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===<big>Hell Heat</big>=== | ===<big>Hell Heat</big>=== | ||
<span class="input-badge">'''{{clr|S|236S}} or {{clr|S|214S}}'''</span> | <span class="input-badge">'''{{clr|S|236S}}'''</span> or <span class="input-badge">'''{{clr|S|214S}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> |
Revision as of 14:39, 19 May 2022
Normal Moves
5L
- 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
- Ground bounces airborne opponents.
Vital to 16's rejump and corner combos, as it consistently combos into 2M. Otherwise, it's strictly blockstring filler.
5H
- 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.
5S
- 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.
2L
- 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.
Good low-hitting light normal compliments his grab game. Massive range and surprisingly good frame advantage makes this move vital to 16's pressure.
2M
- Average range but slow start-up for a 2M.
Mostly blockstring filler and a combo tool. Do not stagger with this.
2H
- 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.
6M
- DBFZ Android16 6M.png
214H trade combo setup
- 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.
j.L
- 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.
j.M
- 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.
j.H
- j.H has super armor against physical attacks, loses specifically to 2H.
- Wall splats on Smash hit. Combos into SD.
- Values in [ ] is on Dynamic hit (from 5LLLLLLL). Wall bounces on Dynamic hit. Can be used multiple times as it doesn't require U+ Smash like other 5LLLLLLL. Combos into delayed j.236M anywhere on screen.
Almost identical to 5H. Non-smash version can combo into j.214L if 16 is under the opponent.
j.S
- 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.
j.2H
- 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.
Special Moves
Dynamite Driver
236L/M/H
- 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
- DBFZ Android16 FlyingSlidePowerbomb.png
- DBFZ Android16 FlyingPowerbomb2.png
- 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)
- 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
- 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
- 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.
At least it's decent during clashes. Against most other assists in the game, it will usually win with its speed and priority.
Assist B
Hell Impact
- Does j.[S](2) and then 5[S](2)
- Ki Blast property
- Since he fires two volleys with a large delay between them, frame advantage applies to blocking both shots of one volley.
Acts like 2 assist calls, very strong for combo extensions, neutral, and pressure if used correctly. Keep in mind that it's a ki blast so the opponent can reflect or superdash after blocking it.
Assist C
Hyper Tackle
- 16 rushes in performing 5H, then 2H. If the attack succeeded, he'll teleport behind for a j.2H footdive.
- Sadly not armoured.
Super Moves
Hell Flash
236L+M (Air OK) or 236H+S (Air OK)
- 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
- 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
- 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.
- Cannot be combo'd into and only catches grounded opponents.
Due to dealing an absurd amount of damage, it's essentially an instant kill that also gives the opponent 7 bars. Good for memes and maybe for punishing certain raw Supers on the ground. Don't bother otherwise.
Colors
- DBFZ Android 16 color1.png
Color 1
- DBFZ Android 16 color2.png
Color 2
- DBFZ Android 16 color3.png
Color 3
- DBFZ Android 16 color4.png
Color 4
- DBFZ Android 16 color5.png
Color 5
- DBFZ Android 16 color6.png
Color 6
- DBFZ Android 16 color7.png
Color 7
- DBFZ Android 16 color8.png
Color 8
- DBFZ Android 16 color9.png
Color 9
- DBFZ Android 16 color10.png
Color 10
- DBFZ Android 16 color11.png
Color 11
- DBFZ Android 16 color12.png
Color 12
- DBFZ Android 16 color13.png
Color 131
- DBFZ Android 16 color14.png
Color 141
- DBFZ Android 16 color15.png
Color 151
- DBFZ Android 16 color16.png
Color 161