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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. They give Android 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 operates using speed and dizzying consecutive attacks that render opponents frantic.
- 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 a 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.
A stationary jab with very poor horizontal range. You can 4LL to perform it twice in a row, making this a good tool for stagger pressure, but you'll often have to dash to get in range for it.
This forward advancing knee comes out really fast, sorta making up for 5L whiffing.
Its speed allows it combo from 2L even if 5L whiffs.
17 jumps and swings his arms at you. This move's noteworthy for allowing air special cancels on block, enabling his mixup between j.214HGuard-Startup-RecoveryTotal: Until L(+?)Advantage- ~ 2LGuardLowStartup10Recovery-Advantage-11 and j.236HGuardHighStartup18Recovery-Advantage- with an assist.
- In the corner, you can link into a j.L for optimal combos.
A fast and far-reaching 5M, 17's best normal. Considering how short your 5L is, you'll prefer this to mash on their pressure or engage in neutral.
It's also a phenomenal move in pressure, leaving you in range to reset with 5L in most situations, or as a tool to restart your string after spacing yourself with 5S and 2M.
|850 / 1000||All||U1||15||4||22||-10|
Combo and blockstring filler. It allows you to combo into 236M midscreen and 214L~L in the corner, you'll want to route into this more often than not.
It works as an anti reflect after 5L, 2L, 5LL and 5M, but not other normals.
- Doesn't gatling into 3H
An average ki blast. It's useful for pressure as it's really safe on block, it can also be used to poke in neutral.
From far range fire a couple of ki blasts and look to 2H a superdash or vanish if they get hit. You can also combine it with a fullscreen assist, for example a beam, to force them to block and take your turn.
You can also use it at close and mid range, as here 17 can follow up 1 or 2 ki blasts with 3H to start a combo or a blockstring.
- Low horizontal pushback on air hit, 2M>5S>5H combos midscreen.
- Hold or mash S to shoot up to 6 Ki Blasts
- 6th Ki Blast launches on hit
A low with slightly more range than your 5L. Be careful with your spacing when using this move as it's still prone to whiffing.
- Can chain into itself once.
A fast, short range low. Doesn't have much use in neutral but it's useful in blockstrings, as not only it is -5 but it also creates some space between you and your opponent. Remember to dash 5L if you reset your blockstring here.
|850 / 1000||All||U1+||14||3||22+7L||-16||4-16 Head|
A standard anti air, has bad horizontal range.
It can be useful to set up mix, as on block you have access to your air rekkas. If you want to use 2H in a blockstring, chain it from 3H to make sure it doesn't whiff.
- Universal overhead.
Great combo and blockstring tool. Besides being one more low in your string, it's really useful for hit confirms, as it anti reflects and combos out of basically everything.
Has anti air properties, which comes into play if your 2H input gets crossed up or if they try to SD your 5S in pressure.
If spaced, it can be made safe on block.
- Scales like an 'L' normal (Thanks a lot, Cell).
- Posseses some low profile properties.
- 17's farthest reaching normal, hits at round start range.
Mostly combo filler thanks to its stubby nature.
Your best button for crossups and air to airs. It doesn't have that much range downward, which can cause some combos to drop.
|850 / 1000||High||D1+ [D3+]||13||4|
- Dynamic hit can wall bounce.
- Smash hit causes a sliding knockdown.
Shoots 6 ki blasts in pairs of 2. Incredible for punishes as you can combo into superdash from surprisingly far, and a crucial part of your combos as it builds a worrying amount of meter.
It also has increased blockstun, so you can use it for same side and crossups and confirm it with j.214HGuard-Startup-RecoveryTotal: Until L(+?)Advantage- ~ 5LGuardAllStartup8Recovery-Advantage-9 without leaving a mashable gap.
If done after IAD j.M, allows you to go for a high low between j.236HGuardHighStartup18Recovery-Advantage- and j.214HGuard-Startup-RecoveryTotal: Until L(+?)Advantage- ~ 2LGuardLowStartup10Recovery-Advantage-11 without needing an assist.
- Mash or hold S to do all 3 hits.
236L or 236M/H (Hold OK)
|236[M]||Total 33~38||4-19~24 Head|
|236[H]||Total 35~49||1-22~35 Head|
- All versions
17 performs an attack, then gains access to his gear follow-ups. The attack has anti-air properties.
Short range but fast enough to be your gapless blockstring ender, this is what makes your pressure last for so long. When in doubt, 236L~M~2M~2S is your go-to safe rekka sequence.
Dashes just shy of fullscreen and attacks once it reaches the opponent. Hold any button to perform a feint instead.
It's an important part of your combos, as performing a full rekka string after 5H and extending with an assist deals quite a bit of damage, plus it leaves you with a power blitz charge.
You can occasionally use the feint to reset your pressure but it's not to be abused as it has quite the recovery.
Always crosses through the opponent, even fullscreen, then performs the attack. After crossing over you can hold any button for a feint, or you can override the initial attack with a follow-up.
As a crossup, this move is heavily telegraphed as the opponent can just react to the EX special effects, it doesn't help that it can be punished harshly.
Where it shines is in setting up mixups with an assist, as it always steals the corner. You can either go for the feint and take advantage of your + frames or you can use ~4LGuard-Startup-Recovery-Advantage- to create left right 50/50s, all while threatening your other rekka options.
Air Second Gear
- All Versions
17's primary combo ender and extender.
- Can be anti aired.
- As a starter, scales your combo harshly, at 50%
Only connects after j.M in midscreen, and is useful to drag the opponent to the ground while saving your SKD.
Smash hit causes a sliding knockdown and can be combo'd into from j.S(6), so it serves as a meterless SKD.
This is one of your main high/low mixup tools, as with Smash hit it causes a ground bounce, allowing a full combo using your drivers.
You will most often set it up with 5LLL, j.S or 2H but it can also be done raw out of staggers, however doing it midscreen requires a precise Tiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. or you'll go over your opponent.
Also really useful as a combo ender, since it works at high hitstun decay and you can choose to take a damaging extension or a sliding knockdown.
214L or 214M/H (Hold OK)
23- 34 Head
|214[M]||Total 48~55||4-27 Projectiles
|214[H]||Total 45~56||4-22 Projectiles
- All Versions
Back sway into Reverse GearGuard-Startup-Recovery-Advantage- can be used on reaction to beams and assists, but unlike Android 18 your options after absorbing an attack are limited to calling an assist or using your barrier's follow-up.
You want to use this as a frametrap tool. 214L~L will whiff punish most mashing attempts for a medium starter and on block you'll have 236L still available to extend your string.
- Cancellable at frame 19.
You can hold any button to perform a feint, similar to 236M.
- Sways back more than 214L.
- Cancellable at frame 23.
Has the same uses as 214L with an added mixup layer, as it crosses up like 236H when not cancelled. When done after 5L it can look like a DR, adding to the mental stack, and at the same time you present a mixup between letting 214H cross-up or cancelling it into any of your follow ups to stay same side.
- Sways back more than 214L.
- Cancellable at frame 19.
Air Fake Out
|j.214L||Total: Until L(+?)|
|j.214M||Total: Until L(+?)|
|j.214H||Total: Until L(+?)|
- All Versions
A fast fall that can be cancelled into gear follow-ups on landing.
Jumps forward before falling down. Has some uses in setting up left-right mixups with assists.
Jumps backward before falling down.
Falls down immediately.
The complementary mixup option to j.236H, as you can press ~2LGuardLowStartup10Recovery-Advantage-11 once you land to perform a quick low. It recovers quickly if you don't go for gear follow-ups, meaning you can also try a DR or a crossup, but all these options leave a mashable/jumpable gap that has to be covered by an assist.
236S (Air OK) or 214S (Air OK) or 6S during Gear string (Air OK) or 4S during Gear string (Air OK)
17 jumps torwards a screen edge, then dives forward once he reaches it. You can cancel into any attack once you touch the wall, but you aren't allowed to block during the dive.
It's one more movement option, making 17 hard to catch even if you already used your air action. It's commonly used to retreat to fullscreen by cancelling it into j.214H or to cross over a grounded opponent, calling an assist to take your turn.
If you call an assist while 17's touching the wall, the assist can spawn behind the opponent and steal the corner.
- 214S jumps backward, 236S jumps forward.
- Movement starts at frame 12.
- Air version can only be performed once until landing.
Power Blitz Charge
22S or 2S during Gear string
Charges up your power blitz. For that reason, this is your preferred blockstring ender and an important part of your combos. Its pop up effect makes it easy to extend your combo with any assist, or if you use this as a combo ender you can always combo into Barrier ExplosionGuardAllStartup7+4Recovery-Advantage-21 or Super Electric StrikeGuardAllStartup10+3Recovery-Advantage-42.
- Both of 17's hands have hitboxes during the initial portion of the charging animation.
- Charges on frame 11.
22S after Charge (Air OK) or 2S during Gear string after Charge (Air OK)
|j.22S Shot||(300,150×4)×2||All||16||Until L|
Your only non ki-blast projectile besides your LV3. After charging up you get one use of the move before you have to charge up again, which is justified by the unmatched versatility of this move. Try to use it often when you have it.
It deals a HUGE chunk of damage and builds a lot of meter, oftentimes serving as your combo ender even in long combos. Not only that but it also forces a sliding knockdown, so it's really handy if you've used j.236H as a starter or extender.
It's plus enough on block that you can frametrap with 5M in the corner. The ground version steps back before throwing it and it's usually more plus while the air version leaves you closer; from some setups you're left in 5L range. It leaves the smallest gap when cancelled from a blockstring, so the + frames are basically free as long as you have the charge.
It's actually the least useful when used as a neutral poke because of its long total duration and the erratic projectile arc. The reward off a vanish confirm is really good, and the move can be performed while in the air so despite all of its problems here it's still decent. On that note, you can perform it after a 214S to auto align it with your opponent and make it more consistent.
- 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.
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 DriverGuardAllStartup15Recovery-Advantage-23 and Finishing DriverGuardAllStartup31Recovery-Advantage-23 on the ground, or Air Second GearGuardHighStartup18Recovery-Advantage- and Air Fake OutGuard-Startup-RecoveryTotal: Until L(+?)Advantage- in the air. Starting a string with Air Second Gear counts as using 6L/6M, the same applies to Air Fake Out and 4L/4M.
- Pressing L or M without a direction will choose a follow-up going by this order, skipping any gear you already used: Top GearGuardAllStartup8Recovery-Advantage-9 > Second GearGuardHighStartup25Recovery-Advantage-12 > Low GearGuardLowStartup10Recovery-Advantage-11.
- Using Accel Driver or Finishing Driver mid-string will refresh the usage of Gear follow-ups.
- Using 236S/214S or 22S ends the string.
Example of a full string: Air Second Gear > Follow-ups > Accel Driver > Follow-ups > Finishing Driver > Follow-ups > Power Blitz Charge
5L/M during Gear string
Your preferred frametrap. It's really hard to contest when spaced and scales like a medium: getting hit by this means death for the opponent. The M version has more forward movement and it works really well as an anti reflect.
6L/M during Gear string
The rekka "mixup." Reactable, but fairly safe to throw out. Use it to condition them to stand up when they see a jump. On block, it can cancel into j.22S and j.214S which have slightly different properties than the ground versions.
- It doesn't have head property, meaning the move can't be 2H'd/anti-aired.
- M version has enourmous range.
- Has an abhorring 60% initial proration, whereas most other rekka moves have 70% when used as a combo starter.
2L/M during Gear string
A low you can perform from your rekkaA series of special attacks that are only available after the first one is performed.. Useful to check jump happy opponents. You're also gonna use this a lot as a followup to 4L/4M to mix it up with your overhead. The M version is slightly slower, but it anti reflects because it has more range.
- 70% scaling, 17 has to work to get meaningful damage out of this move.
4L/M during Gear string
As its name suggests, this move is meant to look like your overhead. You can cancel this into your 2L for a high-low mixup, unfortunately the high is faster than the low so savvy opponents will be able to fuzzy guardA defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right. both options, and that's if they don't mash or jump out of the gap. Test them and see if you can get away with it, but be ready to adapt and rely on other mixups.
Speaking of other mixups, if you sandwitch your opponent between yourself and an assist you can use the pushback to make Fake Out cross them over. You set this up with 236H, then you can vary which side you end up on by playing with your assist timing and by changing which version of Fake Out you use.
- Just like the overhead, the M version travels almost fullscreen.
5H/S during Gear string
|Gear 5H||? Non-throw|
|Gear 5H > X||1000||All||U1+||-22||? Non-throw|
|Gear 5S||? Non-throw, non-Super|
|Gear 5S > X||1000||All||U1+||-22||? Non-throw, non-Super|
- 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.
17 summons a barrier that protects you and himself, then fires out a close range blast. One of the best assists in the game, it's versatile and particularly potent in pressure and mixups.
It's basically 2 assists in 1: you can use the barrier for mindgames and safe throw attempts or you can use its high blockstun to set up tight 50/50s. Whichever way you use it, the other part of the assist will always make that sequence better: in the first case they'll be forced to block the blast even if mixup didn't go your way, while in the second case the barrier can negate the opponent's Guard Cancel, an option a lot of 50/50 setups are vulnerable to.
One thing to keep in mind is that this assist only guards you for half of the frames of 18Guard-Startup10Recovery-Advantage-'s assist and that you can hit 17 before the blast comes out. This means that it's not as good if you're looking to hide behind it and fish for a mistake. Despite that it's still useful in neutral to cover your whiffs and reverse situations where you'd otherwise be at a disadvantage.
- Absorbed hits don't give any meter.
- Blast has high hitstun and it causes a wallbounce.
- Blast comes out later for each hit the assist absorbs.
- Barrier activates at the 10th frame.
Power Blitz Charge
- 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.
|450×2, 400||All||35 ||+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, +55 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.
- Teleports behind
- 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
- +1000 mental damage if KOing
236H+S (Air OK)
|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)
|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.
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