DBFZ/Android 17

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Revision as of 20:30, 25 December 2022 by Quirkyartistcharlie (talk | contribs) (→‎{{clr|H|j.H}}: Headings)
Overview
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 assist, versatile for nigh infinite scenarios. 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.

 Android 17  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 Assist: A has multiple applications, being a frame 10 shield to any incoming attacks, and an very strong offensive assist, having a TON of hitstun and being +35 on block
  • Option Select: Barrier beats reflect-proof options, Guard Cancel, level 3 Supers, and EX Barrier also jails into Vanish.
  • Movement: Acrobatic Assault and Air Fake Out gives 17 unprecedented air mobility, 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.
  • Poor Range: Normals have short range, resulting in lackluster neutral and approach options without assists. His other tools must be used to compensate.
Android 17
DBFZ Android 17 Portrait.png
Unique Movement Options
Air Fake Out
Acrobatic Assault
Fastest Attacks
Reversals

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 9 4 17 -5
  • 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.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 15 4 22 -10
  • 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.

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×6 All 13 Total 37 -4
  • 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.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 7 3 13 -2
  • Hits low and can be done twice.
  • Depressingly short range.

It's a low, but it's also quite small. Be careful with your spacing when using this move.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 8 4 18 -5
  • 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.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 14 3 22+7L -16 4-16 Head
  • 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.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • Universal overhead.

3H

Sliding Sweep

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 Low 12 8 17 -10 4-20 Head
  • 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.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3
  • Poor reach

Mostly combo filler thanks to its stubby nature.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 9 3
  • 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.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 13 4
5LLLLLLL
  • Dynamic hit can wall bounce.

j.H

  • Smash hit causes a sliding knockdown.

j.S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 13 5
  • 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.

Special Moves

Accel Driver

236L or 236M/H (Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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. Any type of follow-up can be performed instantly after crossing behind the opponent and before attacking.
  • 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

j.236L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.236L 900 High 18 Until L
j.236M 950 High D1 20 Until L
j.236H 1000 High D1 18 Until L

17's primary combo ender and extender.

j.236L only connects after j.M in midscreen, and is useful to drag the opponent to the ground while saving your SKD.

j.236M Smash hit causes a sliding knockdown and can be combo'd into from j.S(6), so it serves as a meterless SKD.

j.236H Smash hit causes a ground bounce sliding knockdown. Faster than j.236M so it works at high hitstun decay and can add some extra damage with Gear follow-ups on the ground.

Finishing Driver

214L or 214M/H (Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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. This includes 214H allowing any type of follow-up to be performed instantly after crossing behind the opponent and before attacking.
  • 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

j.214L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.214L Total: Until L(+?)
j.214M Total: Until L(+?)
j.214H Total: Until L(+?)
  • 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.

Acrobatic Assault

236S (Air OK) or 214S (Air OK) or 6S during Gear string (Air OK) or 4S during Gear string (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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 2S during Gear string

Damage Guard Smash Startup Active Recovery On-Block Invuln
800×2 All 14 -5
  • 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.

Power Blitz

22S after Charge (Air OK) or 2S during Gear string after Charge (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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.

Gear Follow-ups

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 cannot use Second Gear as follow-up, the same applies to Air Fake Out and Fake Out
  • 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 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

Top Gear

5L/M during Gear string

No results
  • 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.

Second Gear

6L/M during Gear string

No results
  • 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.

Low Gear

2L/M during Gear string

No results
  • 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.

Fake Out

4L/M during Gear string

No results
  • 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.

Reverse Gear

5H/S during Gear string

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

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 40 +35 11-33 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.

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.

Assist B

Power Blitz Charge

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 20 +40
  • 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.

Assist C

Accel Driver

Damage Guard Smash Startup Active Recovery On-Block Invuln
450×2, 400 All 35 [20] +55
  • 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.

Super Moves

Endgame

236L+M

Damage Guard Smash Startup Active Recovery On-Block Invuln
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

236H+S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236H+S 2322 All UDV 7+4 -21 1-? All
j.236H+S 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.
  • 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)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 320×15 All UDV 10+3 -42 1-18 All
j.214L+M 320×15 All UDV 10+3 Until L 1-18 All
  • 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