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.