DBFZ/Android 17

From Dustloop Wiki
Jump to navigation Jump to search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview[edit]
Template-info.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview

Android 17 is a fast, heavy mix-up based character that possesses a combination of various mobility options and rekka moves that grants him an overall constant pressure, fantastic mix-up and unorthodox combo routes that lead to very high damage. Check out "drivers" section to obtain better knowledge about his unique ability.


"Let's have some fun. This is a game, after all."
Lore: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.
Playstyle
DBFZ Android 17 Icon.png Android 17 operates using speed and dizzying consecutive attacks that render opponents frantic.
Pros Cons
  • Mix-ups: Driver Moves, four lows, an overhead, and a feint give him a plethora of mix-up options, as well as good stagger pressure with his buttons.
  • Long Blockstrings: Driver Moves in tandem with buttons and assists force the opponent to take his mix-ups and allow his pressure to be insanely long.
  • Great Battery: Good meter gain when utilizing ki blasts, enabling multiple ToDs with the right assists especially with Sparking!.
  • Special Assists: A has multiple applications, being defensive and offensive at the same time, and B charges his Power Blitz.
  • Option Select: Barrier beats reflect-proof options, Guard Cancel, level 3 Supers, and EX Barrier also jails into Vanish.
  • Move Knowledge: Player must know the options that stem from Driver Moves to open opponents' defense and complete combos.
  • Poor Range: Normals have short range, resulting in lackluster neutral and approach options without assists.
  • Trouble with Knockdowns: Cannot get sliding knockdowns off his rekka without spending resources (either 0.5 bar or Power Blitz).
  • Reward: Second Gear combos are heavily scaled for how reactable they are.

Normal Moves[edit]

5L[edit]

5M[edit]

5H[edit]

5S[edit]

2L[edit]

2M[edit]

2H[edit]

6M[edit]

3H[edit]

Sliding Sweep

j.L[edit]

j.M[edit]

j.H[edit]

j.S[edit]

j.2H[edit]

Special Moves[edit]

Accel Driver[edit]

236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 900 All - 15 - - -23 5-18 Head
M 950 All - 25 - - -23 5-? Head
[M] - - - - - Total 33~38 - 5-19~24 Head
H 1000 All - 33 - - -23 1-? Head
[H] - - - - - Total 35~49 - 1-21~35 Head

[edit]

  • L dashes forward and attacks, starts a Gear string.
  • All versions have Anti-Air property.
  • M and H versions can hold down the button and act as fake outs.

  • M dashes fullscreen. Combos from 5H.

  • H crosses over the opponent even in the corner, then attacks.
  • When done after a barrier punish, holding it will result in a fast reset that will leave 17 plus right in front of his opponent, and since 17 travels an incredible distance in a second, the screen transition can confuse the opponent.

Finishing Driver[edit]

214L/M/H

Acrobatic Assault[edit]

236S or 214S (Air OK) Driver > 6S or Driver > 4S

Power Blitz Charge[edit]

22S or Driver > 2S

Power Blitz[edit]

22S after Charge (Air OK) Driver > 2S after Charge

Gears[edit]

Gear attacks can cancel into one another even on whiff and in any order, with each Gear being able to be used once per Gear string. Gears can be also be cancelled into any other Special Moves as well, with one extra restriction: Accel Driver and Finishing Driver can only be used once per Special string.

If no direction in inputted, the order is: Top Gear > Second Gear > Low Gear.

Top Gear[edit]

Driver > 5L/M

Second Gear[edit]

Driver > 6L/M or j.236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
6L 700 High - 25 - - -12 -
6M 750 High - 26 - - -13 -
j.236L 900 High - 18 Until L - - -
j.236M 950 High D1 20 Until L - - -
j.236H 1000 High D1 18 Until L - - -

[edit]

  • Despite being an overhead attack, it doesn't have head property, meaning the move can't be 2H'd/anti-aired.
  • Has an abhorring 60% initial proration, whereas other rekka moves have 70% when used as a combo starter.
  • M version has enourmous range.

  • M version can be combo'd into in the corner at low hitstun decay. Smash hit causes a sliding knockdown.

H version can be combo'd anywhere on screen with j.LLS > j.236H. Smash hit causes a ground bounce sliding knockdown, which can be extended with other Gears.

Low Gear[edit]

Driver > 2L/M

Fake Out[edit]

Driver > 4L/M or j.214L/M/H

Reverse Gear[edit]

Driver > 5H/S

Z Assists[edit]

Assist A[edit]

Reverse Gear

Assist B[edit]

Power Blitz Charge

Assist C[edit]

Accel Driver

Super Moves[edit]

Endgame[edit]

236L+M

Barrier Explosion[edit]

236H+S (Air OK)

Super Electric Strike[edit]

214L+M or 214H+S (Air OK)

External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Android 17/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.