DBFZ/Android 16

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Overview
Overview

Android 16 is a mix-up focused character that while having relatively weak neutral without meter or assists, and poor meter build, makes up with good strike/throw mix, strong 50/50 mix setups with certain assists, along with good EX moves and a long-range, armoured 5H that makes his otherwise weak neutral much scarier once he reaches midrange. While his neutral is relatively weak due to having bad ki blasts and his gap-closing options being fairly committal and often costing meter, he can make up for it once he gets close. Having a safe 5l and 2l, a fast command grab in his 236L, and a pressure reset tool in his 214S makes his pressure scary once he does get in.

With high blockstun assists, blocking him becomes even scarier as he gets access to true 50/50 and rarely even 4-way mixup set-ups utilising his 214X series with said mixups leading to full combos on hit. Android 16 has a notorious B assist, being multiple volleys of ki blasts which last for an unusually long amount of time by assist standards making it strong in both neutral and combos. Overall, play Android 16 if you want to keep the opponent on their toes during pressure and open them up quickly with command grabs and mix set-ups.


"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
DBFZ Android 16 Icon.png 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.
  • Midscreen Options: 5H is an armoured half-screen crossing strike that can be comboed after and made safe on block, j.236H is an unblockable lariat-style move that leads to a full combo on hit, 236H is a near fullscreen grab that goes through all projectiles and assists and leads to a full combo on hit, and 214H is a very fast anti air that has good range.
  • Strike/Throw: Having a safe 5l and 2l, a pressure reset special in his 214S, and an unreactable command grab in his 236L gives Android 16 a scary strike/throw game up close.
  • Mix set-ups: Utilising high blockstun assists, 16 can create 50/50 and rarely even 4-way mix setups with his 214X anti air grabs allowing him to open up opponents easily with the right team.
  • Requires Assists and/or Meter: Weak neutral without assists or meter on hand.
  • Abysmal Meter Gain: Builds extremely low amounts of meter compared to other characters.
  • Stagger Potential: Almost all normals are unsafe on block, making his stagger pressure relatively weak in comparison to most other characters.
  • 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

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 7 3 15 -4 -
5LL 700 All - 10 4 22 -10 -
5LLL 1000 Throw U3+ 10 1 19 - -

5L
  • Android 16's fastest standing normal.
    • Note that it is 7 frames, not 6.
    • This loses in 0 on block situations, but 16 has 214H which is 6 frames and gives a full combo on trades.
  • One of 16's two safe normals, making it useful for stagger pressure.

A great tool in 16's pressure, being safe and having great range for a light, allowing him to stagger with it well. Also useful for punishes, as it's very fast for its range.


5LL
  • Somewhat lacking in range and horrid on whiff.

Combo and blockstring filler. Unsafe unlike most other 5LL's, which severely limits its use.


5LLL
  • Side switches on hit.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
  • Always combos into SD and AA grabs, but AA grabs are only useful at high hitstun decay.

With it being a grab, you can set up tick throws with this using a low blockstun assist. Otherwise, you don't want to go into this because it can't grab otherwise and is a very situational combo tool.

5M

5H

5S

2L

2M

2H

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Dynamite Driver

236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 1800 Throw D2 17 1 26 - -
M 1800 Throw U1+ 26 1 28 - 4-27 Guard P
H 1800 Throw U1+ 24 1 28 - 4-25 Guard P

  • L stands still and reaches forward as a command grab.
  • Results in a short sliding knockdown.

This is 16's go to command grab. He doesn't get a combo off it like 236M/H, but it is completely unreactable. It also doubles as his sliding knockdown combo ender from j.2H and ground combo Dragon Rushes.


  • 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.

Trucks through any and all projectiles and assists for a free confirm into 214X. It also doubles as his sliding knockdown combo ender in midscreen combos.


  • H is almost identical to M version but comes out much faster and allows you to combo after without spending resources. Covers 85% of the screen.

Better than the M version, but still not often used.

Gliding Powerbomb

j.236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 700 / 1400 Throw U1 10 - +3L - -
M 700 / 1400,200 Throw U1+ 19 - +3L - -
H 900 / 1400,200 Throw U1+ 11 - +3L - -

  • 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.

Mostly used as assist combo filler.


  • M lunges forward after a few frames of startup. Covers 65% of the screen.
  • Smash hit automatically follows up with a wall bounce throw.

Better than j.236L if you catch the opponent with it, but it's so slow that's not likely to happen. You'll mostly be using this in corner combos.


  • H is almost identical to M version but has little startup frames.

Very fast aerial command grab that reaches roughly half of the screen. Think of it as a lariat.

From a raw SD hit, you can confirm into j.236H > SD into another airstring.

Flying Powerbomb

214L/M/H (air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 700 / 1400 Throw U1 10 - +3L - 4-10 Head
Air L 700 / 1400 Throw U1 10 - +3L - 4-10 Head
Ground M 700 / 1400 Throw U1 19 - +3L - 4-19 Head
Air M 700 / 1400 Throw U1 19 - +3L - 4-19 Head
Ground H 300,900 / 300,1500 Low, Throw U1 6 - +3L -1 1-13 Head
Air H 900 / 1800 Throw U1 12 - +3L - 1-13 Head

  • L lunges at a more vertical angle.
  • Upper body invulnerable on startup for anti-airing jump ins.

Used mostly as an alternate to j.236L in assist combos and to set up mix. Very useful for tagging jump-outs and airborne opponents close to you.

If done in a blockstring with high blockstun assists, depending on whether you hold 7 or 9 after the grab, you can either fall to the left or the right side of the opponent, giving 16 strong cross-up mix with falling j.L/j.M that he can convert into pressure on block and a combo on hit


  • 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.

The more powerful cousin of 214L. Much better for catching jump-outs and airborne opponents in general because of the angle.


  • H Ground version has a launching hitbox.
  • Covers 75% of the screen.

The ground splash is a 6F projectile low that's safe on block. Since 16's fastest normal is 5L at 7F startup, this is your go-to move to challenge pressure, e.g. after a blocked 6M. If it trades with almost all other 6F normals, 16 will recover before the opponent does and can convert with 5LL > 5M > 2M etc. Also used in mix set-ups with assists, although usually high/low instead of left/right due to the distance it travels.

Also since it's so fast, has good range and head invul from frame 1, you can also use this as a pseudo DP.

Hell Heat

236S or 214S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236S 270*4 All - 18 15 22 -1 -
214S 150*8 All - 24 15 18 +4 -

  • 236S shoots forward, 214S shoots directly underneath him. 214S can hit opponents in sliding knockdown, launching them back up.
  • 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, and are safe on Reflect.

236S is mostly a frametrap, as it has a 3-frame gap from any M/H normal which will catch almost anything that isn't invincible. 214S has a gap that can be mashed out of but is +4 in exchange, giving an easy pressure reset back into 5L.

214S ability to OTG give 16 a rather unique assist extension route with j.2H β–· 214S + Assist.

Z Assists

Assist A

Hell Heat

Assist B

Hell Impact

Assist C

Hyper Tackle

Super Moves

Hell Flash

236L+M or 236H+S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 350*8 [300*8] All UDV 9+4 45 45 -23 9-20 All
Air 322*8 [300*8] All UDV 9+4 45 - - 9-20 All

  • For ground version, inputting the super as 236HS causes 16 to jump into the air before doing the super, dealing less damage but having a much stronger sliding knockdown. Values in [] on ground version are for 236HS.
  • For air version, does less damage if 16 is higher up. Values in [] on air version are on far hit.
  • Minimum damage is 103*8 [96*8].
  • Causes sliding knockdown.

Midscreen, doing 236HS gives no valuable okizeme compared to 236LM. In the corner, doing 236HS allows you to airdash j.l as a safejump after landing, which will catch all tech options except for delay tech, counter hit 4f invulnerable moves, and safejump DPs and frame 1 anti-airs, making it a useful tool to add damage to a combo without sacrificing knockdown.

Hell Flash Maximum Output

214L+M

Last Resort

214H+S

External References

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/Android 16/Data.