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== | {{2 Column Flex|flex1=9|flex2=1|reverse=yes|content1={{SDBZ Character Subnav|char=Android 16|short=A16}} | ||
<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. | |||
'''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> | |||
}} | |||
== 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. | |||
}} | |||
}} | |||
---- | |||
=== 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. | |||
}} | |||
}} | |||
---- | |||
=== 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. | |||
}} | |||
}} | |||
---- | |||
{{Navbox-SDBZ}} | |||
[[Category:Super Dragonball Z]] | [[Category:Super Dragonball Z]] |
Latest revision as of 09:37, 6 May 2022
Base Moves
Normal Moves
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
L is safe, making it useful for tick throws. L and LL are bufferable. |
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
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. |
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. |
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. |
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
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
A blocked Hell Flash pins your opponent for a launch/dash up throw mixup. |