DBFZ/Android 17/Strategy

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General Tactics

Team positioning

Point

His hefty damage and mix-up potential make 17 a solid pick as a point character. However, his projectile game is lacking, so it is recommended that one uses a beam assist to help him get in.

Mid

17's A assists is almost equal to 18's, though the difference is that 17 land a ki blast afterwards and can be punished when 17 switches from the barrier to the attack. His B assist is very fast and has a lot of hitstun + it charges the power blitz and his C assist is a blockstun type assist that has anti-air properties. His invulnerable super is also his DHC (which means that if you can DHC into him during clashes,it's a guaranteed win) and will track the opponent, hitting 99% of the times. Overall this is a very recommended position for 17, since he will still have an assist to cover him up and plays a good assist role.

Anchor

Same as mid, however less recommended as 17's combos/mixups are very costing or not real without assists to cover them up and he doesn't have much to gain for being the last one standing in the battlefield besides sparking loops/damage, such as base goku or frieza.

Picking Teammates

17 lacks solid projectiles, therefor having a beam assist (and/or, for that matter, anything that will help him get in) would be beneficial. Furthermore, 17's combo game is semi reliant on solid assists (assuming you do not have Power Blitz [22S / 214(236)A Rekka + 2S] charged). Fortunately, Power Blitz Charge has a hit box and incredible hit stun, so, with proper timing, one could combo off of PB Charge with a fast enough assist. Here are some solid options for assist characters (in no particular order):

  • Bardock / Android 21 (Assist helps with combos off of PB Charge, as well as utilizes 17's assist quite effectively in combo)
  • Cell / Goku Black / Goku SS (Beam assists for combos and getting in, heavily recommended when playing 17)
  • Vegeta SS (The obvious almighty Vegeta Assist)
  • Yamcha / Gotenks B / Videl B (very quick multi-hit blockstun assist for acrobatic assault and rekka mix-ups)
  • Any assist with a solid amount of hitstun that can combo off of PB Charge.

Blockstrings

The obvious thing to do on block is 17's Rekka strings, as they cover each of the categories you need: quick neutral and low hits, overhead, fake out, PB charge for some pushback, wallbounce (although it is VERY situational), and a counter, as well as a cross up if you use 236H or 214H. That being said, using his overhead isn't a true blockstring, and if you do the same thing over and over, your predictability will get you killed. This is why 17 has options, and you don't necessarily have to use ALL of the hits, finishing the string early or covering your attacks with assists is 100% viable. Finally, the best thing to note is the try and always finish with 2S (PB Charge), and if you have a meter to spend and have no other options, use 236H+S as it comes out Frame 1 and is fully invulnerable AND makes 17 jump back on block so it's safe against low range/slow attacks.

Okizeme

Tips and Tricks

  • Be super patient because 17’s normals have atrocious range. Don’t move in unless you’re 100% certain you can open your opponent up.
  • 17's Level 1 "Barrier Explosion" (236H+S) is a frame 1 reversal with invincibility against everything, but don't use it raw on neutral or after every knockdown you take.
  • Use his EX finishing driver as a mix up tool, the start up is quite fast and sufficient enough for you to choose which option you want: cancel into a low, an overhead, a frametrap or a cross-up. And even if your opponent tries to punish you with a reversal super, you can cancel into the EX barrier and punish him right away.
  • When using wall jump, make sure to cover it with an assist or mix up how you get in, as it is very easy to punish with a 2H.
  • Try baiting and predicting the finishing driver into 17's barrier/reverse gear, but be 100% sure your opponent will hit it, otherwise the recovery will make you VERY vulnerable.
  • The Heavy version of reverse gear can punish guard cancels and reversal supers very easily. Your opponent will most likely do it when defending against your rekkas and/or when low on health, so be ready to do it when it comes.
  • If all six projectiles of j.5S connects and your opponent is on a diagonally down angle, quickly convert into super dash. It´s very situational, but it works.
  • If your opponent succesfully guards all your rekkas, either barrier (which is a huge commitment) or wall jump and try dodging his attacks.
  • Use his acrobatic assault as a mix-up tool. An example: When doing the grounded version (which ever you do) wait until you get close to the opponent, then do the Qcb version: your opponent will most likely whiff a 2H. And even if he tried to punish you with a super, you cancel into a vanish or a barrier explosion. Or, if you know he'll 2H for sure, hold j.5S and convert into a superdash, done:you've got a combo.

Fighting Android 17

  • Distance is key when fighting 17, most of his damage comes from close range, and he struggles to get in without an assist.
  • Beware of his Rekka strings: if someone is mashing the string is always Neutral - Overhead - Low, and the overhead can be reflected as it is not safe on block. Players can condition you to expect the overhead, and can either use a different move to punish you for not blocking or trying to attack. Make sure you are confident in your opponents strings before trying to punish them.
  • His wall-jump is one of his main ways of getting in, but there are multiple cancels from it. If 17 makes a long jump across the screen, he's completely vulnerable, so try punishing him with a super or a superdash during the jump animation.
  • Any time that Android 17 is in the air during a rekka, he can get jabbed out of it.

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