< DBFZ
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Android 16 | |
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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 | 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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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.