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| ===True Hard Knockdown=== | | ===True Hard Knockdown=== |
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| In DBFZ, combos usually end with a move that sends the character back to the ground with a sliding effect. This state is considered the "hard knockdown" of the game. In this state, you can still choose to up tech, bankroll, etc. However, there is a "True" Hard Knockdown state that does not allow the player to choose any of these options, making them extremely vulnerable to crossups and powerful setups that can otherwise be avoided or mitigated with the right normal wakeup option. This "True Hard Knockdown" is a state forced by every level 3 super in the game | | In DBFZ, combos usually end with a move that sends the character back to the ground with a sliding effect. This state is considered the "hard knockdown" of the game. In this state, you can still choose to up tech, backroll, etc. However, there is a "True" Hard Knockdown state that does not allow the player to choose any of these options, making them extremely vulnerable to crossups and powerful setups that can otherwise be avoided or mitigated with the right normal wakeup option. This "True Hard Knockdown" is a state forced by every level 3 super in the game |
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| 16's biggest strength is the fact that his grounded command grab (236 series in the ground) leave the opponent in this state. Furthermore, with 1 bar for vanish any landed mixup will directly lead back to the same situation with about 1/3 of the opponent's health at worst, making 16 probably the scariest character in the entire game due to the fact that he does not need to waste sizable resources to pu the opponent in this scenario. | | 16's biggest strength is the fact that his grounded command grab (236 series in the ground) leave the opponent in this state. Furthermore, with 1 bar for vanish any landed mixup will directly lead back to the same situation with about 1/3 of the opponent's health at worst, making 16 probably the scariest character in the entire game due to the fact that he does not need to waste sizable resources to pu the opponent in this scenario. |
Android 16
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Health: 10,000
Prejump:
Assist Cooldown:
- Movement Options
- Double Jump, Super Jump, 1 Airdash, Dash Type: Run
- Play-style
- Grappler
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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 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
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- 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
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- Has a large hurtbox due to his big size
- Somewhat slow in both attack and movement speed
- Very unsafe character
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True Hard Knockdown
In DBFZ, combos usually end with a move that sends the character back to the ground with a sliding effect. This state is considered the "hard knockdown" of the game. In this state, you can still choose to up tech, backroll, etc. However, there is a "True" Hard Knockdown state that does not allow the player to choose any of these options, making them extremely vulnerable to crossups and powerful setups that can otherwise be avoided or mitigated with the right normal wakeup option. This "True Hard Knockdown" is a state forced by every level 3 super in the game
16's biggest strength is the fact that his grounded command grab (236 series in the ground) leave the opponent in this state. Furthermore, with 1 bar for vanish any landed mixup will directly lead back to the same situation with about 1/3 of the opponent's health at worst, making 16 probably the scariest character in the entire game due to the fact that he does not need to waste sizable resources to pu the opponent in this scenario.
Normals
5L
5L
Punch! Then bash! Then toss 'em in the trash!
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400
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All
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-
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7
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-
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-
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700
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All
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-
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10
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-
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-
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1000
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Throw
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-
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19
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-
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-
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5M
5M
Bounce 'em off the concrete
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5H
5S
2L
2M
2H
6M
j.L
j.M
j.H
j.S
j.2H
Specials
Dynamite Driver
Dynamite Driver 236L/M/H
Toss ya in the blender
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1200
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Throw
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-
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19
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-
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-
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1200
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Throw
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-
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29
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-
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-
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1500
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Throw
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-
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27
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-
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-
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Flying Powerbomb
Flying Powerbomb 214L/M/H (air OK)
A leap into faith DUNKING SON GOKU
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1300[1400]
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Air Throw
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-
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12
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-
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-
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1300[1400]
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Air Throw
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-
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20
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-
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-
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300, 1600[1700]
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All, Air Throw
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-
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17
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-
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-
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Flying Slide Powerbomb
Flying Slide Powerbomb j.236L/M/H
Get dunked
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1300
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Air Throw
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-
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-
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-
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1300
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Air Throw
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-
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-
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-
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1600
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Air Throw
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-
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-
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-
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Hell Heat
Hell Heat 236S or 214S (air OK)
Vegans HATE Him: Local Android Discovers Meatiest Move Ever?
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1100[1200]
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All
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-
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20[24]
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-
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-
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Assist
Supers
Hell Flash
Hell Flash 236L+M or 236H+S
Ironically, he's still armed
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Hell Flash : Full Power
Hell Flash : Full Power 214L+M
"Do you see a light? WALK TOWARDS IT!"
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The Final Power that Shouldn't be Used
The Final Power that Shouldn't be Used 214H+S
"I have no other options." "FOR THE BIIIIIIIIIIIIRDS!"
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