DBFZ/Tien: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{CharaOverview
|overview= {{MFlag|stub}} One of the few people to have ever beaten Son Goku in a fight, Tien enters into the FighterZ ring as a character with some very scary tools up his sleeve. Much of Tien's gameplan is based around "sacrificing" resources to further increase his damage and knock out his opponents in a final, desperate blast. Tien's Tri-Beam supers are well-known for the incredible amount of damage they can dish out, and his [[DBFZ/Tien#NeoTri-Beam|Neo Tri-Beam]] Level 3 can be used as a full seven meter dump, allowing it to be the one of the highest damage individual super attacks in the entire game. With Level 3 Sparking and Limit Break, comboing into this is almost certain death for your opponents. Tien's supers come with a steep cost, however- each Tri-Beam that Tien fires takes chunks out of his health, and Neo Tri-Beam in particular will tear through the triclopses' health like nobodies business. As well, his powerful [[DBFZ/Tien#Farewell,Tien...|Farewell, Tien...]] super can only be used once, and landing a hit with it will prevent him using [[DBFZ/Tien#Telekinesis|Telekinesis]] and erases his B assist. Outside of his supers, Tien is a straightforward character with a solid number of tools to help him to hold his own. He has some decent mix-up game and powerful oki while solo, ([[DBFZ/Tien#Telekinesis|Telekinesis]] can put the opponent on block anywhere shortly after a sliding knockdown) and he offers a respectable amount of utility with his three assists, each with uses in neutral scrambles, blockstring safety, and combo game. His [[DBFZ/Tien#DodonRay|Dodon Ray]] special has the unique property of allowing Tien to fall to the ground while using it, making it a very irritating poke and letting Tien approach somewhat safely. Even then, the fear of being blasted into oblivion by his high damage supers can keep opponents in check all on its own.  
|overview= {{MFlag|stub}} One of the few people to have ever beaten Son Goku in a fight, Tien enters into the FighterZ ring as a character with some very scary tools up his sleeve. Much of Tien's gameplan is based around "sacrificing" resources to further increase his damage and knock out his opponents in a final, desperate blast. Tien's Tri-Beam Supers are well-known for the incredible amount of damage they can dish out, and his [[DBFZ/Tien#NeoTri-Beam|Neo Tri-Beam]] level 3 can be used as a full seven meter dump, allowing it to be the one of the highest damage individual super attacks in the entire game and can be almost certain death for your opponents. Tien's supers come with a steep cost, however- each Tri-Beam that Tien fires takes chunks out of his health, and Neo Tri-Beam in particular will tear through the triclopses' health like nobodies business.......unless Tien is in Level 3 Sparking and/or Limit Break. In that case many of the side-effects of his Supers are not only drastically lessened, but the damage output is also amplified. As for his non-Tri-Beam Super, [[DBFZ/Tien#Farewell,Tien...|Farewell, Tien...]] can only be used once, and landing a hit with it will prevent him using [[DBFZ/Tien#Telekinesis|Telekinesis]] and erases his B assist. Regardless it is the most powerful Super at full scaling, and these downsides are put in place because if it's power. Outside of his supers, Tien is a straightforward character with a solid number of tools to help him to hold his own. He has some decent mix-up game and powerful oki while solo, ([[DBFZ/Tien#Telekinesis|Telekinesis]] can put the opponent on block anywhere shortly after a sliding knockdown) and he offers a respectable amount of utility with his three assists, each with their own utilities in neutral scrambles, blockstring safety, and combo game. His [[DBFZ/Tien#DodonRay|Dodon Ray]] special has the unique property of allowing Tien to fall to the ground while using it, making it a very irritating poke and letting Tien approach somewhat safely. And lastly, because Sparking! enables jump-cancelling during blockstrings, [[DBFZ/Tien#Air Volleyball Fist|Air Volleyball Fist]] becomes a near-unreactable overhead using the Tiger-Knee motion and a great mix-up option.


If reading this hasn't been screaming at you to put Tien in the anchor slot, then let it be known that playing Tien outside of the anchor position is asking for trouble. Not only can he perform well enough on his own to survive without assists, but the health drain from his Tri-Beam supers are lessened when Limit Break and Sparking are activated. This means that a Point or Mid Tien will struggle to maximize his damage without hurting himself too much, which can create a game-losing situation if you fail to eliminate your opponent with a fully-dumped Neo Tri-Beam. Tien is built to be the last man standing on your team, and if you can succeed in accommodating for his penalties, you gain access to a truly frightening anchor.  
If reading this hasn't been screaming at you to put Tien in the anchor slot, then let it be known that playing Tien outside of the anchor position is asking for trouble. Not only can he perform well enough on his own to survive without assists, but the health drain from his Tri-Beam Supers are near nonexistent when Limit Break and Sparking are activated. This means that a Point or Mid Tien will struggle to maximize his damage without either hurting himself too much or miss out on finishing opponents due to a lack of sufficient meter. Tien is built to be the last man standing on your team, and if you can succeed in accommodating for his penalties, you gain access to a truly frightening anchor.  


|lore= Tien Shinhan (or properly known as "Tianjinfan/Tenshinhan") 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.
|lore= Tien Shinhan (or properly known as "Tianjinfan/Tenshinhan") 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.
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* '''Solid Mix-ups:''' Has multiple quick lows, an overhead, and a command grab.  
* '''Solid Mix-ups:''' Has multiple quick lows, an overhead, and a command grab.  
* '''Super Damage:''' All his Supers boast some of the highest minimum damage in the game even after scaling and efficient meterburn options in both kinds of Tri-Beams; heavily-prorated combos do little to deter his damage potential.
* '''Super Damage:''' All his Supers boast some of the highest minimum damage in the game even after scaling and efficient meterburn options in both kinds of Tri-Beams; heavily-prorated combos do little to deter his damage potential.
* '''Upgrades:''' Limit Break or Sparking! halves the HP loss for Tri-Beams and erase his initial health penalty, with the latter unlocking [[Air Volleyball Fist|j.236H]] as an instant overhead.  
* '''Upgrades:''' Limit Break or Sparking! halves the HP loss for Tri-Beams and erase his initial health penalty, with the latter unlocking [[DBFZ/Tien#Air Volleyball Fist|j.236H]] as an instant overhead.  
* '''Assist Variety:''' [[DBFZ/Tien#Assist A| A]] is good for neutral, [[DBFZ/Tien#Assist B| B]] is nice in blockstrings, and both are useful for combo extensions.
* '''Assist Variety:''' [[DBFZ/Tien#Assist A| A]] is good for neutral, [[DBFZ/Tien#Assist B| B]] is nice in blockstrings, and both are useful for combo extensions.
* '''Falling Beam:''' [[DBFZ/Tien#DodonRay|Dodon Ray]] can fall downwards when firing, becoming a powerful neutral tool for Tien.
* '''Falling Beam:''' [[DBFZ/Tien#DodonRay|Dodon Ray]] can fall downwards when firing, becoming a powerful neutral tool for Tien.

Revision as of 05:59, 3 April 2021

Overview

Template:CharaOverview

Normal Moves

5L

5M

5H

5S

2L

2M

2H

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Volleyball Fist

236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
L
M
H

  • 236L 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.


  • 236M 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.


  • 236H is 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 L/M > L/M/H on hit

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
L
M
H

  • 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 1 > L/M/H on hit

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
L
M
H

  • 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

j.236L/M/H

Crane Strike

214L/M/H (Air OK)

Dodon Ray

236S (Air OK)

Telekinesis

214S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Normal
Fail

  • Tracks the opponent anywhere on screen. Deals very high hitstop and hitstun on hit.
  • Won't perform the move if Chiaotzu is still on screen or after he self-destructs.
  • Every third use will not work and will leave Tien vulnerable.
  • Beside the Ki gain on hit, normal calls also build 10% Ki gauge even on whiff and 25% on failed call. This special Ki gain is not affected by Ki gain penalty.

On hit, can be converted into a solo combo anywhere on screen.

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

Z Assists

Assist A

Dodon Ray

Assist B

Telekinesis

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • Does 214S but unlike the point version, this assist doesn't fail every third use.
  • Builds 10% Ki Gauge each call. Is not affected by Ki gain penalty.
  • After Chiaotzu self-destructs, Tien does not attack and only shows up to build meter.

Similar to Gotenks A assist as it 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. Rather slow start-up and has worse tracking than his own 214S, so needs some labbing and getting used to.

Assist C

Volleyball Fist

Super Moves

Tri-Beam

236L+M or 236H+S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Ground
Air
Ground Extension
Air Extension

  • Deals unrecoverable 750 damage to Tien. Tien cannot die from self damage, and can use this even at 1 HP.
  • Self damage decreases during Sparking or Limit Break, and becomes 0 with both activated (See here)
  • Minimum damage: 1032.

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


  • 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

214L+M (Air OK)

Farewell, Tien...

214H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • Travels in a straight horizontal line, level with the enemy when the move is initiated. Whiffs on crouching characters.
  • Cannot be cancelled into.
  • Won't come out if Chiaotzu is still doing Telekinesis. Chiaotzu also goes away if Tien is hit during the attack.
  • On hit, Telekinesis, B Assist, and this super become unavailable for the rest of the match.
  • Minimum damage: 2610.

Absurdly high damaging combo ender but lacks the versatility of his other Supers.

On hit, plays a really long grieving animation after the explosion that doesn't freeze time, allowing Sparking opponents to regenerate their health. This along with the low raw damage makes the Super useless for damage if they survive.

External References

Navigation

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

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