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]

  • 3 hits per driver combo, but can be done in any order.
  • 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.
  • Any S moves, or Fake Gear instantly end the combo.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Rekkas/multi-inputs and 4 lows give him a plethora of mixup options and damage.
  • Great mobility which makes it easy for him to control neutral and/or enforce offense.
  • Above average solo damage in the right scenarios.
  • Stubby 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.


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 - - - -
  • Important points go here
5LL 700 All - - - -
  • Important points go here
5LLL 1000 All - - - -
  • Important points go here


5M[edit]
5M
DBFZ Android 17 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All - - - -
  • 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 - - - -
  • Important points go here


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


2L[edit]
2L
DBFZ Android 17 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 L - - - -
  • Important points go here


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


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


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


6M[edit]
6M
DBFZ Android 17 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • Important points go here


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


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


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


j.S[edit]
j.S
DBFZ Android 17 jS.png
AKA, The Future Gohan Killer
Damage Guard Startup Active Recovery Frame Adv.
250x2 All - - - -
  • Can be repeated up to three times


j.2H[edit]
j.2H
DBFZ Android 17 j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • 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 - - - -
  • 17 rushes in to his opponent to perform an open palm strike against his opponent's chest.
  • All versions act as an anti-air.
  • Holding the button acts as a fake out, similar to Trunks' "Change the Future" special.
M 950 All - - - -
  • Covers a lot more range.
H 1000 All - - - -
  • Crosses the opponent.
  • Invulnerable to head property attacks from the 1st frame.


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 - - - -
  • 17 sways back for a second, and then rushes to the opponent to perform an open palm strike against his opponent's chest.
  • 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.
M 950 All - - - -
  • Covers a lot more range.
H 1000 All - - - -
  • Crosses the opponent.
  • Invulnerable to head property attacks from the 1st frame.


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
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
700/750 All - - - -
  • Important points go here

Placeholder

Second Gear
6L/M
700/750 H - - - -
  • Considered airborne, so it loses against attacks with anti-air properties.

Placeholder

Low Gear
2L/M
700/750 L - - - -
  • Important points go here

Placeholder

Fake Out
4L/M
- All - - - -
  • Has a bit of landing recovery.
Reverse Gear
5H/S
1000 All - - - -
  • H Version is a lot faster than the S version in terms of summoning the shield, as well as automatically performing a followup attack to which 17 releases energy from his hands for a small wallbounce. The followup attack can be done with the S version as well by pressing the H button during the animation, but it costs one meter to do so.

Placeholder

Power Blitz (Charge)
2S
800 All - - - -
Acrobatic Assault
4S or 6S
- All - - - -
  • They 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*
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • When 17 jumps off the wall, he is considered airborne.
  • All aerial inputs (other than jump and air dash) are possible.


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 - - - -
  • 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
Damage Guard Startup Active Recovery Frame Adv.
780x2 All - - - -
  • Guaranteed sliding knockdown.
  • 17 must release both projectiles to lose the Power Blitz Charge; should the opponent interrupt him at an earlier point, he keeps the charge.


Assist[edit]

Reverse Gear
A1/A2
DBFZ Android17 ReverseGear.png
Damage Guard Startup Active Recovery Frame Adv.
800 All - - - -
  • The H version is used, but will not wallbounce from a distance.
  • Attack comes out very slow


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 - - - -
  • Switches Sides
  • KOing with this causes a kneeling animation


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 supers and meteor supers)
  • 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.
3904 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.


Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc