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Revision as of 09:55, 2 April 2020
Tien |
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Overview
"There's a certain degree of luck involved in battle. But I can't rely on that. I need to train more."
Tien (AKA Tenshinhan or Tianjinfan) is a student of the Crane School (the enemy of Roshi's own Turtle Style) and was one of Goku's greatest childhood rivals. Accompanied by his doll-like companion, Chiaotzu, Tien has continued to pursue strength as a martial artist throughout the series and is considered the series' strongest full-blooded human fighter. During the Saiyan and Android sagas, Tien played secondary though important roles in the final outcomes. (Name trivia: Name is a pun based on the food of the same name.)
In Dragon Ball FighterZ, Tien is a well-rounded fighter who can break through his opponents' defenses with the help of Chiaotzu. With the best-scaling supers in the game, Tien is especially useful as an anchor to switch in and finish stubborn opponents.
Tien Tien is a balanced, stalwart character that with resources, has insane damage potential with Super Moves.
- Solid mixup game; multiple lows, an overhead, and a command grab.
- Extremely high damage output with meter. All his supers boast some of the highest damage in the game scaled and unscaled, allowing him to finish off opponents easily. This is raised tenfold with the new Limit Break mechanic, making Tien's damage transcend into colossal levels.
- The king of dumping meter. Has the best meterburn options for 1-Super and 3-Super since both do substantial additional damage. This, along with multipliers like Limit Break and Sparking!, enable Tien to potentially down a healthy opponent off nothing but meter and a conversion.
- Very formidable with Sparking!; The HP loss from Tri-beam and Neo Tri-beam is halved, allowing subsequent Tri-Beams to be more affordable. Also unlocks access to Heavy Air Volleyball Fist in a blockstring through jump cancel, resulting in Tien gaining a slight vortex.
- Telekinesis can be used at the corner for Okizeme.
- Medium Volleyball Fist has a guard point that goes fullscreen, which is unique only to Tien.
- Dodon Ray Assist is handy, as it pops the opponent directly up, straight and simple.
- Telekinesis Assist holds opponent in place like Gotenks's A assist, allowing for amazing utility which can be used to expand certain combos, help get meterless snapbacks and meterless sliding knockdowns, and also fortify block pressure with it's high blockstun.
- Tri-beam and Neo Tri-beam consume unrecoverable health with every use.
- Due to the nature of his super moves which spend unrecoverable HP, the more Tien gets hurt, the less utility you get out of him. The level of harm he sustains puts a cap on the amount of damage he can dish out, due to needing health to sacrifice for his supers.
- Unremarkable damage without meter or additional assist usage. Since he has to use resources to get crazy damage, he ends up as a meter hog, and becomes unreasonable to place in a position other than Anchor.
- Below average neutral game; His normals are a bit on the stubby side, while not having any that lunge him forward enough. Dodon Ray also has a small hitbox, which gets stuffed by a lot of moves a regular beam would not.
- Tien's Telekinesis move, while good, fails every 3rd time it is used. You have to keep track of how many times you have used it, as if you miscount he leaves himself wide open due to Chiaotzu messing up the move.
- Farewell, Tien... can only be used once and Tien also can't do Telekinesis after since Chiaotzu is gone. This applies to Assist B as well.
- Assist B has pitiful tracking in neutral.
- When Farewell, Tien... is used on an opponent in Sparking!, the grieving animation doesn't stop the Sparking! time, leaving most of their health recovered by the time of their wakeup.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Volleyball Fist
Volleyball Fist 236L/M/H |
Template:AttackDataHeader-DBFZ |
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Volleyball Fist Follow-up 1
Volleyball Fist Follow-up 1 Volleyball Fist L/M > L/M/H on hit |
Template:AttackDataHeader-DBFZ |
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Volleyball Fist Follow-up 2
Volleyball Fist Follow-up 2 Volleyball Fist Follow-up 1 > L/M/H on hit |
Template:AttackDataHeader-DBFZ |
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Air Volleyball Fist
Air Volleyball Fist j.236L/M/H |
Template:AttackDataHeader-DBFZ |
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Crane Strike
Crane Strike 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Dodon Ray
Dodon Ray 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Telekinesis
Telekinesis 214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Dodon Ray Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Telekinesis Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Volleyball Fist Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Tri-Beam
Tri-Beam 236L+M or 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Neo Tri-Beam
Neo Tri-Beam 214L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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Farewell, Tien...
Farewell, Tien... 214H+S |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.