Android 16 | |
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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.
- 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 | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Dynamite Driver
Dynamite Driver 236L/M/H |
Template:AttackDataHeader-DBFZ |
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Gliding Powerbomb
Gliding Powerbomb j.236L/M/H |
Template:AttackDataHeader-DBFZ |
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Flying Powerbomb
Flying Powerbomb 214L/M/H (air OK) |
Template:AttackDataHeader-DBFZ |
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Hell Heat
Hell Heat 236S or 214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Hell Heat Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Hell Impact Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Hyper Tackle Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Hell Flash
Hell Flash 236L+M or 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Hell Flash Maximum Output
Hell Flash Maximum Output 214L+M |
Template:AttackDataHeader-DBFZ |
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Last Resort
Last Resort 214H+S |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.