DBFZ/Android 17/Combos

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 Android 17
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2M > 3H > 5H > 236M~MMM~2S 4150 .95 All [1] Very Easy Soft knockdown without Power Blitz, SKD with. Very assist-extension friendly.
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL 4185 1.05 All [1] Very Easy Saiyan BnB. You can use j.22S instead of the autocombo j.H, but it's really not necessary.
2M > 5M > jc.MLL2H > SD > j.LL2H > jc.LLS(6) > j.236M 4288 1.35 All [1] Very Easy j.S fires ki blasts in pairs of 2.
5M > 2M > 3H > 5H > SD > j.LL2H > jc.LLS(6) > j.236M 4426 1.3 All [1] Very Easy 5H route. Can end with charged j.22S instead of j.236M for slightly more damage and meter.
236X~S/H~X > dash 2M > 5M > jc.LL[S] > SD > j.LL2H > jc.L delay L2H[S] > j.22S/j.236M All [1] Very Easy Can eliminate the second j.2H and delay for more consistency at the cost of some meter and damage.
... Vanish > 2M > 5[S] > 3H > 236L~MMM~2S ? -1 All [2] Easy You'll only really use this if Power Blitz isn't charged, as the combo below does more damage.
... Vanish > 2M > 5M > jc.LL[S] > SD > j.LL2H > jc.L delay L2H[S] > j.22S/j.236M ? -1 All [2] Easy Should look familiar at this point.
5M > 2M > 3H > 236L~MMM~H > 214M~MMM~2S 4529 -.5, +.75 All [2] Easy High damage combo using an EX. Power Blitz gives you a sliding knockdown.
5M > 2M > 3H > 236L~MMM~H~4S > j.M ▷ 5L > jc.LL2H > jc.LL > j.22S 4856 +.25 All [3] Medium High damage rejump combo, Power Blitz gives you a sliding knockdown.

Notes

If you don't have Power Blitz and go for a j.LLL, remember you can do Vanish > j.[DR] or use an assist for a sliding knockdown instead.
5H > 236L and Barrier blast > 236L both work after you've used your smash.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2M > 3H > 5H > 214L~LMM > 236L~MMM~2S 4604 1.3 All [2] Easy IMPORTANT: you have to press L before the first attack comes out of the sway. The follow up hit is faster than the automatic first hit, and if you don't cancel it the combo will drop. Synergizes well with most assists.

Notes

The midscreen Saiyan BnB also works in the corner, it just isn't notated for efficiency.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
... Assist > (5M) > jc.LL[S] > SD > j.LL[S] > jc.LL[S] > j.22S Corner ? Lots All [2] Easy Most common assist extension in Sparking, builds a TON of meter. In some cases you might be able to airdash cancel j.S instead of jump canceling, which gives you even more damage at the cost of consistency.

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > Power Blitz Charge > Assist > dash jump (669) > j.LL2H > SD > j.LL2H > jc.LL[S](2) > j.22S Midscreen 5218 2.05 All [2] Easy Basic midscreen assist combo, helped a lot by A17's high Smash-less damage.
... 2S > Assist > (5M) > jc.LL[S] > SD > j.LL2H > jc.LL[S] > j.22S Corner ? ? All [2] Easy You may have to cut out the 'j.LL[S] > SD' portion of the combo at high Hitstun Decay. Axeice is good but he doesn't do this and drops the combo.
... 2S > Assist > [DR] > 236L~L > 22S/236L+M/236H+S/214L+M Corner ? ? All [2] Easy High hitstun decay version.

Combo Theory

A17's combos midscreen usually skip rekkas and go right into j.2H unless you have assists. In the corner, it's much easier to go into a high damage rekka combo with a slide knockdown ender using assists. 2S charge is very easy to combo from using assists, and his air combos in the corner build high amounts of meter as well as ending in a slide knockdown thanks to j.22S. Typically you will charge and spend the charge in the same combo, but sometimes it may be good to end with a super and keep the charge for pressure as it's highly plus on block.

Video Examples

Navigation

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