DBFZ/Android 16: Difference between revisions

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;5L
;5L
* Android 16's fastest standing normal.
* Android 16's fastest standing normal.
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* Ground bounces airborne opponents.
* Ground bounces airborne opponents.
Vital to 16's rejump and corner combos, as it consistently combos into 2M. Otherwise, it's strictly blockstring filler.
Vital to 16's rejump and corner combos, as it consistently combos into 2M. Otherwise, it's strictly blockstring filler.
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* Has super armor against high and mid strikes, loses to lows.
* Has super armor against high and mid strikes, loses to lows.
Sadly a light-scaling starter due to the armour. The armor takes a while to start up, best used at mid range. At close range it can be stuffed by lows, and at far range it can be hit by weak projectiles such as ki blasts.
Sadly a light-scaling starter due to the armour. The armor takes a while to start up, best used at mid range. At close range it can be stuffed by lows, and at far range it can be hit by weak projectiles such as ki blasts.
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* Mash or hold S to get the second hit to come out.
* Mash or hold S to get the second hit to come out.
Has weak tracking towards the opponent, but unusually high recovery. High hitstun and good damage makes this a staple of 16's combo routes.
Has weak tracking towards the opponent, but unusually high recovery. High hitstun and good damage makes this a staple of 16's combo routes.
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* One of 16's two safe normals, making it useful for stagger pressure.
* One of 16's two safe normals, making it useful for stagger pressure.
* On block/hit, 2L can only be delay canceled into. 5L > delay 2L and 2L > delay 2L have a 4F gap on block.
* On block/hit, 2L can only be delay canceled into. 5L > delay 2L and 2L > delay 2L have a 4F gap on block.
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* Average range but slow start-up for a 2M.
* Average range but slow start-up for a 2M.
Mostly blockstring filler and a combo tool. Do not stagger with this.
Mostly blockstring filler and a combo tool. Do not stagger with this.
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* Has super armor against physical attacks.
* Has super armor against physical attacks.
16's go-to anti-air. 214X requires assists to convert off of, but it's useful for different things compared to 2H.
16's go-to anti-air. 214X requires assists to convert off of, but it's useful for different things compared to 2H.
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* It's an overhead.
* It's an overhead.
Mostly used to catch people sleeping after conditioning them to block low. 16 does not have a good way to maintain pressure meterlessly after a 0 on block situation, so it should only be used with an assist or meter for 214H to back you up.
Mostly used to catch people sleeping after conditioning them to block low. 16 does not have a good way to maintain pressure meterlessly after a 0 on block situation, so it should only be used with an assist or meter for 214H to back you up.
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* Big downward hitbox and long active frames, great for IADs.
* Big downward hitbox and long active frames, great for IADs.
The vertical hitbox leaves a lot to be desired in terms of combos, which will take some getting used to. Otherwise it's a great mixup tool due to it's nasty downwards angle.
The vertical hitbox leaves a lot to be desired in terms of combos, which will take some getting used to. Otherwise it's a great mixup tool due to it's nasty downwards angle.
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* Very long range, amazing crossup tool.
* Very long range, amazing crossup tool.
Because of his non-traditional j.H, j.M is 16's strongest single-hit jump-in. This button is an amazing IAD crossup. If it doesn't combo into 5M, it will combo into 5L.
Because of his non-traditional j.H, j.M is 16's strongest single-hit jump-in. This button is an amazing IAD crossup. If it doesn't combo into 5M, it will combo into 5L.
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* j.H has super armor against physical attacks, loses specifically to 2H.
* j.H has super armor against physical attacks, loses specifically to 2H.
* Wall splats on Smash hit. Combos into SD.
* Wall splats on Smash hit. Combos into SD.
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* Mash or hold S to get the second hit to come out.
* Mash or hold S to get the second hit to come out.
16 doesn't have a real answer to superdash when he's in the air, but the angle he shoots at makes it a remarkably good counterpoke.
16 doesn't have a real answer to superdash when he's in the air, but the angle he shoots at makes it a remarkably good counterpoke.
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* Smash on air-to-air hit. Smash hit causes a ground bounce sliding knockdown.
* Smash on air-to-air hit. Smash hit causes a ground bounce sliding knockdown.
While you can't combo into it midscreen without using resources, in the corner this is a key combo tool as 16 can combo into it after a j.H, giving him sliding knockdown without spending resources.
While you can't combo into it midscreen without using resources, in the corner this is a key combo tool as 16 can combo into it after a j.H, giving him sliding knockdown without spending resources.
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* L stands still and reaches forward as a command grab.
* L stands still and reaches forward as a command grab.
* Results in a short sliding knockdown.
* Results in a short sliding knockdown.
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* L is the easiest version to combo into due to it having the least startup.
* 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.
* Similar to the grounded version that he does not move during the grab.
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* L lunges at a more vertical angle.
* L lunges at a more vertical angle.
* Upper body invulnerable on startup for anti-airing jump ins.
* Upper body invulnerable on startup for anti-airing jump ins.
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* 236S shoots forward, 214S shoots directly underneath him. 214S can hit opponents in sliding knockdown, launching them back up.
* 236S shoots forward, 214S shoots directly underneath him. 214S can hit opponents in sliding knockdown, launching them back up.
* Despite clashing with typical beams and having a high amount of hits, both versions' ability to ''cancel out'' beams is very inconsistent.
* Despite clashing with typical beams and having a high amount of hits, both versions' ability to ''cancel out'' beams is very inconsistent.
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* Keeps grounded opponent standing, but can be used as a launcher for some combos.
* Keeps grounded opponent standing, but can be used as a launcher for some combos.
Mediocre in essentially every way with okay start-up, poor range, underwhelming blockstun, and no special properties attached. It's easy to convert off and keeps the opponent standing for things like Majin Buu restands, but otherwise you probably won't be using this assist.
Mediocre in essentially every way with okay start-up, poor range, underwhelming blockstun, and no special properties attached. It's easy to convert off and keeps the opponent standing for things like Majin Buu restands, but otherwise you probably won't be using this assist.
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* Does j.[S](2) and then 5[S](2)
* Does j.[S](2) and then 5[S](2)
* Ki Blast property
* Ki Blast property
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* 16 rushes in performing 5H, then 2H. If the attack succeeded, he'll teleport behind for a j.2H footdive.
* 16 rushes in performing 5H, then 2H. If the attack succeeded, he'll teleport behind for a j.2H footdive.
* Sadly not armoured.
* Sadly not armoured.
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* For ground version, inputting the super as 236HS causes 16 to jump into the air before doing the super, dealing less damage but having a much stronger sliding knockdown. Values in [] on ground version are for 236HS.
* For ground version, inputting the super as 236HS causes 16 to jump into the air before doing the super, dealing less damage but having a much stronger sliding knockdown. Values in [] on ground version are for 236HS.
* For air version, does less damage if 16 is higher up. Values in [] on air version are on far hit.
* For air version, does less damage if 16 is higher up. Values in [] on air version are on far hit.
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* Minimum damage: 1716
* Minimum damage: 1716
* As a command grab, it can be avoided by jumping, making it less useful as a reversal option than other level 3s.
* As a command grab, it can be avoided by jumping, making it less useful as a reversal option than other level 3s.
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* Instant Kill, but it's a useless troll attack.
* Instant Kill, but it's a useless troll attack.
* On hit, locks Android 16 out of using this again and leaves him at 1 HP. All damage lost from this Meteor is in blue health.  
* On hit, locks Android 16 out of using this again and leaves him at 1 HP. All damage lost from this Meteor is in blue health.  

Revision as of 21:55, 13 May 2022

Overview

Template:CharaOverview

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
5L 400 All 7 3 15 -4
5LL 700 All 10 4 22 -10
5LLL 1000 Throw U3+ 10 1 19

5L
  • Android 16's fastest standing normal.
    • Note that it is 7 frames, not 6.
    • This loses in 0 on block situations, but 16 has 214H which is 6 frames and gives a full combo on trades.
  • One of 16's two safe normals, making it useful for stagger pressure.

A great tool in 16's pressure, being safe and having great range for a light, allowing him to stagger with it well. Also useful for punishes, as it's very fast for its range.


5LL
  • Somewhat lacking in range and horrid on whiff.

Combo and blockstring filler. Unsafe unlike most other 5LL's, which severely limits its use.


5LLL
  • Side switches on hit.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
  • Always combos into SD and AA grabs, but AA grabs are only useful at high hitstun decay.

With it being a grab, you can set up tick throws with this using a low blockstun assist. Otherwise, you don't want to go into this because it can't grab otherwise and is a very situational combo tool.

5M

5H

5S

2L

2M

2H

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Dynamite Driver

236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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

  • L stands still and reaches forward as a command grab.
  • Results in a short sliding knockdown.

This is 16's go to command grab. He doesn't get a combo off it like 236M/H, but it is completely unreactable. Due to 16's normals having high blockstun you need to delay cancel into this if you want to tick throw with it. It also doubles as his sliding knockdown combo ender from j.2H and ground combo Dragon Rushes.


  • 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.

Trucks through any and all projectiles and assists for a free confirm into 214X. It also doubles as his sliding knockdown combo ender in midscreen combos.


  • H is almost identical to M version but comes out much faster and allows you to combo after without spending resources. Covers 85% of the screen.

Better than the M version, but still not often used.

Gliding Powerbomb

j.236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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

  • 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.

Mostly used as assist combo filler.


  • M lunges forward after a few frames of startup. Covers 65% of the screen.
  • Smash hit automatically follows up with a wall bounce throw.

Better than j.236L if you catch the opponent with it, but it's so slow that's not likely to happen. You'll mostly be using this in corner combos.


  • H is almost identical to M version but has little startup frames.

Very fast aerial command grab that reaches roughly half of the screen. Think of it as a lariat.

From a raw SD hit, you can confirm into j.236H > SD into another airstring.

Flying Powerbomb

214L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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 lunges at a more vertical angle.
  • Upper body invulnerable on startup for anti-airing jump ins.

Used mostly as an alternate to j.236L in assist combos and to set up mix. Very useful for tagging jump-outs and airborne opponents close to you.

If done in a blockstring with high blockstun assists, depending on whether you hold 7 or 9 after the grab, you can either fall to the left or the right side of the opponent, giving 16 strong cross-up mix with falling j.L/j.M that he can convert into pressure on block and a combo on hit


  • 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.

The more powerful cousin of 214L. Much better for catching jump-outs and airborne opponents in general because of the angle.


  • H Ground version has a launching hitbox.
  • Covers 75% of the screen.

The ground splash is a 6F projectile low that's safe on block. Since 16's fastest normal is 5L at 7F startup, this is your go-to move to challenge pressure, e.g. after a blocked 6M. If it trades with almost all other 6F normals, 16 will recover before the opponent does and can convert with 5LL > 5M > 2M etc. Also used in mix set-ups with assists, although usually high/low instead of left/right due to the distance it travels.

Also since it's so fast, has good range and head invul from frame 1, you can also use this as a pseudo DP.

Hell Heat

236S or 214S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
236S 270×4 All 18 15 21 -1
214S 150×8 All 24 15 14 +8

  • 236S shoots forward, 214S shoots directly underneath him. 214S can hit opponents in sliding knockdown, launching them back up.
  • 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, and are safe on Reflect.

236S is mostly a frametrap, as it has a 3-frame gap from any M/H normal which will catch almost anything that isn't invincible. 214S has a gap that can be mashed out of but is +4 in exchange, giving an easy pressure reset back into 5L.

214S ability to OTG give 16 a rather unique assist extension route with j.2H ▷ 214S + Assist.

Z Assists

Assist A

Hell Heat

Assist B

Hell Impact

Assist C

Hyper Tackle

Super Moves

Hell Flash

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

No results
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • For ground version, inputting the super as 236HS causes 16 to jump into the air before doing the super, dealing less damage but having a much stronger sliding knockdown. Values in [] on ground version are for 236HS.
  • For air version, does less damage if 16 is higher up. Values in [] on air version are on far hit.
  • Minimum damage is 103*8 [96*8].
  • Causes sliding knockdown.

Midscreen, doing 236HS gives no valuable okizeme compared to 236LM. In the corner, doing 236HS allows you to airdash j.l as a safejump after landing, which will catch all tech options except for delay tech, counter hit 4f invulnerable moves, and safejump DPs and frame 1 anti-airs, making it a useful tool to add damage to a combo without sacrificing knockdown.

Hell Flash Maximum Output

214L+M

No results
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • Minimum damage: 1716
  • As a command grab, it can be avoided by jumping, making it less useful as a reversal option than other level 3s.
  • Gives good oki even midscreen, as you can safejump the opponent and keep pressure on them.

Bog-standard Level 3 with poor range given it's not a projectile or fullscreen charging attack. Having postflash frames completely ruins using this move as a mixup as the opponent can just buffer a jump afterwards, and it being a command grab makes it weaker as a reversal option in general. You will probably get more mileage out of using a well-timed 214H as a reversal instead.

Last Resort

214H+S

Colors

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

External References

Navigation

 Android 16
To edit frame data, edit values in DBFZ/Android 16/Data.

DBFZ/Navigation