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 (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, 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
  • Solid mixup game; having multiple lows and a fast command grab when he has the meter to burn. He can also use 214S in the corner to setup his pressure.
  • Can score a sliding knockdown in almost every situation with Volleyball Fist (after a j. 2H, he can convert with j. 236M).
  • Very high damage output when he has the resources to burn. Both of his level 3 supers boast some of the highest damage output in the game, allowing him to finish off opponents very easily.
  • Very strong with sparking; the ability to jump cancel out of any move gives him a very strong vortex. The self-inflicted damage from Tri-beam and Neo Tri-beam is also halved, making it less dangerous.
  • Dodon Ray is an amazing assist. It can be used to control neutral and to extend combos.
  • SHIIIIIN KIKOHOOOOOOOOOOOOO
  • Below average neutral game; Dodon Ray has a small hitbox, allowing for easy counter play by opponents. Additionally, his normals are a bit on the stubby side, not having any normals that lunge him forward.
  • Without sparking, the amount of life that he loses with Tri-beam and Neo Tri-beam is quite severe, making him vulnerable to being downed if not careful.
  • Unremarkable damage without meter or assist usage.

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 700x2 All - - - -
  • Has good forward momentum for long range confirms.
  • Also does 2 hits, which also helps with confirms.
5LLL 100x8, 250 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.
300x2 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
Ground version
DBFZ Tien VolleyballFist3.png
Aerial version
Version Damage Guard Startup Active Recovery Frame Adv.
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.

M 700 L - - - -
  • Tien strikes a pose, gaining guard point before doing a sliding low attack.
  • Press additional buttons on hit-confirm to extend the special.
  • Only the pose has guard point, the slide does not.
  • Guard point does not activate on frame 1, but it’s very early.
  • Will block projectiles, mid and low attacks.
  • Loses to throws, supers, and overheads. Which is ironic since it's a volleyball bump.

A slower version of the Volleyball Fist, but possesses guard point. Even though the slide does not autoguard, Tien can still attack through beams and Ki blast strings if he starts blocking them during his pose. If timed correctly, Tien will not be hit out of the move.

Due to having guard point, this version will scale your combos and followups more than L version.

H 1800 Throw - - - -
  • Command grab costing one bar of meter.
  • Follow-up hits are automatic and cannot be vanished out of.
  • Causes a sliding knockdown.

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

Air L 1000 H - - - -
Air M 1000 H - - - -
  • Causes a sliding knockdown.
  • Can link from j.2H if smash has already been used.
Air H 1200 H - - - -
  • Causes a sliding knockdown.


Volleyball Fist Followup 1[edit]
Volleyball Fist Followup 1
Volleyball Fist L/M > L/M/H
DBFZ Tien VolleyballFist2.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 800 All - - - -

Using L 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.

M 800 All - - - -
  • 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 1200 All - - - -
  • Leaves Tien enough time to land j.M.
  • Will now create a clone, but it's only used if an extra meter is spent on the third hit.

By delaying button press so that Tien doesn't do Followup 2, you can start air combos with this.


  • Damage depends on what the starter is. Starts with 236L will 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 Followup 2[edit]
Volleyball Fist Followup 2
Volleyball Fist Followup 1 > L/M/H
DBFZ Tien VolleyballFist3.png
BOI
Version Damage Guard Startup Active Recovery Frame Adv.
L 900[1080] All - - - -
  • Knocks the opponent straight down.
M 900[1080] All - - - -
  • Knocks the opponent a little further away than the L version.
H 1800[1980] All - - - -
  • Knocks the opponent even further away into a sliding knockdown.
  • This version will now create a clone. Using this after the H version of Followup 1 will keep you grounded for additional combos.

  • 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.


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 - - - -
M 1100 H - - - -
H 1200 H - - - -
  • L version pops Tien back upwards on hit.
  • All versions pops Tien back upwards on block.


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. Won't come out when Chiaotzu is still on screen or after he self-destructs.
  • 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
"SHIIIIN KIKOUUUHOU!!!"
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
"CHIAOTZUUUUU!!!"
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.
  • Won't come out if Chiaotzu is still doing Telekinesis.
  • 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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