DBFZ/Android 16/Combos

From Dustloop Wiki
 Android 16
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLLH > SD > j.ML > jc.LL2H > delay 236L 4202 1.2 All [2] Easy Basic BnB, works with any starter. You can do j.LMLH instead of sj.MLLH.
2M > 5M > sj.MLLH > SD > j.LL > jc.4LL > j.MH2H > delay 236L 4424 1.25 All [2] Easy Basic Near Corner BnB, can use jc.LMLH instead of sj.MLLH for slightly less damage.
2H > SD > j.MLL > jc.LL2H > delay 236L 3535 .75 All [1] Very Easy 2H BnB, can do j.LLL2H > delay 236L in the corner for more damage and meter. Do j.M > j.M2H for max damage, but less meter.
[DR] > j.MLL > jc.LL2H > delay 236L 2970 1.5 All [1] Very Easy Dragon Rush BnB, can do j.LLL2H > delay 236L in the corner for more damage and meter.
5M > 2M > 5S(2) > 5H > delay SD > airdash j.M ▷ 5M > 2M > 5[S](2) > SD > j.ML > jc.LL2H > delay 236L 5005 1.4 All [3] Medium Android 16's midscreen rejump combo. Deals good damage and lets him to get a sliding knockdown meterlessly, which is essential considering his abysmal meter gain.
5M > 2M > 5S(2) > 5H > delay SD > airdash j.M ▷ 5M > 2M > 5[S](2) > SD > j.ML > jc.MLLH > delay j.214L 4922 1.3 All [3] Medium Alternate midscreen rejump for damage, go for this if you have assists or meter to end your combo with. j.LL[S](2) > j.214l ender is a bit simpler and does 3 more damage, but has worse corner carry. On scaled starters, do j.214L immediately after the j.MLL.
5M > 2M > 5S(2) > 5H > delay SD > airdash j.M > 5M > 2M > 5H > 5S(2) > SD > j.M > jc.MLH2H > delay 236L 5257 1.6 All [3] Medium Near Corner Rejump, Must be at around midscreen start distance or closer. On scaled starters, do SD > j.LH2H > delay 236L
(j.)236M > 214M [2030] 2360 .2 All [1] Very Easy Damage in brackets is for j.236M, damage not in brackets is for 236M. Simple j.236M and 236M conversion. 236M > SD only works in the corner.
(j.)236H > SD > j.M > jc.MLLH > delay j.214L [3040] 3705 -0.5 All [1] Very Easy Damage in brackets is for j.236H, damage not in brackets is for 236H. j.236H and 236H BnB, no knockdown without meter.
... > Vanish ▷ dash 2L > 5L > 5M > 2M > 5[S](2) > 236M 2500+ -1, :( All [1] Very Easy Vanish confirm for a knockdown, works off of j.214L enders.
... > Vanish ▷ dash delay 5LL > 5M > 2M > 5[S](2) > 236M 2500+ -1, :( All [2] Easy Alternate vanish confirm for a knockdown that does more damage but is less stable.

Notes

After j.214L/M, can use assists or meters to extend into sliding knockdown. 236M and 236H are completely projectile and assist invulnerable. Basically he has a grab lariat that is super good at getting in. Still very punishable if you miss His 5H is very strong, and beats most options round start besides lows.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
2M 5M > jc.M > jc.MS(2) > j.236M ▷ SD > j.ML > jc.MLLH2H > delay 236L 5172 1.45 All [2] Easy High damaging solo combo that leads to sliding knockdown. With a scaled starter, do j.M > jc.MLLH2H
2M 5M > jc.M > jc.MS(2) > j.236M ▷ SD > j.MLL > jc.LLLS(2) > j.214L 5067 1.3 All [2] Easy Variant of above combo that allows for an assist extension into 5MMM or [DR] 236L after j.214L. Remove a j.L for j.L/j.M starter or two j.Ls for j.LL/j.ML starter.
2M 5M > jc.M > jc.MS(2) > j.236M > SD > j.ML > jc.MLLH2H > 214S > ... 5112 1.45 All [2] Easy Another assist extension variant that gives more meter and damage. 214S is an OTG so you don't have to worry about accidentally delaying it as much since the j.2H gives sliding.
5M 2M > SD > airdash j.MH ▷ 5LL 5M 2M 5S(2) 5H > SD > j.M > jc.MLH2H > delay 236L 5047 1.55 All [2] Easy Corner rejump, worse damage but slightly better meter gain. End with 214S for Assist extensions. For scaled, drop a 5S and end with SD > j.LH2H > delay 236L
2M 5M > jc.M > jc.M2H > delay SD > airdash j.MH ▷ 5LL 5M 2M 5H 5S(2) > SD > j.M > jc.MLL > j.236L > 214H > Vanish > dash 5S > 236L 5967 .1 All [2] Easy Corner rejump using j.2H > delay SD. Max solo damage, but loses corner. Builds just over 1.5 bars before the 214H. Requires a slight delay on 5L for short characters. For scaled, do Vanish > 236M.
214S > 5LL 2M 5M > jc.M > jc.MS(2) j.236M > SD > j.M > j.MLH2H > delay 236L 4270 1.6 All Easy 214S confirm with solid meter gain. When doing 214S > 2L 5LL, drop the j.L at the end
214S > 5S(1) 236M > SD > j.M > jc.MH2H > 214S > 214L 4685 .9 All [2] Easy Max damage off of 214S, but sacrifices meter. Must react to 214S hitting and hit 5S as soon as possible.
(j.)236M > SD > j.M > jc.MLH2H [3105] 3745 .7 All [1] Very Easy Damage in brackets is for j.236M, damage not in brackets is for 236M. j.236M and 236M conversion that gives sliding knockdown.
(j.)236M > SD > j.M > jc.MH2H > 214S [3250] 3970 .75 All [1] Very Easy Damage in brackets is for j.236M, damage not in brackets is for 236M. j.236M and 236M conversion that can be extended with assists after 214S.

Notes

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
2H > Sparking! > [5M > 2M > IAD j.L4L ▷]*n > 5MMM Anywhere ? :( All [3] Medium A16's old sparking loops that did very little damage, and is much worse than the one below.
Sparking! > [5M > 2M > 5SS > IAD j.M]*3 > 5H > 236M Near Corner 6567 3.3 All [3] Medium If midscreen after 3 loops, you can only get sliding if you are close enough for his 236L (Pretty rare). Remove the 5H and do a 214M after the 236M. Some characters allow 4 loops, but the hitstun decay is so high that you can't end with sliding

Notes

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.214L + Assist ▷ dash jump j.[DR] Anywhere 2400+ .4 All [2] Easy Easy to connect off basically any assist
... j.214L + Assist ▷ [DR] > 236L Corner 2600+ .7 All [2] Easy Connects off of assists that put them near the ground/ on the ground, and gives more meter than dash jump DR
... j.2H > 214S + Assist > 5LL > 5M > 2M > 5H > 5SS > 236L Corner 4000+ 1 All [2] Easy Easy to connect, corner specific combo ender that does more damage. As hitstun increases you can remove the 5H first then the 5SS, but at that point just do DR > 236L. If you are doing a 2 assist combo, you can change the ender from a 236L to a 214L and use the previous assist extensions to up your damage even further.

Notes

I used a j.H into the first move given for all the damage numbers, and yamcha A assist. 16 is extremely good at using assists. His favorites are beams and assists that will hold the enemy near the ground. 214L is easier to execute, but if possible you should use the j.2H > 214S assist extension as it gives more meter and damage.

Miscellaneous

  • 5LLLLLLL > delay j.236M

Works everywhere on screen.

  • 2M > 5M > sjc.MLLH > SD ...

Best air string that works on literally everybody except KRL, who requires a tiny delay on j.M.

Video Examples

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