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Android 17 is a fast, heavy mix-up based character that possesses a combination of various mobility options and rekka moves that grants him an overall constant pressure, fantastic mix-up and unorthodox combo routes that lead to very high damage. With just an assist and half a bar to hand, an unscaled starter can lead to colossal punishment, and he will continue chasing you after you get back up with Accel Driver and Finishing Driver; two rekkas with a huge tray of different follow-ups, that give 17 colossal option select prowess, and allow him to mow down the opponent merely through catching them blindly. He provides brilliant synergy to a team with his assists, versatile for offense, defense, and B notably charging up his EZ-bake knockdown Power Blitz. With such tremendous strengths, it makes sense that 17 is contrasted by being one of the least beginner friendly characters in FighterZ, with lackluster range, coupled with the arduous task of having to learn all the different Driver follow ups. 17 is a character that takes many, many hours to learn, but those hours reward you with possibly the most terrifying mixup monster the game has to offer.
|"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.|
|Android 17 operates using speed and dizzying consecutive attacks that render opponents frantic.|
- Basic 6-frame jab.
- Good vertical range, but 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.
- Advances quite far forwards.
- Very fast, 2L can connect with 5LL even if 5L whiffs.
The forbidden starter. The fastest 5LL in the game with great forward momentum to boot, which means you win in any 6M clash situation.
- Lunges forward and strikes with both his fists.
- Considered airborne and has invul to low attacks.
- Tracks the opponent.
Very situational normal. 5LLL gives 17 airborne cancel options, which means you can mix with j236H/j214H instead of needing to go into 2H. Can be linked into jL in the corner.
- Lunges forward about 1/4 of the screen.
A fast and far-reaching 5M, one of 17's best normals. Generally -5 or better, letting 17 safely reset pressure back into 5L if he's in range. The forward advancing properties also make his 2M > 5M combos very reliable, even if he doesn't go for them much. 5M is also 17's go-to starter due to how grounded his combos are.
- Good move for setting up rekka combos and pressure.
Cancelling this into 5S builds a respectable amount of space and its blockstun allows for true strings or easy frametraps into 236L. This is his main way to combo into his rekkas, being 236M midscreen and 214L in the corner.
- Mash or hold S to shoot all 6 Ki blasts.
- Cancelling into Accel Driver allows 17 to maintain pressure and anti-air.
17 can actually chain his Ki Blast into a low (3H) which can blow up opponents trying to reflect it and frame trap at the same time.
- Hits low and can be done twice.
- Depressingly short range.
It's a low, but it's also quite small. Be careful whith your spacing when using this move.
- Depressingly short range.
- 5M is typically a better starter thanks to 17's combo structure.
While normally quite good, 2M > 5M heavily limits 17's combo options relative to the rest of the cast. 5M also has much better range, so use that instead if at all possible. It does have some uses in building space between 17 and his opponent as it is one of his very few moves that doesn't push him forwards.
- Depressing horizontal range
- Leaves 17 airborne.
j.236X and j.214X make this move quite threatening in blockstrings should you get it to connect. Otherwise it's mostly relegated to being an anti-air.
- Universal overhead.
- 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.
- Has Head invul for some reason.
Combo and blockstring tool, but might have some useage as a low-profile tool. If it works out for you somehow then put it here.
- Poor reach but if timed precisely can stop superdash.
Mostly combo filler thanks to its stubby nature.
- Doing after Acrobatic Assault won't stop the momentum.
The startup decrease was actually a nerf as now 17 cannot perform his old rejump combo. Stick to j.H for safejumps.
- 5LLLLLLL Dynamic hit can wall bounce.
- j.H Smash hit causes a sliding knockdown.
- Mash or hold S to do all 3 hits.
- Highly valuable combo tool in corner sparking combos.
- Has enough hitstun to combo into superdash.
- 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.
- 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.
- All versions
- All versions have Anti-Air property.
- M and H versions can hold down the button and act as fake outs.
- Dashes forward and attacks, starts a Gear string.
Prime smashless combo filler. 236L~LLL2S easily sets up an assist extension and gives 17 a Power Charge to boot.
- Dashes just shy of fullscreen and starts a Gear string.
Midscreen combo filler, but only combos from Smash 5H. Provides excellent corner carry and damage while still giving an easy assist extension.
- Crosses through the opponent and starts a Gear string.
- Crossup works even in the corner.
Mostly a gimmick but will catch some opponents unaware if they're not ready for it (or haven't fought many 17s before).
Air Second Gear
- L version is useful to maintain SKD for a 2H assist extension.
- M version can be combo'd into from j.S at low-mid hitstun decay. Smash hit causes a sliding knockdown.
- H version is more reliable than the M version. Smash hit causes a ground bounce sliding knockdown, which can be extended with other Gears.
17's primary combo ender and extender due to how beneficial j.S is. As of patch 1.27, 17 can now combo j236M off of jS midscreen, giving him a meterless SKD option off of SD. j236L also works, but only on big body characters like Cell
- Sways back before rushing in with identical properties to 236X.
- 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.
The only way to combo into this is with Smash 5H in the corner, and even then the first hit must be cancelled immediately into L Top Gear. Its use in blockstrings is limited as punishing mashers requires a very tight delay from M buttons and is impossible from L buttons.
Air Fake Out
- 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.
236S (Air OK) or 214S (Air OK) or Driver > 6S or Driver > 4S
- 214S jumps backward, 236S jumps forward.
- Cancelable into air attacks when 17 is approaching the opponent.
- Air version can only be performed once until landing.
Jumps onto the current wall and bounces back. In the corner, 236S + Assist will spawn them at the edge of the screen and push the opponent out of the corner. It's a little underwhelming as a neutral tool as 17 doesn't have great ways of dealing with superdash, but it can provide some tricky movement options if used sparingly and when combined with Air Accel Drivers.
Power Blitz Charge
22S or 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.
22S after Charge (Air OK) or 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.
Gear follow-ups can cancel into one another or any other Special Move on whiff, but each move can only be used once per string. The rules of a Gear string are as follow:
- Starts with Accel Driver, Air Second Gear, Finishing Driver, or Air Fake Out. Strings starting with Air Second Gear/Air Fake Out cannot use Second Gear/Fake Out as follow-up
- Using Accel Driver or Finishing Driver mid-string will refresh the usage of Gear follow-ups
- Using Acrobatic Assault, Power Blitz Charge or Power Blitz effectively ends the string
- If no direction in inputted, the default order of Gears is: Top Gear > Second Gear > Low Gear
Example of a full string: Air Second Gear > Gears > Accel Driver > Gears > Finishing Driver > Gears > Power Blitz Charge
Driver > 5L/M
- Very useful and quick frame trap.
- Amazing scaling, deletes health bars if 17 has resources to spare.
All M Gears deal more damage and have more range than L version, with the extended range varies between moves.
Driver > 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.
- M version has enourmous range.
The rekka "mixup." While technically reactable, opponents waiting to block it or mash against it are more vulnerable to pressure resets or Barrier.
Driver > 2L/M
- 70% scaling, 17 has to work to get meaningful damage out of this move.
- M version doesn't have as much range as the other follow-ups.
The low for 17's rekka "mixup." Can be made a little more difficult to react to if done from the 4L/M follow-up as it resembles Second Gear, but smart opponents will fuzzy block it. Best used as a second frametrap after a Top Gear should opponents not get hit by the first frametrap.
Driver > 4L/M
- Jumps forward and then fast falls down.
- Just like the overhead, the M version travels almost fullscreen.
The high fakeout, best used in tandem with Low Gear. Almost useless if Low Gear or Second Gear has already been used in the string as there is no more mixup.
Driver > 5H/S
- Press L/M/H/S to trigger the attack. Smash hit causes a wall bounce.
- 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.
Mash callout tool that also nets 17 a nice combo. The attack builds a ton of meter by itself from the S version of the barrier. The H version is useful to get a combo if 17 doesn't have assists available or doesn't want to spend them. In most cases, even a mildly optimized combo will build the meter back.
- 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.
17's best all around assist and especially useful for command grab characters. The barrier portion stops mashers and the built-in attack is great for punishing them or stopping jumps. It takes some time to get used to the timing in a combo but the long hitstop and hitstun make it a great combo tool to boot.
Power Blitz Charge
- Only does the charge.
- Point 17's Power Blitz will be charged after this assist is used.
- Has some issues with where 17 spawns in which can make it whiff after lariat-style moves.
Fast, high blockstun assist. Can be useful for fuzzy guard style mixups but is generally outclassed by his A assist.
- 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.
17's C assist is a tracking, +50 anti-air assist. Not a bad choice if you really want a C assist due to it having some extra utility, but his A assist is generally more applicable.
- Teleports behind
- 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
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 (Air OK) 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.
|To edit frame data, edit values in DBFZ/Android 17/Data.|
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Click [★] for character's full frame data