< DBFZ
(Added information about his 236 L/M/H and his 214 L/M/H) |
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|startup= 19|active= |recovery= |frameAdv= | |startup= 19|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Stands still and reaches forward as a command grab | ||
* Will whiff on block if any M normal is used | |||
* Results in a hard knockdown | |||
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|startup= 29|active= |recovery= |frameAdv= | |startup= 29|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Lunges forward after a few frames of startup | |||
* Can be followed up by Flying Power Bomb | * Can be followed up by Flying Power Bomb | ||
* A good way to cover the startup of this on block is to use an assist that covers 16 | |||
* Deflects ki blasts until the grab box comes out | |||
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|startup= 27|active= |recovery= |frameAdv= | |startup= 27|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Lunges forward similar to the M version but comes out much faster and a goes a tiny bit further | |||
* Can be followed up by Flying Power Bomb | * Can be followed up by Flying Power Bomb | ||
* Also deflects ki blasts until the grab box comes out | |||
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|startup= 12|active= |recovery= |frameAdv= | |startup= 12|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Lunges at a more vertical angle | ||
* Does not result in a hard knockdown | |||
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|startup= 20|active= |recovery= |frameAdv= | |startup= 20|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Lunges at a more horizontal angle than the L version | ||
* Has a few frames of startup | |||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |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 | |||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Lunges forward after a few frames of startup | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Lunges forward similar to the M version but has little startup frames | ||
Placeholder | Placeholder |
Revision as of 19:57, 2 February 2018
Android 16 |
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Navigation
Overview
Android 16 follows the grappler archetype of fighting games. Less than stellar movement, but big damage and command grabs to scare your opponent from blocking
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 Flash
Hell Flash 236L+M or 236H+S |
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Hell Flash : Full Power
Hell Flash : Full Power 214L+M |
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The Final Power that Shouldn't be Used
The Final Power that Shouldn't be Used 214H+S |
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