mNo edit summary |
|||
(46 intermediate revisions by 17 users not shown) | |||
Line 1: | Line 1: | ||
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}} | {{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}} | ||
======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{ | {{Overview | ||
|overview= 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 | |overview= 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 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. | 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. | ||
Line 10: | Line 12: | ||
|summary= is a balanced, stalwart character that with resources, has insane damage potential with Super Moves. | |summary= is a balanced, stalwart character that with resources, has insane damage potential with Super Moves. | ||
|pros= | |pros= | ||
* '''Solid Mix-ups:''' Has multiple quick lows, an overhead, | * '''Solid Mix-ups:''' Has multiple quick lows, an overhead, a command grab, and special moves with guardpoint. | ||
* '''Super Damage:''' All his Supers boast | * '''Super Damage:''' All his Supers boast among the highest minimum damage in the game even after scaling along with efficient meterburn options. | ||
* '''Upgrades:''' Limit Break | * '''Upgrades:''' Limit Break and Sparking do a lot to mitigate the health penalties from Tri-Beams, and the latter unlocks [[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 | * '''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 combos. | ||
|cons= | |cons= | ||
* '''Meter Hog:''' Unremarkable damage without bar, and unreasonable to place in a position outside Anchor. | * '''Meter Hog:''' Unremarkable damage without bar, and unreasonable to place in a position outside Anchor. | ||
* '''Flawed Assists:''' [[DBFZ/Tien#Assist A| A]] has very little blockstun and [[DBFZ/Tien#Assist B| B]] has very poor tracking in neutral while dealing no damage; | * '''Flawed Assists:''' [[DBFZ/Tien#Assist A| A]] has very little blockstun and [[DBFZ/Tien#Assist B| B]] has very poor tracking in neutral while dealing no damage; can arguably be outclassed by other anchor assists. | ||
|difficulty_rating=5 | |difficulty_rating=5 | ||
}} | }} | ||
==Normal Moves== | ==Normal Moves== | ||
===<big>5L</big>=== | ===<big>{{clr|L|5L}}</big>=== | ||
{{DBFZ_Move_Card | |||
|input=5L,5LL,5LLL | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Larger range than average. | * Larger range than average. | ||
* 6 frames. | * 6 frames. | ||
Line 52: | Line 33: | ||
* 2 hits, which also helps with confirms. | * 2 hits, which also helps with confirms. | ||
---- | ---- | ||
* Gimmicky place to sneak in a command grab, but you can also sneak in a low with 236L/M. | * Gimmicky place to sneak in a command grab, but you can also sneak in a low with {{clr|L|236L}}/{{clr|M|M}}. | ||
5LLL is a 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. Usually you got this by accident. | * Has enough blockstun to safely switch Tien out to another character while the move is still active. | ||
{{clr|L|5LLL}} is a 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. Usually you got this by accident. | |||
}} | |||
===<big>5M</big>=== | ===<big>{{clr|M|5M}}</big>=== | ||
{{DBFZ_Move_Card | |||
|input=5M | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Good forward reach. | * Good forward reach. | ||
* Reaches opponent on roundstart. | |||
Excellent stagger pressure tool due to it's reach and frame advantage. Also a very consistent combo tool. | Excellent stagger pressure tool due to it's reach and frame advantage. Also a very consistent combo tool. | ||
}} | |||
===<big>5H</big>=== | ===<big>{{clr|H|5H}}</big>=== | ||
{{DBFZ_Move_Card | |||
|input=5H | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Has good horizontal reach. | * Has good horizontal reach. | ||
* Can link into 5L in the corner with Smash. | * Can link into {{clr|L|5L}} in the corner with Smash. | ||
Mostly used in his optimal corner combos, otherwise does not see much play. Good as a blockstring tool and advances far forward. | Mostly used in his optimal corner combos, otherwise does not see much play. Good as a blockstring tool and advances far forward. | ||
}} | |||
===<big>5S</big>=== | ===<big>{{clr|S|5S}}</big>=== | ||
{{DBFZ_Move_Card | |||
|input=5S | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Single projectile. | * Single projectile. | ||
Good pressure tool due to it's frame advantage and leads to a mindgame. 5S > delay 5H will catch buttons, and 5S > 5L will reset your string for more pressure. Not all that great in terms of neutral, as Tien has stronger projectiles in the air anyway. | Good pressure tool due to it's frame advantage and leads to a mindgame. {{clr|S|5S}} > delay {{clr|H|5H}} will catch buttons, and {{clr|S|5S}} > {{clr|L|5L}} will reset your string for more pressure. Not all that great in terms of neutral, as Tien has stronger projectiles in the air anyway. | ||
}} | |||
===<big>2L</big>=== | ===<big>{{clr|L|2L}}</big>=== | ||
{{DBFZ_Move_Card | |||
|input=2L | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Can chain into itself. | * Can chain into itself. | ||
This normal can sometimes whiff the 2nd time after a specific air normal, or depending on the size opponent you're facing. Otherwise, a good pressure button and helps Tien get mixups with lockdown assists. | This normal can sometimes whiff the 2nd time after a specific air normal, or depending on the size opponent you're facing. Otherwise, a good pressure button and helps Tien get mixups with lockdown assists. | ||
}} | |||
===<big>2M</big>=== | ===<big>{{clr|M|2M}}</big>=== | ||
{{DBFZ_Move_Card | |||
|input=2M | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Fast startup, but short range. | * Fast startup, but short range. | ||
* - | * -4 now allowing for better staggers than before. | ||
Punishes with this normal can be sometimes difficult due to it's short reach, but it gets the job done. | Punishes with this normal can be sometimes difficult due to it's short reach, but it gets the job done. | ||
* Incredibly active, making post vanish combos very easy to land. | |||
}} | |||
</div> | </div> | ||
===<big>2H</big>=== | ===<big>{{clr|H|2H}}</big>=== | ||
{{DBFZ_Move_Card | |||
|input=2H | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Frame 4 anti-air. | * Frame 4 anti-air. | ||
* Combos into SD on Smash hit. | * Combos into SD on Smash hit. | ||
Tien's main and only ground anti-air. Can cancel into j.236L or Dodon Ray to stay safe if it is blocked. | Tien's main and only ground anti-air. Can cancel into {{clr|L|j.236L}} or Dodon Ray to stay safe if it is blocked. | ||
}} | |||
===<big>6M</big>=== | ===<big>{{clr|M|6M}}</big>=== | ||
{{DBFZ_Move_Card | |||
|input=6M | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Universal overhead. | * Universal overhead. | ||
}} | |||
===<big>j.L</big>=== | ===<big>{{clr|L|j.L}}</big>=== | ||
{{DBFZ_Move_Card | |||
|input=j.L | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Once a hit has been blocked, the remaining hit can be blocked low. | * Once a hit has been blocked, the remaining hit can be blocked low. | ||
Both hits count towards scaling, and subtracting one of them can even enable slightly more damage early in a combo. Subsequently, should only be used late into a combo to mitigate the extra scaling. | Both hits count towards scaling, and subtracting one of them can even enable slightly more damage early in a combo. Subsequently, should only be used late into a combo to mitigate the extra scaling. | ||
}} | |||
===<big>j.M</big>=== | ===<big>{{clr|M|j.M}}</big>=== | ||
{{DBFZ_Move_Card | |||
|input=j.M | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Good air to air normal. | * Good air to air normal. | ||
}} | |||
===<big>j.H</big>=== | ===<big>{{clr|H|j.H}}</big>=== | ||
{{DBFZ_Move_Card | |||
|input=j.H | |||
|description= | |||
Not used much as a combo ender, as {{clr|H|j.2H}} > {{clr|M|j.236M}} combos without smash and will always result in a sliding knockdown on it's first use. If you don't want the sliding knockdown, {{clr|H|j.2H}} > {{clr|L|j.236L}} has you covered too. {{clr|H|j.H}}'s only real purpose is as a high damage jump-in. | |||
}} | |||
===<big>{{clr|S|j.S}}</big>=== | |||
{{DBFZ_Move_Card | |||
{{ | |input=j.S | ||
| | |description= | ||
| | |||
Not used much as a combo ender, as j.2H > j.236M combos without smash and will always result in a sliding knockdown on it's first use. If you don't want the sliding knockdown, j.2H > j.236L has you covered too. j.H's only real purpose is as a high damage jump-in. | |||
===<big>j.S</big>=== | |||
{{ | |||
| | |||
| | |||
* Stops Air momentum | * Stops Air momentum | ||
* Has decent angle. | * Has decent angle. | ||
* Has enough hitstun to combo into superdash and Dodon Ray. | * Has enough hitstun to combo into superdash and Dodon Ray. | ||
}} | |||
===<big>{{clr|H|j.2H}}</big>=== | |||
{{DBFZ_Move_Card | |||
|input=j.2H | |||
===<big>j.2H</big>=== | |description= | ||
{{ | |||
| | |||
| | |||
* Combos into superdash on Smash hit. | * Combos into superdash on Smash hit. | ||
* Combos into j.236X on non-Smash hit. | * Combos into j.236X on non-Smash hit. | ||
Usually followed up by 236M for a sliding knockdown at the end of air combos. It's not fast enough for neutral use so you'll mostly see it in combos. | Usually followed up by {{clr|M|236M}} for a sliding knockdown at the end of air combos. It's not fast enough for neutral use so you'll mostly see it in combos. | ||
}} | |||
==Special Moves== | ==Special Moves== | ||
===<big>Volleyball Fist</big>=== | ===<big>Volleyball Fist</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}}'''</span> | ||
{{DBFZ_Move_Card | |||
|input=236L,236M,236H | |||
|description= | |||
* {{clr|L|236L}} performs a sliding low attack. | |||
{{ | |||
{{ | |||
{{ | |||
{{ | |||
| | |||
* 236L performs a sliding low attack. | |||
* Press additional buttons on hit-confirm to extend the special. | * 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. | 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. | * {{clr|M|236M}} strikes a pose, gaining guard point before doing a sliding low attack. | ||
* Press additional buttons on hit-confirm to extend the special. | * Press additional buttons on hit-confirm to extend the special. | ||
* Guard point does not activate on frame 1, but it’s very early. | * Guard point does not activate on frame 1, but it’s very early. | ||
* Blocks projectiles, mid and | * Blocks projectiles, mid, low, DP and overhead attacks. loses to supers | ||
* Due to having guard point, this version will scale your combos and followups more than L version. | * Due to having guard point, this version will scale your combos and followups more than L version. | ||
* Reaches full-screen. | * Reaches full-screen. | ||
* If used during your blockstring, it will block the opponents buttons if they attempt to mash out. | |||
Guard point is active when Tien enters the pose and remains for the very beginning of the slide. If Tien is hit while his guardpoint is active it extends to cover the rest of the move, allowing him to slide through beams and other large attacks. due to the move being unpunishable on block, this makes {{clr|M|236M}} good for stagger pressure or calling out an opponents offense. | |||
---- | ---- | ||
* 236H is a short ranged command grab that costs half a bar. | * {{clr|H|236H}} is a short ranged command grab that costs half a bar. | ||
* Follow-up hits are automatic and cannot be vanished out of. | * Follow-up hits are automatic and cannot be vanished out of. | ||
* Stays same side. | * Stays same side. | ||
* Causes a sliding knockdown. | * Causes a sliding knockdown. | ||
* Scales like 236M. | * Scales like {{clr|M|236M}}. | ||
An | * Possesses a guardpoint like {{clr|M|236M}}, which blocks all the same types of attacks too. | ||
An honest grab which is incredibly powerful thanks to its guardpoint, it can be used to create powerful conditioning on your opponent especially when combined with {{clr|M|236M}} and {{clr|H|j.236H}}, making the only options to counter is a large read with level 3, or incredible patience to jump at the right time, ultimately forcing them to respect your blockstrings. | |||
===<big>Volleyball Fist | }} | ||
<span class="input-badge">''' | |||
===<big>Volleyball Fist Follow-up 1</big>=== | |||
<span class="input-badge">'''{{clr|L|L}}/{{clr|M|M}} Volleyball Fist > {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}} on hit'''</span> | |||
{{DBFZ_Move_Card | |||
|input=236X > L,236X > M,236X > H | |||
|description= | |||
* L/{{clr|M|M}} switches side. | |||
{| | |||
{{ | |||
{{ | |||
{{ | |||
{{ | |||
| | |||
* 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. | ** 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. | * H leaves Tien enough time to land {{clr|M|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. | ** 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. | * Damage depends on what the starter is. {{clr|L|236L}} will scale better and do more damage than {{clr|M|236M}}. | ||
* All version launches the enemy vertically and follows them into the air. | * 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. | * Pressing an additional button will cause Tien to slam the enemy to the ground. | ||
}} | |||
===<big>Volleyball Fist | ===<big>Volleyball Fist Follow-up 2</big>=== | ||
<span class="input-badge">'''Volleyball Fist Follow-up 1 > L/M/H on hit'''</span> | <span class="input-badge">'''Volleyball Fist Follow-up 1 > {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}} on hit'''</span> | ||
{{DBFZ_Move_Card | |||
|input=236X > X > L,236X > X > M,236X > X > H | |||
|description= | |||
{{ | |||
| | |||
| | |||
* L knocks the opponent straight down. | * L knocks the opponent straight down. | ||
* M knocks the opponent a little further away than the L version. | * M knocks the opponent a little further away than the L version. | ||
Line 390: | Line 193: | ||
* 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. | * 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. | * Damage depends on what the starter is. Starts with {{clr|L|236L}} will do more damage than {{clr|M|236M}}. | ||
* If you time it perfectly on any version, it does extra damage and has Smash property. | * If you time it perfectly on any version, it does extra damage and has Smash property. | ||
* [] is on just frame. | * [] is on just frame. | ||
}} | |||
===<big>Air Volleyball Fist</big>=== | ===<big>Air Volleyball Fist</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|L|j.236L}}/{{clr|M|M}}/{{clr|H|H}}'''</span> | ||
{{DBFZ_Move_Card | |||
|input=j.236L,j.236M,j.236H | |||
|description= | |||
{{ | |||
{{ | |||
| | |||
{{ | |||
| | |||
* L causes a soft knockdown. | * L causes a soft knockdown. | ||
* M causes a sliding knockdown. | * M causes a sliding knockdown. | ||
** Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien. | ** Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien. | ||
** Can link from j.2H. | ** Can link from {{clr|H|j.2H}}. | ||
** Has a guardpoint on frame 4 which blocks overheads, lows, DP, projectiles, ki blasts and superdash. Loses to supers and {{clr|H|2H}}. | |||
* H causes a sliding knockdown. | * H causes a sliding knockdown. | ||
** Has a guardpoint on frame 4 like {{clr|M|j.236M}}, which can block all of the same attacks. | |||
** Nearly unreactable overhead during Sparking! if you TK the move, but you can only continue pressure or use a Super if it lands since this immediately puts the opponent in sliding knockdown. | ** Nearly unreactable overhead during Sparking! if you TK the move, but you can only continue pressure or use a Super if it lands since this immediately puts the opponent in sliding knockdown. | ||
Being a decently sized attack and possessing a guardpoint, this move can be used as a dominant air option beating an opponents buttons outright, or it can be used in blockstrings as an overhead by TK'ing {{clr|H|j.236H}} when in sparking!. Like 236X on the ground this move can be used to heavily condition your opponent, forcing them to respect your buttons rather than attempt to mash out. | |||
}} | |||
===<big>Crane Strike</big>=== | ===<big>Crane Strike</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span> | ||
{{DBFZ_Move_Card | |||
|input=214L,214M,214H,j.214L,j.214M,j.214H | |||
|description= | |||
{ | |||
{ | |||
{{ | |||
| | |||
{{ | |||
| | |||
{{ | |||
| | |||
| | |||
* Light version pops Tien back upwards on hit. | * Light version pops Tien back upwards on hit. | ||
* Medium version pops Tien foward on block, allowing for a potential high low mixup with airdash | |||
** {{clr|M|j.214M}} crosses up on block if it hits high enough on the opponent, sometimes allowing for a left right mixup with airdash | |||
* Heavy version also pops tien foward on block, allowing the same mixup. | |||
** {{clr|H|j.214H}} is also able to switch sides in the same way as {{clr|M|j.214M}} | |||
* Causes a sliding knockdown. | * Causes a sliding knockdown. | ||
* Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien. | * Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien. | ||
* | * All versions connect following {{clr|S|j.S}} in combos, only whiffing if the combo is too long. | ||
* All versions are {{clr|H|2H}}'able making them unsafe without assist. | |||
A useful overhead which can lead to mixups, it should be used sparingly as all versions are {{clr|H|2H}}'able on reaction. this can be used as you condition your opponent with guardpoints, in order to occasionaly steal turn or confuse them with a new attack. (still {{clr|H|2H}}'able). | |||
}} | |||
===<big>Dodon Ray</big>=== | ===<big>Dodon Ray</big>=== | ||
<span class="input-badge">'''236S (Air OK)'''</span | <span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span> | ||
{{DBFZ_Move_Card | |||
|input=236S,j.236S | |||
|description= | |||
{ | |||
{ | |||
| | |||
* Pops up the opponent. | * Pops up the opponent. | ||
* Despite only being 1 hit, this will still clash with other beams. | * Despite only being 1 hit, this will still clash with other beams. | ||
Dodon Ray while having a thin hitbox Tien can fall in the air while doing it making it a scary neutral tool (you can stop him from falling by holding down while doing the move) | Dodon Ray while having a thin hitbox Tien can fall in the air while doing it making it a scary neutral tool (you can stop him from falling by holding down while doing the move). | ||
}} | |||
===<big>Telekinesis</big>=== | ===<big>Telekinesis</big>=== | ||
<span class="input-badge">'''214S'''</span> | <span class="input-badge">'''{{clr|S|214S}}'''</span> | ||
{{DBFZ_Move_Card | |||
|input=214S,214S Fail | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Tracks the opponent anywhere on screen. Deals very high hitstop and hitstun on hit. | * 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. | * Won't perform the move if Chiaotzu is still on screen or after he self-destructs. | ||
Line 517: | Line 253: | ||
Can be used after every knockdown, but best at the corner. | Can be used after every knockdown, but best at the corner. | ||
}} | |||
==Z Assists== | ==Z Assists== | ||
===<big>Assist A</big>=== | ===<big>Assist A</big>=== | ||
<span class="input-badge">'''Dodon Ray'''</span> | <span class="input-badge">'''Dodon Ray'''</span> | ||
{{DBFZ_Move_Card | |||
|input=Assist A | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
* 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. | * 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. | * Allows for longer combos due to the single hit compared to other multi hitting beam assists. | ||
Better for combos than other beam assists, but much worse for blockstrings. Generally the preferred assist, but there are characters who like the | Better for combos than other beam assists, but much worse for blockstrings. Generally the preferred assist, but there are characters who like the combo utility and blockstun of Assist B. | ||
}} | |||
===<big>Assist B</big>=== | ===<big>Assist B</big>=== | ||
<span class="input-badge">'''Telekinesis'''</span> | <span class="input-badge">'''Telekinesis'''</span> | ||
{{DBFZ_Move_Card | |||
|input=Assist B | |||
|description= | |||
* Does {{clr|S|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. | * 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. | * 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. | 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 {{clr|S|214S}}, so needs some labbing and getting used to. | ||
}} | |||
===<big>Assist C</big>=== | ===<big>Assist C</big>=== | ||
<span class="input-badge">'''Volleyball Fist'''</span> | <span class="input-badge">'''Volleyball Fist'''</span> | ||
{{DBFZ_Move_Card | |||
|input=Assist C | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
* Blockstun C assist. | * Blockstun C assist. | ||
* Tracks to the opponent. | * Tracks to the opponent. | ||
* Spikes the opponent towards you on hit. | * Spikes the opponent towards you on hit. | ||
Arguably the best of his assists. The tracking of Assist B may be better for some characters, but almost everyone can use a high-blockstun tracking assist. | Arguably the best of his assists. The tracking of Assist B may be better for some characters, but almost everyone can use a high-blockstun tracking assist. | ||
}} | |||
==Super Moves== | ==Super Moves== | ||
===<big>Tri-Beam</big>=== | ===<big>Tri-Beam</big>=== | ||
<span class="input-badge">'''236L+M | <span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} (Air & Hold OK)'''</span> or <span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}} (Air & Hold OK)'''</span> | ||
< | {{DBFZ_Move_Card | ||
|input=236L+M,236[L+M],j.236L+M,j.236[L+M] | |||
|description= | |||
{| | |||
{{ | |||
{{ | |||
| | |||
* Deals unrecoverable 750 damage to Tien. Tien cannot die from self damage, and can use this even at 1 HP. | * 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 ([[DBFZ/Tien/Frame_Data#Super_Moves|See here]]) | * Self damage decreases during Sparking or Limit Break, and becomes 0 with both activated ([[DBFZ/Tien/Frame_Data#Super_Moves|See here]]) | ||
* Minimum damage: 1032. | * Minimum damage: 1032. | ||
This is the second highest damaging Lv1 Super at max scaling, losing only to | This is the second highest damaging Lv1 Super at max scaling, losing only to {{Character Label|DBFZ|Goku}}'s {{MMC|game=DBFZ|chara=Goku|input=Kaioken H+S Level 2|label=Kaioken x20}} | ||
---- | ---- | ||
* Hold L/M/H/S during Tri-Beam's startup for this version. | * Hold {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|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. | * {{clr|L|L}} or {{clr|M|M}} keeps the Tiens lined up on the same side, {{clr|H|H}} or {{clr|S|S}} shoots from both sides. | ||
* Minimum damage: 1426. | * Minimum damage: 1426. | ||
Can whiff sometimes on DHCs or high hitstun decay combos. | Can whiff sometimes on DHCs or high hitstun decay combos. | ||
}} | |||
===<big>Neo Tri-Beam</big>=== | ===<big>Neo Tri-Beam</big>=== | ||
<span class="input-badge">'''214L+M (Air OK)'''</span> | <span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} (Air & Hold OK)'''</span> | ||
{{DBFZ_Move_Card | |||
|input=214L+M,j.214L+M,214L+M > X | |||
|description= | |||
* Holding L/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|S}} allows Tien to tack on additional damage at the cost of one meter per extension. Deals unrecoverable damage to Tien per use. | |||
{{ | |||
| | |||
{{ | |||
| | |||
{{ | |||
* Self damage decreases during Sparking or Limit Break, and further decreases with both activated ([[DBFZ/Tien/Frame_Data#Super_Moves|See here]]) | * Self damage decreases during Sparking or Limit Break, and further decreases with both activated ([[DBFZ/Tien/Frame_Data#Super_Moves|See here]]) | ||
* Minimum damage: 1872, followed by 600 for every subsequent use. | * Minimum damage: 1872, followed by 600 for every subsequent use. | ||
Tien's high damage combo ender super. Tracks the opponent and puts Tien next to them. | Tien's high damage combo ender super. Tracks the opponent and puts Tien next to them. | ||
}} | |||
===<big>Farewell, Tien...</big>=== | ===<big>Farewell, Tien...</big>=== | ||
<span class="input-badge">'''214H+S'''</span> | <span class="input-badge">'''{{clr|H|214H}}+{{clr|S|S}}'''</span> | ||
{{DBFZ_Move_Card | |||
|input=214H+S | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Travels in a straight horizontal line, level with the enemy when the move is initiated. Whiffs on crouching characters. | * Travels in a straight horizontal line, level with the enemy when the move is initiated. Whiffs on crouching characters. | ||
* Won't come out if Chiaotzu is still doing Telekinesis. Chiaotzu also goes away if Tien is hit during the attack. | * 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. | * On hit, Telekinesis, B Assist, and this super become unavailable for the rest of the match. | ||
Line 678: | Line 328: | ||
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. | 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. | ||
}} | |||
==Colors== | |||
{{DBFZColors|Size=120}} | |||
{{clear}} | |||
==External References== | ==External References== | ||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|DBFZ|Tien|32px}}</center> | |||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{ | {{#lst:DBFZ/Navigation}} |
Revision as of 18:19, 30 September 2022
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 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, Farewell, Tien... can only be used once, and landing a hit with it will prevent him using 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, (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 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, 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 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.
Tien Tien is a balanced, stalwart character that with resources, has insane damage potential with Super Moves.
- Solid Mix-ups: Has multiple quick lows, an overhead, a command grab, and special moves with guardpoint.
- Super Damage: All his Supers boast among the highest minimum damage in the game even after scaling along with efficient meterburn options.
- Upgrades: Limit Break and Sparking do a lot to mitigate the health penalties from Tri-Beams, and the latter unlocks j.236H as an instant overhead.
- Assist Variety: A is good for neutral, B is nice in blockstrings, and both are useful for combos.
Normal Moves
5L
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
5L | 400 | All | 6 | 3 | 12 | -3 | ||
5LL | 500×2 | All | 9,7 | 3,3 | 17 | -4 | ||
5LLL | 100×8, 250 | All | U3+ | 13 | [1 (1)]×8, 1 | 19 | -4 |
- Larger range than average.
- 6 frames.
- Good forward momentum for long range confirms.
- 2 hits, which also helps with confirms.
- Gimmicky place to sneak in a command grab, but you can also sneak in a low with 236L/M.
- Has enough blockstun to safely switch Tien out to another character while the move is still active.
5LLL is a 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. Usually you got this by accident.
5M
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
700 | All | 9 | 3 | 17 | -4 |
- Good forward reach.
- Reaches opponent on roundstart.
Excellent stagger pressure tool due to it's reach and frame advantage. Also a very consistent combo tool.
5H
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
850 /1000 | All | U1 | 13 | 4 | 24 | -9 |
- Has good horizontal reach.
- Can link into 5L in the corner with Smash.
Mostly used in his optimal corner combos, otherwise does not see much play. Good as a blockstring tool and advances far forward.
5S
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
750 | All | 12 | 26 | -5 |
- Single projectile.
Good pressure tool due to it's frame advantage and leads to a mindgame. 5S > delay 5H will catch buttons, and 5S > 5L will reset your string for more pressure. Not all that great in terms of neutral, as Tien has stronger projectiles in the air anyway.
2L
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
400 | Low | 7 | 3 | 13 | -4 |
- Can chain into itself.
This normal can sometimes whiff the 2nd time after a specific air normal, or depending on the size opponent you're facing. Otherwise, a good pressure button and helps Tien get mixups with lockdown assists.
2M
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
700 | Low | 10 | 3 | 20 | -4 |
- Fast startup, but short range.
- -4 now allowing for better staggers than before.
Punishes with this normal can be sometimes difficult due to it's short reach, but it gets the job done.
- Incredibly active, making post vanish combos very easy to land.
2H
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
850 / 1000 | All | U1+ | 12 | 3 | 28 | -15 |
- Frame 4 anti-air.
- Combos into SD on Smash hit.
Tien's main and only ground anti-air. Can cancel into j.236L or Dodon Ray to stay safe if it is blocked.
6M
j.L
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
300×2 | High | 6,3 | 2,2 | 15 |
- Once a hit has been blocked, the remaining hit can be blocked low.
Both hits count towards scaling, and subtracting one of them can even enable slightly more damage early in a combo. Subsequently, should only be used late into a combo to mitigate the extra scaling.
j.M
j.H
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
850 / 1000 | High | D1+ [D3+] | 12 | 4 | 21 |
Not used much as a combo ender, as j.2H > j.236M combos without smash and will always result in a sliding knockdown on it's first use. If you don't want the sliding knockdown, j.2H > j.236L has you covered too. j.H's only real purpose is as a high damage jump-in.
j.S
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
750 | All | 13 | 27 |
- Stops Air momentum
- Has decent angle.
- Has enough hitstun to combo into superdash and Dodon Ray.
j.2H
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
850 | All | U1+ | 12 | 3 | 19 |
- Combos into superdash on Smash hit.
- Combos into j.236X on non-Smash hit.
Usually followed up by 236M for a sliding knockdown at the end of air combos. It's not fast enough for neutral use so you'll mostly see it in combos.
Special Moves
Volleyball Fist
236L/M/H
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
236L | 700 | Low | 11 | 8 | 20 | -5 | ||
236M | 700 | Low | 21 | 12 | 20 | -5 | 4-30 Guard, 1-30 ki blast | |
236H | 1800 | Throw | D2 | 24 | 1 | 29 | 4-28 guard |
- 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, low, DP and overhead attacks. loses to supers
- Due to having guard point, this version will scale your combos and followups more than L version.
- Reaches full-screen.
- If used during your blockstring, it will block the opponents buttons if they attempt to mash out.
Guard point is active when Tien enters the pose and remains for the very beginning of the slide. If Tien is hit while his guardpoint is active it extends to cover the rest of the move, allowing him to slide through beams and other large attacks. due to the move being unpunishable on block, this makes 236M good for stagger pressure or calling out an opponents offense.
- 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.
- Possesses a guardpoint like 236M, which blocks all the same types of attacks too.
An honest grab which is incredibly powerful thanks to its guardpoint, it can be used to create powerful conditioning on your opponent especially when combined with 236M and j.236H, making the only options to counter is a large read with level 3, or incredible patience to jump at the right time, ultimately forcing them to respect your blockstrings.
Volleyball Fist Follow-up 1
L/M Volleyball Fist > L/M/H on hit
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
236X > L | 800 | All | 12 | -5 | ||||
236X > M | 800 | All | 12 | -5 | ||||
236X > H | 1200 | All | U1+ | 16 | -5 |
- 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 | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
236X > X > L | 900 [1080] | High | 31 | |||||
236X > X > M | 900 [1080] | High | 31 | |||||
236X > X > H | 1800 [1980] | High | D1 | 35 |
- 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
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
j.236L | 1000 | High | 15 | 3 | 18 | |||
j.236M | 1000 | High | D1 | 20 | 3 | 18 | 4-24 guard | |
j.236H | 1300 | High | D1 | 13 | 3 | 18 | 4-14 guard |
- L causes a soft knockdown.
- M causes a sliding knockdown.
- Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien.
- Can link from j.2H.
- Has a guardpoint on frame 4 which blocks overheads, lows, DP, projectiles, ki blasts and superdash. Loses to supers and 2H.
- H causes a sliding knockdown.
- Has a guardpoint on frame 4 like j.236M, which can block all of the same attacks.
- Nearly unreactable overhead during Sparking! if you TK the move, but you can only continue pressure or use a Super if it lands since this immediately puts the opponent in sliding knockdown.
Being a decently sized attack and possessing a guardpoint, this move can be used as a dominant air option beating an opponents buttons outright, or it can be used in blockstrings as an overhead by TK'ing j.236H when in sparking!. Like 236X on the ground this move can be used to heavily condition your opponent, forcing them to respect your buttons rather than attempt to mash out.
Crane Strike
214L/M/H (Air OK)
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
214L | 1300 | High | D1 | 24 | 2 | 24 | -2 | |
214M | 1400 | High | D1 | 26 | 2 | 24 | -2 | |
214H | 1500 | High | D1 | 24 | 2 | 25 | -2 | |
j.214L | 1200 | High | D1 | 20 | Until Landing | 24 | -2 | |
j.214M | 1300 | High | D1 | 24 | Until Landing | 24 | -2 | |
j.214H | 1400 | High | D1 | 20 | Until Landing | 24 | -2 |
- Light version pops Tien back upwards on hit.
- Medium version pops Tien foward on block, allowing for a potential high low mixup with airdash
- j.214M crosses up on block if it hits high enough on the opponent, sometimes allowing for a left right mixup with airdash
- Heavy version also pops tien foward on block, allowing the same mixup.
- j.214H is also able to switch sides in the same way as j.214M
- Causes a sliding knockdown.
- Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien.
- All versions connect following j.S in combos, only whiffing if the combo is too long.
- All versions are 2H'able making them unsafe without assist.
A useful overhead which can lead to mixups, it should be used sparingly as all versions are 2H'able on reaction. this can be used as you condition your opponent with guardpoints, in order to occasionaly steal turn or confuse them with a new attack. (still 2H'able).
Dodon Ray
236S (Air OK)
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
236S | 900 | All | 19 | 24 | 25 | -5 | ||
j.236S | 900 | All | 18 | 24 | 31 | -5 |
- Pops up the opponent.
- Despite only being 1 hit, this will still clash with other beams.
Dodon Ray while having a thin hitbox Tien can fall in the air while doing it making it a scary neutral tool (you can stop him from falling by holding down while doing the move).
Telekinesis
214S
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
214S | 0 | All | 42 | 3 | 11 | 31 | ||
214S Fail | 81 |
- 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
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
800 | All | 29 | 24 | +20 |
- 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.
Better for combos than other beam assists, but much worse for blockstrings. Generally the preferred assist, but there are characters who like the combo utility and blockstun of Assist B.
Assist B
Telekinesis
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
0 | 50 [40] | +40 |
- 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
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
1030 | all | 35 [20] | +55 |
- Blockstun C assist.
- Tracks to the opponent.
- Spikes the opponent towards you on hit.
Arguably the best of his assists. The tracking of Assist B may be better for some characters, but almost everyone can use a high-blockstun tracking assist.
Super Moves
Tri-Beam
236L+M (Air & Hold OK) or 236H+S (Air & Hold OK)
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
236L+M | 2400 | All | 13+4 | 3 | 38 | -20 | 13-25 | |
j.236L+M | 2400 | All | 13+4 | 3 | 38 | -20 | 13-25 | |
236[L+M] | 1699×2 | All | ||||||
j.236[L+M] | 1699×2 | All |
- 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 Goku's Kaioken x20GuardAllStartup1+1RecoveryAdvantage-42
- 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 & Hold OK)
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
214L+M | 3600 | All | 17+3 | 3 | 85 | -42 | 1-68 | |
j.214L+M | 3600 | All | 17+3 | 3 | 85 | -42 | 1-68 | |
214L+M > X | 1000 | All | 35 | 3 | 85 | -42 |
- Holding L/M/H/S allows Tien to tack on additional damage at the cost of one meter per extension. Deals unrecoverable damage to Tien per use.
- Self damage decreases during Sparking or Limit Break, and further decreases with both activated (See here)
- Minimum damage: 1872, followed by 600 for every subsequent use.
Tien's high damage combo ender super. Tracks the opponent and puts Tien next to them.
Farewell, Tien...
214H+S
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
3600 | Throw | 9+1 | 25 | 40 | 1-14 |
- Travels in a straight horizontal line, level with the enemy when the move is initiated. Whiffs on crouching characters.
- 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.
Colors
- DBFZ Tien color1.png
Color 1
- DBFZ Tien color2.png
Color 2
- DBFZ Tien color3.png
Color 3
- DBFZ Tien color4.png
Color 4
- DBFZ Tien color5.png
Color 5
- DBFZ Tien color6.png
Color 6
- DBFZ Tien color7.png
Color 7
- DBFZ Tien color8.png
Color 8
- DBFZ Tien color9.png
Color 9
- DBFZ Tien color10.png
Color 10
- DBFZ Tien color11.png
Color 11
- DBFZ Tien color12.png
Color 12
- DBFZ Tien color13.png
Color 131
- DBFZ Tien color14.png
Color 141
- DBFZ Tien color15.png
Color 151
- DBFZ Tien color16.png
Color 161