Dragon Ball FighterZ Wiki
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Move List
Frame Data
Combo List

Images sourced from the Dustloop wiki.

Power
 
S
Speed
 
C
Reach
 
S
Technique
 
B
Energy
 
A
Ease of Use
 
S
Android 16's stats from Dragon Ball FighterZ's official website.


Normal Attacks

Input Damage Guard Start-Up Advantage
Input L.png 400 All
Android 16 5L.png A standing jab.
Input L.pngInput L.png 700 All
Android 16 5LL.png A shoulder charge.
Input L.pngInput L.pngInput L.png 1000
Android 16 5LLL.png Grabs the opponent, turn around while lifting them overhead, and slams them on the ground. Will whiff if the opponent guards the Input L.pngInput L.png input.
Input Damage Guard Start-Up Advantage
Input M.png 700 All
Android 16 5M.png A downward double axe handle.
Input Damage Guard Start-Up Advantage
Input H.png 850 All
Android 16 5H.png A forward shoulder charge. This move has armor against physical attacks.
Input Damage Guard Start-Up Advantage
Input S.png 600 [1080] All
Android 16 5S.png Fires one of his fists at the opponent. Inputting Input S.png again makes 16 fire his other fist.
Input Damage Guard Start-Up Advantage
Input 2.pngInput L.png 400 Crouch
Android 16 2L.png A crouching jab.
Input Damage Guard Start-Up Advantage
Input 2.pngInput M.png 700 Crouch
Android 16 2M.png A crouching sweeping double axe handle.
Input Damage Guard Start-Up Advantage
Input 2.pngInput H.png 850 All
Android 16 2H.png A jumping shoulder tackle. Armor against physical attacks. Invulnerable to air-attacks.
Input Damage Guard Start-Up Advantage
Input 6.pngInput M.png 850 Stand
Android 16 6M.png Hops and does a side kick.
Input Damage Guard Start-Up Advantage
Input L.png (in air) 400 Stand
Android 16 jL.png A midair jab.
Input Damage Guard Start-Up Advantage
Input M.png (in air) 800 Stand
Android 16 jM.png An airborne side kick.
Input Damage Guard Start-Up Advantage
Input H.png (in air) 850 All
Android 16 jH.png Does a midair shoulder charge. This move has armor against physical attacks and launches.
Input Damage Guard Start-Up Advantage
Input S.png (in air) 600 [1080] All
Android 16 jS.png Fires one of his fists aimed downward at the opponent. Inputting Input S.png again makes 16 fire his other fist.
Input Damage Guard Start-Up Advantage
Input 2.pngInput H.png (in air) 850 All
Android 16 j2H.png Does a falling dropkick.


Special Moves

Dynamite Driver (ダイナマイトドライバー)
Android 16 236.png Grabs the opponent and slams them to the ground.
Input Damage Guard Start-Up Advantage
Input 236.pngInput L.png 1200
Stands still and reaches forward for the grab.
Input 236.pngInput M.png 1200
Stalls for a moment and then lunges forward to perform the grab. The throw wallbounces the opponent and can easily be followed up with Input 214.pngInput M.png.
Input 236.pngInput H.png 1500
Similar to the Input M.png version, but has slightly less startup frames, 16 charges forward more, and the wallbounce is strong enough to be followed up with a super dash anywhere on the screen. Consumes half a Ki gauge.
Flying Powerbomb (フライングパワーボム)
Android 16 Flying Powerbomb.png Grabs the opponent, leaps in midair and then slams them head-first into the ground. Can only use this move once per combo.
Input Damage Guard Start-Up Advantage
Input 214.pngInput L.png (air OK) 1300 [1400]
Leaps vertically to grab the opponent.
Input 214.pngInput M.png (air OK) 1300 [1400]
Pauses for a moment and then lunges forward. Travels 65% of the screen.
Input 214.pngInput H.png (air OK) 300, 1600 [1700]
The jump covers more distance along with having less startup lag. There is now a hitbox when 16 does the leap. Consumes half a Ki gauge.
Gliding Powerbomb (フライングスライドパワーボム)
Android 16 Gliding Powerbomb.png Performs a midair command grab that causes 16 to catch the opponent, leap in midair and slams them into the ground. This move can only be used once per combo.
Input Damage Guard Start-Up Advantage
Input 236.pngInput L.png (in air) 1300
Performs a stationary grab.
Input 236.pngInput M.png (in air) 1300
Lunges forward after a few frames of startup, covering 65% of the screen.
Input 236.pngInput H.png (in air) 1600
Much similar to the Input M.png version, but with less startup frames. Consumes half a Ki gauge.
Hell Heat (ヘルズヒート)
Input Damage Guard Start-Up Advantage
Input 236.pngInput S.png 1100 All
Android 16 Hell Heat.png Fires a very short range blast diagonally downward from his arm cannon.
Input 214.pngInput S.png 1200 All
Android 16 214S.png Fires a very short range blast directly downward from his arm cannon and deals slightly more damage than diagonal version.


Z-Assist

Hell Heat (ヘルズヒート)
Input Damage Guard Start-Up Advantage
Input A1.png/Input A2.png 850 All
Android 16 Hell Heat.png Shoots a diagonally downward blast from one of his arm cannons.


Super Attack

Hell Flash (ヘルズフラッシュ)
Input Damage Guard Start-Up Advantage
Input 236.pngInput L.pngInput M.png or Input H.pngInput S.png
(air OK)
2121 All
Android 16 Hell Flash.png Takes out both arms cannons and fires two blasts from each arm cannon diagonally downward to the ground. Consumes one Ki gauge.


Meteor Attacks

Hell Flash Maximum Output (ヘルズフラッシュ最大出力)
Input Damage Guard Start-Up Advantage
Input 214.pngInput L.pngInput M.png 4816
Android 16 Hell Flash Maximum Output.png Grabs the opponent, slams them in the ground if a powerbomb hasn't been used in a combo, and then proceeds to remove both his forearms and tucks them beneath his armpits. He then charges and fires a massive blast from both his arm cannons directly at the opponent, igniting a giant explosion from which hundreds of small beams are shown sprouting from the crater. Consumes three Ki gauges.
Last Resort (使ってはいけない最後の力)
Input Damage Guard Start-Up Advantage
Input 214.pngInput H.pngInput S.png 50000
Android 16 Last Resort.png Clenches his fist and then proceeds to jump at the opponent to grab them. Android 16 has full invincibility up to the grab. Has extremely long startup. After grabbing the opponent, he activates his self-destruct mechanism, instantly knocking out the opponent. Successfully using this move leaves 16 with 1 HP, turning what's left of his original health into blue health and gives the opponent an instant 7 ki gauges. 16 can only use this move once per round. Consumes three Ki gauges.


Navigation

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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