Android 16 is a mix-up focused character that, while having relatively weak neutralWhen neither player is in an advantageous position in terms of stage position. without meter or assists, makes up for it with solid strike/throw mix featuring an unreactable command grab in 236LGuard:
, as well as a fantastic pressure reset tool in 214SGuard:
+8 to reinforce it.
With the right assists, he gets effective 50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly. setups as well as significantly improved combos. With meter, he also has access to great EX moves such as an assist-invulnerable "lariat grab" in 236HGuard:
or a very annoying defensive tool and neutral check in 214HGuard:
On top of that, 16 has a notorious B assistGuard:
+31 consisting of multiple ki blast volleys that last for an unusually long amount of time (by assist standards), making it strong in both neutral and combos.
Given the great support value his B assist offers and his efficient usage of meter, but also his own dependency on assists, Android 16 is a strong contender for the position of MidIn a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.. However, he's capable of playing the role of AnchorIn a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player. as well, thanks to the sheer amount of extra options having meter, or especially Sparking, provides him.
Overall, play this bird-loving, Goku-dunking gentleman if you want to keep the opponent on their toes during pressure and enjoy making big brain reads.
Android 16 is a grappler who can break through his opponents' defenses with powerful command grabs and mixups.
16's fastest normal. His go-to blockstring starter and stagger button due to being safe and having great range.
Having a big 5L is useful for defensive challenges, scrambles and punishes. But this is also one of the few 5Ls to have 7F of startup instead of 6F, so it will lose against most of the cast in ±0 situations like after a blocked 6M. Thankfully, his 214HGuard:
-1 is 6F and can be used for that purpose instead.
Also has higher attack level than most 5Ls, giving it higher blockstun and hitstun. The tradeoff is that higher blockstun makes the universal tickthrow of 5L > Dragon Rush (DR) hits 4F slower, giving the opponent slightly more time to react.
Strictly combo and blockstring filler since it's horrid on whiff and unsafe on block unlike most other 5LLs. Will also whiff when canceled into after a Reflected 5L.
As with all 5LLL grabs, it has very limited use since no matter how much you delay it, canceling into this from a blocked 5LL will always whiff as the opponent is still throw invulnerable. Certain low blockstun assists can override 5LL's blockstun and make delay 5LLL a tickthrow, and it can catch the opponent after a Reflected 5L > 5LL (whiff) > 5LLL, so it's not completely useless.
On hit, switches sides and ground bounces the opponent. Will always combo into Super Dash (SD) and his 214X series.
Great blockstring ender/stagger point as it's safe on block. Without meter, anything beyond this normal is either unsafe or doesn't true string.
Ground bounces airborne opponents on hit so it's also a vital combo tool. But despite the imposing animation, the hitbox is comically small, and air hit 5M > 2M can sometimes whiff if you don't route into it properly.
Your go-to confirm off of most hits is
5M > 2M > 5SS > etc.
|850 / 1000||All||U1||15||11||21||-8||13-25 Strike Armor|
A pretty standard 5H that acts as an anti-Reflect button and launcher for combos. Wall splats on Smash hit that combos into Super Dash and enable advanced rejump combos in midscreen, and non-Smash hit can combo into SD in the corner.
Has infinite armor against physical attacks, but this is rarely ever useful due to the armor going active way too late while losing to lows, projectiles, and Supers. It also receives additional damage proration due to having armor, and in rare cases, trading with a high clash level attack will make 16 unable to combo after.
16 very quickly shoots out piercing Level 1 projectiles with Ki Blast properties and some weak tracking, disguised as his fists. Good for sniping opponents at fullscreen distance, though beware that it also has unusually high recovery.
Has really high hitstun with good damage so it's also a staple of 16's combos. Can combo into Super Dash at close range, or even 236M/H at half screen distance.
- Mash or hold S to get the second hit to come out
A safe on block low with massive range, perfectly compliments 16's pressure and mixup game. Go-to low for high/low mixups and even usable for midscreen Super Dash mixup.
Has a unique restriction put on it however: on block or hit, 2L can only be delay canceled into. This makes 2L > 2L a natural frame trap with a 4F gap. 2L > 2M and 2L > 5H are also frame traps with tight gaps that cannot be mashed or jumped out of.
Blockstring filler and combo launcher. When hitting at max range, going into the usual air combo of
2M > 5M > 9 jc > j.M would drop at j.M against small bodies, so confirm into
5SS > 5H instead.
Horribly punishable on block so be sure not to end your string with this.
|850 / 1000||All||U1+||15||9||23||-22||4-23 Head, 15-23 Strike Armor|
Gigantic anti-air with infinite armor against all non-Super strikes. And in spite of having armor, it's an unscaled combo starter. This is 16's most reliable and highest damaging grounded anti-air against jump-ins, Super Dash, Vanish and so on. Smash hit launches with high hitstun, combos into Super Dash.
One of the few 2Hs to have no landing recovery, so this can also be used for gapless high/low mixups when paired with a high blockstun assist.
If this is blocked with no assist to back you up, canceling into j.214L/M can put you out of punish range, though the frame advantage would still be in your opponent's favor.
Universal overhead with great range, giving it more utilities as it can reach the opponent more often in blockstrings. However 16 does not have a good way to maintain pressure without resources after a blocked 6M, so it should only be used when there's an assist or meter for 214H to back you up.
Great air-to-air and mixup tool thanks to its big hitbox, a nasty downward angle and being insanely active. IAD j.L will hit all crouching characters.
Great jump-in and cross-up button. Cross-up IAD j.M will work even at point blank, then he can confirm or continue pressure with 5L or 5M.
|850||All||U1 [D3]||15||8||21||13-22 Strike Armor|
Tackle with infinite armor similar to 5H, and almost exclusively used as a combo tool. Wall splats on Smash hit, combos into SD. In the corner, a low to the ground Smash j.H will also combo into 5L, letting him go into another ground string.
Armor works against non-Super strikes, with a caveat that it will lose specifically to all 2Hs, allowing the opponent to anti-air him.
Can have its recovery cancelled in certain okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. set-ups to make it plus on block: Youtube link before somebody writes the tech down on his Strategy page
Values in [ ] is on Dynamic hit (from 5LLLLLLL). Wall bounces on Dynamic hit, and can be used multiple times as it doesn't require U+ Smash like other 5LLLLLLLs. Combos into delayed j.236M anywhere on screen.
Has the same properties as 5S. Good for counterpoking or sniping grounded opponents. Grab them with j.214M if they try to SD at you.
j.SS combos into j.214L anywhere on screen. This is one of 16's most common combo enders.
- Mash or hold S to get the second hit to come out
|850||High||D1||18||Until L||20||-5 ~ -1|
16's main combo ender that can also be used as an extender that utilizes D smash. From any jump-in, j.2H has additional usage as an extra unreactable overhead. A grounded hit will force the opponent to tech immediately and put 16 at around -2 against up/back/forward tech. While the reward isn't great, it lets his assists start recharging, and this unavoidable bit of damage becomes much more of a threat when the opponent is low on health.
Smash on air-to-air hit and causes a ground bounce sliding knockdown (SKD), allowing him to take the oki or extend via the ground bounce. SD rejump combos with the ground bounce give more corner carry in midscreen and higher damage, but are rather difficult and can easily be dropped, especially against small characters. Sticking to simpler routes and using j.2H as a combo ender can give you knockdowns more consistently, making it easier to continue pressure.
|236L||1500 / 1800||Throw||U1, D2||17||1||26|
|236M||1500 / 1800||Throw||U1+ → D2||26||1||28||4-27 Guard P|
|236H||1500 / 1800||Throw||U1+ → D2||24||1||28||4-25 Guard P|
The backbone of 16's strike/throw mixup. An unreactable command grab at 17F of startup, but also because it's so fast, you'll need to delay cancel into this in order to tick throw. Delay frame trap with M buttons vs delay 236L is 16's main blockstring. On hit, puts the opponent down into a sliding knockdown, and can only be extended further with Supers.
Also acts as a combo ender that gives a good chunk of meter. Smash j.2H can combo into 236L anywhere on screen, and [DR] > 236L works in the corner.
- When used outside of combos, all versions cannot connect against airborne opponents
- Only one version of 236X can be used per combo. This property is shared by almost all command grabs in DBFZ
16 lunges forward 75% of the screen to grab his target, guard point through all non-Super projectiles and assists. 236M is a ranged grab with better reward than 236L, but much slower and is more of a neutral skip move than a mix-up option.
On U Smash hit, wall bounces the opponent and is cancelable into 214X series and SD. In midscreen, 236M > 214M is a true combo. Near the corner, he can do 236M > SD for more damage.
D Smash hit causes a SKD, identical to 236L. This is useful as a midscreen combo ender in situations where j.2H has already been used.
A slightly faster, longer ranged and higher rewarding version of 236M, but maintains the same utility and so is not often used. 236H > SD combos anywhere on screen.
|j.236L||700 / 1400||Throw||U1||10||+3L|
|j.236M||700 / 1400,200||Throw||U1+||19||+3L|
|j.236H||900 / 1400,200||Throw||U1+||11||+3L|
One of 16's main combo tools to bring the opponent to the ground, along with j.214L. These moves have short range, identical startup, damage and meter gain, and are mostly used in tandem with one another for assisted combo extensions. Their fast startups also make them very useful as combo enders at high hitstun decay, usually leading into 16's grounded Supers.
On hit, j.236L leaves the opponent airborne where they can choose to either air tech or ground tech. While 16 has great anti-air grabs to deal with airborne opponents, it's recommended to spend resources after j.236L/j.214L to secure a knockdown.
- All versions cannot connect against grounded opponents
Essentially an air version of 236M, but with no projectile guard point. It's mostly used in corner combos for the wall bounce on U Smash hit. Non-Smash hit has identical damage and effect to j.236L.
Air version of 236H but with much faster startup. It's both great as a neutral skip option in the air and as a combo extender. From a raw SD hit, 16 can confirm with j.S(1) > j.236H > SD into another airstring.
214L/M/H (Air OK)
|214L||700 / 1400||Throw||U1||10||+3L||4-10 Head|
|214M||700 / 1400||Throw||U1||19||+3L||4-19 Head|
|214H||300,900 / 300,1500||Low, Throw||U1||6||+3L||-1||1-13 Head|
|j.214L||700 / 1400||Throw||U1||10||+3L||4-10 Head|
|j.214M||700 / 1400||Throw||U1||19||+3L||4-19 Head|
|j.214H||900 / 1800||Throw||U1||12||+3L||4-13 Head|
- L Versions
Anti-air grabs with too short range and invul duration to be useful. Ground version can instead be used for midscreen left/right mixup with high blockstun assists, by floating or airdashing j.M as he's falling down. While air version is mostly used as an alternate to j.236L in assisted combos.
All versions of 214X deal more damage with U Smash, but their on-hit effects are identical to j.236L. These also cannot connect against grounded opponents.
- M Versions
Longer ranged and invul window than L versions, and so are better at snatching airborne opponents. M and H versions are used to checkmate opponents who have been getting too comfortable staying in the air, especially because they're trying to avoid 236L.
- H Versions
Much faster and MUCH scarier than M versions. Beside being used for anti-airing as described above, the ground version of this move has a launching hitbox and gives it unique applications:
The ground splash is a 6F projectile that hits low and is safe on block. Since 16's fastest normal is 5L at 7F startup, this is often your go-to move to challenge pressure, especially after a blocked 6M. It's certainly worth the 50% Ki gauge it spends, since unlike typical 5Ls which will start a clashing sequence, it instead trades with them and 16 will recover before the opponent does and can convert with dash 5LL > 5M > 2M etc.
Because it's so fast, has good range and head invul from frame 1, it can also be used as a pseudo DP.
214H can also be used for midscreen mix-ups with assists like 214L, although usually high/low instead of left/right due to the distance it travels.
236S or 214S
16's go-to blockstring ender that can also be a frame trap. Has a 3F gap from M/H normals which will catch almost anything that isn't DP. 5S(1) > 236S is a "true string" that can be GC SD/Reflected, though it beats SD and is safe against Reflect at -4.
Although having much shorter range than 236S, this is one of the best pressure reset move in the game. +8 on block, +3 against Reflect, and +10 on hit. It's always 16's turn.
From M/H normals, there's a 9F gap that can be mashed out of. In the corner however, 5S(1) > 214S only has 4F gap, which is your main way of utilizing this move. So plus on block that it can truestring back into 5L and 2L, frametrap with 5M among other things. And so plus on hit that you get a full combo against grounded opponents anywhere on screen.
One of the few moves that can hit opponents in sliding knockdown (OTG), launching them back up. Though it's very slow and cannot be extended further without additional resources, so is typically only seen with Smash j.2H ▷ 214S into Vanish or assist.
Mediocre in essentially every way with okay start-up, poor range, underwhelming blockstun, and no special properties attached. It keeps the opponent standing for niche strategies like Majin Buu restands, but otherwise this isn't a good pick since B assist is miles better.
16 performs j.SS and then 5SS, acting like two assist calls in one. While being Ki Blasts, they hit from fullscreen distance, maintain the piercing property and can very effectively clear the screen. Very strong for neutral, pressure and combo extensions, though at the cost of having to deal with GC SD and GC Reflect.
|450×2, 400||All||35 ||+55|
A high blockstun assist that also gives easy conversion on hit. 16 teleports to the opponent's X coordinate on the ground before performing 2 tackles, with the second one having head invulnerability. On hit, he teleports behind the opponent and knocks them down into a ground bounce SKD.
Like all C assists however, their cooldowns are way too hefty for the utilities that they can provide. If 16 B is 2 assists in 1, this is 1 assist in 2 (twice the cooldown).
- Values in [ ] are when the opponent is in hitstun/untech
236L+M (Air OK) or 236H+S (Air OK)
|236L+M||335×8 [300×8]||All||UDV||9+4||49||45||-23||9-20 All|
|236H+S||322×8 [300×8]||All||UDV||9+4||49||45||-23||9-20 All|
|j.236L+M||322×8 [300×8]||All||UDV||9+4||49||45||-23||9-20 All|
Standard meter dump Supers that can easily be tacked on after all of 16's combo enders. Ground L+M version does the most damage but has the worse SKD. All other versions give a good knockdown that make them very DHC friendly. In the corner, 236H+S ▷ IAD j.L is a safejump that catches all tech options beside delay tech.
Ground L+M keeps 16 grounded. Ground H+S puts him airborne. Air versions when done close to the ground will also lift him up to the same height as ground 236H+S.
- Damage decreases when hitting at the edge of the beam. Values in [ ] are for far hit
- Minimum damage (Ground L+M): 103×8 [96×8]
- Minimum damage (Other versions): 99×8 [96×8]
Hell Flash Maximum Output
Another standard meter dump and not much else. Gives a safejump anywhere on screen.
Outside of combos, it cannot hit airborne opponents and the incredibly short range make it a lackluster reversal. Cannot be used as a command grab either since the opponent can easily evade by reacting to the superflash with jump. Stick to 236L for grabbing purposes and 214H for reversal.
- Minimum damage: 1716
- Advantage on hit: +28
|50,000||Throw||UDV||31+34||4||37||1-68 All, 1-105 Ki Blasts|
A useless troll attack. On hit:
- Instant kills the opponent and gives them 7 bars
- Locks 16 out of using this again and leaves him at 1 HP. All damage lost from this Meteor is in blue health
The issue is that it will never actually hit anyone. It cannot be combo'd into and can only catch grounded opponents. A full second startup. Good for memes and maybe for punishing certain raw Supers on the ground. Don't bother otherwise.
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