DBFZ/Tien Shinhan

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Tien Shinhan
DBFZ Tien Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Rushdown, Sacrifice

Overview[edit]

Tien 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, Chaotzu, 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.

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.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Volleyball Fist can have armor (M) or become a command grab (H) as needed.
  • 214S adds an unusual element to his corner mixup game.
  • Supers receive best damage scaling in the game.
  • Dodon Ray assist hits the enemy vertically, which is useful for continuing combos.
  • Trading damage through supers and failing to finish the enemy leaves you extremely vulnerable to a loss.
  • Chaotzu's 214S is unavailable after he self-destructs.
  • His special moves are unfavorably slow to recover.

Normals[edit]

5L[edit]
5L
DBFZ Tien 5L.png
DBFZ Tien 5LL.png
DBFZ Tien 5LLL.png
Gentle Fist Eight Trigrams Sixty Four Palms!
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All - - - -
  • It has a little bit more range than most 5L, albeit slightly.
5LL 1330 All - - - -
  • Has good forward momentum for long range confirms.
  • Also does 2 hits, which also helps with confirms.
5LLL 955 All - - - -
  • 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[edit]
5M
DBFZ Tien 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All - - - -
  • Important points go here


5H[edit]
5H
DBFZ Tien 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Has good horizontal reach


5S[edit]
5S
DBFZ Tien 5S.png
Damage Guard Startup Active Recovery Frame Adv.
600 All - - - -
  • Slow recovery
  • Single projectile
  • Fairly mediocre


2L[edit]
2L
DBFZ Tien 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 L - - - -
  • Hits low.


2M[edit]
2M
DBFZ Tien 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L - - - -
  • Important points go here


2H[edit]
2H
DBFZ Tien 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • If blocked, can be cancelled into 236H for a surprise overhead with sliding knockdown.


6M[edit]
6M
DBFZ Tien 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • Universal Overhead


j.L[edit]
j.L
DBFZ Tien jL.png
Damage Guard Startup Active Recovery Frame Adv.
540 H - - - -
  • Hits twice
  • Can be used on block after super dash


j.M[edit]
j.M
DBFZ Tien jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H - - - -
  • Good air to air normal


j.H[edit]
j.H
DBFZ Tien jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • Important points go here


j.S[edit]
j.S
DBFZ Tien jS.png
Damage Guard Startup Active Recovery Frame Adv.
600 All - - - -
  • Pushes Tien slightly away
  • Has decent angle
  • Can be used after Crane Strike on block after back dodge to cover yourself, still super dash vulnerable so its better not to overuse it.


j.2H[edit]
j.2H
DBFZ Tien j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Can be followed up by 236M for a sliding knockdown at the end of air combos


Specials[edit]

Volleyball Fist[edit]
Volleyball Fist
236L/M/H (Air OK)
DBFZ Tien VolleyballFist.png
DBFZ Tien VolleyballFist2.png
DBFZ Tien VolleyballFist3.png
BOI
Version Damage Guard Startup Active Recovery Frame Adv.
1st Hit L 700 L - - - -
  • Tien performs a sliding low attack.
  • Press additional buttons on hit-confirm to extend the special.

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

1st Hit M 700 L - - - -
  • Tien strikes a pose, gaining armor before doing a sliding low attack.
  • Press additional buttons on hit-confirm to extend the special.
  • The armor will cover nearly unlimited blows except those from throws and supers.
  • The armor does not activate on frame 1, but it’s very early.

A slower version of the Volleyball Fist, but possesses armor. If timed correctly, it will not lose to beam specials.

1st Hit H 1800 Throw - - - -
  • Command grab costing one bar of meter.
  • Follow-up hits are automatic.

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

2nd Hit L 640 All - - - -
  • Tien sends the enemy vertically, launching the opponent and following them into the air on the near side.
  • The damage of the second hit depends what the starter is. Damage listed is any followup after L starter.
  • Pressing an additional button will cause Tien to slam the enemy to the ground.

Using Light will keep you on the same side of the opponent you are currently on. Good if you don't want to steal the corner away.

2nd Hit M 560 All - - - -
  • Tien sends the enemy vertically, launching the opponent and following them into the air from behind.
  • The damage of the second hit depends what the starter is. Damage listed is any followup after M starter.
  • Pressing an additional button will cause Tien to slam the enemy to the ground.

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

2nd Hit H 640 All - - - -
  • Tien sends the enemy vertically, launching the opponent and following them into the air on the near side.
  • H version leaves Tien enough time to land j.M.
  • This version will now create a clone, but it's only used if meter is spent on the third hit.
  • The damage of the second hit depends what the starter is. Damage listed is the followup after L starter.

This can be used to start combos.

3rd Hit L 630[756] All - - - -
  • Tien knocks the opponent to the ground.
  • [] is on just frame.
  • The damage of the third hit depends what the starter is. Damage listed is any followup after L starter.
  • If you time it perfectly on any version, it does extra damage and has a smash property.

Tien must touch the ground before performing the combo super. Timing can be a little touchy.

3rd Hit M 540[648] All - - - -
  • Tien knocks the opponent to the ground.
  • [] is on just frame.
  • The damage of the third hit depends what the starter is. Damage listed is any followup after L starter.

Tien must touch the ground before performing the combo super. Timing can be a little touchy.

3rd Hit H 770[924], 660[792] All - - - -
  • Tien knocks the opponent to the ground. EX version causes a hard knockdown.
  • [] is on just frame.
  • This version will now create a clone
  • The damage of the third hit depends what the starter is. First value is on L starter, second is on M starter.

Tien must touch the ground before performing the combo super. Timing can be a little touchy.

Air L 1000 H - - - -

Placeholder

Air M 1000 H - - - -
  • Causes a hard knockdown.
  • Can link from j.2H if smash has already been used.

Placeholder

Air H 1200 H - - - -
  • Causes a hard knockdown.

Placeholder


Crane Strike[edit]
Crane Strike
214L/M/H (Air OK)
DBFZ Tien CraneStrike.png
Yamcha's Big Break (i.e. his legs)
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 H - - - -
  • Pops Tien back upwards on hit / block.

Placeholder

M 1100 H - - - -
  • Pops Tien back upwards on hit / block.

Placeholder

H 1200 H - - - -
  • Pops Tien back upwards on hit / block.

Placeholder


Dodon Ray[edit]
Dodon Ray
236S (Air OK)
DBFZ Tien DodonRay.png
A move developed to be superior to the kamehameha.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 900 All - - - -
Air 900 All - - - -
  • Pops up the opponent.
  • Despite only being 1 hit, this will still clash with other beams.


Telekinesis[edit]
Telekinesis
214S
DBFZ Tien Telekinesis.png
Damage Guard Startup Active Recovery Frame Adv.
0 All - - - -
  • Requires Chiaotzu. Attempting to use this move after Self-Destruct will conjure a green sphere that does not hurt enemies.
  • This move can be blocked.
  • Every third use will not work and will leave Tien vulnerable
  • Can hit aerial opponents

Freezes the opponent in place, allowing for a followup combo. Best used in the corner after a knockdown.


Assist[edit]

Dodon Ray
A1/A2
DBFZ Tien AssistDodonRay.png
Damage Guard Startup Active Recovery Frame Adv.
800 All - - - -
  • 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.


Supers[edit]

Tri-Beam[edit]
Tri-Beam
236L+M or 236H+S (Air OK)
DBFZ Tien TriBeam.png
DBFZ Tien TriBeam-2.png
A forbidden technique that exceeds human limitations by draining the user's life force.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2400 All - - - -
Air 2400 All - - - -
  • Does 1000 damage to Tien.
  • He cannot die from self damage.
  • He can use this even at 1 HP.
  • After the 1.11 patch, Tien will only take half self damage during Sparking (500 per use)


Neo Tri-Beam[edit]
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
"SHIN KIKOUHOU!!!"
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 3300, 1100x4 All - - - -
Air 3300, 1100x4 All - - - -
  • 3 bar super. Pressing the button again allows him to tack on additional damage at the cost of one meter per extension. Deals unrecoverable damage to Tien on use.
  • First hit does 1000 damage to Tien, then 1000, 1500, 2000, 2500.
  • He cannot die from self damage.
  • If Tien doesn’t have enough health to continue, the Super will stop regardless of remaining meter. He is able to do the first beam even with 1 HP.
  • Has 50% minimum damage
  • While each additional beam has a base damage of 1100, it is still subject to scaling.
  • After the 1.11 patch, Tien will only take half self damage during Sparking (500 at 3 bars, 4000 at 7)


Farewell, Tien...[edit]
Farewell, Tien...
214H+S
DBFZ Tien FarewellTien.png
"Thank you... for everything!"
DBFZ Tien FarewellTien-2.png
"CHIAOTZUUUUUUUUUU!"
Damage Guard Startup Active Recovery Frame Adv.
3600 Unblockable - - - -
  • Travels in a straight horizontal line, level with the enemy when the move as initiated.
  • Cannot be cancelled into but can be comboed into.
  • Can hit aerial opponents, but whiffs on crouching ones.
  • On hit, both this super and the Telekinesis special can no longer be performed for the rest of the match.
  • Has 60% minimum damage.
  • Guaranteed to make your audience yell for Chiaotzu.

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. It's also handy to catch people unawares toward the end of a match, especially if they've got a health disadvantage and are prone to blocking.



Dragon Ball FighterZe
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