DBFZ/Android 16: Difference between revisions

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* Does j.[S](2) near the ground.
* Does j.[S](2) near the ground.
* You can super dash through.
* You can super dash through.
* You can reflect the second j.[s]
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Revision as of 14:58, 7 April 2020

Android 16
DBFZ Android 16 Portrait.png
Play-style Grappler
Team Role Anchor

Overview

"My power was made to protect that which is precious."


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. (Name trivia: The term "Android" is a mistranslated term, where technically the term should be "Artificial human", meaning android only technically applies to 16, as 17, 18, and 21 are all cyborgs.)




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

Pros
Cons
  • Long reaching, easy to confirm normals.
  • Good meterless / assist-less damage output. Makes him a character that's solid in any position in nearly any team comp.
  • Has a very useful assist both for extending combos and blockstrings.
  • 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.
  • Can easily create 50/50 mixups and okizeme with his moves, including whiffing his air throw depending on opponent's position and version used.
  • Has a large hurtbox due to his big size.
  • Lacks a better horizontal projectile attack, making his far-ranged neutral lacking.
  • Builds extremely low amounts of meter 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.
  • Not many effective true blockstrings; requires heavy conditioning.
  • Has almost no ability to happy birthday opponents, requiring more effort vs. a single character with him to finish matches.


Normal Moves

5L
5L
DBFZ Android16 5L.png
Punch!
DBFZ Android16 5LL.png
Then bash!
DBFZ Android16 5LLL.png
Then toss 'em in the trash!
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5L
  • Android 16's fastest standing normal. Useful for punishes.
5LL
  • Range isn't that great and fairly punishable on whiff.
5LLL
  • Sides switch on hit.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
  • Can be followed up by Flying Power Bomb or Super Dash into a combo.
5M
5M
DBFZ Android16 5M.png
Almost an Esports Normal. Shame.
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  • Ground bounces aerial enemies.
5H
5H
DBFZ Android16 5H.png
And bash em in s'more!
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  • Has armor against high and mid strikes, loses to lows.
5S
5S
DBFZ Android16 5S.png
The Gunshow
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  • Mash or hold S to get the second hit to come out.
2L
2L
DBFZ Android16 2L.png
Punchin' ya knees
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  • Important points go here.
2M
2M
DBFZ Android16 2M.png
Sweepin' ya legs
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  • Important points go here.
2H
2H
DBFZ Android16 2H.png
Take to the skies
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  • Has armor against physical attacks.
6M
6M "Acquiring birds..." Template:AttackDataHeader-DBFZ
  • Important points go here.
j.L
j.L
DBFZ Android16 jL.png
A fist to the face
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  • Important points go here.
j.M
j.M
DBFZ Android16 jM.png
A boot to the head
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  • Important points go here.
j.H
j.H
DBFZ Android16 jH.png
Fly like a bird
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  • Not an overhead.
  • Has armor against physical attacks.

Almost identical to 5H. Normal version can combo into j.214L at the right height, Smash version gives a small wallbounce that can only be followed up with Super Dash outside of the corner.

Dynamic version of this move (mashing L autocombo) gives a big wallbounce everywhere on screen and can be followed up with j.236M with strict timing.

j.S
j.S
DBFZ Android16 jS.png
Aerial Gunshow
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  • Mash or hold S to get the second hit to come out.
j.2H
j.2H
DBFZ Android16 j2H.png
FOOTDIVE!
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  • Finally an overhead.
  • Does NOT have armor.
  • If Jiren's 214S is the worst special in the game, then this is the worst normal.
  • Smash on air-to-air hit, results in a short sliding knockdown.

Special Moves

Dynamite Driver
Dynamite Driver
236L/M/H
DBFZ Android16 DynamiteDriver.png
RIP blender, you will be missed
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L
  • Stands still and reaches forward as a command grab.
  • Results in a short sliding knockdown.
M
  • Lunges forward after a few frames of startup. Covers 75% of the screen.
  • Smash hit throws the opponent into the wall resulting in a wallbounce. Can be easily be followed up by 214M everywhere on screen, or combo into Super Dash in the corner.
  • Non-Smash hit results in short sliding knockdown.
  • Deflects Ki blasts until the grab box comes out.
H
  • Almost identical to M version but comes out much faster. Covers 85% of the screen.
Gliding Powerbomb
Gliding Powerbomb
j.236L/M/H COME ON AND SLAM! AND WELCOME TO THE JAM!
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L
  • Is the easiest version to combo into due to it having the least startup.
  • Similar to the grounded version that he does not move during the grab.
M
  • Lunges forward after a few frames of startup. Covers 65% of the screen.
  • Smash hit automatically follows up with a wall bounce throw.
H
  • Almost identical to M version but has little startup frames.
Flying Powerbomb
Flying Powerbomb
214L/M/H (air OK)
DBFZ Android16 FlyingPowerbomb.png
I MUST HUG THE BIRDS DUNKING SON GOKU
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Ground L
Air L
  • Lunges at a more vertical angle.
  • Upper body invulnerable on startup for anti-airing jump ins.
  • Interestingly enough, combos from a lot of DP assists.
Ground M
Air M
  • Lunges at a more horizontal angle than the L version. Covers 65% of the screen.
  • Has a few frames of startup.
  • Upper body invulnerable on startup for anti-airing jump ins.
Ground H
Air H
  • Ground version has a launching hitbox. Can be used as a pseudo reversal.
  • Covers 75% of the screen.
Hell Heat
Hell Heat
236S or 214S
DBFZ Android16 HellHeat.png
Vegans HATE Him: Local Android Discovers Meatiest Move Ever?
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236S
214S
  • 236S shoots forward, 214S shoots directly underneath him.
  • Despite clashing with typical beams and having a high amount of hits, both versions' ability to cancel out beams is very inconsistent.
  • Both versions do very high chip damage if blocked.

Z Assists

Assist A
Hell Heat
Assist A
DBFZ Android16 HellHeat.png
Hell 2 U
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  • Keeps grounded opponent standing, but can be used as a launcher for some combos.

An incredibly versitile assist. It covers most of the screen and puts the opponent in moderate blockstun. Because of this, it's a very good neutral option because the opponent is forced to block or face a hard punish, allowing you to start your point characters pressure. The nature of the assist sending opponents upwards also makes it very easy to connect during combos.

Hell Heat is good during clashes. Against most other assists in the game, it will usually win with its speed and priority.

Assist B
Hell Impact
Assist B
DBFZ Android16 jS.png
Vegeta A assist this ain't
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  • Does j.[S](2) near the ground.
  • You can super dash through.
  • You can reflect the second j.[s]
Assist C
Hyper Tackle
Assist C
DBFZ Android16 5H.png
Coming through!
DBFZ Android16 2H.png
Outta my way!
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  • 16 rushes in performing 5H, then 2H. If the attack suceeded, he'll teleport behind for a j.2H footdive.
  • Sadly not armoured.

Super Moves

Hell Flash
Hell Flash
236L+M or 236H+S (Air OK)
DBFZ Android16 HellFlash.png
Ironically, he's still armed
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Ground
Air
  • Does less damage if 16 is higher up. [] is on far hit.
  • Minimum damage is 99*8 [96*8].
  • Causes sliding knockdown.
Hell Flash Maximum Output
Hell Flash Maximum Output
214L+M
DBFZ Android16 HellFlashFullPower.png
"Did you f*cking teabag me?"
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  • Costs 3 Ki Gauges.
  • 1716 minimum damage.

16's high damage combo ender. Rather easy to tag into as long as the opponent is close to the ground.

Last Resort
Last Resort
214H+S
DBFZ Android16 FinalPower.png
"You cannot talk your way out of this one, Cell. MY COUNTDOWN HAS STARTED!"
DBFZ Android16 FinalPower2.png
"Also, I call dibs. If I cannot kill Goku, Nobody will kill Goku! FOR DA BIIIIIIIIIIIRDS~!!!"
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  • Costs 3 Ki Gauges.
  • On hit, instantly kills the opponent and leaves Android 16 with 1 HP.
  • Damage dealt to Android 16 is blue health and can be healed with Sparking or tagging out.
  • Autoguards before the super freeze, invulnerable through the rest of the animation.
  • Can only be used once per match, excluding whiffs.
  • Only catches grounded opponents.
  • Good for the memes and for punishing certain raw supers on the ground. Don't bother otherwise.

Navigation

To edit frame data, edit values in DBFZ/Android 16/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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