DUNKING SON GOKU
|input=j.236L/M/H
|input=214L/M/H (air OK)
|name=Gliding Powerbomb
|name=Flying Powerbomb
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=L
  |version=L
  |damage=1300 |guard=Air Throw
  |damage=1300 [1400] |guard=Air Throw
  |startup= |active= |recovery= |frameAdv=
  |startup= 10|active=11 |recovery=16 |frameAdv=Air Throw
  |description=
  |description=
* Is the easiest version to combo into due to it having the least startup
* Lunges at a more vertical angle.
* Similar to the grounded version that he does not move during the grab
* Upper body invulnerable on startup for anti-airing jump ins.
 
Placeholder
 
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=M
  |version=M
  |damage=1300 |guard=Air Throw
  |damage=1300 [1400] |guard=Air Throw
  |startup= |active= |recovery= |frameAdv=
  |startup= 19|active=9 |recovery=16 |frameAdv=Air Throw
  |description=
  |description=
* Lunges forward after a few frames of startup. Covers 65% of the screen
* Lunges at a more horizontal angle than the L version. Covers 65% of the screen.
 
* Has a few frames of startup.
Placeholder
* Upper body invulnerable on startup for anti-airing jump ins.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=H
  |version=H
  |damage=1600 |guard=Air Throw
  |damage=300, 1600 [1700] |guard=All, Air Throw
  |startup= |active= |recovery= |frameAdv=
  |startup= 6, 9|active=2, 9 |recovery=14 |frameAdv=
  |description=
  |description=
* Lunges forward the same distance as the M version but has little startup frames
* [] is on air version.
 
* Ground version has a launching hitbox.
Placeholder
* Covers 75% of the screen.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=DBFZ_Android16_HellHeat.png |caption= Vegans HATE Him: Local Android Discovers Meatiest Move Ever?
|image=DBFZ_Android16_HellHeat.png |caption= Vegans HATE Him: Local Android Discovers Meatiest Move Ever?
|input=236S or 214S (air OK)
|input=236S or 214S
|name=Hell Heat
|name=Hell Heat
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=236S
  |version=236S
  |damage=1100 |guard=All
  |damage=270*4 |guard=All
  |startup= 20|active= |recovery= |frameAdv= 0
  |startup= 20|active= |recovery= |frameAdv= 0
|description=
* Shoots sightly forward.
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=214S |header=no
  |version=214S |header=no
  |damage=1200 |guard=All
  |damage=150*8 |guard=All
  |startup= 24|active= |recovery= |frameAdv= +4
  |startup= 24|active= |recovery= |frameAdv= +4
  |description=
  |description=
 
* Shoots directly underneath him.
Placeholder
* Despite clashing with typical beams and having a high amount of hits, both versions' ability to ''cancel out'' beams is very inconsistent.
 
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |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.
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.


Hell's Heat is good during clashes; against most other assists in the game, it will usually win with its speed and priority.
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.
This assist is also good for combos; the nature of the assist sending opponents upwards makes it very easy to connect with during combos.
  }}
  }}
}}
}}


==Supers==
==Supers==
====== <font style="visibility:hidden" size="0">Hell Flash</font> ======
====== <font style="visibility:hidden" size="0">Hell Flash</font> ======
{{MoveData
{{MoveData
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|data=   
|data=   
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=2121 |guard=All
  |damage=322*8 [220*8]|guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Costs 1 Ki Gauge
* Costs 1 Ki gauge.
* Does less damage if 16 is higher up.
* [] is on far hit.
* Minimum damage is 99*8 [68*8].
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Costs 3 Ki Gauges
* Costs 3 Ki Gauges.
* Grants true HKD (no tech or delay options)
* 1616 minimum damage.
 
16's high damage combo ender. Rather easy to tag into as long as the opponent is close to the ground (they can be airborne, but not too high).  
16's high damage combo ender. Rather easy to tag into as long as the opponent is close to the ground (they can be airborne, but not too high).  


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|data=   
|data=   
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage= 50,000 |guard=Throw
  |damage=50000 |guard=Throw
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Costs 3 Ki Gauges
* Costs 3 Ki Gauges.
* On hit, instantly kills the opponent and leaves Android 16 with 1 HP.
* 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.  

Revision as of 23:25, 10 January 2019

Android 16
DBFZ Android16 Portrait.png

Health:

Prejump:

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Grappler

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
  • Long reaching, easy to confirm normals.
  • 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.
  • 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.
  • Can easily create 50/50 mixups and okizeme with his moves, including whiffing his air throw depending on opponent's position and version used.
  • 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.
  • 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; requires heavy conditioning.

Template:CharLinks-DBFZ

Normals

5L
5L
DBFZ Android16 5L.png
Punch!
DBFZ Android16 5LL.png
Then bash!
DBFZ Android16 5LLL.png
Then toss 'em in the trash!
400 All - 7 3 15 - - 700 All - 10 4 22 - - 1000 Throw - 18 1 19 - -
5M
5M
DBFZ Android16 5M.png
Bounce 'em off the floor
700 All - 11 3 19 - -
5H
5H
DBFZ Android16 5H.png
And bash em in s'more!
850 All - 15 11 21 - -
5S
5S
DBFZ Android16 5S.png
The Gunshow
600*1~2 All - 15 1 40 - -
2L
2L
DBFZ Android16 2L.png
Punchin' ya knees
400 Low - 8 3 13 - -
2M
2M
DBFZ Android16 2M.png
Sweepin' ya legs
700 Low - 13 4 24 - -
2H
2H
DBFZ Android16 2H.png
Take to the skies
850 All - 15 9 23 - -
6M
6M "Acquiring birds..."
850 High - 24 6 10 - -
j.L
j.L
DBFZ Android16 jL.png
A fist to the face
400 High - 8 10 11 - -
j.M
j.M
DBFZ Android16 jM.png
A boot to the head
800 High - 11 6 12 - -
j.H
j.H
DBFZ Android16 jH.png
Fly like a bird
850 All - 17 8 21 - -
j.S
j.S
DBFZ Android16 jS.png
Aerial Gunshow
600*1~2 All - 18 1 29 - -
j.2H
j.2H
DBFZ Android16 j2H.png
FOOTDIVE!
850 All - 15 5+ 18 - -

Specials

Dynamite Driver
Dynamite Driver
236L/M/H
DBFZ Android16 DynamiteDriver.png
RIP blender, you will be missed
1500 Throw - 18 1 26 - - 1500 Throw - 28 1 28 - - 1500 Throw - 26 1 28 - -
Gliding Powerbomb
Gliding Powerbomb
j.236L/M/H COME ON AND SLAM! AND WELCOME TO THE JAM!
1300 Air Throw - - - 1300 Air Throw - - - 1600 Air Throw - - -
Flying Powerbomb
Flying Powerbomb
214L/M/H (air OK)
DBFZ Android16 FlyingPowerbomb.png
I MUST HUG THE BIRDS DUNKING SON GOKU
1300 [1400] Air Throw - 10 11 16 - - 1300 [1400] Air Throw - 19 9 16 - - 300, 1600 [1700] All, Air Throw - 6, 9 2, 9 14 - -
Hell Heat
Hell Heat
236S or 214S
DBFZ Android16 HellHeat.png
Vegans HATE Him: Local Android Discovers Meatiest Move Ever?
270*4 All - 20 - - 150*8 All - 24 - -

Assist

Hell Heat
A1/A2
DBFZ Android16 HellHeat.png
Hell 2 U
850 All - - -

Supers

Hell Flash
Hell Flash
236L+M or 236H+S (Air OK)
DBFZ Android16 HellFlash.png
Ironically, he's still armed
322*8 [220*8] All - - -
Hell Flash Maximum Output
Hell Flash Maximum Output
214L+M
DBFZ Android16 HellFlashFullPower.png
"Do you see a light? WALK TOWARDS IT!"
4816 Throw - - -
Last Resort
Last Resort
214H+S
DBFZ Android16 FinalPower.png
"I have no other options."
DBFZ Android16 FinalPower2.png
"If I can't kill Goku, No one can! FOR THE BIIIIIIIIIIIRDS~!!!"
50000 Throw - - -

Template:CharLinks-DBFZ Template:Navbar-DBFZ