DBFZ/Android 17

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< DBFZ
Revision as of 20:39, 16 April 2021 by Yusha (talk | contribs)
Overview
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This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.

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
5LL
5LLL

  • 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

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.

  • 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

Special Moves

Accel Driver

236L/M/H

Finishing Driver

214L/M/H

Acrobatic Assault

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

Power Blitz Charge

22S Driver > 2S

Power Blitz

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.
Ground
Air

  • 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.
6L
6M
j.236L
j.236M
j.236H

  • 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

Driver > 2L/M

Fake Out

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

Reverse Gear

Driver > 5H/S

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)

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.
Ground
Air

  • 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)

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.
Ground
Air

  • 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

Navigation

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

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