DBFZ/Android 16: Difference between revisions

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{{CharData-DBFZ
{{CharData-DBFZ|Android 16}}
|health=10,000
|jumpStartup=4F
|backdashTime=
|backdashInv=
}}
;Movement Options
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
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<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
{{TOC limit|2}}
</div>
{{CharNav |charMainPage=DBFZ/Android 16
|videos=
}}
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:200px; width:1px;">
  &nbsp;
</div>
</div>
==Overview==
==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.
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. 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. 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.
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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|- style="vertical-align:top;text-alighn:left"
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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
* Long reaching, easy to confirm normals.
* Long reaching, easy to confirm normals.
* Good meterless / assistless damage output.
* Good meterless / assistless damage output.
* Has a very useful assist both for extending combos and blockstrings.
* 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
* 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.
* Not as limited movement-wise as you'd expect from a grappler his size. Benefits from system mechanics for his archetype.
* Your natural instincts will make you play better against Goku's as 16. Must fufill Gero's orders.
| style="width: 50%;"|
| style="width: 50%;"|
* Has a large hurtbox due to his big size.
* Has a large hurtbox due to his big size.
* Builds lower amounts of meter when compared to other characters.
* 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.
* 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.
* Not many effective true blockstrings.
|-
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{{CharLinks-DBFZ|Android 16}}
<br clear=all/>


===True Hard Knockdown===
In ''Dragon Ball FighterZ'', 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, as well as the aerial H version of Adult Gohan's Ultimate Back Attack and Android 16's Dynamite Driver.
Android 16's biggest strength is the fact that his grounded command grab (236 series in the ground) leave the opponent in this state if done as a combo ender. Furthermore, with 1 bar for Vanish combo extensions, any mixup that he lands will directly lead back to the same situation with about 1/3 of the opponent's health gone at the very least, making him probably the scariest character in the entire game, due to the fact that he does not need to waste sizable resources to put the opponent in the scariest blender the game can offer.
<br clear=all/>
==Normals==
==Normals==
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
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  |version=5L
  |version=5L
  |damage=400 |guard=All
  |damage=400 |guard=All
  |startup=7 |active= |recovery= |frameAdv=-4
  |startup=7 |active=3 |recovery=15 |frameAdv=-4
  |description=
  |description=
* Important points go here
* Important points go here
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  |version=5LL
  |version=5LL
  |damage=700 |guard=All
  |damage=700 |guard=All
  |startup= 10|active= |recovery= |frameAdv=-10
  |startup= 10|active=4 |recovery=22 |frameAdv=-10
  |description=
  |description=
*Important points go here
*Important points go here
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  |version=5LLL
  |version=5LLL
  |damage=1000 |guard=Throw
  |damage=1000 |guard=Throw
  |startup= 19|active= |recovery= |frameAdv=
  |startup= 18|active=1 |recovery=19 |frameAdv=-22
  |description=
  |description=
* Will whiff if 5LL is blocked, but you can delay it.
* Will whiff if 5LL is blocked.
*Can be followed up by Flying Power Bomb or Super Dash into a combo.
* 5LLL has been made faster and cannot be delayed anymore, so this is no longer a real mixup.
* Can be followed up by Flying Power Bomb or Super Dash into a combo.
  }}
  }}
}}
}}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=All
  |damage=700 |guard=All
  |startup= 11|active= |recovery= |frameAdv=-6
  |startup= 11|active=3 |recovery=19 |frameAdv=-6
  |description=
  |description=
* Ground bounces aerial enemies
* Ground bounces aerial enemies
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  |startup= 15|active= 11|recovery= 21|frameAdv= -8
  |startup= 15|active= 11|recovery= 21|frameAdv= -8
  |description=  
  |description=  
* Has armor
* Has armor against physical attacks.
*Reflects ki blasts
  }}
  }}
}}
}}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=600 |guard=All
  |damage=600 |guard=All
  |startup= 15|active= |recovery= |frameAdv= -10
  |startup= 15|active=1 |recovery=40 |frameAdv= -10
  |description=
  |description=
* Can be repeated once.
* Can be repeated once.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=L
  |damage=400 |guard=L
  |startup= 8|active= |recovery= |frameAdv= -4
  |startup= 8|active=3 |recovery=13 |frameAdv= -4
  |description=
  |description=
* Important points go here
* Important points go here
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=L
  |damage=700 |guard=L
  |startup= 13|active= |recovery= |frameAdv= -12
  |startup= 13|active=4 |recovery=24 |frameAdv= -12
  |description=
  |description=
* Important points go here
* Important points go here
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= 15|active= |recovery= |frameAdv= -10
  |startup= 15|active=9 |recovery=23 |frameAdv= -10
  |description=
  |description=
* Has armor
* Has armor against physical attacks.
* 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=6 |recovery=10 |frameAdv=0
  |description=
  |description=
* Important points go here
* Important points go here
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=H
  |damage=400 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup=8 |active=10 |recovery=11 |frameAdv=-3
  |description=
  |description=
* Important points go here
* Important points go here
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=800 |guard=H
  |damage=800 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup=11 |active=6 |recovery=12 |frameAdv=-2
  |description=
  |description=
* Important points go here
* Important points go here
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=17 |active=8 |recovery=21 |frameAdv=-13
  |description=
  |description=
* Doesn't hit high.
* Not an overhead
* Has armor
* Has armor against physical attacks.
* Reflects ki blasts
  }}
  }}
}}
}}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=600 |guard=All
  |damage=600 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=18 |active=1 |recovery=29 |frameAdv=-1
  |description=
  |description=
* Can be repeated once.
* Can be repeated once.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=15 |active=5+ |recovery=18 |frameAdv=-10
  |description=
  |description=
* Is actually a mid, not an overhead.
* Is actually a mid, not an overhead.
* Opponent instantly ground techs upon being hit.
* Opponent instantly ground techs upon being hit.
*Can be instantly cancelled into any command grab on hit or block, allowing for 50/50s on hit.
* Can be instantly cancelled into any command grab on hit or block, allowing for 50/50s on hit.
* Has armor against physical attacks.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">Dynamite Driver</font> ======
====== <font style="visibility:hidden" size="0">Dynamite Driver</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Android16_DynamiteDriver.png |caption= Toss ya in the blender
|image=DBFZ_Android16_DynamiteDriver.png |caption= RIP blender, you will be missed
|input=236L/M/H
|input=236L/M/H
|name=Dynamite Driver
|name=Dynamite Driver
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  |version=L
  |version=L
  |damage=1200 |guard=Throw
  |damage=1200 |guard=Throw
  |startup= 19|active= |recovery= |frameAdv=
  |startup= 18|active=1 |recovery=26 |frameAdv=Throw
  |description=
  |description=
* Stands still and reaches forward as a command grab
* Stands still and reaches forward as a command grab
* Results in a hard knockdown
* Results in a techable knockdown


Placeholder
Placeholder
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  |version=M
  |version=M
  |damage=1200 |guard=Throw
  |damage=1200 |guard=Throw
  |startup= 29|active= |recovery= |frameAdv=
  |startup= 28|active=1 |recovery=28 |frameAdv=Throw
  |description=
  |description=
* Lunges forward after a few frames of startup
* Lunges forward after a few frames of startup
* Throws the opponent into the wall resulting in a wallbounce for more combo opportunities
* 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
* Deflects ki blasts until the grab box comes out
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  |version=H
  |version=H
  |damage=1500 |guard=Throw
  |damage=1500 |guard=Throw
  |startup= 27|active= |recovery= |frameAdv=
  |startup= 26|active=1 |recovery=28 |frameAdv=Throw
  |description=
  |description=
* Lunges forward similar to the M version but comes out much faster and a goes a tiny bit further
* 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
* 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
* Can be followed up by Flying Power Bomb, or even dash M
* Also deflects ki blasts until the grab box comes out
* Also deflects ki blasts until the grab box comes out
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  |version=L
  |version=L
  |damage=1300[1400] |guard=Air Throw
  |damage=1300[1400] |guard=Air Throw
  |startup= 12|active= |recovery= |frameAdv=
  |startup= 10|active=11 |recovery=16 |frameAdv=Air Throw
  |description=
  |description=
* Lunges at a more vertical angle
* Lunges at a more vertical angle
* Does not result in a hard knockdown


Placeholder
Placeholder
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  |version=M
  |version=M
  |damage=1300[1400] |guard=Air Throw
  |damage=1300[1400] |guard=Air Throw
  |startup= 20|active= |recovery= |frameAdv=
  |startup= 19|active=9 |recovery=16 |frameAdv=Air Throw
  |description=
  |description=
* Lunges at a more horizontal angle than the L version
* Lunges at a more horizontal angle than the L version
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  |version=H
  |version=H
  |damage=300, 1600[1700] |guard=All, Air Throw
  |damage=300, 1600[1700] |guard=All, Air Throw
  |startup= 17|active= |recovery= |frameAdv=
  |startup= 6, 9|active=2, 9 |recovery=14 |frameAdv=
  |description=
  |description=
* [] is on air version
* [] is on air version
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Costs 1 Ki Gauge
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Costs 3 Ki Gauges
* Grants true HKD (no tech or delay options)
* Grants true HKD (no tech or delay options)


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).  


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.
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======<font style="visibility:hidden" size="0">The Final Power that Shouldn't be Used</font>======
======<font style="visibility:hidden" size="0">The Final Power that Shouldn't be Used</font>======
{{MoveData
{{MoveData
|image=DBFZ_Android16_FinalPower.png |caption= "I have no other options." "FOR THE BIIIIIIIIIIIIRDS!"
|image=DBFZ_Android16_FinalPower.png |caption= "I have no other options."
|image2=DBFZ_Android16_FinalPower2.png |caption2=
|image2=DBFZ_Android16_FinalPower2.png |caption2= "FOR THE BIIIIIIIIIIIIRDS!"
|input=214H+S  
|input=214H+S  
|name=The Final Power that Shouldn't be Used
|name=The Final Power that Shouldn't be Used
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
*Costs 3 Ki Gauges
* On hit, Instant Kills the opponent and leaves Android 16 with 1 HP.
* On hit, Instant Kills the opponent and leaves Android 16 with 1 HP.
* Damage dealt to Android 16 is blue health and can be healed with sparking blast or tagging out.  
* Damage dealt to Android 16 is blue health and can be healed with sparking blast or tagging out.  
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* Can only be used once per match, excluding whiffs.
* Can only be used once per match, excluding whiffs.
* Only catches grounded opponents.
* Only catches grounded opponents.
* Good for memes.
* Good for the memes and for punishing certain raw supers on the ground. Don't bother otherwise.
  }}
  }}
}}
}}


----
----
{{CharLinks
{{CharLinks-DBFZ|Android 16}}
|charMainPage=DBFZ/Android 16
|videos=
}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Android 16]]
[[Category:Android 16]]
[[Category:Dragon Ball FighterZ]]

Revision as of 05:38, 11 August 2018

Android 16
DBFZ Android16 Portrait.png

Health:

Prejump:

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Grappler

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
  • Long reaching, easy to confirm normals.
  • Good meterless / assistless damage output.
  • Has a very useful assist both for extending combos and blockstrings.
  • 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.
  • Your natural instincts will make you play better against Goku's as 16. Must fufill Gero's orders.
  • 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.
  • Not many effective true blockstrings.

Template:CharLinks-DBFZ

Normals

5L
5L
DBFZ Android16 5L.png
Punch!
DBFZ Android16 5LL.png
Then bash!
DBFZ Android16 5LLL.png
Then toss 'em in the trash!
400 All - 7 3 15 - - 700 All - 10 4 22 - - 1000 Throw - 18 1 19 - -
5M
5M
DBFZ Android16 5M.png
Bounce 'em off the concrete
700 All - 11 3 19 - -
5H
5H
DBFZ Android16 5H.png
The Cold Shoulder
850 All - 15 11 21 - -
5S
5S
DBFZ Android16 5S.png
The Gunshow
600 All - 15 1 40 - -
2L
2L
DBFZ Android16 2L.png
Punchin' ya knees
400 L - 8 3 13 - -
2M
2M
DBFZ Android16 2M.png
Sweepin' ya legs
700 L - 13 4 24 - -
2H
2H
DBFZ Android16 2H.png
Take to the skies
850 All - 15 9 23 - -
6M
6M "Acquiring birds..."
850 H - 24 6 10 - -
j.L
j.L
DBFZ Android16 jL.png
A fist to the face
400 H - 8 10 11 - -
j.M
j.M
DBFZ Android16 jM.png
A boot to the head
800 H - 11 6 12 - -
j.H
j.H
DBFZ Android16 jH.png
Fly like a bird
850 All - 17 8 21 - -
j.S
j.S
DBFZ Android16 jS.png
Aerial Gunshow
600 All - 18 1 29 - -
j.2H
j.2H
DBFZ Android16 j2H.png
FOOTDIVE!
850 All - 15 5+ 18 - -

Specials

Dynamite Driver
Dynamite Driver
236L/M/H
DBFZ Android16 DynamiteDriver.png
RIP blender, you will be missed
1200 Throw - 18 1 26 - - 1200 Throw - 28 1 28 - - 1500 Throw - 26 1 28 - -
Flying Powerbomb
Flying Powerbomb
214L/M/H (air OK)
DBFZ Android16 FlyingPowerbomb.png
A leap into faith DUNKING SON GOKU
1300[1400] Air Throw - 10 11 16 - - 1300[1400] Air Throw - 19 9 16 - - 300, 1600[1700] All, Air Throw - 6, 9 2, 9 14 - -
Flying Slide Powerbomb
Flying Slide Powerbomb
j.236L/M/H COME ON AND SLAM! AND WELCOME TO THE JAM!
1300 Air Throw - - - 1300 Air Throw - - - 1600 Air Throw - - -
Hell Heat
Hell Heat
236S or 214S (air OK)
DBFZ Android16 HellHeat.png
Vegans HATE Him: Local Android Discovers Meatiest Move Ever?
1100 All - 20 - - 1200 All - 24 - -

Assist

Hell Heat
A1/A2
DBFZ Android16 HellHeat.png
Hell 2 U
850 All - - -

Supers

Hell's Flash
Hell's Flash
236L+M or 236H+S (Air OK)
DBFZ Android16 HellFlash.png
Ironically, he's still armed
2121 All - - -
Hell's Flash: Full Power
Hell's Flash: Full Power
214L+M
DBFZ Android16 HellFlashFullPower.png
"Do you see a light? WALK TOWARDS IT!"
4816 Throw - - -
The Final Power that Shouldn't be Used
The Final Power that Shouldn't be Used
214H+S
DBFZ Android16 FinalPower.png
"I have no other options."
DBFZ Android16 FinalPower2.png
"FOR THE BIIIIIIIIIIIIRDS!"
50,000 Throw - - -

Template:CharLinks-DBFZ Template:Navbar-DBFZ