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* Travels in a straight horizontal line, level with the enemy when the move | * Travels in a straight horizontal line, level with the enemy when the move is initiated. | ||
* Cannot be cancelled into but can be comboed into. | * Cannot be cancelled into but can be comboed into. | ||
* | * Grab Super that hits aerial opponents, but whiffs on crouching ones. | ||
* Won't come out if Chiaotzu is still doing Telekinesis. | * Won't come out if Chiaotzu is still doing Telekinesis. | ||
* After landing, Telekinesis, Telekinesis Assist, and this super become unavailable for the rest of the match. | * After landing, Telekinesis, Telekinesis Assist, and this super become unavailable for the rest of the match. | ||
* Minimum damage is 2160. This is the highest damaging Lv3 Super at max scaling, disregarding meterburn Level 3s or Android 16's Self-Destruct. | * Minimum damage is 2160. This is the highest damaging Lv3 Super at max scaling, disregarding meterburn Level 3s or Android 16's Self-Destruct. | ||
While the maximum output of this super is lower than Neo Tri-beam, the damage scaling on this move makes it an absurd combo finisher. | While the maximum output of this super is lower than Neo Tri-beam, the damage scaling on this move makes it an absurd combo finisher. | ||
'''Important note''', when this is used on an opponent in Sparking! and they live, the grieving animation doesn't stop their Sparking! regeneration, leaving most of their health recovered by the time of their wakeup. This makes the Super useless for damage if they survive. | |||
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Revision as of 07:44, 26 May 2020
Tien | |
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Play-style | Balanced, Utility |
Team Role | Anchor |
Overview
"There's a certain degree of luck involved in battle. But I can't rely on that. I need to train more." | |
Lore: | 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.) |
Playstyle
Tien Tien is a balanced, stalwart character that with resources, has insane damage potential with Super Moves.
Pros
Cons
- Solid Mix-up: Has multiple fast lows, an overhead, and a command grab.
- Super Damage: All his Supers boast some of the highest damage in the game even after scaling.
- The King of Dumping Meter: Has very efficient meterburn options in both kinds of Tri-Beams, rendering it simple to erase any leftover enemy health.
- Sparking! Upgrades: Sparking! more than halves the HP loss for Tri-Beams, making multiple much more affordable. Heavy Air Volleyball Fist is also a nigh-unreactable overhead that can be Tiger-Knee'd on block.
- Further Damage Upgrades: Multipliers like Limit Break and Sparking!, in conjunction with Supers, enable Tien to inflict massive chunks of damage on single conversions.
- Full-screen Okizeme: Telekinesis can be used to put the opponent on block anywhere, and can be very hard to reflect due to it's ambiguous timing.
- Assist Variety: Both assists are amazing for combo extension and blockstring pressure.
- Sacrifice: All Tri-beams consume unrecoverable health each time they are used.
- Fragility: The level of harm he sustains puts a cap on the amount of meterburn damage he can dish out.
- Meter Hog: Unremarkable damage without meter or assist usage, and may be unreasonable to place in a position other than Anchor.
- Average Neutral: His normals are stubby and Dodon Ray has a small hitbox for a beam girth-wise.
- Ability Loss: Farewell, Tien... can only be used once, and after usage, Tien loses access to 214S and its ability to be an assist.
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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To edit frame data, edit values in DBFZ/Tien/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.