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


Special Moves[]

Dynamite Driver (ダイナマイトドライバー)
Grabs the opponent and slams them to the ground.
Input Damage Guard Start-Up Advantage
1200
Stands still and reaches forward for the grab.
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 .
1500
Similar to the 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)

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
(air OK) 1300 [1400]
Leaps vertically to grab the opponent.
(air OK) 1300 [1400]
Pauses for a moment and then lunges forward. Travels 65% of the screen.
(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)

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
(in air) 1300
Performs a stationary grab.
(in air) 1300
Lunges forward after a few frames of startup, covering 65% of the screen.
(in air) 1600
Much similar to the 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
1100 All
Fires a very short range blast diagonally downward from his arm cannon.
1200 All
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
/ 850 All
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
or
(air OK)
2121 All
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
4816
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
50000

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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