DBFZ/Android 17: Difference between revisions

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;{{clr|L|5L}}
;{{clr|L|5L}}
* Basic 6-frame jab.
* Basic 6-frame jab.
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* Lunges forward about 1/4 of the screen.
* Lunges forward about 1/4 of the screen.
A fast and far-reaching {{clr|M|5M}}, one of 17's best normals. Generally -5 or better, letting 17 safely reset pressure back into {{clr|L|5L}} if he's in range. The forward advancing properties also make his {{clr|M|2M}} > {{clr|M|5M}} combos very reliable, even if he doesn't go for them much. {{clr|M|5M}} is also 17's go-to starter due to how grounded his combos are.
A fast and far-reaching {{clr|M|5M}}, one of 17's best normals. Generally -5 or better, letting 17 safely reset pressure back into {{clr|L|5L}} if he's in range. The forward advancing properties also make his {{clr|M|2M}} > {{clr|M|5M}} combos very reliable, even if he doesn't go for them much. {{clr|M|5M}} is also 17's go-to starter due to how grounded his combos are.
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* Good move for setting up rekka combos and pressure.
* Good move for setting up rekka combos and pressure.
Cancelling this into {{clr|S|5S}} builds a respectable amount of space and its blockstun allows for true strings or easy frametraps into {{clr|L|236L}}. This is his main way to combo into his rekkas, being {{clr|M|236M}} midscreen and {{clr|L|214L}} in the corner.
Cancelling this into {{clr|S|5S}} builds a respectable amount of space and its blockstun allows for true strings or easy frametraps into {{clr|L|236L}}. This is his main way to combo into his rekkas, being {{clr|M|236M}} midscreen and {{clr|L|214L}} in the corner.
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* Mash or hold S to shoot all 6 Ki blasts.
* Mash or hold S to shoot all 6 Ki blasts.
* Cancelling into Accel Driver allows 17 to maintain pressure and anti-air.
* Cancelling into Accel Driver allows 17 to maintain pressure and anti-air.
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* Hits low and can be done twice.
* Hits low and can be done twice.
* Depressingly short range.
* Depressingly short range.
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* Depressingly short range.
* Depressingly short range.
* {{clr|M|5M}} is typically a better starter thanks to 17's combo structure.
* {{clr|M|5M}} is typically a better starter thanks to 17's combo structure.
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* Depressing horizontal range
* Depressing horizontal range
* Leaves 17 airborne.
* Leaves 17 airborne.
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* Universal overhead.
* Universal overhead.
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* Can be followed up by {{clr|H|2H}}/{{clr|H|5H}}.
* Can be followed up by {{clr|H|2H}}/{{clr|H|5H}}.
* Scales like an '{{clr|L|L}}' normal (Thanks a lot, Cell).
* Scales like an '{{clr|L|L}}' normal (Thanks a lot, Cell).
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* Poor reach but if timed precisely can stop superdash.
* Poor reach but if timed precisely can stop superdash.
Mostly combo filler thanks to its stubby nature.
Mostly combo filler thanks to its stubby nature.
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* Doing after Acrobatic Assault won't stop the momentum.
* 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 {{clr|H|j.H}} for safejumps.
The startup decrease was actually a nerf as now 17 cannot perform his old rejump combo. Stick to {{clr|H|j.H}} for safejumps.
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* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
* {{clr|H|j.H}} Smash hit causes a sliding knockdown.
* {{clr|H|j.H}} Smash hit causes a sliding knockdown.
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* Mash or hold S to do all 3 hits.
* Mash or hold S to do all 3 hits.
* Highly valuable combo tool in corner sparking combos.
* Highly valuable combo tool in corner sparking combos.
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* Has a surprisingly big hitbox.
* Has a surprisingly big hitbox.
* Can combo into {{clr|S|j.S}} in certain circumstances.
* Can combo into {{clr|S|j.S}} in certain circumstances.
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;All versions
;All versions
* All versions have Anti-Air property.
* All versions have Anti-Air property.
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* Sways back before rushing in with identical properties to 236X.  
* Sways back before rushing in with identical properties to 236X.  
* Driver follow-ups can be used before he dashes forward.
* Driver follow-ups can be used before he dashes forward.
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* {{clr|S|214S}} jumps backward, {{clr|S|236S}} jumps forward.
* {{clr|S|214S}} jumps backward, {{clr|S|236S}} jumps forward.
* Cancelable into air attacks when 17 is approaching the opponent.  
* Cancelable into air attacks when 17 is approaching the opponent.  
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* Both of 17's hands have hitboxes during the initial portion of the charging animation.
* Both of 17's hands have hitboxes during the initial portion of the charging animation.
* Launches on hit.
* Launches on hit.
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* Causes a sliding knockdown on hit.
* Causes a sliding knockdown on hit.
* Throws 2 balls downward. First ball arcs up while the second arcs down.
* Throws 2 balls downward. First ball arcs up while the second arcs down.
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* Very useful and quick frame trap.
* Very useful and quick frame trap.
* Amazing scaling, deletes health bars if 17 has resources to spare.
* Amazing scaling, deletes health bars if 17 has resources to spare.
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;Ground
;Ground
* Despite being an overhead attack, it doesn't have head property, meaning the move can't be {{clr|H|2H}}'d/anti-aired.
* Despite being an overhead attack, it doesn't have head property, meaning the move can't be {{clr|H|2H}}'d/anti-aired.
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* 70% scaling, 17 has to work to get meaningful damage out of this move.
* 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.
* M version doesn't have as much range as the other follow-ups.
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* Jumps forward and then fast falls down.
* Jumps forward and then fast falls down.
* Just like the overhead, the M version travels almost fullscreen.
* Just like the overhead, the M version travels almost fullscreen.
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* Press {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|S}} to trigger the attack. Smash hit causes a wall bounce.
* Press {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|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.
* S version can only cancel into the attack after absorbing a hit. Gains 25% Ki gauge each hit absorbed.
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* Does barrier > Ki Blast followup, absorbed hits don't give any meter.
* Does barrier > Ki Blast followup, absorbed hits don't give any meter.
* Barrier activates at the 10th frame.
* Barrier activates at the 10th frame.
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* Only does the charge.
* Only does the charge.
* Point 17's Power Blitz will be charged after this assist is used.
* Point 17's Power Blitz will be charged after this assist is used.
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* His first two hits of the rekka sequence.
* 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.
* 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.
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* Teleports behind <s>you</s> the opponent.
* Teleports behind <s>you</s> 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.
* 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.
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* 17 covers himself in a barrier and rushes forward the opponent, covering all the screen.
* 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.
* The ground version corrects 17's position and puts him in the same height as his opponent.
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* Straight outta Xenoverse.
* Straight outta Xenoverse.
* Ground version makes 17 jump back a little bit.
* Ground version makes 17 jump back a little bit.

Revision as of 21:56, 13 May 2022

Overview

Template:CharaOverview

Normal Moves

5L

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.
5L 400 All 6 2 13 -1
5LL 700 All 7 5 16 -5
5LLL 1000 All U3+ 15 4 17 -5 4 Low

5L
  • 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.


5LL
  • 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.


5LLL
  • 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.

5M

5H

5S

2L

2M

2H

6M

3H

Sliding Sweep

j.L

j.M

j.H

j.S

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.
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.
  • 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

Special Moves

Accel Driver

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.
236L 900 All 15 -23 4-18 Head
236M 950 All 25-30 -23 4-28~33 Head
236H 1000 All 33-47 -23 1-36~50 Head
236[M] Total 33~38 4-19~24 Head
236[H] Total 35~49 1-22~35 Head

All versions
  • All versions have Anti-Air property.
  • M and H versions can hold down the button and act as fake outs.

236L
  • 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.


236M
  • 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.


236H
  • 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).

Finishing Driver

214L/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.
214L 900 All 31 -23 4-22 Projectiles
23- 34 Head
214M 950 All 37 -23 4-27 Projectile
28-47 Head
214H 1000 All 40 -23 4-22 Projectiles
23-54 Head
214[M] Total 48~55 4-27 Projectiles
28-34~41 Head
214[H] Total 45~56 4-22 Projectiles
23-31~42 Head

  • 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.

Acrobatic Assault

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

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.
236S Until wall +3L
j.236S Until wall +3L

  • 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

Power Blitz

22S after Charge (Air OK) or 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.
22S Shot (300,150×4)×2 All 17 +6
j.22S Shot (300,150×4)×2 All 16 Until L

  • 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

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

Driver > 5L/M

Second Gear

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.
j.236L 900 High 18 Until L
j.236M 950 High D1 20 Until L
j.236H 1000 High D1 18 Until L

Ground
  • 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.


Air
  • 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

Low Gear

Driver > 2L/M

Fake Out

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

Reverse Gear

Driver > 5H/S

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.
5H (Counter)

No results

5H (Attack)

No results

5S (Counter)

No results

5S (Attack)

No results

  • 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.

Z Assists

Assist A

Reverse Gear

Assist B

Power Blitz Charge

Assist C

Accel Driver

Super Moves

Endgame

236L+M

Barrier Explosion

236H+S (Air OK)

No results
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.

  • 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 or 214H+S (Air OK)

No results
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.

  • 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.

Colors

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

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

DBFZ/Navigation