DBFZ/Android 17/Strategy: Difference between revisions

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==Team positioning==
==Team positioning==
===Point===
===Point===
His hefty damage and mix-up potential make 17 a solid pick as a point character. However, his projectile game is lacking, so it is recommended that one uses a beam assist to help him get in. Whenever you can, have Power Blitz charged, as it has a LOT of priority, even against strong projectiles. (Supers > Power Blitz > Kamehameha and such).
His hefty damage and mix-up potential make 17 a solid pick as a point character. However, his projectile game is lacking, so it is recommended that one uses a beam assist to help him get in.


===Mid===
===Mid===

Revision as of 15:06, 16 April 2019


General Tactics

Team positioning

Point

His hefty damage and mix-up potential make 17 a solid pick as a point character. However, his projectile game is lacking, so it is recommended that one uses a beam assist to help him get in.

Mid

17's assist is difficult to effectively utilize so, when using him in mid, keep in mind that his assist is very situational and difficult to use in combo. It's effectively an inferior 18 Barrier with a hitbox, however that hitbox has a TON of hit stun, so it's relatively easy to convert off of if you throw it out in neutral (and is mostly what you want to do with it to catch your opponent off guard).

Anchor

Same as mid, however less recommended as his assist is subpar in a majority of scenarios, and 17 is very weak solo.

Picking Teammates

17 lacks solid projectiles, therefor having a beam assist (and/or, for that matter, anything that will help him get in) would be beneficial. Furthermore, 17's combo game is semi reliant on solid assists (assuming you do not have Power Blitz [22S / 214(236)A Rekka + S] charged). Fortunately, Power Blitz Charge has a hit box and incredible hit stun, so, with proper timing, one could combo off of PB Charge with a fast enough assist. Here are some solid options for assist characters (in no particular order):

  • Bardock (Assist helps with combos off of PB Charge, as well as utilizes 17's assist quite effectively in combo)
  • Cell / Goku Black / Goku SS (Beam assists for combos and getting in, heavily recommended when playing 17)
  • Vegeta SS (The obvious almighty Vegeta Assist)
  • Any assist with a solid amount of hitstun that can combo off of PB Charge.

Blockstrings

The obvious thing to do on block is 17's Rekka strings, as they cover each of the categories you need: quick neutral and low hits, overhead, fake out, PB charge for some pushback, wallbounce (although it is VERY situational), and a counter, as well as a cross up if you use 236H or 214H. That being said, using his overhead isn't a true blockstring, and if you do the same thing over and over, your predictability will get you killed. This is why 17 has options, and you don't necessarily have to use ALL of the hits, finishing the string early or covering your attacks with assists is 100% viable. Finally, the best thing to note is the try and always finish with 2S (PB Charge), and if you have a meter to spend and have no other options, use 236H+S as it comes out Frame 1 and is fully invulnerable AND makes 17 jump back on block so it's fully safe.

Okizeme

Tips and Tricks

Be super patient because 17’s normals have atrocious range. Don’t move in unless you’re 100% certain you can open your opponent up.

Fighting Android 17

  • Distance is key when fighting 17, most of his damage comes from close range, and he struggles to get in without an assist.
  • Beware of his Rekka strings: if someone is mashing the string is always Neutral - Overhead - Low, and the overhead can be 2H'd as it is not safe on block. Players can condition you to expect the overhead, and can either use a different move to punish you for not blocking or trying to attack. Make sure you are confident in your opponents strings before trying to punish them.
  • His wall-jump is one of his main ways of getting in, but there are multiple cancels from it. When 17 lands after using these move, he's completely vulnerable, so either punish him with a 2H anti-air, or wait for him to land.

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