DBFZ/Android 16/Strategy

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General Tactics

Due to his large hitbox, grab-oriented play, and lack of projectile options it is important for Android 16 to take the initiative early. Due to his BnB combos taking the oppponent back to the ground, Android 16 benefits heavily from assists that allow him to extend his combos into the corner. From here he can corner his opponent and keep them guessing with hard knockdowns, cross-ups, and armored basic attacks.

Team positioning

Point

As a point character, Android 16 can use his partners to help him with the neutral game without relying on his projectile or 5H. While he struggles to build bar on his own when compared to other characters, he gains a lot from having assist for his combo extensions, being able to take the opponent from corner to corner with almost any assist, and almost always finishing them with a dunking. He no longer has access to his True KD with dynamire driver, but he's still a force to be reckoned with.

Mid

As mid (and anchor), 16 offers an extremely good assist thanks to its long blockstun that helps confirm 6M mixups into good damage. It can also help combo off certain command grabs (like Goku Black's). While the assist lacks in the neutral department, its uses for offense more than make up for it.

Anchor

Debatable choice. On the one hand, there's nothing inherently wrong with anchor 16. On thw other hand, he doesn't really bring anything new to the table between mid and anchor.

Picking Teammates

Blockstrings

Tips and Tricks

Fighting Android 16

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