DBFZ/Tien/Frame Data

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Tien


Glossary

How do I read frame data?

Frame Data Glossary  
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 All 6 3 12 -3
5LL 500×2 All 9,7 3,3 17 -4
5LLL 100×8, 250 U3+ All 13 [1 (1)]*8, 1 19 -4
5M 700 All 9 3 17 -4
5H 850 /1000 U1 All 13 4 24 -12
5S 750 All 15 26 -5 20 23 25
2L 400 Low 7 3 13 -4
2M 700 Low 10 3 20 -7
2H 850 / 1000 U1+ All 12 3 28 -15
6M 850 All 24 6 10 0
j.L 300×2 High [All] 6,3 2,2 15
j.M 700 High 9 5 17
j.H 850 / 1000 D1+ [D3+] High 12 4 21
j.S 750 All 15 27 20 23 25
j.2H 850 U1+ All 12 3 19


Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Volleyball Fist 700 Low 11 8 20 -5 22 Launch
236M M Volleyball Fist 700 Low 21 12 20 -5 4-30 Guard, 1-30 ki blast 22 Launch
236H H Volleyball Fist 1800 D2 Throw 24 1 29 -5 4-28 guard Launch
236X > L L Volleyball Fist Follow-up 1 800 12 Launch
236X > M M Volleyball Fist Follow-up 1 800 12 Launch
236X > H H Volleyball Fist Follow-up 1 1200 U1+ 12
236X > X > L L Volleyball Fist Follow-up 2 900 [1080] 31 Launch
236X > X > M M Volleyball Fist Follow-up 2 900 [1080] 31 Launch
236X > X > H H Volleyball Fist Follow-up 2 1800 [1980] D1 35 Launch
j.236L Air L Volleyball Fist 1000 High 15 3 18 15 Launch
j.236M Air M Volleyball Fist 1000 D1 High 20 3 18 4-24 guard 15 Launch
j.236H Air H Volleyball Fist 1300 D1 High 17 3 18 4-14 guard 15 Launch
214L L Crane Strike 1300 D1 High 24 2 24 -2 Launch
214M M Crane Strike 1400 D1 High 26 2 24 -2 Launch
214H H Crane Strike 1500 D1 High 24 2 25 -2 Launch
j.214L Air L Crane Strike 1200 D1 High 20 Until Landing 24 -2 Launch
j.214M Air M Crane Strike 1300 D1 High 24 Until Landing 24 -2 Launch
j.214H Air H Crane Strike 1400 D1 High 20 Until Landing 24 -2 Launch
236S Dodon Ray 900 All 19 24 25 -5 Launch
j.236S Air Dodon Ray 900 All 18 24 31 -5 Launch
214S Telekinesis 0 All 44 3 11 23 [42 on hit]
214S Fail Telekinesis (Fail) 83


Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Dodon Ray 800 All 30 24 +20 19 Launch 34
Assist B Telekinesis 0 41/61 +40 40
Assist C Volleyball Fist 1030 all 35 [20] +55


Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L+M Tri-Beam 2400 All 13+4 3 38 -20 13-25
j.236L+M Air Tri-Beam 2400 All 13+4 3 38 -20 13-25
236[L+M] Tri-Beam (Charged) 1699×2 All
j.236[L+M] Air Tri-Beam (Charged) 1699×2 All
214L+M Neo Tri-Beam 3600 All 17+3 3 85 -42 [+29] 1-68
j.214L+M Neo Tri-Beam 3600 All 17+3 3 85 -42 [+29] 1-68
214L+M > X Neo Tri-Beam (Additional Hits) 1000 All 35 3 85 -42 [+29]
214H+S Farewell, Tien... 3600 Throw 9+1 25 40 +44 1-14


Tri-Beam Self Damage
State Meter Spent 1-3 4 5 6 7
Normal Damage (Each) 750 750 1000 1500 2000
Damage (Total) 750 1500 2500 4000 6000
Threshold (Each) > 0 > 500 > 500 > 1000 > 1500
Threshold (Total) > 0 > 1250 > 2000 > 3500 > 5500
With Sparking!
or Limit-Breaking
Power
Damage (Each) 375 375 500 750 1000
Damage (Total) 375 750 1250 2000 3000
Threshold (Each) > 0 > 500 > 500 > 1000 > 1500
Threshold (Total) > 0 > 875 > 1250 > 2250 > 3500
With Both Damage (Each) 0 250 375 625 750
Damage (Total) 0 250 625 1250 2000
Threshold (Each) > 0 > 500 > 500 > 1000 > 1500
Threshold (Total) > 0 > 500 > 750 > 1625 > 2750

Sources

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/Tien/Data.
Tien

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