(→j.H) |
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|startup= 18|active=1 |recovery=19 |frameAdv=-22 | |startup= 18|active=1 |recovery=19 |frameAdv=-22 | ||
|description= | |description= | ||
* | * Sides switch on hit. | ||
* | * 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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* 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. | |||
}} | }} | ||
}} | }} | ||
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* Can be followed up by Flying Powerbomb, 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. | ||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Gliding Powerbomb</font> ====== | |||
{{MoveData | |||
|image=DBFZ_Android16_FlyingSlidePowerbomb.png |caption= COME ON AND SLAM! | |||
|image2=DBFZ_Android16_FlyingPowerbomb2.png |caption2= AND WELCOME TO THE JAM! | |||
|input=j.236L/M/H | |||
|name=Gliding Powerbomb | |||
|data= | |||
{{AttackData-DBFZ | |||
|version=L | |||
|damage=1300 |guard=Air Throw | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* 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. | |||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=M | |||
|damage=1300 |guard=Air Throw | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* Lunges forward after a few frames of startup. Covers 65% of the screen. | |||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=H | |||
|damage=1600 |guard=Air Throw | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* Lunges forward the same distance as the M version but has little startup frames. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* [] is on air version. | * [] is on air version. | ||
* | * Ground version has a launching hitbox. | ||
* Covers 75% of the screen. | * Covers 75% of the screen. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Shoots directly underneath him. | * Shoots directly underneath him. | ||
* 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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* Does less damage if 16 is higher up. | * Does less damage if 16 is higher up. | ||
* [] is on far hit. | * [] is on far hit. | ||
* Minimum damage is 99*8 [68*8]. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= | |damage=4816 |guard=Throw | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Costs 3 Ki Gauges. | * Costs 3 Ki Gauges. | ||
* 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= 50000 |guard=Throw | |damage=50000 |guard=Throw | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= |
Revision as of 23:25, 10 January 2019
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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Gliding Powerbomb
Gliding Powerbomb j.236L/M/H |
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Flying Powerbomb
Flying Powerbomb 214L/M/H (air OK) |
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Hell Heat
Hell Heat 236S or 214S |
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Assist
Hell Heat A1/A2 |
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Supers
Hell Flash
Hell Flash 236L+M or 236H+S (Air OK) |
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Hell Flash Maximum Output
Hell Flash Maximum Output 214L+M |
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Last Resort
Last Resort 214H+S |
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