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.
  • 1 Frame Reversal Super
  • Extendable sparking loops in the corner.
  • Always follows the doctors orders.
  • More technical than other characters, which requires a higher level of execution and solid conditioning for his offensive tactics.
  • Most of his normals are mostly poor in range.
  • His only projectile that cannot be super dashed through requires a charge, leaving him with an undesirable ranged game.
  • Has a mild ringing in his ears sometimes.



Normals[edit]

5L[edit]
5L
DBFZ Android 17 5L.png
DBFZ Android 17 5LL.png
DBFZ Android 17 5LLL.png
Version Damage Guard Smash 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 U3+ 15 4 17 -5
  • A17 Lunges forward and strikes with both his fists.
  • Is considered airborne during this move.
  • Will track down the opponent's direction during the jump, so vanishing is not a counter option


5M[edit]
5M
DBFZ Android 17 5M.png
Damage Guard Smash 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 Smash Startup Active Recovery Frame Adv.
850 All U1 15 4 22 -10
  • Good move for setting up rekka combos and pressure


5S[edit]
5S
DBFZ Android 17 5S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
300*6 All - 13 - - -4*
  • Mash or hold S to shoot all 6 Ki blasts.


2L[edit]
2L
DBFZ Android 17 2L.png
Damage Guard Smash 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 Smash Startup Active Recovery Frame Adv.
700 Low - 10 4 18 -6
  • Incredibly short range for a 2M, however pushes 17 forward slightly to make up for it.


2H[edit]
2H
DBFZ Android 17 2H.png
DO THE MARIO
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 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 Smash 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 Smash 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).
  • 17's farthest reaching normal.
  • Hits at round start range.
  • Can be followed by other heavy attacks or 5S


j.L[edit]
j.L
DBFZ Android 17 jL.png
Damage Guard Smash 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 Smash 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 Smash Startup Active Recovery Frame Adv.
850 / 1000 High D1+ 13 4 - -
  • Typical combo ender.


j.S[edit]
j.S
DBFZ Android 17 jS.png
AKA, The Future Gohan Killer
Damage Guard Smash Startup Active Recovery Frame Adv.
250*6 All - 13 - - -
  • Mash or hold S to do all 3 hits.
  • Highly valuable combo tool in corner sparking combos.


j.2H[edit]
j.2H
DBFZ Android 17 j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 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 Smash Startup Active Recovery Frame Adv.
L 900 All - 15 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 Smash 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 Smash Startup Active Recovery Frame Adv.
  • All M followups deal more damage and have more range than L version, with the extended range varies between moves.
Top Gear
5L/M
700 All - 8 6 - -5
750 All - 10 6 - -5
  • Important points go here.
Second Gear
6L/M
700 High - 25 4 - -9
750 High - 26 3 - -8
  • Despite being an overhead attack, it doesn't have head property.
  • 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 All U1 8 24 13 -6
1000 All U1 19 33 13 -6
  • The followup Ki blast isn't automatic; and the user has 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
6S or 4S
- - - - - - -
- - - - - - -
Power Blitz Charge
2S
800*2 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 Yodel*
Version Damage Guard Smash Startup Active Recovery Frame Adv.
236S - - - - - - -
j.236S - - - - - - -
214S - - - - - - -
j.214S - - - - - - -
  • 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.


Power Blitz Charge[edit]
Power Blitz Charge
22S
DBFZ Android 17 PowerBlitzCharge.png
17 pretending to do Final Flash
Damage Guard Smash Startup Active Recovery Frame Adv.
800*2 All - 14 6 52 -18
  • Both of 17's hands have hitboxes during the initial portion of the charging animation.
  • If it does hit, the strike will launch the enemy in the air (just like Teen Gohan's 5LL), which can be followed up by his Barrier Explosion or extend it into a combo.
  • 17 does not have necessarily to execute the full animation to charge his attack.


Power Blitz[edit]
Power Blitz
22S after Charge (Air OK)
DBFZ Android 17 PowerBlitz.png
I miss Budokai...
Version Damage Guard Smash 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 shoot at least one projectile 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.


Assist[edit]

Reverse Gear
A1/A2
DBFZ Android17 ReverseGear.png
Block 'em, then Pop 'em
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 22; 53-65 15; 4 - -
  • Attack does not wallbounce.
  • Pretty similar to android 18's barrier, though the ki blast after the barrier can be punished if timed wrong.
  • 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
DBFZ Android 17 Endgame1.png
"Sorry, Doc."
DBFZ Android 17 Endgame2.png
"Just following orders."
Damage Guard Smash Startup Active Recovery Frame Adv.
1417 / 2417 All UDV - - - -
  • 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
  • Slow startup so Sliding Knockdown pickup is hard in some cases


Barrier Explosion[edit]
Barrier Explosion
236H+S (Air OK)
DBFZ Android 17 BarrierExplosion1.png
"I'll put a little effort into this!"
DBFZ Android 17 BarrierExplosion2.png
"Get out of here!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 1417 / 2322 All UDV - - - -
Air 1417 / 2322 All UDV - - - -
  • 17 covers himself in a barrier and rushes forward the opponent, covering all the screen.
  • The ground version corrects 17's position and puts him in the same height as his opponent.
  • Fully invulnerable from frame 1.
  • This is 17's DHC Super.
  • 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!!!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 320*15 All UDV - - - -
Air 320*15 All UDV - - - -
  • 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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