DBFZ/Android 16/Strategy

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 Android 16


General Tactics

Due to his large hitbox, grab-oriented play, and lack of projectile options it is important for Android 16 to take the initiative early. Due to his BnB combos taking the oppponent back to the ground, Android 16 benefits heavily from assists that allow him to extend his combos into the corner. From here he can corner his opponent and keep them guessing with hard knockdowns, cross-ups, and armored basic attacks.

Team positioning

Point

As a point character, Android 16 can use his partners to help him with the neutral game without relying on his projectile or 5H. While he struggles to build bar on his own when compared to other characters, he gains a lot from having assist for his combo extensions. 16 is able to take the opponent from corner to corner with almost any assist, and almost always finishing them with a 236L. He no longer has access to his hard knockdown, but he's still a force to be reckoned with.

Mid

Arguably 16's best position. You not only get access to him with an assist which is still good, but you now get access to one of the best assists in the game with his B assist. and thanks to recent patches, he can now get a lot more corner carry and/or damage with j.2H routes. 16 still likes having 2 assists, but he's still a big threat when in the Mid position

Anchor

Debatable choice. On the one hand, there's nothing inherently wrong with anchor 16. On the other hand, he doesn't really bring anything new to the table between mid and anchor.

Picking Teammates

As an upside, 16 can work with pretty much any character in the game. His j.214L/j.236L bring both him and the opponent back down to the ground and the launch in front of him is at the perfect distance for any assist to hit.

Blockstrings

  • 5L > 5LL > 2M > 5M > 5H > 214L/M > Assist > ...

Assist mixup setup. Needs a lot of blockstun to work, but too much will prevent you from doing crossups.

  • 2LL, 2LL ...

Looks infinite because of the gap between 2L and 2LL but it is not. Any number of 2L's into a dash can keep a scared opponent locked down indefinitely.

  • ... > 214S > 5L > ...

Pressure reset. You don't have to use 5L but it beats most of your opponent's available options.

  • ... > 5H > 5SS

Pressure ender. You don't want to do this but sometimes you don't have a choice. If you think your opponent is going to reflect your Ki Blasts, 236M them and teach them a lesson.

Okizeme

214L/M/H

Pretty unusual combo enders unless you don't have the meter or assists to convert into 236L. The most you get are jumping normals to cover their air tech option.

236L

This is your most common combo ender. The slide knockdown doesn't slide very far, but it lasts long enough to get an IAD safejump. RIP the vanilla Hard Knockdown.

236L+M

You get about the same oki here as 236L due to the new slide knockdown properties, but it's a little worse.

214L+M

You can do pretty much anything you want here except cross your opponent up.

Choosing an Oki Route

Your main choice for oki is 236L, so try to convert into it in any way possible. Thankfully, it is pretty easy to convert into. Any 214X move can combo into 236L with the use of vanish, and it also combos from a grounded mid-combo dragon rush. Additionally, j2H confirms into 236L from anywhere on screen bar some longer combos. From there, if you have meter, you can convert 236L into 214L+M or you can go straight from 214X into 214L+M.

Tips and Tricks

  • 214S is +4, use it like Tyrant Lancer: once in a blue moon.
  • 236L is your best grab to use in a blockstring due to how fast it is.
  • 5H is a decent way to force yourself in.
  • 214H is a great option to contest after 6M, it beats 6f mash due to priority.

Fighting Android 16

  • A well-timed fuzzy jump will beat both command grabs and 214S.
  • Most of his strings have gaps in them that allow you to push him out with reflect. However, over-reliance on this will get you grabbed.

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