DBFZ/Android 17

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Android 17
DBFZ Android 17 Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:


Movement Options
Double Jump, Super Jump, 1 Airdash, Wall Jump, Dash Type: Run
Play-style
Rushdown, Rekka

Overview[edit]

Android 18's younger twin brother. Forcibly turned into a cyborg alongside his sister by Dr. Gero for the purpose of destroying Son Goku, he rebelled and killed Dr Gero with little effort. Despite being free from the doctor's demands, both 17 and 18, along with the reactivated Android 16, continued in their task in killing Son Goku just for the entertainment. 17 was then absorbed by Imperfect Cell, but was later revived by Shenron after Cell's defeat. With Goku gone and the world at peace for the time, Android 17 became a park ranger in order to preserve nature and wildlife. Many years later, 17 finds himself with the Z Fighters again after being recruited by Son Goku to join in the Tournament of Power as one of Universe 7's strongest warriors, with 17 ultimately winning the tournament as the last remaining fighter.

The Park Ranger leaves his island to land in Dragon Ball FighterZ as a DLC character. Here, Android 17 operates as a speed-type character who can throw out many special moves with follow-up inputs, as well as punish moves with his barrier.

Drivers[edit]

  • 4 hits per driver combo, but the 3 followups can be done in any order. 2S can always be added as an ender.
  • If no direction input is used, the order will go Top Gear > Second Gear > Low Gear
  • However, each Gear followup could only be used once.
  • 2S will always end the rekka sequence.
  • 5S will naturally halt the sequence, but can continue if struck upon.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Rekkas/multi-inputs and 4 lows give him a plethora of mixup options and damage.
  • Above average solo damage in the right scenarios.
  • Multiple ToD routes with the right assists and amazing meter gain in sparking.
  • High-costing and VERY high-rewarding combos/mixups.
  • Extendable sparking loops in the corner.
  • Stubby and slower-than-average normals, on top of needing assists to safely get in close or to make some of his blockstrings safe, forcing him into a point role.
  • Subpar assist.
  • More technical than other characters, which requires a higher level of execution and solid conditioning for his offensive tactics.
  • His only projectile that cannot be super dashed through requires a charge, leaving him with an undesirable ranged game.
  • Rekka sequences scale horribly, reducing their effectiveness as a mixup tool.
  • Rekkas have lots of gaps in them, making 17 incredibly reliant on assists




Normals[edit]

5L[edit]
5L
DBFZ Android 17 5L.png
DBFZ Android 17 5LL.png
DBFZ Android 17 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 2 13 -3
  • Basic jab with very poor range
5LL 700 All 12 5 16 -2
  • A17 dashes a good bit forward during this move
  • Strikes lower than the jab, usually whiffing on aerial opponents if you happen to catch them with one.
5LLL 1000 All 15 4 17 -5
  • A17 Lunges forward and strikes with both his fists.
  • Is considered airborne during this move.


5M[edit]
5M
DBFZ Android 17 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 11 4 17 -5
  • Lunges forward at medium range to reach opponent.


5H[edit]
5H
DBFZ Android 17 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 4 22 -10
  • Good move for setting up rekka combos and pressure


5S[edit]
5S
DBFZ Android 17 5S.png
Damage Guard Startup Active Recovery Frame Adv.
300*1~6 All 13 - - -4*
  • Can be repeated up to six times.


2L[edit]
2L
DBFZ Android 17 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 Low 7 3 13 -4
  • Hits low
  • Has short range and a second 2L can easily whiff even if the first one connects


2M[edit]
2M
DBFZ Android 17 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 Low 10 4 18 -6
  • Incredibly short range for a 2M.


2H[edit]
2H
DBFZ Android 17 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 3 29 -16
  • A very risky move since it can only be cancelled to superdash, 214S or 236S on block. Your opponent will know to wait for his 2H if he blocks this.
  • Difficult to combo in to normally.


6M[edit]
6M
DBFZ Android 17 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 High 24 6 10 0
  • Universal overhead.


3H[edit]
3H
Sliding Sweep
DBFZ Android 17 3H.png
Gordeau Slide
Damage Guard Startup Active Recovery Frame Adv.
750 Low 15 6 20 -10
  • Can be followed up by 2H/5H.
  • Scales like an 'L' normal (Thanks a lot, Cell).


j.L[edit]
j.L
DBFZ Android 17 jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 High 6 3 - -
  • Important points go here.


j.M[edit]
j.M
DBFZ Android 17 jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 High 10 3 - -
  • Important points go here.


j.H[edit]
j.H
DBFZ Android 17 jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 [1000] High 13 4 - -
  • [] is on Smash hit.


j.S[edit]
j.S
DBFZ Android 17 jS.png
AKA, The Future Gohan Killer
Damage Guard Startup Active Recovery Frame Adv.
250*2~6 All 13 - - -
  • Can be repeated up to three times.
  • Highly valuable combo tool in corner sparking combos.


j.2H[edit]
j.2H
DBFZ Android 17 j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 5 - -
  • Important points go here.


Specials[edit]

Accel Driver[edit]
Accel Driver
236L/M/H
DBFZ Android17 AccelDriver.png
Palm them with style.
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All 18 4 - -19
  • 17 rushes in to his opponent to perform an open palm strike against his opponent's chest.
  • All versions have Anti-Air property.
  • M and H versions can hold down the button and act as a fake out, similar to Trunks' Change the Future.
  • "Gear" follow-ups can be used even on whiff.
  • Any of the "Gear" follow-ups performed during Accel Driver can cancel into Finishing Driver.
M 950 All 25 4 - -20
  • Covers a lot more range.
H 1000 All 33 4 - -19
  • Crosses the opponent.


Finishing Driver[edit]
Finishing Driver
214L/M/H
DBFZ Android17 FinishingDriver.png
Move back a bit, then strike.
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All 31 4 - -19
M 950 All 37 4 - -19
H 1000 All 40 4 - -19
  • 17 sways back for a second, and then rushes to the opponent to perform an open palm strike against his opponent's chest.
  • Can be cancelled into rekka followups before 17 starts rushing.
  • All properties after the backstep are the same as Accel Driver.
  • Any of the "Gear" follow-ups performed during Finishing Driver can cancel into Accel Driver.


Driver Follow-Ups[edit]
Driver Follow-Ups
Any Button after a "Driver" attack
DBFZ Android17 TopGear.png
Combo and frame trap
DBFZ Android17 SecondGear.png
Overhead
DBFZ Android17 LowGear.png
Low
DBFZ Android17 FakeOut.png
Fake overhead aka 17 doing his best A.Gohan impression
DBFZ Android17 ReverseGear.png
Counter. H version can cancel into attack very quickly.
Version Damage Guard Startup Active Recovery Frame Adv.
Top Gear
5L/M
700 All 8 6 - -5
750 All 10 6 - -5
  • All M followups deal more damage and have more range than L version, however the extended range varies between moves.
Second Gear
6L/M
700 High 25 4 - -9
750 High 26 3 - -8
  • Has Head property, so it loses against attacks with Anti-Air properties.
  • Can be used in tandem with 5S to create an option select that beats 2H.
  • Has an abhorring 60% initial proration, whereas other rekka moves have 70% when used as a combo starter.
Low Gear
2L/M
700 Low 10 4 - -9
750 Low 12 4 - -10
  • Important points go here.
Fake Out
4L/M
- - 23 - - -
- - 25 - - -
  • Has a bit of landing recovery.
  • Cancellable to another rekka followup after 23/25 frames, making it a bit faster than the overhead.
Reverse Gear
5H/S
1000 - 8 24 13 -6
1000 - 19 33 13 -6
  • The followup Ki blast isn't automatic and you have to press a button to trigger it.
  • S version can only cancel to the Ki blast after absorbing a hit. Gains 25% Ki gauge each hit absorbed.
  • H version can freely be cancelled in to its Ki blast before it enters recovery. Doesn't gain meters from successful block.
  • Ki-blast flows freely into rekka, especially the M version, causes a wallbounce and is fully invulnerable during its animation.
  • Absorbing hits negates the barrier's recovery and the barrier is extended as longs an attack occurs on the next frame.
  • Vulnerable against grabs and supers.
Acrobatic Assault
4S or 6S
- - - - - -
- - - - - -
Power Blitz Charge
2S
800 All 14 6 52 -18
Power Blitz
2S after Charge
(300,150*4) *2 All 17,34 - - +6
  • These work the same as their traditional inputs.


Acrobatic Assault[edit]
Acrobatic Assault
236S or 214S (Air OK)
DBFZ Android 17 AcrobaticAssault.png
*SF2 Claw Yodels*
Version Damage Guard Startup Active Recovery Frame Adv.
Forward - - - - - -
Backward - - - - - -
  • When 17 jumps off the wall, he is considered airborne.
  • All aerial inputs (other than jump and air dash) are possible.
  • Airborne at 12f when performed on the ground.
  • Earliest cancel from wall hop at 7f.
  • Landing recovery is 9f. Can't even make a true blockstring from this with j.H and 5L.
  • Vanish is the only move that can possibly mixup and cancel the landing recovery.
  • Seriously fck this move.


Power Blitz Charge[edit]
Power Blitz Charge
22S
DBFZ Android 17 PowerBlitzCharge.png
17 pretending to do Final Flash
Damage Guard Startup Active Recovery Frame Adv.
800 All 14 6 52 -18
  • Both of 17's hands have hitboxes during the initial portion of the charging animation.
  • 17 must complete the full animation to store the Power Blitz Charge.


Power Blitz[edit]
Power Blitz
22S after Charge (Air OK)
DBFZ Android 17 PowerBlitz.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground (300,150*4) *2 All 17,34 - - +6
Air (300,150*4) *2 All - - - -
  • Guaranteed sliding knockdown.
  • First ball arcs up while the second goes diagonally down.
  • 17 must release both projectiles to lose the Power Blitz Charge. Should the opponent interrupt him at an earlier point, he keeps the charge.
  • in the air, after shooting the projectiles, A17 descends to the ground at high speed, similar to A. Gohan's 22S. Can extend into sparking in the corner.


Assist[edit]

Reverse Gear
A1/A2
DBFZ Android17 ReverseGear.png
Damage Guard Startup Active Recovery Frame Adv.
800 All 22; 53-65 15; 4 - -
  • Attack comes out very slow and does not wallbounce.
  • Only protects point character for one hit.
  • As with the regular move, barrier is extended to cover the Ki blast if a hit is absorbed during its actives.
  • Has very plentiful hitstop and hitstun, 20f and 46f respectively, allowing for some characters to even perform double supers.


Supers[edit]

Endgame[edit]
Endgame
236L+M or 236H+S
DBFZ Android 17 Endgame1.png
"Sorry, Doc."
DBFZ Android 17 Endgame2.png
"Just following orders."
Damage Guard Startup Active Recovery Frame Adv.
2417 All - - - -
  • Teleports behind you the opponent.
  • Unlike Cooler, DHC early won't keep you same side while still get reduced damage.
  • KOing with this causes a kneeling animation.
  • Minimum damage 891. Non-cinematic version has minimum damage 708


Barrier Explosion[edit]
Barrier Explosion
j.236L+M or j.236H+S
DBFZ Android 17 BarrierExplosion1.png
"I'll put a little effort into this!"
DBFZ Android 17 BarrierExplosion2.png
"Get out of here!"
Damage Guard Startup Active Recovery Frame Adv.
2322 All - - - -
  • 17 becomes invulnerable to all attacks except most supers, it can beat both projectile type supers and bomb type supers if 17 is at least at medium-long range from his opponent and if it's done in reaction, some of the supers that can be beaten are for example: Freeza's death ball or Trunks' burning attack. Can be Anti-Air'd however.
  • Minimum damage 817. Non-cinematic version has minimum damage 708

Opponent cannot tech in the air, so certain assists (Teen / Adult Gohan, Cooler, etc) can be used to combo after (timing for this is tight, need to be high in the air to work).


Super Electric Strike[edit]
Super Electric Strike
214L+M or 214H+S (Air OK)
DBFZ Android 17 SuperElectricStrike.png
"I'm gonna beat you like a rug... HAAA!!!"
Damage Guard Startup Active Recovery Frame Adv.
320*15 All - - - -
  • Ground version makes 17 jump back a little bit.

17 releases a lot of energy from his body into his arms, which allows him to create a giant disk of energy that can take up most of the screen in all directions. As a projectile Level 3 attacks, the damage is mediocre, but it doesn't scale as much. However, the blue health created by the attack could be easily healed during sparking.


Navigation[edit]


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System Explanations

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