DBFZ/Android 17/Frame Data

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Android 17


Glossary

How do I read frame data?

Frame Data Glossary
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 All 6 2 13 -3 1 11 16
5LL 700 All 7 5 16 -5 2
5LLL 1000 U3+ All 15 4 17 -5 4 Low 4
5M 700 All 9 4 17 -5 2
5H 850 / 1000 U1 All 15 4 22 -10 4
5S 300×6 All 13 Total 37 -4
2L 400 Low 7 3 13 -4 1
2M 700 Low 10 4 18 -6 2
2H 850 / 1000 U1+ All 14 3 22+7L -16 4-16 Head 4
6M 850 High 24 6 4+6L ±0 3 15 18 23
3H 750 Low 12 8 17 -10 4-20 Head 2 +14
j.L 400 High 6 3 1
j.M 700 High 9 3 2
j.H 850 / 1000 D1+ [D3+] High 13 4 3
j.S 250×6 All 11 Total 46+3L
j.2H 850 U1+ All 13 5 3


Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Accel Driver 900 All 15 -23 4-18 Head 3
236M M Accel Driver 950 All 25-30 -23 4-28~33 Head 3
236H H Accel Driver 1000 All 33-47 -23 1-36~50 Head 3
236[M] M Accel Driver Feint Total 33~38 4-19~24 Head
236[H] H Accel Driver Feint Total 35~49 1-22~35 Head
j.236L Air L Second Gear 900 High 18 Until L
j.236M Air M Second Gear 950 D1 High 20 Until L
j.236H Air H Second Gear 1000 D1 High 18 Until L
214L L Finishing Driver 900 All 31 -23 4-22 Projectiles
23- 34 Head
3
214M M Finishing Driver 950 All 37 -23 4-27 Projectile
28-47 Head
3
214H H Finishing Driver 1000 All 40 -23 4-22 Projectiles
23-54 Head
3
214[M] M Finishing Driver Feint Total 48~55 4-27 Projectiles
28-34~41 Head
214[H] H Finishing Driver Feint Total 45~56 4-22 Projectiles
23-31~42 Head
j.214L Air L Fake Out Total: Until L(+?)
j.214M Air M Fake Out Total: Until L(+?)
j.214H Air H Fake Out Total: Until L(+?)
236S Acrobatic Assault Until wall +3L
j.236S Air Acrobatic Assault Until wall +3L
22S Power Blitz Charge 800×2 All 14 -5
22S Shot Power Blitz (300,150×4)×2 All 17 +6
j.22S Shot Air Power Blitz (300,150×4)×2 All 16 Until L
236X > 5L L Top Gear 700 All 8 -9 3
236X > 5M M Top Gear 750 All 10 -9 3
236X > 6L L Second Gear 700 High 25 -12 3
236X > 6M M Second Gear 750 High 26 -13 3
236X > 2L L Low Gear 700 Low 10 4 -11 3
236X > 2M M Low Gear 750 Low 12 4 -11 3
236X > 4L L Fake Out
236X > 4M M Fake Out
236X > 5H H Reverse Gear (Counter) ? Non-throw
236X > 5H > X H Reverse Gear (Attack) 1000 U1+ All -22 ? Non-throw
236X > 5S S Reverse Gear (Counter) ? Non-throw, non-Super
236X > 5S > X S Reverse Gear (Attack) 1000 U1+ All -22 ? Non-throw, non-Super


Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Reverse Gear 800 All 40 +35 11-33 Guard 35


Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L+M Endgame 2417 UDV All 7+7 -21 7-? All
236H+S Barrier Explosion 2322 UDV All 7+4 -21 1-? All
j.236H+S Air Barrier Explosion 2322 UDV All 6+4 Until L 1-? All
214L+M Super Electric Strike 320×15 UDV All 10+3 -42 1-18 All
j.214L+M Air Super Electric Strike 320×15 UDV All 10+3 Until L 1-18 All


Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5L[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H, 3H 5S DR, Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H, 3H 5S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H, 3H 5S Sp
5M - 2M, 6M 5H, 2H, 3H 5S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 3H 5S Sp
6M - - - - -
5H - - 2H 5S Sp
2H - - - - Sp
3H - - 5H, 2H 5S Sp
5S - - 5H, 2H, 3H - Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
  • On hit or block, 5L > 2L and 2L > 2L can only be late cancelled
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge

Sources

Navigation

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