DBFZ/Android 17

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Overview[edit]
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This section is still being written. It may be wildly inaccurate or missing significant data.
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Overview

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.
Playstyle
DBFZ Android 17 Icon.png Android 17 operates using speed and dizzying consecutive attacks that render opponents frantic.
Pros Cons
  • Terrifying Pressure: 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. Driver Moves in tandem with buttons and assists lead to insanely long pressure.
  • Great Battery: Some of the best meter gain in the game when utilizing ki blasts, enabling multiple ToDs with the right assists especially with Sparking!.
  • Special Assists: A has multiple applications, being defensive and offensive at the same time, and B charges his Power Blitz.
  • Option Select: Barrier beats reflect-proof options, Guard Cancel, level 3 Supers, and EX Barrier also jails into Vanish.
  • Movement: Acrobatic Assault gives 17 unprecedented space control, making it extremely difficult for an opponent to keep him still, or pin him in the corner.
  • Rekka Conditioning: Players must be able to condition with A17's Driver Moves to open opponents' defense and complete combos. His speed only shines when you know exactly what moves you are using to keep the opponent guessing. Otherwise, his rekkas are all unsafe and can be punished heavily.
  • Poor Range: Normals have short range, resulting in lackluster neutral and approach options without assists. His other tools must be used to compensate.
  • Trouble with Knockdowns: Cannot get sliding knockdowns off his rekka without spending resources (either 0.5 bar or Power Blitz).

Normal Moves[edit]

5L[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 2 13 -3 -
5LL 700 All - 7 5 16 -5 -
5LLL 1000 All U3+ 15 4 17 -5 4 Low

[edit]

  • 5L is a basic jab with good vertical range, but with 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.


  • A17's 5LL dashes a good bit forward during this move
  • Has pretty short start up, allowing for 2L to connect with 5LL even if 5L whiffs.

Is one of 17's best combo starters, being unscaled and with unexpected range for 17. While 5L could whiff, this will most certainly bring you right in the opponent's face in a blockstring, and ensures most other buttons after will not be missing their mark.


  • A17's 5LLL 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, which leads to some hillarious results.

5M[edit]

5H[edit]

5S[edit]

2L[edit]

2M[edit]

2H[edit]

6M[edit]

3H[edit]

Sliding Sweep

j.L[edit]

j.M[edit]

j.H[edit]

j.S[edit]

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
250*6 All - 11 - Total 46+3L - -

[edit]

  • 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.
  • 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.

j.2H[edit]

Special Moves[edit]

Accel Driver[edit]

236L/M/H

Finishing Driver[edit]

214L/M/H

Acrobatic Assault[edit]

236S or 214S (Air OK) Driver > 6S or Driver > 4S

Power Blitz Charge[edit]

22S Driver > 2S

Power Blitz[edit]

22S after Charge (Air OK) Driver > 2S after Charge

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground (300,150*4) *2 All - 16 - - +6 -
Air (300,150*4) *2 All - 16 - Until L - -

[edit]

  • 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.

Gears[edit]

Gear attacks can cancel into one another even on whiff and in any order, with each Gear being able to be used once per Gear string. Gears can be also be cancelled into any other Special Moves as well, with one extra restriction: Accel Driver and Finishing Driver can only be used once per Special string.

If no direction in inputted, the order is: Top Gear > Second Gear > Low Gear.

Top Gear[edit]

Driver > 5L/M

Second Gear[edit]

Driver > 6L/M or j.236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
6L 700 High - 25 - - -12 -
6M 750 High - 26 - - -13 -
j.236L 900 High - 18 Until L - - -
j.236M 950 High D1 20 Until L - - -
j.236H 1000 High D1 18 Until L - - -

[edit]

  • 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.

  • M version can be combo'd into in the corner at low hitstun decay. Smash hit causes a sliding knockdown.

H version can be combo'd anywhere on screen with j.LLS > j.236H. Smash hit causes a ground bounce sliding knockdown, which can be extended with other Gears.

Low Gear[edit]

Driver > 2L/M

Fake Out[edit]

Driver > 4L/M or j.214L/M/H

Reverse Gear[edit]

Driver > 5H/S

Z Assists[edit]

Assist A[edit]

Reverse Gear

Assist B[edit]

Power Blitz Charge

Assist C[edit]

Accel Driver

Super Moves[edit]

Endgame[edit]

236L+M

Barrier Explosion[edit]

236H+S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 2322 All UDV 7+4 - - -21 1-? All
Air 2322 All UDV 6+4 - Until L - 1-? All

[edit]

  • 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[edit]

214L+M or 214H+S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability 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

[edit]

  • 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.

External References[edit]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in DBFZ/Android 17/Data.