DBFZ/Android 16

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Overview

Overview

Android 16 is a mix-up focused character that, while having relatively weak neutral When 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 236LDBFZ Android16 DynamiteDriver.pngGuardThrowStartup16Recovery26Advantage-, as well as a fantastic pressure reset tool in 214SDBFZ Android16 HellHeat.pngGuardAllStartup24Recovery14Advantage+8 to reinforce it.

With the right assists, he gets effective 50/50 A 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 236HDBFZ Android16 DynamiteDriver.pngGuardThrowStartup24Recovery28Advantage- or a very annoying defensive tool and neutral check in 214HDBFZ Android16 FlyingPowerbomb.pngGuardLow, ThrowStartup6Recovery+3LAdvantage-1.

On top of that, 16 has a notorious B assistDBFZ Android16 5S.pngGuardAllStartup30RecoveryAdvantage+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 Mid In 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 Anchor In 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


DBFZ Android 16 Portrait.png
Fastest Attacks
Reversals

 Android 16 is a grappler who can break through his opponents' defenses with powerful command grabs and mixups.

Pros
Cons
  • Big Range: Long reaching, easy to hit-confirm buttons.
  • Scary Midscreen Options: 5H is an armored half-screen strike that can be comboed after and made safe on block, 236HDBFZ Android16 DynamiteDriver.pngGuardThrowStartup24Recovery28Advantage- is a fullscreen grab that goes through everything and leads to a full combo, and 214HDBFZ Android16 FlyingPowerbomb.pngGuardLow, ThrowStartup6Recovery+3LAdvantage-1 is a very fast anti-air A grounded attack that hits the opponent out of the air that has huge range.
  • Mix-Up Game Having a safe 5L, 2L and 5M, a pressure reset special in his 214SDBFZ Android16 HellHeat.pngGuardAllStartup24Recovery14Advantage+8, and an unreactable command grab in his 236LDBFZ Android16 DynamiteDriver.pngGuardThrowStartup16Recovery26Advantage- gives Android 16 a scary strike/throw game up close. He is also one of the only characters to be able to do superdash 50/50 midscreen with an assist, as well as being able to do it in the corner.
  • Damage: Thanks to his j.2H and rejumps, 16 is able to get a lot of damage, corner carry, and meter gain anywhere on screen, whilst consistently getting a sliding knockdown.
  • Assist: This is a pro in its own right. 16's B assist is an incredibly strong and versatile assist that can be used in almost any situation.
  • Needy: Significantly weaker neutral without assists or especially meter on hand.
  • Committal: His buttons overall have somewhat high recovery, and his grabs more so, making 16 very whiff punishable.
  • Outclassed: While 16 fulfills his role well, a solid portion of the cast can do what he does with more overall benefits.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 7 3 15 -4
5LL 700 All 10 4 22 -10
5LLL 1000 Throw U3+ 10 1 19
5L

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 214HDBFZ Android16 FlyingPowerbomb.pngGuardLow, ThrowStartup6Recovery+3LAdvantage-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.


5LL

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.


5LLL

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.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 11 3 17 -4

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.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
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.

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
600×1~2 All 10 Total 50 -10

16 very quickly shoots out piercing P1 projectiles with Ki Blast properties and some weak tracking, disguised as his fists. Good for sniping opponents at fullscreen distance, though beware that they also have unusually high recovery. On hit, they can be converted with 236H anywhere on screen.

Has really high hitstun with good damage so they're also a staple of 16's combos. Can combo into Super Dash at close range and 236M at half screen distance.

  • Mash or hold S to get the second hit to come out

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 8 3 13 -4

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.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 13 4 24 -12

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.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
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.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0

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.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 8 22 11

The god air-to-air and mixup tool thanks to its big hitbox, a nasty downward angle and being insanely active. Pressing j.L in the air is basically denying all approaches, and airdash forward j.L is effectively a divekick. IAD j.L is 16's most common jump-in and safe jump, as it catches all tech options beside delay tech, and can hit all crouching characters.

Beware however that the active frames actually extend beyond the cancel window for j.L > j.LL. If it hits too meaty, then pressing L again would give another j.L instead of j.LL.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 11 6 12

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.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
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 canceled in certain okizeme From 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.

j.S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
600×1~2 All 18 Total 47+3L

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

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
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. Midscreen j.2H > delay SD rejump combos give more corner carry and higher damage, but are rather difficult and can easily be dropped, especially against small characters.

Special Moves

Dynamite Driver

236L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 1500 / 1800 Throw U1, D2 16 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
236L

The backbone of 16's strike/throw mixup. An unreactable command grab at 16F 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 into a sliding knockdown, and can only be extended further through the use of 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

236M

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 the go-to extension. 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.


236H

Higher rewarding, fullscreen traveling and a smidge faster version of 236M. This is 16's go-to move for neutral skipping and punishing projectiles. 236H > SD combos anywhere on screen.

Gliding Powerbomb

j.236L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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
j.236L

Often referred to as "dunk", this is 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

j.236M

Essentially the 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.


j.236H

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 > j.236H > SD into another airstring.

Flying Powerbomb

214L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 700 / 1400 Throw U1 10 +3L 4-10 Head
214M 700 / 1400 Throw U1 15 +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 15 +3L 4-19 Head
j.214H 900 / 1800 Throw U1 9 +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 0.5 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 2M > 5M etc.

Ground splash can be linked after any dunk in the corner. If 214X dunk has been used, the grab will whiff and 16 can link directly from the ground splash into j.M.

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.

Hell Heat

236S or 214S

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 270×4 All 18 15 21 -1
214S 150×8 All 24 15 14 +8
236S

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 > 236S is a "true string" that can be GC SD/Reflected, though it beats SD and is safe against Reflect at -4.


214S

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 > 214S only has 4F gap, which is your main way of utilizing this move. It's so plus on block that it can true string 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 can only be extended in the corner with by linking into 214L at low hitstun decay, so is typically only seen with Smash j.2H214S into Vanish or assist.

Z Assists

Assist A

Hell Heat

Damage Guard Smash Startup Active Recovery On-Block Invuln
450×2 All 22 +26

Mediocre in essentially every way with poor range, small hitbox, 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.

Assist B

Hell Impact

Damage Guard Smash Startup Active Recovery On-Block Invuln
250×4 All 30 +31

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.

Assist C

Hyper Tackle

Damage Guard Smash Startup Active Recovery On-Block Invuln
450×2, 400 All 35 [20] +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

Super Moves

Hell Flash

236L+M (Air OK) or 236H+S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 335×8 [300×8] All UDV 9+4 49 45 -19 9-20 All
236H+S 322×8 [300×8] All UDV 9+4 49 45 ±0 9-20 All
j.236L+M 322×8 [300×8] All UDV 9+4 49 45 -19 9-20 All

Meter dump Supers that can easily be tacked on after all of 16's combo enders, with one notable feature: they're good for DHC-ing out and give SKD oki to other characters.

Ground L+M keeps 16 grounded and deals the most damage. On hit, gives enough frame advantage for a safejump in the corner, although not enough for the safejump to hit meaty against most characters.

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. These versions deal slightly less damage compared to 236L+M, but give way longer SKD and thus better oki, especially ground H+S. They're the main ones to use for DHC to maintain oki, and also allow for characters with fast Level 1s such as  Gohan (Adult),  Nappa,  Tien to dump more meter with additional Supers.

  • 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]

Meteor Moves

Hell Flash Maximum Output

214L+M

Damage Guard Smash Startup Active Recovery On-Block Invuln
4816 Throw UDV 9+3 1 28 1-12 All

A 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

Last Resort

214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
50000 [5000] Throw UDV 31+34 4 37 1-68 All, 1-105 Ki Blasts

A useless troll attack. This is either the slowest, most telegraphed Instant Kill that can easily be dodged by jumping out of the way, or a combo ender that deals more damage to 16 than to his opponent.

On hit, 16 is locked out of using this Meteor again and is left at 1 HP. The health lost will be converted to blue health.

  • Values in [ ] are when used mid-combo
  • Minimum damage: 2500
  • Advantage on hit: ±0 ~ +2

Instant Kill

When caught outside of combos, it will instant kill the opponent and give them 7 barsDepends on Ki Gain Modifier:
100% → 7.5 bars
75% → 5.625 bars
50% → 3.75 bars
.

The issue is that it will never actually hit anyone. It 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.


Combo ender

Since the startup is so slow, it requires an assist with either slow startup or high hitstun that can hold the opponent in place to combo into, such as the typical beam assistsDBFZ SSGoku Kamehameha.pngGuardAllStartup34Recovery63Advantage+30. When compared to simply using the assist for extension then ending with 214L+M, the assisted combo usually does more total damage, builds more meter, actually gives him oki, and doesn't deal a lethal amount of self damage.

Good for memes. Don't bother otherwise.

Colors

1Seasonal colors that can be unlocked at different times of the year.

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