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Line 446: |
Line 446: |
| * Grants true HKD (no tech or delay options) | | * Grants true HKD (no tech or delay options) |
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| 16's high damage combo ender. The true hard knockdown state is extremely valuable, but since he can land it for less bar, it's not the main purpose of using the move and rather acts as a benefit if the super barely missed the kill. 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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| Remember that a succession of level 1 supers usually does more damage than a level 3 as combo ender, so use your meter wisely. | | Remember that a succession of level 1 supers usually does more damage than a level 3 as combo ender, so use your meter wisely. |
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, 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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- One of the best whiff punishes in the game with his Lv3 Suicide
- Long reaching, easy to confirm normals.
- Good meterless / assistless damage output.
- Has a very useful assist both for extending combos and blockstrings.
- Lots of armor and moves that deflect ki blasts
- 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.
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- Has a large hurtbox due to his big size.
- 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.
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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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-
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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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-
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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
RIP blender, will be missed
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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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-
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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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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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-
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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
COME ON AND SLAM! AND WELCOME TO THE JAM!
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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
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All
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-
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20
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|
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-
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-
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1200
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All
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-
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24
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-
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-
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Assist
Supers
Hell's Flash
Hell's Flash 236L+M or 236H+S (Air OK)
Ironically, he's still armed
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Hell's Flash: Full Power
Hell's 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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