DBFZ/Tien

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Revision as of 22:50, 21 September 2020 by Yusha (talk | contribs) (→‎Neo Tri-Beam)
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Overview
Overview
This entire page is due for a rewrite as of the recent patch.
"There's a certain degree of luck involved in battle. But I can't rely on that. I need to train more."
Lore:Tien Shinhan is a student of the Crane School and was one of Goku's greatest childhood rivals. A descendant of the Three-Eyed People, Tien has access to several unique techniques due to his heritage, including the Multi-Form. Accompanied by his doll-like companion, Chiaotzu, Tien has continued to pursue strength as a martial artist throughout the series. During the Saiyan, Cell, and even Buu sagas, Tien played secondary though important roles in the final outcomes.

 Tien  Tien is a balanced, stalwart character that with resources, has insane damage potential with Super Moves.

Pros
Cons
  • Solid Mix-ups: Has multiple quick lows, an overhead, and a command grab.
  • Super Damage: All his Supers boast some of the highest damage in the game even after scaling and efficient meterburn options in both kinds of Tri-Beams.
  • Sparking! Upgrades: Sparking! more than halves the HP loss for Tri-Beams and also unlocks j.236H's use as an instant blockstring overhead.
  • Potential Damage: Multipliers like Limit Break/Sparking! in tandem with Supers enable Tien to inflict massive damage off single conversions.
  • Full-screen Okizeme: Telekinesis can put the opponent on block anywhere shortly after a sliding knockdown.
  • Assist Variety: A is good for neutral, B is nice in blockstrings, and both are useful for combo extensions.
  • Honest: Buttons are stubby, and has no reliably safe approach options in neutral.
  • Meter Hog: Unremarkable damage without bar, and unreasonable to place in a position outside Anchor.
  • Ability Loss: Farewell, Tien... can only be used once, and after usage, Tien loses access to 214S and its ability to be an assist.
  • Flawed Assists: A has very little blockstun and B has very poor tracking in neutral while dealing no damage; they can be outclassed by other similar anchor assists.


Tien
DBFZ Tien Portrait.png

Normal Moves

5L
5L
DBFZ Tien 5L.png
DBFZ Tien 5LL.png
DBFZ Tien 5LLL.png
Gentle Fist Eight Trigrams Sixty Four Palms!
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5L
  • It has a little bit more range than most 5L, albeit slightly.
5LL
  • Has good forward momentum for long range confirms.
  • Also does 2 hits, which also helps with confirms.
5LLL
  • Standard fair LLL launcher, does 9 hits allowing more time to think through next step than LLL usually allows if you ended up mashing it out.
5M
5M
DBFZ Tien 5M.png
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  • Slides forwards pretty far
5H
5H
DBFZ Tien 5H.png
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  • Has good horizontal reach.

Mostly used in his optimal corner combos, otherwise does not see much play.

5S
5S
DBFZ Tien 5S.png
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  • Slow recovery.
  • Single projectile.
  • Fairly mediocre.
2L
2L
DBFZ Tien 2L.png
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  • Can chain into itself but can sometimes whiff the 2nd time after a specific overhead, or what size opponent you're facing.
2M
2M
DBFZ Tien 2M.png
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  • Fast startup.
  • Short range.
2H
2H
DBFZ Tien 2H.png
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  • If blocked, can be cancelled into 236H for a surprise overhead with sliding knockdown.
6M
6M Template:AttackDataHeader-DBFZ
  • Universal overhead.
j.L
j.L
DBFZ Tien jL.png
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  • Once a hit has been blocked, the remaining hit can be blocked low.

Both hits count towards scaling, and subtracting one of them can even enable slightly more damage early in a combo. Subsequently, should only be used late into a combo to mitigate the extra scaling.

j.M
j.M
DBFZ Tien jM.png
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  • Good air to air normal.
j.H
j.H
DBFZ Tien jH.png
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  • [] is on Smash hit.

Not used much as a combo ender, as j.2H > j.236M combos without smash and will always result in a sliding knockdown on it's first use. If you don't want the sliding knockdown, j.2H > j.236L has you covered too. j.H's only real purpose is as a high damage jump-in.

j.S
j.S
DBFZ Tien jS.png
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  • Pushes Tien slightly away.
  • Has decent angle.
  • Has enough hitstun to combo into superdash.

Can be used after Crane Strike on block after back dodge to cover yourself. Is still superdash-vulnerable so it's better not to overuse it.

j.2H
j.2H Template:AttackDataHeader-DBFZ
  • Combos into superdash on Smash hit.
  • Combos into j.236X on non-Smash hit.

Usually followed up by 236M for a sliding knockdown at the end of air combos. It's not fast enough for neutral use so you'll mostly see it in combos.

Special Moves

Volleyball Fist
Volleyball Fist
236L/M/H
DBFZ Tien VolleyballFist-M.png
M guardpoint
DBFZ Tien VolleyballFist.png
scoop
DBFZ Tien VolleyballFist-H.png
H version
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L
  • Tien performs a sliding low attack.
  • Press additional buttons on hit-confirm to extend the special.

The quick version of the Volleyball Fist. Useful for catching opponents off guard or spamming high attacks.

M
  • Tien strikes a pose, gaining guard point before doing a sliding low attack.
  • Press additional buttons on hit-confirm to extend the special.
  • Guard point does not activate on frame 1, but it’s very early.
  • Blocks projectiles, mid and low attacks.
  • Loses to throws, supers, and overheads, ironic since it's a volleyball bump.
  • Due to having guard point, this version will scale your combos and followups more than L version.
  • Reaches full-screen.

Even though only the pose has guard point, successfully blocking incoming attack will make the slide invulnerable to strikes and projectiles that aren't Supers. If timed correctly, Tien can go right through beams.

H
  • A short ranged command grab that costs half a bar.
  • Follow-up hits are automatic and cannot be vanished out of.
  • Stays same side.
  • Causes a sliding knockdown.
  • Scales like 236M.

An useful tool to confuse someone who's blocking too much in a corner.

Volleyball Fist Follow-up 1
Volleyball Fist
Follow-up 1

Volleyball Fist L/M > L/M/H on hit
DBFZ Tien VolleyballFist2.png
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L
M
  • Switches side.

An important tool if you want to reposition yourself behind the enemy. Usually most useful if the "wall" behind you is closer than the one in front of you.

H
  • Leaves Tien enough time to land j.M.

By delaying button press so that Tien doesn't do Follow-up 2, you can start air combos with this. Very useful when you want to get a sliding knockdown with good oki, along with some relatively decent damage off a special move.


  • Damage depends on what the starter is. 236L will scale better and do more damage than 236M.
  • All version launches the enemy vertically and follows them into the air.
  • Pressing an additional button will cause Tien to slam the enemy to the ground.
Volleyball Fist Follow-up 2
Volleyball Fist
Follow-up 2

Volleyball Fist Follow-up 1 > L/M/H on hit
DBFZ Tien VolleyballFist3.png
BOI
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L
  • Knocks the opponent straight down.
M
  • Knocks the opponent a little further away than the L version.
H
  • Knocks the opponent even further away into a sliding knockdown.
  • Using this after the H version of Follow-up 1 will keep Tien grounded for additional combos. Given that the cost for an EX special is now half of a bar instead of a full bar, and the damage done by this alone is considerable, it's probably worth going for this now.

  • Damage depends on what the starter is. Starts with 236L will do more damage than 236M.
  • If you time it perfectly on any version, it does extra damage and has Smash property.
  • [] is on just frame.
Air Volleyball Fist
Air Volleyball Fist
j.236L/M/H
DBFZ Tien VolleyballFist3.png
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L
  • Causes a soft knockdown.
M
  • Causes a sliding knockdown.
  • Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien.
  • Can link from j.2H if smash has already been used.
H
  • Causes a sliding knockdown.
  • Nearly unreactable overhead during Sparking! if you TK the move, but you can only continue pressure or use a Super if it lands since this immediately puts the opponent in sliding knockdown.
Crane Strike
Crane Strike
214L/M/H (Air OK)
DBFZ Tien CraneStrike.png
Yamcha's Big Break (i.e. his legs)
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  • All versions pops Tien back upwards on block.
  • Light version pops Tien back upwards on hit.
  • Causes a sliding knockdown.
  • Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien.
  • Can link from j.2H if smash has already been used.

Mostly used at the end of corner combos to optimize damage, or as an overhead outside of Sparking! (still 2H'able).

Ground L
Air L
Ground M
Air M
Ground H
Air H
Dodon Ray
Dodon Ray
236S (Air OK)
DBFZ Tien DodonRay.png
A move originally developed to be superior to the Kamehameha.
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Ground
Air
  • Pops up the opponent.
  • Despite only being 1 hit, this will still clash with other beams.

Dodon Ray's thin hitbox leads it to be a poor neutral tool. It also gains a ton of recovery if it's used in the air, and the thin hitbox once again makes it hard to control airspace with. Being one hit, it also is harder to confirm than the average beam.

Telekinesis
Telekinesis
214S
DBFZ Tien Telekinesis.png
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Normal
Fail
  • Requires Chiaotzu. Won't come out if Chiaotzu is still on screen or after he self-destructs.
  • Every third use will not work and will leave Tien vulnerable.

Freezes the opponent in place, allowing for a follow-up combo on hit or Okizeme on block.

Can be used after every knockdown, but best at the corner.

Z Assists

Assist A
Dodon Ray
Assist A
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  • Is very unique as a beam assist, since it pops the opponent up instead of sending them towards the wall, allowing for better midscreen confirms.
  • Allows for longer combos due to the single hit compared to other multi hitting beam assists.

Better for combos than other beam assists, but much worse for blockstrings. Generally the preferred assist, but there are characters who like the tracking of Assist B.

Assist B
Telekinesis
Assist B
DBFZ Tien Telekinesis.png
Oh NOW you don't mess up..
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  • 60 frames of hitstun.
  • If Chiaotzu is killed by using Farewell, Tien..., the assist will not come out.
  • The start-up of the move is 41 frames during combos, and 61 frames in neutral (much like all C assists).
  • Builds 10% of a full bar.

Holds opponent in place, allowing for vast utility to expand combos full-screen, help get sliding knockdowns or meterless snapbacks, and fortify pressure with its high blockstun. Considerable start-up, so needs some labbing and getting used to.

A lot like Gotenks A assist, but overall worse because of it's long start-up, equally as bad neutral-tracking, and also does no damage.

You can get sone serious sauce with this assist. Slower than Gotenks but it will stop them anywhere on the screen with the right timing. Seriously just go to training mode and play around with it.

Assist C
Volleyball Fist
Assist C
DBFZ Tien 5LLL.png
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  • Blockstun C assist.
  • Tracks to the opponent.
  • Spikes the opponent towards you on hit.

Arguably the best of his assists. The tracking of Assist B may be better for some characters, but almost everyone can use a high-blockstun tracking assist.

Super Moves

Tri-Beam
Tri-Beam
236L+M or 236H+S (Air OK)
DBFZ Tien TriBeam.png
DBFZ Tien TriBeam-2.png
DBFZ Tien TriBeam-3.png
Dodeca-Beam
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Ground
Air
  • Does unrecoverable 750 damage to Tien. Max uses 13-14 times before minimum HP is reached.
  • Tien cannot die from self damage, and can use this even at 1 HP.
  • Will only take 375 self damage during Sparking.
  • Minimum damage: 1,032.

This is the second highest damaging Lv1 Super at max scaling, losing only to Base Goku's Kaioken x20.

Ground Extension
Air Extension
  • Hold L/M/H/S during Tri-Beam's startup for this version.
  • L or M keeps the Tiens lined up on the same side, H or S shoots from both sides.
  • Minimum damage: 1426.

Can whiff sometimes on DHCs or high hitstun decay combos.

Neo Tri-Beam
Neo Tri-Beam
214L+M (Air OK)
DBFZ Tien NeoTriBeam.png
"Well ya know what...? F*ck power levels... F*ck Super Saiyans... AND F*CK YOU!"
DBFZ Tien NeoTriBeam-2.png
"SHIIIIN KIKOOOUHOOOOU!!!"
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Ground
Air
Additional Hits
  • Holding down the buttons allows him to tack on additional damage at the cost of one meter per extension. Deals unrecoverable damage to Tien per use.
  • Raw damage is 3600, then 900, 800, 700, and 600.
  • Minimum damage is 1872, followed by 600 for every subsequent use.
  • First hit does XXX damage to Tien, then XXX, XXXX, XXXX, and lastly XXXX.
  • If Tien is the only character left (Limit Break) Tien takes even less damage.
  • During Sparking! Tien inflicts no damage to himself.

Tien's high damage combo ender super. Tracks the opponent and puts Tien next to them. Tien cannot die from self damage, and can do the first beam even at 1 HP. If Tien doesn’t have enough health to continue, the Super will stop regardless of remaining meter.

Farewell, Tien...
Farewell, Tien...
214H+S
DBFZ Tien FarewellTien.png
"Thank you... for everything!"
DBFZ Tien FarewellTien-2.png
"CHIAOTZUUUUU!!!"
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  • Travels in a straight horizontal line, level with the enemy when the move is initiated.
  • 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.
  • After landing, Telekinesis, Telekinesis Assist, and this super become unavailable for the rest of the match.
  • Gives a one time 4-way mixup anywhere on screen
  • 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.


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.

Navigation

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.

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