DBFZ/Android 17

From Dustloop Wiki
Android 17
DBFZ Android 17 Portrait.png
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.
  • Has a problem in his auditorium.


Normals

5L
5L
DBFZ Android 17 5L.png
DBFZ Android 17 5LL.png
DBFZ Android 17 5LLL.png
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5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 2 13 -1 B - - - 5% 1 11 16 -
DBFZ Android 17 5L.png
  • Basic jab with very poor range
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 7 5 16 -5 B - - - 7% 2 - - -
DBFZ Android 17 5LL.png
  • 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


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 15 4 17 -5 B 4 Low U3+ - 12% 4 - - -
DBFZ Android 17 5LLL.png
  • A17 Lunges forward and strikes with both his fists.
  • Is considered airborne during this move.
5M
5M
DBFZ Android 17 5M.png
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5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 9 4 17 -5 B - - - 7% 2 - - -
DBFZ Android 17 5M.png


  • Lunges forward at medium range to reach opponent.
5H
5H
DBFZ Android 17 5H.png
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5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 15 4 22 -10 B - U1 - 12% 4 - - -
DBFZ Android 17 5H.png


  • Good move for setting up rekka combos and pressure
5S
5S
DBFZ Android 17 5S.png
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5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×6 All 13 - Total 37 -4 P1 - - - 6%*6 - - - -
DBFZ Android 17 5S.png


  • Mash or hold S to shoot all 6 Ki blasts.
2L
2L
DBFZ Android 17 2L.png
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2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 3 13 -2 F - - - 5% 1 - - -
DBFZ Android 17 2L.png


  • Hits low
  • Has short range and a second 2L can easily whiff even if the first one connects
2M
2M
DBFZ Android 17 2M.png
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2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 8 4 18 -5 F - - - 7% 2 - - -
DBFZ Android 17 2M.png


  • Incredibly short range for a 2M, however pushes 17 forward slightly to make up for it.
2H
2H
DBFZ Android 17 2H.png
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2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 14 3 22+7L -16 B 4-16 Head U1+ - 12% 4 - - -
DBFZ Android 17 2H.png


  • 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
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L ±0 B - - - 12% 3 15 18 23
DBFZ Android 17 jH.png


  • Universal overhead.
3H
3H
Sliding Sweep
DBFZ Android 17 3H.png
Gordeau Slide
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3H
Sliding Sweep
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750 Low 12 8 17 -10 F 4-20 Head - - 7% 2 +14 - -
DBFZ Android 17 3H.png


  • 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
j.L
j.L
DBFZ Android 17 jL.png
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j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 3 - - H - - - 5% 1 - - -
DBFZ Android 17 jL.png


  • Important points go here.
j.M
j.M
DBFZ Android 17 jM.png
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j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 9 3 - - H - - - 7% 2 - - -
DBFZ Android 17 jM.png


  • Important points go here.
j.H
j.H
DBFZ Android 17 jH.png
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j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 4 - - H - D1+ [D3+] - 12% 3 - - -
DBFZ Android 17 jH.png


  • Typical combo ender.
j.S
j.S
DBFZ Android 17 jS.png
AKA, The Future Gohan Killer
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j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
250×6 All 11 - Total 46+3L - P1 - - - 6%*6 - - - -
DBFZ Android 17 jS.png
Build your combos around this


  • Mash or hold S to do all 3 hits.
  • Highly valuable combo tool in corner sparking combos.
j.2H
j.2H
DBFZ Android 17 j2H.png
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j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 13 5 - - H - U1+ - 12% 3 - - -
DBFZ Android 17 j2H.png


  • Important points go here.

Specials

Accel Driver
Accel Driver
236L/M/H
DBFZ Android17 AccelDriver.png
Palm them with style.
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L


236L
L Accel Driver
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 15 - - -23 B 4-18 Head - - 12% 3 - - -
DBFZ Android17 AccelDriver.png
  • 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


236M
M Accel Driver
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
950 All 25-30 - - -23 B 4-28~33 Head - - 12% 3 - - -
DBFZ Android17 AccelDriver.png
  • Covers a lot more range.
H


236H
H Accel Driver
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 33-47 - - -23 B 1-36~50 Head - - -50% 3 - - -
DBFZ Android17 AccelDriver.png
  • Crosses the opponent.
Finishing Driver
Finishing Driver
214L/M/H
DBFZ Android17 FinishingDriver.png
Move back a bit, then strike.
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L


214L
L Finishing Driver
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 31 - - -23 B 4-22 Projectiles
23- 34 Head
- - 12% 3 - - -
DBFZ Android17 FinishingDriver.png
M


214M
M Finishing Driver
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
950 All 37 - - -23 B 4-27 Projectile
28-47 Head
- - 12% 3 - - -
DBFZ Android17 FinishingDriver.png
H


214H
H Finishing Driver
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 40 - - -23 B 4-22 Projectiles
23-54 Head
- - -50% 3 - - -
DBFZ Android17 FinishingDriver.png
  • 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
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.
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Top Gear
5L
  • All M followups deal more damage and have more range than L version, however the extended range varies between moves.
Second Gear
6L/M
  • Even 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
  • Important points go here.
Fake Out
4L/M
  • 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
  • The followup Ki blast isn't automatic and you have 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
Power Blitz
2S after Charge
  • These work the same as their traditional inputs.
Acrobatic Assault
Acrobatic Assault
236S or 214S (Air OK)
DBFZ Android 17 AcrobaticAssault.png
*SF2 Claw Yodels*
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236S


236S
Acrobatic Assault
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - Until wall - +3L - - - - - - - - - -
DBFZ Android 17 AcrobaticAssault.png
j.236S


j.236S
Air Acrobatic Assault
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - Until wall - +3L - - - - - - - - - -
DBFZ Android 17 AcrobaticAssault.png
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.
  • Seriously fck this move.
Power Blitz Charge
Power Blitz Charge
22S
DBFZ Android 17 PowerBlitzCharge.png
17 pretending to do Final Flash
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22S
Power Blitz Charge
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800×2 All 14 - - -5 P2 - - - 12×2 - - - -
DBFZ Android 17 PowerBlitzCharge.png


  • 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
Power Blitz
22S after Charge (Air OK)
DBFZ Android 17 PowerBlitz.png
I miss Budokai...
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Ground


22S Shot
Power Blitz
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
(300,150×4)×2 All 17 - - +6 P2 - - - 12%*2 - - - -
DBFZ Android 17 PowerBlitz.png
Air


j.22S Shot
Air Power Blitz
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
(300,150×4)×2 All 16 - Until L - P2 - - - 12%*2 - - - -
DBFZ Android 17 PowerBlitz.png
  • Guaranteed sliding knockdown.
  • 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.

Assist

Reverse Gear
A1/A2
DBFZ Android17 ReverseGear.png
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  • 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

Endgame
Endgame
236L+M
DBFZ Android 17 Endgame1.png
"Sorry, Doc."
DBFZ Android 17 Endgame2.png
"Just following orders."
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  • 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
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!"
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Ground
Air
  • 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).

Super Electric Strike
Super Electric Strike
214L+M or 214H+S (Air OK)
DBFZ Android 17 SuperElectricStrike.png
"I'm gonna beat you like a rug... HAAA!!!"
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Ground
Air
  • 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

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.

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