DBFZ/Android 17

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Overview[edit]
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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]
5L
DBFZ Android 17 5L.png
DBFZ Android 17 5LL.png
DBFZ Android 17 5LLL.png
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.
5L 400 All - 6 2 13 -3 -
  • Basic jab with good vertical range, but with very poor horizontal range
5LL 700 All - 7 5 16 -5 -
  • A17 dashes a good bit forward during this move
  • Has pretty short start up, allowing for 2L to connect with 5LL even if 5L wiffs.
  • Is one of 17's best combo starters.
5LLL 1000 All U3+ 15 4 17 -5 ? Low
  • A17 Lunges forward and strikes with both his fists.
  • Is considered airborne during this move and thus is invulnerable to crouching moves.
  • Tracks the opponent's direction.
5M[edit]
5M
DBFZ Android 17 5M.png
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.
700 All - 9 4 17 -5 -
  • Lunges forward at medium range to reach opponent.
5H[edit]
5H
DBFZ Android 17 5H.png
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.
850 / 1000 All U1 15 4 22 -10 -
  • Good move for setting up rekka combos and pressure
5S[edit]
5S
DBFZ Android 17 5S.png
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.
300*6 All - 13 - Total 37 -4 -
  • Mash or hold S to shoot all 6 Ki blasts.
  • One of his few and best neutral tools.
  • Can be canceled into rekka, allowing for some sweet superdash bait.
2L[edit]
2L
DBFZ Android 17 2L.png
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.
400 Low - 7 3 13 -4 -
  • Hits low and can be done twice.
2M[edit]
2M
DBFZ Android 17 2M.png
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.
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 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.
850 / 1000 All U1+ 14 3 22+7L -16 4-16 Head
  • Actually a good move now to use in blockstrings thanks to the added j.214X and j.236X Specials. You get a solid mix with this now
  • Difficult to combo in to normally.
6M[edit]
6M
DBFZ Android 17 6M.png
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.
850 High - 24 6 4+6L ±0 -
  • Universal overhead.
3H[edit]
3H
Sliding Sweep
DBFZ Android 17 3H.png
Gordeau Slide
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.
750 Low - 12 - - -8 -
  • 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.
  • Shrinks 17's hitbox, allowing him to pass underneath certain air attacks and beams/ki blasts
j.L[edit]
j.L
DBFZ Android 17 jL.png
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.
400 High - 6 3 - - -
  • Has very poor range, but if timed precisely can stop superdash.
  • Mashing after acrobatic assault allows 17 to stay close to the opponent while hitting him in the air.
j.M[edit]
j.M
DBFZ Android 17 jM.png
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.
700 High - 10 3 - - -
  • Hits at medium range.
  • Doing after Acrobatic Assault won't stop the momentum.
j.H[edit]
j.H
DBFZ Android 17 jH.png
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.
5LLLLLLL 850 / 1000 High D3+ 13 4 - - -
  • Smash hit can wall bounce.
j.H 850 / 1000 High D1+ 13 4 - - -
  • Smash hit causes a sliding knockdown.
j.S[edit]
j.S
DBFZ Android 17 jS.png
AKA, The Future Gohan Killer
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.
250*6 All - 11 - Total 46+3L - -
  • Mash or hold S to do all 3 hits.
  • Highly valuable combo tool in corner sparking combos.
  • Has enough hitstun to combo into superdash in the corner and among certain circumstances midscreen.
j.2H[edit]
j.2H
DBFZ Android 17 j2H.png
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.
850 All U1+ 13 5 - - -
  • Has a surprisingly big hitbox.
  • Can combo into j.S in certain circumstances.
  • Very similar to A18 2H.

Combo filler, clean and simple. Makes up a core component of his Slide Knockdown combos midscreen and post smash air combos with assists in the corner.

Special Moves[edit]

Accel Driver[edit]
Accel Driver
236L/M/H
DBFZ Android17 AccelDriver.png
Palm them with style.
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
  • 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 950 All - 25 - - -23 5-? Head
[M] - - - - - Total 33~38 - 5-19~24 Head
  • Dashes fullscreen. Combos from 5H.
H 1000 All - 33 - - -23 1-? Head
[H] - - - - - Total 35~49 - 1-21~35 Head
  • 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]
Finishing Driver
214L/M/H
DBFZ Android17 FinishingDriver.png
Move back a bit, then strike.
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 - 31 - - -23 23-? Head
M 950 All - 37 - - -23 28-? Head
[M] - - - - - Total 48~55 - 28-34~41 Head
H 1000 All - 40 - - -23 23-? Head
[H] - - - - - Total 42~56 - 23-28~42 Head
  • Sways back before rushing in with identical properties to 236X. However, Driver follow-ups can be used before he dashes forward.
Acrobatic Assault[edit]
Acrobatic Assault
236S or 214S (Air OK),
Driver > 6S or Driver > 4S
DBFZ Android 17 AcrobaticAssault.png
*SF2 Claw Yodel*
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.
Ground - - - Until wall - +3L - -
Air - - - Until wall - +3L - -
  • Jumps onto the current wall and bounces back. Bouncing back animation can be cancelled into attacks. Air version can only be performed once until landing.
  • 214S jumps backward, 236S jumps forward.

In the corner, 236S + Assist will spawn them at the edge of the screen and push the opponent out of the corner.

Power Blitz Charge[edit]
Power Blitz Charge
22S or Driver > 2S
DBFZ Android 17 PowerBlitzCharge.png
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.
800*2 All - 14 - - -28 -
  • Both of 17's hands have hitboxes during the initial portion of the charging animation.
  • Launches on hit.
  • Charges on frame ??.
Power Blitz[edit]
Power Blitz
22S after Charge (Air OK)
or Driver > 2S after Charge
DBFZ Android 17 PowerBlitz.png
neutral be like:
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.
Ground (300,150*4) *2 All - 16 - - +6 -
Air (300,150*4) *2 All - 16 - Until L - -
  • Causes a sliding knockdown on hit.
  • Throws 2 balls downward. First ball arcs up while the second arcs down.
  • Air version perfroms a fast fall after shooting.
  • Loses charge on frame ??.

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]
Top Gear
Driver > 5L/M
DBFZ Android17 TopGear.png
Combo and frame trap
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.
5L 700 All - 8 - - -9 -
5M 750 All - 10 - - -9 -
  • Very useful and quick frame trap.

All M Gears deal more damage and have more range than L version, with the extended range varies between moves.

Second Gear[edit]
Second Gear
Driver > 6L/M or j.236L/M/H
DBFZ Android17 SecondGear.png
Overhead
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 -
  • 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.
j.236L 900 High - 18 Until L - - -
j.236M 950 High D1 20 Until L - - -
j.236H 1000 High D1 18 Until L - - -
  • 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]
Low Gear
Driver > 2L/M
DBFZ Android17 LowGear.png
B-Boy 17
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.
2L 700 Low - 10 4 - -11 -
2M 750 Low - 12 4 - -11 -
  • M version doesn't have as much range as the other follow-ups.
Fake Out[edit]
Fake Out
Driver > 4L/M or j.214L/M/H
DBFZ Android17 FakeOut.png
Fake overhead
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.
4L - - - - - - - -
4M - - - - - - - -
  • Jumps forward and then fast falls down.
  • Just like the overhead, the M version travels almost fullscreen.
j.214L - - - - - Total: Until L(+?) - -
j.214M - - - - - Total: Until L(+?) - -
j.214H - - - - - Total: Until L(+?) - -
  • L jumps forward, M jumps backward, H falls in place.

In a blockstring, 2H > j.236H vs 2H > j.214H~2L is a simple high/low mixup.

Reverse Gear[edit]
Reverse Gear
Driver > 5H/S
DBFZ Android17 ReverseGear.png
Counter
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.
5H (Counter) - - - - - - - ? Non-throw
5H (Attack) 1000 All U1 - - - -22 ? Non-throw
5S (Counter) - - - - - - - ? Non-throw
5S (Attack) 1000 All U1 - - - -22 ? Non-throw
  • Press L/M/H/S to trigger the attack. Smash hit causes a wall bounce.
  • Barrier on its own cannot cancel into other follow-ups.
  • S version can only cancel into the attack after absorbing a hit. Gains 25% Ki gauge each hit absorbed.
  • H version can use Ki Blast follow-up at any point. Doesn't gain meter from successful block, but can guard against Supers.

Z Assists[edit]

Assist A[edit]
Reverse Gear
Assist A
DBFZ Android17 ReverseGear.png
Block 'em, then Pop 'em
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.
800 All - 41 - - +35 10-? Guard
  • Does barrier > Ki Blast followup, absorbed hits don't give any meter.
  • Barrier activates at the 10th frame.
  • Wall bounces on hit with really good hitstop and hitstun.
Assist B[edit]
Power Blitz Charge
Assist B
DBFZ Android 17 PowerBlitzCharge.png
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.
800*2 All - 21 - - +23 -
  • Only does the charge.
  • Point 17's Power Blitz will be charged after this assist is used.
Assist C[edit]
Accel Driver
Assist C
DBFZ Android17 AccelDriver.png
DBFZ Android17 TopGear.png
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.
450*2, 400 All - 46 [21] - - +50 -
  • His first two hits of the rekka sequence.
  • Even being a blockstun type C-assist, it has anti-air properties in his first hit, which makes it a little bit better than the others of it's kind.
  • Tracks opponents, though it remains on the ground.

Super Moves[edit]

Endgame[edit]
Endgame
236L+M
DBFZ Android 17 Endgame1.png
"Sorry, Doc."
DBFZ Android 17 Endgame2.png
"Just following orders."
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.
2417 All UDV 7+7 - - -21 7-? All
  • Teleports behind you the opponent.
  • Just like Cooler, DHC early will keep you on the same side while still get reduced damage, but 17 will still appear behind the opponent.
  • 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
BOOSH
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.
Ground 2322 All UDV 7+4 - - -21 1-? All
Air 2322 All UDV 6+4 - Until L - 1-? All
  • 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.
  • Gives SKD, even in the air.
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 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.
Ground 320*15 All UDV 10+3 - - -42 1-18 All
Air 320*15 All UDV 10+3 - Until L - 1-18 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.

External References[edit]

Navigation[edit]


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System Explanations

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