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DBFZ_Android17_SecondGear.png |Overhead</br> | DBFZ_Android17_SecondGear.png |Overhead</br>Tonight on ''TOP'' Gear, Android 17 breaks his opponents skull! | ||
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Revision as of 08:46, 11 May 2021
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. |
Normal Moves
5L
- 5L is a basic jab with good vertical range, but with very poor horizontal range
Good frame data, bad range. Make up for this with his 5LL, which will most certainly connect if this move were to miss, which does happen on occasion.
- A17's 5LL dashes a good bit forward during this move
- Has pretty short start up, allowing for 2L to connect with 5LL even if 5L whiffs.
Is one of 17's best combo starters, being unscaled and with unexpected range for 17. While 5L could whiff, this will most certainly bring you right in the opponent's face in a blockstring, and ensures most other buttons after will not be missing their mark.
- A17's 5LLL 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, which leads to some hillarious results.
5M
- Lunges forward at medium range to reach opponent.
Good range for 17, and one of the moves he can end blockstrings safely on without being whooped. For what little stagger ability 17 has, this move is pretty decent at more than just being an unscaled starter, and it's much better than his poor range 2M in terms of liability.
5H
- Good move for setting up rekka combos and pressure
Actually has solid range, unlike most of 17's buttons. There is only one issue, and it's virtue of being his 5H, meaning it's not like you could use it for staggers. Still, you can cancel with rekka, 236/214S or anything else appropriate.
5S
- 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
- Hits low and can be done twice.
- Bad range, whiffs even when you think it should connect
It's good that 17 has a low hitting 2L, but do not ignore how small this move is. A double poke on block with 2L, unless you're right next to the opponent, may cause a short ranged follow-up like 2M to miss for definite. This move is important to 17 but use with caution.
2M
- Incredibly short range for a 2M, however pushes 17 forward slightly to make up for it.
A decent combo starter. It's stressed only decent, because of it's pitiful range. In contrast, his 5M is huge and reaches forward. The low 2M property only makes up for this range somewhat. Do not use this, or 2L, unless you know it will connect. Otherwise, you will die.
2H
- Impaired horizontal range, leaves 17 airborne.
- Difficult to combo in to normally.
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, since 17 is no longer deprived for specials when his feet leave the ground.
6M
- DBFZ Android 17 6M.png
- Universal overhead.
3H
Sliding Sweep
- 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 hurtbox, allowing him to pass underneath certain air attacks and beams/ki blasts
j.L
- 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
- Hits at medium range.
- Doing after Acrobatic Assault won't stop the momentum.
j.H
- 5LLLLLLL Smash hit can wall bounce.
- j.H Smash hit causes a sliding knockdown.
j.S
- 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.
- Builds ridiculous amounts of meter, especially in sparking.
- Doing this after j.2H boosts Android 17's height by a substantial amount
Easily one of the best ki blasts in the game, but not for the reasons you may think. Rather than serving as a solid neutral tool or aerial poke (it can still do both of these things decently), it has a solid amount of hitstun, making it a great combo tool, and the meter it builds is unholy. Filling three of these into a combo before either a H-Second Gear or Power Blitz is a nice way to squeeze in quite a lot of extra meter. If you happen to be in Sparking!, 17 turns into a Cadbury's factory when it comes to building bar, efficiently gaining 7 bars which he is then free to expend on his tools, or for massive DHC damage. Use this move, use it a lot.
j.2H
- 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
Accel Driver
236L/M/H
- 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.
Finishing Driver
214L/M/H
- Sways back before rushing in with identical properties to 236X. However, Driver follow-ups can be used before he dashes forward.
- 17 can even cancel into Accel Driver during his spin, combine 214H with 236L/M for a sneaky left/right mixup.
Acrobatic Assault
236S or 214S (Air OK) Driver > 6S or Driver > 4S
- 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
22S Driver > 2S
- Both of 17's hands have hitboxes during the initial portion of the charging animation.
- Launches on hit.
- Charges on frame 11.
The pop-up style launch is very useful for getting an easy assist call, usually when you end a rekka string with the charge. From the assist hit, you can super dash (or with heavy stun assists like Bardock B, just jump) to follow up with an aerial combo, or stay on ground with a well timed Accel Driver.
Power Blitz
22S after Charge (Air OK) Driver > 2S after Charge
- 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 16, the moment the first blast is thrown.
One of the best singular moves in the game. Tremendous reward in many situations, standing as a high damage combo finisher, instant win of neutral (with either tremendous oki or having a 6 frame advantage on block), and instantly puts 17 back on the ground, even on whiff. This means 17 is not relegated to being a sitting duck if he gets caught in the air, keeping his "annoying factor" sky high. The only problem being, of course, is that you need the charge the thing in the first place, but with 17 on point, assists and potentially his own B assist when he is not in play ensures he will have the opportunity to charge Power Blitz. Once you have the move, use it wisely and well, as it gives 17 tremendous status in neutral and solves his knockdown issues when he has it ready.
Gears
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
Driver > 5L/M
- 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
Driver > 6L/M or j.236L/M/H
- 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
Driver > 2L/M
- M version doesn't have as much range as the other follow-ups.
Fake Out
Driver > 4L/M or j.214L/M/H
- Jumps forward and then fast falls down.
- Just like the overhead, the M version travels almost fullscreen.
- Air versions
- 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
Driver > 5H/S
- 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.
- Can not use follow ups after H version if blocked, but can jail into vanish. Only use this if you have 1.5 bars if you ran out of assists.
Z Assists
Assist A
Reverse Gear
- 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
Power Blitz Charge
- Only does the charge.
- Point 17's Power Blitz will be charged after this assist is used.
Assist C
Accel Driver
- 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 its kind.
- Tracks opponents, though it remains on the ground.
Super Moves
Endgame
236L+M
- Teleports behind
youthe 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
236H+S (Air OK)
- 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.
This super is the ultimate answer to anyone who gets too frisky with their supers. 17 can initiate drive-thru mode on that pesky Vegeta and his Final Flash, and punt him straight into the floor for only a single bar. This only adds to the annoyance factor of fighting 17, as he can usually get a free punish out of this, waste the opponent's meter, and it sets up nicely for DHC into another character. Often, when you are in the air, it may be worth spending the bar for a knockdown with this super, especially if your damage has been heavily scaled by a light, where 5S into aerial Second Gear just falls short. You may also have to choose this super over Endgame if you want to keep your side.
This super confirms that mashing against 17 is a terrible idea. Do not use raw supers against 17.
Super Electric Strike
214L+M or 214H+S (Air OK)
- Straight outta Xenoverse.
- Ground version makes 17 jump back a little bit.
- Minimum damage: 1680, so does not scale horribly despite low raw damage
Pretty solid as a reversal, although that would ignore how awesome Barrier Explosion is. Takes up most of the screen in all directions, thus the opponent cannot just jump over it to escape, although it has pretty underwhelming damage compared to other projectile supers. However, it doesn't scale too badly despite the low raw damage, meaning it's a solid combo ender if you have meter to burn.