DBFZ/Tien/Combos

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< DBFZ‎ | Tien
Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6S becomes 236S
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.M(2) is written, you only use the first two hits of j.M)
(CSpec) = Contains a part that only works on some characters.
SD = Super Dash
[ ] = Hold input.
A1 = Assist 1
A2 = Assist 2
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

No meter combos

Midscreen

  • (5LL/2LL) > 2M > 5M > jc > j.M > j.2H > SD > j.M > j.L > j.2H > jc > j.L > j.LL > j.2H > j.236M
  • anything > 5H > SD > j.L > j.LL > j.2H > jc > j.L > j.LL > j.2H > j.236M

The only Tien combos you really need to know. Both will always end in a slide knockdown, but the j.2H combo is preferred as it does more damage. Outside of these two combos, it's really down to what assists you have available and sparking blast.

Corner

Meter combos

Midscreen

Corner

Assist Specific

Midscreen

Corner

Combo Theory

Video Examples

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