DBFZ/Android 16: Difference between revisions

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==Overview==
==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
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.
<br clear=all/>
 
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===
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* Command grabs cause hard knockdown which makes setups very strong after a successful grab
* 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
* 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
* Kills goku
* ???
* ???
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  |description=
  |description=
* Will whiff if 5LL is blocked, but you can delay it.
* Will whiff if 5LL is blocked, but you can delay it.
*Can be followed up by Flying Power Bomb
*Can be followed up by Flying Power Bomb or Super Dash into a combo.
  }}
  }}
}}
}}
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  |startup= 11|active= |recovery= |frameAdv=-6
  |startup= 11|active= |recovery= |frameAdv=-6
  |description=
  |description=
* Important points go here
* Ground bounces aerial enemies
  }}
  }}
}}
}}
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  |description=
  |description=
* Has armor
* Has armor
*Reflects ki blasts
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">5S</font> ======
====== <font style="visibility:hidden" size="0">5S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Android16_5S.png |caption=
|image=DBFZ_Android16_5S.png |caption=The Gunshow
|name=5S
|name=5S
|data=
|data=
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  |startup= 15|active= |recovery= |frameAdv= -10
  |startup= 15|active= |recovery= |frameAdv= -10
  |description=
  |description=
* Important points go here
* Has armor
* Reflects ki blasts
  }}
  }}
}}
}}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 |guard=H
  |startup= 24|active= |recovery= |frameAdv= 0
  |startup= 24|active= |recovery= |frameAdv=0
  |description=
  |description=
* Important points go here
* Important points go here
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  |description=
  |description=
* Doesn't hit high.
* Doesn't hit high.
* Has armor
* Reflects ki blasts
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">j.S</font> ======
====== <font style="visibility:hidden" size="0">j.S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Android16_jS.png |caption=
|image=DBFZ_Android16_jS.png |caption=Aerial Gunshow
|name=j.S
|name=j.S
|data=
|data=
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  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j.2H</font> ======
====== <font style="visibility:hidden" size="0">j.2H</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Android16_j2H.png
|image=DBFZ_Android16_j2H.png |caption=FOOTDIVE!
|name=j.2H
|name=j.2H
|data=
|data=
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Is actually a mid, not an overhead
  }}
  }}
}}
}}
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  |startup= 19|active= |recovery= |frameAdv=
  |startup= 19|active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Stands still and reaches forward as a command grab
* Results in a hard knockdown


Placeholder
Placeholder
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  |startup= 29|active= |recovery= |frameAdv=
  |startup= 29|active= |recovery= |frameAdv=
  |description=
  |description=
* Lunges forward after a few frames of startup
* Throws the opponent into the wall resulting in a wallbounce for more combo opportunities
* Can HKD if wallbounce is already used
* Can be followed up by Flying Power Bomb
* Can be followed up by Flying Power Bomb
* Deflects ki blasts until the grab box comes out


Placeholder  
Placeholder  
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  |startup= 27|active= |recovery= |frameAdv=
  |startup= 27|active= |recovery= |frameAdv=
  |description=
  |description=
* Can be followed up by Flying Power Bomb
* 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 HKD if wallbounce is already used
* Can be followed up by Flying Power Bomb, or even dash M
* Also deflects ki blasts until the grab box comes out


Placeholder  
Placeholder  
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  |startup= 12|active= |recovery= |frameAdv=
  |startup= 12|active= |recovery= |frameAdv=
  |description=
  |description=
* [] is on air version
* Lunges at a more vertical angle
* Does not result in a hard knockdown


Placeholder
Placeholder
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  |startup= 20|active= |recovery= |frameAdv=
  |startup= 20|active= |recovery= |frameAdv=
  |description=
  |description=
* [] is on air version
* Lunges at a more horizontal angle than the L version
* Has a few frames of startup


Placeholder  
Placeholder  
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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
Placeholder
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Lunges forward after a few frames of startup


Placeholder  
Placeholder  
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Lunges forward similar to the M version but has little startup frames


Placeholder  
Placeholder  
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=1100[1200] |guard=All
  |damage=1100[1200] |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= 20[24]|active= |recovery= |frameAdv= 0[+4]
  |description=
  |description=
* [] is 214S version
* [] is 214S version
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Can be used as a launcher for some combos


Placeholder
Placeholder
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====== <font style="visibility:hidden" size="0">Hell Flash</font> ======
====== <font style="visibility:hidden" size="0">Hell Flash</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Android16_HellFlash.png |caption=
|image=DBFZ_Android16_HellFlash.png |caption= Ironically, he's still armed
|input=236L+M or 236H+S
|input=236L+M or 236H+S
|name=Hell Flash
|name=Hell Flash
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Grants true HKD(no tech or delay options)
 
  }}
  }}
}}
}}
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* Invulnerable through entire animation.
* Invulnerable through entire animation.
* Can only be used once per match, excluding whiffs.
* Can only be used once per match, excluding whiffs.
* Only catches grounded opponents
  }}
  }}
}}
}}

Revision as of 18:43, 14 February 2018

Android 16
DBFZ Android16 Portrait.png
Movement Options
  • Double Jump, 1 Airdash
  

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
DBFZ Android16 5L.png
DBFZ Android16 5LL.png
DBFZ Android16 5LLL.png
400 All - 7 - - 700 All - 10 - - 1000 Throw - 19 - -
5M
5M
DBFZ Android16 5M.png
700 All - 11 - -
5H
5H
DBFZ Android16 5H.png
850 All - 15 - -
5S
5S
DBFZ Android16 5S.png
The Gunshow
600 All - 15 - -
2L
2L
DBFZ Android16 2L.png
400 L - 8 - -
2M
2M
DBFZ Android16 2M.png
700 L - 13 - -
2H
2H
DBFZ Android16 2H.png
850 All - 15 - -
6M
6M
850 H - 24 - -
j.L
j.L
DBFZ Android16 jL.png
400 H - - -
j.M
j.M
DBFZ Android16 jM.png
800 H - - -
j.H
j.H
DBFZ Android16 jH.png
850 All - - -
j.S
j.S
DBFZ Android16 jS.png
Aerial Gunshow
600 All - - -
j.2H
j.2H
DBFZ Android16 j2H.png
FOOTDIVE!
850 All - - -

Specials

Dynamite Driver
Dynamite Driver
236L/M/H
DBFZ Android16 DynamiteDriver.png
1200 Throw - 19 - - 1200 Throw - 29 - - 1500 Throw - 27 - -
Flying Powerbomb
Flying Powerbomb
214L/M/H (air OK)
DBFZ Android16 FlyingPowerbomb.png
1300[1400] Air Throw - 12 - - 1300[1400] Air Throw - 20 - - 300, 1600[1700] All, Air Throw - 17 - -
Flying Slide Powerbomb
Flying Slide Powerbomb
j.236L/M/H
1300 Air Throw - - - 1300 Air Throw - - - 1600 Air Throw - - -
Hell Heat
Hell Heat
236S or 214S (air OK)
DBFZ Android16 HellHeat.png
1100[1200] All - 20[24] - -

Assist

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

Supers

Hell Flash
Hell Flash
236L+M or 236H+S
DBFZ Android16 HellFlash.png
Ironically, he's still armed
2121 All - - -
Hell Flash : Full Power
Hell Flash : Full Power
214L+M
DBFZ Android16 HellFlashFullPower.png
4816 Throw - - -
The Final Power that Shouldn't be Used
The Final Power that Shouldn't be Used
214H+S
DBFZ Android16 FinalPower.png
50,000 Throw - - -

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