DBFZ/Android 17

From Dustloop Wiki
Android 17
DBFZ Android 17 Portrait.png
Play-style Rushdown, Rekka, Mix-up
Team Role Point, Mid

Overview

"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

 Android 17 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.

Pros
Cons
  • Rekkas/multi-inputs, cross-ups and 4 lows give him a plethora of mixup options and damage.
  • Has good stagger pressure with his normals and anti-air options with his rekkas.
  • Above average solo damage in the right scenarios.
  • Good meter gain when utilizing ki blasts.
  • Multiple ToD routes with the right assists and an even more amazing meter gain in sparking.
  • Barrier Explosion is a reversal, meaning Frame 1 invincible.
  • Acrobatic Assault allows him to have extra mobility with a little mix-up potential, and can also extend combos.
  • Nice corner carry with M rekka inputs.
  • Fast assist with multiple applications, being defensive and offensive at the same time.
  • More technical than other characters, which requires a higher level of execution and solid conditioning for his tactics.
  • His options in the air are very limited and his acrobatic assault only works in specific situations.
  • A lot of his strings or mix-ups are not real.
  • Most of his normals are poor in horizontal range.
  • Struggles a lot in neutral without assists except in a 1v1 situation.



Normal Moves

5L
5L
DBFZ Android 17 5L.png
DBFZ Android 17 5LL.png
DBFZ Android 17 5LLL.png
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5L
  • Basic jab with good vertical range, but with very poor horizontal range
5LL
  • 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
  • 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
5M
DBFZ Android 17 5M.png
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  • Lunges forward at medium range to reach opponent.
5H
5H
DBFZ Android 17 5H.png
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  • Good move for setting up rekka combos and pressure
5S
5S
DBFZ Android 17 5S.png
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  • 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
2L
DBFZ Android 17 2L.png
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  • Hits low and can be done twice.
2M
2M
DBFZ Android 17 2M.png
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  • Incredibly short range for a 2M, however pushes 17 forward slightly to make up for it.
2H
2H
DBFZ Android 17 2H.png
DO THE MARIO
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  • 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
  • Universal overhead.
3H
3H
Sliding Sweep
DBFZ Android 17 3H.png
Gordeau Slide
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  • 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
j.L
DBFZ Android 17 jL.png
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  • 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
j.M
DBFZ Android 17 jM.png
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  • Hits at medium range.
  • Doing after Acrobatic Assault won't stop the momentum.
j.H
j.H
DBFZ Android 17 jH.png
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  • Typical combo ender.
j.S
j.S
DBFZ Android 17 jS.png
AKA, The Future Gohan Killer
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  • 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
j.2H
DBFZ Android 17 j2H.png
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  • Has a surprisingly big hitbox.
  • Very similar to A18 2H.

Special Moves

Accel Driver
Accel Driver
236L/M/H
DBFZ Android17 AccelDriver.png
Palm them with style.
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L
  • 17 rushes in to his opponent to perform an open palm strike against his opponent's chest.
  • 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.
  • 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
  • Covers a lot more range and maintains the head invulnerabilty for the whole travel distance.
H
  • Crosses the opponent.
  • 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
Finishing Driver
214L/M/H
DBFZ Android17 FinishingDriver.png
Move back a bit, then strike.
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L
M
H
  • 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.
  • The H version, when hold after a 5H can lead to a cross-up reset.
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
B-Boy 17
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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  • All M followups deal more damage and have more range than L version, with the extended range varies between moves.
Top Gear
5L/M
  • Very useful and quick frame trap.
Second Gear
6L/M
  • 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.
  • Ground bounces the opponent in the air.
  • M version has enourmous range.
Low Gear
2L/M
  • Hits low.
  • M version doesn't have as much range as the other follow-ups.
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.
  • Just like the overhead, the M version travels almost fullscreen.
Reverse Gear
5H/S
  • 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 it's Ki blast follow-up, but still suffers form recovery on whiff. Doesn't gain meters from successful block.
  • H version can absorb level 1s and level 3s (except grabs) and can be done at any point during the rekka.
  • Ki-blast flows freely into rekka, especially the M starter version or the Top Gear L follow-up.
  • The ki-blast causes a wallbounce and is fully invulnerable during it's animation, but be aware of the recovery.
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 Yodel*
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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 3f.
  • Can cancel the ground version with the air version after the wall cling.
  • Great tool to approach the opponent after a vanish.
Power Blitz Charge
Power Blitz Charge
22S
DBFZ Android 17 PowerBlitzCharge.png
*17 pretending to do the final flash*
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  • 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.
  • Can't be cancelled on whiff.
Power Blitz
Power Blitz
22S after Charge (Air OK)
DBFZ Android 17 PowerBlitz.png
neutral be like:
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Ground
Air
  • Guaranteed sliding knockdown.
  • When released at the right height, it can take most of the screen.
  • Both projectiles have beam propertities.
  • 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 j.2S Fast-Fall.

Z Assists

Assist A
Reverse Gear
Assist A
DBFZ Android17 ReverseGear.png
Block 'em, then Pop 'em
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  • Pretty similar to android 18's barrier, though it has a ki blast attack after the barrier that can be punished if timed wrong.
  • Has very plentiful hitstop and hitstun, 20f and 46f respectively + a wall bounce, allowing for some characters to even perform double supers
Assist B
Power Blitz Charge
Assist B
DBFZ Android 17 PowerBlitzCharge.png
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  • Only does the charge.
  • Point 17's Power Blitz will be charged after this assist is used.
Assist C
Accel Driver
Assist C
DBFZ Android17 AccelDriver.png
DBFZ Android17 TopGear.png
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  • 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

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.
  • Just like Cooler, DHC early will keep you on the 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
BOOSH
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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 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.
  • Hard knockdowns in the air, so opponent cannot tech afterwards, 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) until the opponent hits the ground.
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.

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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