* More technical than other characters, which requires a higher level of execution and solid conditioning for his offensive tactics.
* 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.
* His only projectile that cannot be super dashed through requires a charge, leaving him with an undesirable ranged game.
*Has a problem in his auditorium.
*Has a problem in his auditorium.
Revision as of 20:55, 22 April 2019
Android 17
Movement Options
Double Jump, Super Jump, 1 Airdash, Wall Jump, Dash Type: Run
Play-style
Rushdown, Rekka
Overview
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
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
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.
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.
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.
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 heigh as his opponent.
Fully invulnerable since frame 1 (beats all supers).
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).
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.
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.