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{{CharData-DBFZ | {{CharData-DBFZ|Android 16}} | ||
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}} | |||
;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> | </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. | 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" | |- style="vertical-align:top;text-alighn:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* 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. | ||
* 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. | |||
|- | |- | ||
|} | |} | ||
{{CharLinks-DBFZ|Android 16}} | |||
<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= | |startup= 18|active=1 |recovery=19 |frameAdv=-22 | ||
|description= | |description= | ||
* Will whiff if 5LL is blocked, | * 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. | ||
}} | }} | ||
}} | }} | ||
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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. | ||
}} | }} | ||
}} | }} | ||
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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= | ||
* | * Not an overhead | ||
* Has armor | * Has armor against physical attacks. | ||
}} | }} | ||
}} | }} | ||
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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= | |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= | |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 | * Results in a techable knockdown | ||
Placeholder | Placeholder | ||
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|version=M | |version=M | ||
|damage=1200 |guard=Throw | |damage=1200 |guard=Throw | ||
|startup= | |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 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= | |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 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= | |startup= 10|active=11 |recovery=16 |frameAdv=Air Throw | ||
|description= | |description= | ||
* Lunges at a more vertical angle | * Lunges at a more vertical angle | ||
Placeholder | Placeholder | ||
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|version=M | |version=M | ||
|damage=1300[1400] |guard=Air Throw | |damage=1300[1400] |guard=Air Throw | ||
|startup= | |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= | |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= | ||
* | * 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 | 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. | |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}} | ||
| | |||
}} | |||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Android 16]] | [[Category:Android 16]] | ||
[[Category:Dragon Ball FighterZ]] |
Revision as of 05:38, 11 August 2018
Android 16 |
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Prejump: Assist Cooldown:
|
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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|
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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's Flash
Hell's Flash 236L+M or 236H+S (Air OK) |
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Hell's Flash: Full Power
Hell's 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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