Dragon Ball FighterZ Wiki
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Move List
Frame Data

Images sourced from the Dustloop wiki.

Power
 
A
Speed
 
S
Reach
 
B
Technique
 
A
Energy
 
A
Ease of Use
 
S
Android 17's stats from Dragon Ball FighterZ's official website.

Normal Attacks[]

Input Damage Guard Start-Up Advantage
400 All
A quick jab with his leading hand.
700 All
A lunging knee strike.
1000 All
A jumping double axe handle swing.
Input Damage Guard Start-Up Advantage
700 All
A charging elbow.
Input Damage Guard Start-Up Advantage
850 All
A roundhouse kick.
Input Damage Guard Start-Up Advantage
300 [1200] All
Fires a ki blast. Up to six shots can be fired.
Input Damage Guard Start-Up Advantage
400 Crouch
A low shin kick.
Input Damage Guard Start-Up Advantage
700 Crouch
A long low kick.
Input Damage Guard Start-Up Advantage
850 All
A jumping uppercut that launches the opponent. Immune to air-attacks.
Input Damage Guard Start-Up Advantage
850 Stand
A jumping double axe handle.
Input Damage Guard Start-Up Advantage
(in air) 400 Stand
A midair jab.
Input Damage Guard Start-Up Advantage
(in air) 700 Stand
A reverse roundhouse kick.
Input Damage Guard Start-Up Advantage
(in air) 850 Stand
A double axe handle.
Input Damage Guard Start-Up Advantage
(in air) 250 [1000] All
Fires two ki blasts from each hands downward. Up to three waves can be fired.
Input Damage Guard Start-Up Advantage
(in air) 850 All
An upward kick that launches the opponent.


Special Moves[]

Sliding Sweep (スライディング)
Input Damage Guard Start-Up Advantage
850 Crouch
A baseball slide.
Accel Driver (アクセルドライブ)
Dashes to the opponent and does an open palm strike. Up to four follow-ups can be performed if this attack connects, with each attack only being usable once per combo string. For both the and versions, holding down , , , or makes 17 perform a feint.
Input Damage Guard Start-Up Advantage
900 All
Dashes a short distance forward.
950 All
Dashes nearly fullscreen.
1000 All
Crosses-up the opponent before attacking. Consumes half a Ki gauge.
Finishing Driver (リドライブ)
Takes a step back and then rushes toward the opponent to perform an open palm strike. Four follow-up attacks can be initiated if the first blow connects, and one attack can only be done once per combo. For both the and versions, holding down , , , or makes 17 perform a feint.
Input Damage Guard Start-Up Advantage
900 All
Dashes a short distance forward.
950 All
Dashes nearly fullscreen.
1000 All
Crosses-up the opponent before attacking. Consumes half a Ki gauge.
Top Gear (トップギア)
Performs a stomach-level punch.
Input Damage Guard Start-Up Advantage
700 All
Faster, but deals less damage.
750 All
Deals more damage, but has more startup.
Second Gear (セカンドギア)
Jumps and does a 12-6 elbow.
Input Damage Guard Start-Up Advantage
or
while in the air
700 (Ground)
900 (Air)
Stand
Jumps covers 20% of the screen. Faster, but deals less damage.
or
j. while in the air
750 (Ground)
950 (Air)
Stand
Deals more damage and tracks the opponent, but has more startup and less active frames.
Air version cause Smash hit.
Low Gear (ローギア)
Performs a low sweepkick.
Input Damage Guard Start-Up Advantage
700 Crouch
Faster, but deals less damage.
750 Crouch
Deals more damage, but has more startup.
Fake Out (フェイクギア)
Jumps forward and falls down to the ground. Contains a bit of landing recovery.
Input Damage Guard Start-Up Advantage
or or
or or while in the air
Can still follow up with additional attacks if one hasn't been used.
Reverse Gear (リバースギア)
Creates a green barrier. Has different properties depending on the input. The barrier can absorb hits, but is vulnerable against grabs and supers.

Vulnerable against grabs and supers.

Input Damage Guard Start-Up Advantage
1000 All
Acts as a counterattack where if any attacks hit the barrier, 17 fires a short-range blast. Causes a wallbounce on hit.
1000 All
17 can manually fire the blast by inputting . Consumes half a Ki gauge.
Power Blitz Charge (パワーブリッツチャージ)
Input Damage Guard Start-Up Advantage
or
800 All
Extends both hands outward and charges up two yellow energy spheres. The full animation must be complete to store the Power Blitz Charge.
Power Blitz (パワーブリッツ)
Input Damage Guard Start-Up Advantage
or
(air OK)
After Power Blitz Charge
300[1440] All
Throws two yellow energy spheres downward and then falls down to the ground. The energy spheres causes a sliding knockdown on hit. 17 must release energy spheres to lose the Power Blitz Charge; should the opponent interrupt him at an earlier point, he keeps the charge.
Acrobatic Assault (エアトリック)
Jumps to the side of the screen and dashes forward. 17 is considered airborne, so he can quickly follow-up with an aerial attack.
Input Damage Guard Start-Up Advantage
or
(air OK)
Jumps to the right side of the screen.
or
(air OK)
Jumps to the left side of the screen.


Z-Assist[]

Reverse Gear (リバースギア)
Input Damage Guard Start-Up Advantage
/ 800 All
Creates a barrier and quickly follows up with a short-ranged blast.


Super Attacks[]

Endgame (エンドゲーム)
Input Damage Guard Start-Up Advantage
2417 All

Dashes forward and teleports behind the opponent with a downward palm strike. On hit, 17 teleports in front of the opponent and strikes with a roundhouse kick, and then teleports behind the opponent and stomps on their head. Finishing an opponent off with this move plays a cinematic in which 17 knees down and grins at the defeated opponent. Consumes one Ki gauge.
Barrier Explosion (バリアエクスプロージョン)
Input Damage Guard Start-Up Advantage

(air OK)
2322 All

Forms a barrier and charges forward. This move carriers the opponent to the side of the screen on hit, in which a brief cinematic will play showing 17 throwing a barrier-infused punch at the opponent, resulting in an explosion that knocks them away. Consumes one Ki gauge.


Meteor Attack[]

Super Electric Strike (超電圧爆裂斬)
Input Damage Guard Start-Up Advantage
or
(air OK)
3904 All

Charges green energy on both hands, and fires off a giant green ring that moves forward until it comes in contact with the opponent. When used on the ground, 17 jumps back before firing the projectile. Consumes three Ki gauges.


Navigation[]

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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