DBFZ/Android 17

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

Overview[edit]


DBFZ Android 17 Icon.png Android 17
"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[edit]

Playstyle
DBFZ Android 17 Icon.png Android 17 operates using speed and dizzying consecutive attacks that render opponents frantic.
Pros Cons
  • Mix-ups: Driver Moves, four lows, an overhead, and a feint give him a plethora of mix-up options, as well as good stagger pressure with his buttons.
  • Great Battery: Good meter gain when utilizing ki blasts in combos; multiple ToD routes with the right assists give an even more amazing meter gain during Sparking!.
  • Additional Movement: Acrobatic Assault allows him to have extra mobility with a tiny bit of mix-up potential, and can also extend combos.
  • Special Assists: A has multiple applications, being defensive and offensive at the same time, and B charges his Power Blitz.
  • Move Knowledge: Player must know the options that stem from Driver Moves to open opponents' defense and complete combos.
  • Poor Range: Normals have short range, resulting in lackluster neutral and approach options without assists.
  • Limited Air Options: Few aerial abilities and Acrobatic Assault is relatively low-value.
  • Trouble with Knockdowns: Cannot get sliding knockdowns off his rekka without spending resources.

Normal Moves[edit]

5L[edit]
5L
DBFZ Android 17 5L.png
DBFZ Android 17 5LL.png
DBFZ Android 17 5LLL.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400 All - 6 2 13 -3 -
  • Basic jab with good vertical range, but with very poor horizontal range
5LL 700 All - 7 5 16 -5 -
  • 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 1000 All U3+ 15 4 17 -5 ? Low
  • 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[edit]
5M
DBFZ Android 17 5M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 All - 9 4 17 -5 -
  • Lunges forward at medium range to reach opponent.

5H[edit]
5H
DBFZ Android 17 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 / 1000 All U1 15 4 22 -10 -
  • Good move for setting up rekka combos and pressure

5S[edit]
5S
DBFZ Android 17 5S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
300*6 All - 13 - Total 37 -4 -
  • 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[edit]
2L
DBFZ Android 17 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400 Low - 7 3 13 -4 -
  • Hits low and can be done twice.

2M[edit]
2M
DBFZ Android 17 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 Low - 10 4 18 -6 -
  • Incredibly short range for a 2M, however pushes 17 forward slightly to make up for it.

2H[edit]
2H
DBFZ Android 17 2H.png
DO THE MARIO
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 / 1000 All U1+ 14 3 22+7L -16 4-16 Head
  • 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[edit]
6M
DBFZ Android 17 6M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 High - 24 6 4+6L ±0 -
  • Universal overhead.

3H[edit]
3H
Sliding Sweep
DBFZ Android 17 3H.png
Gordeau Slide
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
750 Low - 12 - - -8 -
  • 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[edit]
j.L
DBFZ Android 17 jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400 High - 6 3 - - -
  • 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[edit]
j.M
DBFZ Android 17 jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 High - 10 3 - - -
  • Hits at medium range.
  • Doing after Acrobatic Assault won't stop the momentum.

j.H[edit]
j.H
DBFZ Android 17 jH.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5LLLLLLL 850 / 1000 High D2+ 13 4 - - -
  • Smash hit can wall bounce.
j.H 850 / 1000 High D1+ 13 4 - - -
  • Smash hit causes a sliding knockdown.

j.S[edit]
j.S
DBFZ Android 17 jS.png
AKA, The Future Gohan Killer
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
250*6 All - 11 - Total 46+3L - -
  • 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[edit]
j.2H
DBFZ Android 17 j2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All U1+ 13 5 - - -
  • Has a surprisingly big hitbox.
  • Very similar to A18 2H.

Special Moves[edit]

Accel Driver[edit]
Accel Driver
236L/M/H
DBFZ Android17 AccelDriver.png
Palm them with style.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
L 900 All - 15 - - -23 5-18 Head
  • 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 950 All - 25 - - -23 5-? Head
[M] - - - - - Total 33~38 - 5-19~24 Head
  • Covers a lot more range and maintains the head invulnerabilty for the whole travel distance.
H 1000 All - 33 - - -23 1-? Head
[H] - - - - - Total 35~49 - 1-21~35 Head
  • 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[edit]
Finishing Driver
214L/M/H
DBFZ Android17 FinishingDriver.png
Move back a bit, then strike.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
L 900 All - 31 - - -23 23-? Head
M 950 All - 37 - - -23 28-? Head
[M] - - - - - Total 48~55 - 28-34~41 Head
H 1000 All - 40 - - -23 23-? Head
[H] - - - - - Total 42~56 - 23-28~42 Head
  • 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[edit]
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.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • All M followups deal more damage and have more range than L version, with the extended range varies between moves.
Top Gear
5L/M
700 All - 8 - - -9 -
750 All - 10 - - -9 -
  • Very useful and quick frame trap.
Second Gear
6L/M
700 High - 25 - - -12 -
750 High - 26 - - -13 -
  • 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
700 Low - 10 4 - -11 -
750 Low - 12 4 - -11 -
  • 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 (Counter)
5H/S
- - - - - - - ? Non-throw
- - - - - - - ? Non-throw, non-Super
Reverse Gear (Attack)
5H/S > L/M/H/S
1000 All U1 - - - -22 ? Non-throw
1000 All U1 - - - -22 ? Non-throw, non-Super
  • Press a button to trigger the Ki Blast attack. Smash hit causes a wall bounce.
  • S version can only cancel to the Ki Blast 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 meters from successful block, but can guard against Supers.

Acrobatic Assault[edit]
Acrobatic Assault
236S or 214S (Air OK)
DBFZ Android 17 AcrobaticAssault.png
*SF2 Claw Yodel*
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground - - - Until wall - +3L - -
Air - - - Until wall - +3L - -
  • Jumps onto the current wall(s) 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.
  • Airborne at 12f when performed on the ground. Earliest cancel from wall hop at 7f.

Great tool to approach the opponent after a Vanish.

Power Blitz Charge[edit]
Power Blitz Charge
22S
DBFZ Android 17 PowerBlitzCharge.png
*17 pretending to do the final flash*
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800*2 All - 14 - - -28 -
  • 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[edit]
Power Blitz
22S after Charge (Air OK)
DBFZ Android 17 PowerBlitz.png
neutral be like:
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground (300,150*4) *2 All - 16 - - +6 -
Air (300,150*4) *2 All - 16 - Until L - -
  • 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[edit]

Assist A[edit]
Reverse Gear
Assist A
DBFZ Android17 ReverseGear.png
Block 'em, then Pop 'em
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 All - 41 - - +35 10-? Guard
  • 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[edit]
Power Blitz Charge
Assist B
DBFZ Android 17 PowerBlitzCharge.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800*2 All - 21 - - +23 -
  • Only does the charge.
  • Point 17's Power Blitz will be charged after this assist is used.

Assist C[edit]
Accel Driver
Assist C
DBFZ Android17 AccelDriver.png
DBFZ Android17 TopGear.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
450*2, 400 All - 46 [21] - - +50 -
  • 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[edit]

Endgame[edit]
Endgame
236L+M
DBFZ Android 17 Endgame1.png
"Sorry, Doc."
DBFZ Android 17 Endgame2.png
"Just following orders."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2417 All UDV 7+7 - - -21 7-? All
  • Teleports behind you the 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[edit]
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
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 2322 All UDV 7+4 - - -21 1-? All
Air 2322 All UDV 6+4 - Until L - 1-? All
  • 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[edit]
Super Electric Strike
214L+M or 214H+S (Air OK)
DBFZ Android 17 SuperElectricStrike.png
"I'm gonna beat you like a rug... HAAA!!!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 320*15 All UDV 10+3 - - -42 1-18 All
Air 320*15 All UDV 10+3 - Until L - 1-18 All
  • 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[edit]


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System Explanations

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