DBFZ/Android 16

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

Overview

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

Playstyle

 Android 16  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.
  • Mobile Grappler: System mechanics solve most of the common weaknesses of his grappler archetype.
  • Command Grabs: 236L is a very fast grab that's handy in blockstrings, j.236H is an unblockable lariat-style move, and 214H is also the fastest anti-air in the game.
  • Strike Armor: Has strike armor embedded into his heavy normals, allowing him to truck through several attacks.
  • Requires Assists: Pitiful damage and neutral without assists.
  • Abysmal Meter Gain: Builds extremely low amounts of meter compared to other characters.
  • Stagger Potential: Almost all normals are unsafe on block, preventing him from doing any stagger pressure.
  • Blockstrings: Cannot true-string into safe blockstring enders without gaps or additional resources.
  • Poor Assist Punish: Almost no ability to "happy birthday" opponents due to his combo structure.
  • Whiffing Ki Blasts: His ki blasts are committal and have high recovery.

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.

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
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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  • 16's only normal that could stagger.

Good low-hitting light normal compliments his grab game.

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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5LLLLLLL
  • Wall bounces on Smash hit.

Can combo into j.236M anywhere on screen for a "knockdown".

j.H
  • Wall splats on Smash hit. Combos into SD.

Almost identical to 5H. Non-smash version can combo into j.214L if 16 is under the opponent.

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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  • Smash on air-to-air hit, results in a short sliding knockdown.

If Jiren's 214S is the worst special in the game, then this is the worst normal. It doesn't have armor like his other H normals, is too slow to be useful as an overhead, even if you do open somebody up with this you get no followup nor oki whatsoever, and the only way it can be combo'd into is from corner Smash j.H > delay j.2H, making its usage as an air knockdown a non-factor.

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.

Very fast aerial command grab that reaches roughly half of the screen.

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 versatile assist. It covers most of the screen and sends opponents upwards making it very easy to connect during combos.

Hell Heat is also 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 and super dash 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.

As a command grab, it can be avoided by jumping, making it less useful as a reversal option than other level 3s.

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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  • 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 the memes and maybe 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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