(→j.H) |
(→5L) |
||
(14 intermediate revisions by 4 users not shown) | |||
Line 7: | Line 7: | ||
|- | |- | ||
|| | || | ||
{{CharData-DBFZ | {{CharData-DBFZ|Android 16}} | ||
| | |||
}} | |||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
Line 20: | Line 15: | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
Line 39: | Line 27: | ||
|- 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. | ||
Line 45: | Line 32: | ||
* 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/> | <br clear=all/> | ||
Line 84: | Line 72: | ||
|startup= 18|active=1 |recovery=19 |frameAdv=-22 | |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. | |||
}} | }} | ||
}} | }} | ||
Line 227: | Line 216: | ||
{{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. | ||
Line 240: | Line 229: | ||
{{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. | ||
Line 259: | Line 248: | ||
|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 | ||
Line 271: | Line 260: | ||
|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 | ||
Line 285: | Line 274: | ||
|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 | ||
Line 306: | Line 295: | ||
|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 | ||
Line 317: | Line 306: | ||
|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 | ||
Line 328: | Line 317: | ||
|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 | ||
Line 471: | Line 460: | ||
---- | ---- | ||
{{CharLinks | {{CharLinks-DBFZ|Android 16}} | ||
| | |||
}} | |||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Android 16]] | [[Category:Android 16]] | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] |
Revision as of 05:38, 11 August 2018
Android 16 |
---|
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 |
---|---|
|
|
Normals
5L
5L |
---|
5M
5M |
---|
5H
5H |
---|
5S
5S |
---|
2L
2L |
---|
2M
2M |
---|
2H
2H |
---|
6M
6M |
---|
j.L
j.L |
---|
j.M
j.M |
---|
j.H
j.H |
---|
j.S
j.S |
---|
j.2H
j.2H |
---|
Specials
Dynamite Driver
Dynamite Driver 236L/M/H |
---|
Flying Powerbomb
Flying Powerbomb 214L/M/H (air OK) |
---|
Flying Slide Powerbomb
Flying Slide Powerbomb j.236L/M/H |
---|
Hell Heat
Hell Heat 236S or 214S (air OK) |
---|
Assist
Hell Heat A1/A2 |
---|
Supers
Hell's Flash
Hell's Flash 236L+M or 236H+S (Air OK) |
---|
Hell's Flash: Full Power
Hell's Flash: Full Power 214L+M |
---|
The Final Power that Shouldn't be Used
The Final Power that Shouldn't be Used 214H+S |
---|