Super Dragon Ball Z/Android 16: Difference between revisions

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== Legend ==
{{2 Column Flex|flex1=9|flex2=1|reverse=yes|content1={{SDBZ Character Subnav|char=Android 16|short=A16}}
L = light
<div style="padding: 0px 5px; margin-top:-15px;">
== Introduction ==
brief introduction to what the character broadly does, what role they excel at, and what they aren't so good at. i.e.


H = heavy
'''Android 16''' is a character with tools designed to kill Goku
{{Content Box|content=
{{StrengthsAndWeaknesses
| intro = [[File:sdbz 16 mini.png|25px]] '''Android 16''' is a character who kills Goku
| pros =
* TBD
* TBD
* TBD
| cons =
* TBD
* TBD
* TBD
}}
}}
</div>
|content2=
{{Content Box|content=
<center><div style="display:flex; overflow-x:hidden; justify-content: {{{portraitalign|center}}};">[[File:sdbz portrait 16.png|x600px]]</div></center>
}}
<div style="display:flex;flex-direction: column; margin: 5px;">
{{TOClimit|4}}
</div>
}}


J = jump
== Base Moves ==
=== Normal Moves ===
{{MoveData
|image=
|caption=LLH
|name=Combination A
|data=
{{AttackData-SDBZ
|damage=-
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=L is safe, making it useful for tick throws.  L and LL are bufferable.
}}
}}
----
{{MoveData
|image=
|caption=HH
|name=Combination B
|data=
{{AttackData-SDBZ
|damage=-
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=H is safe if spaced properly.  H can only be super canceled.  Kara canceling H gives more reach than anything else.  H is easily used as a meaty.
}}
}}
----


G = guard
=== Special Moves ===
{{MoveData
|image=
|caption=236X
|name=Rocket Punch
|data=
{{AttackData-SDBZ
|version=L
|damage=
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=move description
}}
{{AttackData-SDBZ
|header=no
|version=H
|damage=
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=The H version of Rocket Punch has 5 hits so it will penetrate most projectiles.  However, it has no tracking so it should primarily be used defensively.
}}
}}
----
{{MoveData
|image=
|caption=46X
|name=Mega-Tackle
|data=
{{AttackData-SDBZ
|version=L
|damage=
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=Mega Tackle is invincible to ki attacks as soon as the move is activated, making it a great reversal in certain situations.  If you slam an opponent into a wall with it, they will be stunned, even without the Wall Smash skill.  It's laggy, so be careful.
}}
{{AttackData-SDBZ
|header=no
|version=H
|damage=
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=H version travels further than the L version.
}}
}}
----
{{MoveData
|image=
|caption=j.2L+H
|name=Gigantic Press
|data=
{{AttackData-SDBZ
|damage=
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=You can use the splash for ambiguous crossups, but it drains your action.  The risk-reward on this move is heavily in your opponent's favor because it doesn't even do 20% if it works, while your opponent gets a free launcher if it's blocked.  They even have frame advantage after getting hit if they flip forward. Use sparingly.
}}
}}
----
{{MoveData
|image=
|caption=360X
|name=Evolution Buster
|data=
{{AttackData-SDBZ
|version=L
|damage=
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=Evolution Buster grows stronger the first 3 times it's used, then repeats the cycle.  The L version is faster than the H version.
}}
{{AttackData-SDBZ
|header=no
|version=H
|damage=
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=The H version has better range than the L version.
}}
}}
----


xx = cancel
=== Super Moves ===
{{MoveData
|image=
|caption=236236X
|name=Hell Flash
|data=
{{AttackData-SDBZ
|damage=
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=A blocked Hell Flash pins your opponent for a launch/dash up throw mixup.
}}
}}
----


u = up
{{Navbox-SDBZ}}


d = down
f = forward
b = back
== Normals ==
L is safe, making it useful for tick throws.  L and LL are bufferable.
H is safe if spaced properly.  H can only be super canceled.  Kara canceling H gives more reach than anything else.  H is easily used as a meaty.
== Specials ==
The H version of Rocket Punch has 5 hits so it will penetrate most projectiles.  However, it has no tracking so it should primarily be used defensively.
Mega Tackle is invincible to ki attacks as soon as the move is activated, making it a great reversal in certain situations.  If you slam an opponent into a wall with it, they will be stunned, even without the Wall Smash skill.  It's laggy, so be careful.
You can use the splash for ambiguous crossups, but it drains your action.  The risk-reward on this move is heavily in your opponent's favor because it doesn't even do 20% if it works, while your opponent gets a free launcher if it's blocked.  They even have frame advantage after getting hit if they flip forward. Use sparingly.
Evolution Buster grows stronger the first 3 times it's used, then repeats the cycle.  The L version is faster, the H version has better range.  16's kara throws seem to have about as much reach as his H if you cancel late enough. Negative edge makes this easier.
360 shortcut:
A hcb (or hcf, or any 180º spin) is not enough, but a 270º spin isn't necessary, either. The minimum input required is a 180º spin plus another direction. EX: hcf,uf or hcb,ub or ub,hcf, etc. Even things like u,hcf do work
== Supers ==
A blocked Hell Flash pins your opponent for a launch/dash up throw mixup.
Ground Tempest is invincible, but the opponent can jump/sidestep/backdash to escape after the super freeze.
The following attacks faze Armored 16 immediately (1st hit):
throws
dash attacks
H homing
Goku's DP, Flurry Kick, Kiai Blast, Super Kamehameha, SSJ, lvl3
Trunks's Aura Smash, Cannon Shot, DP
Piccolo's Beam Cannon, Dimensional Barrier, supers
16's Mega Tackle, splash, Hell Flash
Frieza's disc, supers
Cell's tail, Judgement, Barrier, Endive
Vegeta's G-Slicer, Counter Break, Endive, SSJ, lvl3
Chi-Chi's red tornado, giant blue tornado, supers
17's Violence Hold, L Surrond Attack, Infinity Break, Energy Field
18's Violence Hold, L Surrond Attack
Krillin's Scatter Blast, Destructo Disc, After Image, Super Destructo Disc
Gohan's SDS, Energy Barrage (ball, not field), SSJ, lvl3
Nappa's Flame Pillar
Dragon Finishers
Buu's Hurricane Dash, Megaton Drop
Majin Vegeta's G-Slicer, Counter Break, Barion Ray, Endive
King Piccolo's Dimensional Barrier, supers
Ultimate Gohan's u+H, Fissure Kick, Switch Sword, Energy Barrage (ball, not field), dp, Tornado Cutter
== Combos ==
LLH 44 (yes, that is all he can do off L)
H xx Hell Flash, L+G, LL xx Hell Flash, H+G 122
launch xx Hell Flash, dash H xx Hell Flash, L+G, LL xx Hell Flash 124
launch xx L+G, unfly H, jump H, LLH 99
all tested vs. Goku with standard 16
== Custom setups ==
Guard canceled Mega Tackles may save you from getting chipped to death.  Guard canceled Ground Tempests cut right through blockstrings.
--[[User:Crazymasterhand|Crazymasterhand]] 17:06, 25 February 2007 (UTC)
[[Category:Super Dragonball Z]]
[[Category:Super Dragonball Z]]

Latest revision as of 09:37, 6 May 2022

Introduction

brief introduction to what the character broadly does, what role they excel at, and what they aren't so good at. i.e.

Android 16 is a character with tools designed to kill Goku

Sdbz 16 mini.png Android 16 is a character who kills Goku
Pros Cons
  • TBD
  • TBD
  • TBD
  • TBD
  • TBD
  • TBD
Sdbz portrait 16.png

Base Moves

Normal Moves

Combination A
Damage Startup Active Recovery Frame Adv Cancel Wall Smash
- - - - - -

L is safe, making it useful for tick throws. L and LL are bufferable.


Combination B
Damage Startup Active Recovery Frame Adv Cancel Wall Smash
- - - - - -

H is safe if spaced properly. H can only be super canceled. Kara canceling H gives more reach than anything else. H is easily used as a meaty.


Special Moves

Rocket Punch
Version Damage Startup Active Recovery Frame Adv Cancel Wall Smash
L - - - - -

move description

H - - - - -

The H version of Rocket Punch has 5 hits so it will penetrate most projectiles. However, it has no tracking so it should primarily be used defensively.


Mega-Tackle
Version Damage Startup Active Recovery Frame Adv Cancel Wall Smash
L - - - - -

Mega Tackle is invincible to ki attacks as soon as the move is activated, making it a great reversal in certain situations. If you slam an opponent into a wall with it, they will be stunned, even without the Wall Smash skill. It's laggy, so be careful.

H - - - - -

H version travels further than the L version.


Gigantic Press
Damage Startup Active Recovery Frame Adv Cancel Wall Smash
- - - - -

You can use the splash for ambiguous crossups, but it drains your action. The risk-reward on this move is heavily in your opponent's favor because it doesn't even do 20% if it works, while your opponent gets a free launcher if it's blocked. They even have frame advantage after getting hit if they flip forward. Use sparingly.


Evolution Buster
Version Damage Startup Active Recovery Frame Adv Cancel Wall Smash
L - - - - -

Evolution Buster grows stronger the first 3 times it's used, then repeats the cycle. The L version is faster than the H version.

H - - - - -

The H version has better range than the L version.


Super Moves

Hell Flash
Damage Startup Active Recovery Frame Adv Cancel Wall Smash
- - - - -

A blocked Hell Flash pins your opponent for a launch/dash up throw mixup.


Game Navigation

General
Controls
HUD
System
Skills
Stages
FAQ
Characters
Ultimate Gohan
Videl
Majin Buu
Cyborg Frieza
Gohan
Krillin
Android 18
Frieza
Goku
Trunks
Cell
Vegeta
Chi-Chi
Piccolo
Android 16
Android 17
King Piccolo
Majin Vegeta