DBFZ/Tien

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< DBFZ
Revision as of 04:10, 13 February 2020 by Shtkn (talk | contribs) (→‎Z Assists)
Tien Shinhan
DBFZ Tien Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Rushdown, Sacrifice
Team Role
Anchor

Overview

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, Chiaotzu, 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

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. If Tien hits you and he's got meter, he can make it count.
  • 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.
  • 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. Considering how much resources he has to burn to get crazy damage, he can end up being a bit of a meter hog as well. This, alongside the previous point, makes Tien very fragile, and keeping him alive can be somewhat difficult.
  • Tien's Telekinesis move, while good, has that chance to fail attached to it, meaning it can be somewhat risky to use. You have to keep track of how many times you have used it, as if you miscount you're leaving yourself wide open due to Chiaotzu messing up the move.
  • After Chiaotzu self-explosion super is done, Tien can't use the super nor the Telekinesis grab anymore

Normal Moves

5L
5L
DBFZ Tien 5L.png
DBFZ Tien 5LL.png
DBFZ Tien 5LLL.png
Gentle Fist Eight Trigrams Sixty Four Palms!
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5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 12 -3 B - - - 5 - - - -
DBFZ Tien 5L.png
  • It has a little bit more range than most 5L, albeit slightly.
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500×2 All 9,7 3,3 17 -4 B - - - - - - - -
DBFZ Tien 5LL.png
  • Has good forward momentum for long range confirms.
  • Also does 2 hits, which also helps with confirms.
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×8, 250 All 13 [1 (1)]×8, 1 19 -4 B - U3+ - - - - - -
DBFZ Tien 5LLL.png
  • 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
5M
DBFZ Tien 5M.png
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5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 9 3 17 -4 B - - - 7 - - - -
DBFZ Tien 5M.png


  • Slides forwards pretty far
5H
5H
DBFZ Tien 5H.png
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 /1000 All 13 4 24 -9 B - U1 - 12 - - - -
DBFZ Tien 5H.png


  • Has good horizontal reach.
5S
5S
DBFZ Tien 5S.png
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750 All 12 - 26 -5 P1 - - - 6 - 20 23 25
DBFZ Tien 5S.png


  • Slow recovery.
  • Single projectile.
  • Fairly mediocre.
2L
2L
DBFZ Tien 2L.png
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 3 13 -4 F - - - 5 - - - -
DBFZ Tien 2L.png


  • Hits low.
2M
2M
DBFZ Tien 2M.png
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2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 10 3 20 -4 F - - - 7 - - - -
DBFZ Tien 2M.png


  • Important points go here.
2H
2H
DBFZ Tien 2H.png
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2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 12 3 28 -15 B - U1+ - 12 - - - -
DBFZ Tien 2H.png


  • If blocked, can be cancelled into 236H for a surprise overhead with sliding knockdown.
  • Lunges him slightly forward and only hits in front of him. Not great against sharp vertically angled superdashes as the forward lunge puts the opponent behind Tien for easy punishing.
6M
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 24 6 10 0 B - - - 12 - - - -
DBFZ Tien jH.png


  • Universal overhead.
j.L
j.L
DBFZ Tien jL.png
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j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×2 High 6,3 2,2 15 - H - - - - - - - -
DBFZ Tien jL.png


  • Hits twice.
  • Can be used on block after super dash.

Both hits count towards scaling. Should only be used late into the combo to mitigate the extra scaling.

j.M
j.M
DBFZ Tien jM.png
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j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 9 5 17 - H - - - 7 - - - -
DBFZ Tien jM.png


  • Good air to air normal.
j.H
j.H
DBFZ Tien jH.png
Template:AttackDataHeader-DBFZ
j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 12 4 21 - H - D1+ [D3+] - 12 - - - -
DBFZ Tien jH.png


  • [] is on Smash hit.
j.S
j.S
DBFZ Tien jS.png
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750 All 13 - 27 - P1 - - - 6 - 20 23 25
Counterhit state during recovery
DBFZ Tien jS.png


  • 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.
  • Has enough hitstun to combo into superdash
j.2H
j.2H Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 12 3 19 - H - U1+ - 12 - - - -
DBFZ Tien 2H.png


  • Can be followed up by 236M for a sliding knockdown at the end of air combos.

Special Moves

Volleyball Fist
Volleyball Fist
236L/M/H
DBFZ Tien VolleyballFist.png
scoop
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L


236L
L Volleyball Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 11 8 20 -5 - - - - - - 22 Launch -
DBFZ Tien VolleyballFist.png
  • Tien 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.

M


236M
M Volleyball Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 21 12 20 -5 - 4-30 Guard, 1-30 ki blast - - - - 22 Launch -
DBFZ Tien VolleyballFist-M.pngDBFZ Tien VolleyballFist.png
M guardpoint
  • Tien 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. Which is ironic since it's a volleyball bump.
  • Due to having guard point, this version will scale your combos and followups more than L version.

Even though only the pose has autoguard, 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.

H


236H
H Volleyball Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1800 Throw 24 1 29 - T 4-28 guard D2 - -50 - - Launch -
DBFZ Tien VolleyballFist-H.png
H version
  • A short ranged command grab that costs one 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
Follow-Up 1

Volleyball Fist L/M > L/M/H on hit
DBFZ Tien VolleyballFist2.png
Template:AttackDataHeader-DBFZ
L


236X > L
L Volleyball Fist Follow-up 1
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 12 - - -5 B3 - - - - - - Launch -
DBFZ Tien VolleyballFist2.png

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


236X > M
M Volleyball Fist Follow-up 1
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 12 - - -5 B3 - - - - - - Launch -
DBFZ Tien VolleyballFist2.png
  • 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


236X > H
H Volleyball Fist Follow-up 1
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 All 16 - - -5 B3 - U1+ - -50 - - - -
DBFZ Tien VolleyballFist2.png
  • 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.


  • 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 Follow-Up 2
Volleyball Fist
Follow-Up 2

Volleyball Fist Follow-Up 1 > L/M/H on hit
DBFZ Tien VolleyballFist3.png
BOI
Template:AttackDataHeader-DBFZ
L


236X > X > L
L Volleyball Fist Follow-up 2
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 [1080] High 31 - - - H - - - - - - Launch -
DBFZ Tien VolleyballFist3.png
  • Knocks the opponent straight down.
M


236X > X > M
M Volleyball Fist Follow-up 2
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 [1080] High 31 - - - H - - - - - - Launch -
DBFZ Tien VolleyballFist3.png
  • Knocks the opponent a little further away than the L version.
H


236X > X > H
H Volleyball Fist Follow-up 2
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1800 [1980] High 35 - - - H - D1 - -50 - - Launch -
DBFZ Tien VolleyballFist3.png
  • 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.

  • 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
Air Volleyball Fist
j.236L/M/H
DBFZ Tien VolleyballFist3.png
Template:AttackDataHeader-DBFZ
L


j.236L
Air L Volleyball Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 High 15 3 18 - H3 - - - - - 15 Launch -
DBFZ Tien VolleyballFist3.png
  • Causes a soft knockdown.
M


j.236M
Air M Volleyball Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 High 20 3 18 - H3 4-24 guard D1 - - - 15 Launch -
DBFZ Tien VolleyballFist3.png
  • 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 if smash has already been used.
H


j.236H
Air H Volleyball Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 High 13 3 18 - H3 4-14 guard D1 - -50 - 15 Launch -
DBFZ Tien VolleyballFist3.png
  • Causes a sliding knockdown.
Crane Strike
Crane Strike
214L/M/H (Air OK)
DBFZ Tien CraneStrike.png
Yamcha's Big Break (i.e. his legs)
Template:AttackDataHeader-DBFZ
Ground L


214L
L Crane Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 High 24 2 24 -2 H3 - D1 - - - - Launch -
DBFZ Tien CraneStrike.png
Air L


j.214L
Air L Crane Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 High 20 Until Landing 24 -2 H3 - D1 - - - - Launch -
DBFZ Tien CraneStrike.png
Ground M


214M
M Crane Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1400 High 26 2 24 -2 H3 - D1 - - - - Launch -
DBFZ Tien CraneStrike.png
Air M


j.214M
Air M Crane Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 High 24 Until Landing 24 -2 H3 - D1 - - - - Launch -
DBFZ Tien CraneStrike.png
Ground H


214H
H Crane Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1500 High 24 2 25 -2 H3 - D1 - -50 - - Launch -
DBFZ Tien CraneStrike.png
Air H


j.214H
Air H Crane Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1400 High 20 Until Landing 24 -2 H3 - D1 - -50 - - Launch -
DBFZ Tien CraneStrike.png
  • L version pops Tien back upwards on hit.
  • All versions pops Tien back upwards on block.
Dodon Ray
Dodon Ray
236S (Air OK)
DBFZ Tien DodonRay.png
A move developed to be superior to the kamehameha.
Template:AttackDataHeader-DBFZ
Ground


236S
Dodon Ray
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 19 24 25 -5 P2 - - - - - - Launch -
Counterhit state during recovery
DBFZ Tien DodonRay.png
Air


j.236S
Air Dodon Ray
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 18 24 31 -5 P2 - - - - - - Launch -
Counterhit state during recovery
DBFZ Tien DodonRay.png
  • Pops up the opponent.
  • Despite only being 1 hit, this will still clash with other beams.
Telekinesis
Telekinesis
214S
DBFZ Tien Telekinesis.png
Template:AttackDataHeader-DBFZ
Normal


214S
Telekinesis
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
0 All 42 3 11 31 P2 - - - - - - - -
DBFZ Tien Telekinesis.png
Fail


214S Fail
Telekinesis (Fail)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - - - 81 - - - - - - - - - -
DBFZ Tien Telekinesis.png
  • Requires Chiaotzu. Won't come out if Chiaotzu is still on screen or after he self-destructs.
  • Every third use will not work and will leave Tien vulnerable.

Freezes the opponent in place, allowing for a followup combo. Best used in the corner after a knockdown.

Z Assists

Assist A
Dodon Ray
Assist A
Template:AttackDataHeader-DBFZ
Assist A
Dodon Ray
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 29 24 - +20 P2 - - - - - 19 Launch 34
DBFZ Tien DodonRay.png


  • 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.
Assist B
???
Assist B
Template:AttackDataHeader-DBFZ
Assist B
Telekinesis
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
0 - 50 [40] - - +40 - - - - - - 40 - -
DBFZ Tien Telekinesis.png


Assist C
???
Assist C
Template:AttackDataHeader-DBFZ
Assist C
Volleyball Fist
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1030 all 35 [20] - - +55 - - - - - - - - -
DBFZ Tien 5LLL.png


Super Moves

Tri-Beam
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.
Template:AttackDataHeader-DBFZ
Ground
Air
  • Does unrecoverable 1000 damage to Tien.
  • Tien cannot die from self damage, and can use this even at 1 HP.
  • Will only take half self damage during Sparking (500 per use).
  • Minimum damage is 960. This is the second highest damaging Lv1 Super at max scaling, losing to Base Goku's Kaioken x3 and x20.
Multi-Form Tri-Beam
Multi-Form Tri-Beam
Tri-Beam > L/M/H/S Dodeca-Beam
Template:AttackDataHeader-DBFZ
Ground
Air
  • Hold buttons during Tri-Beam's startup for this version.
  • Minimum damage: 713*2.

It doesn't matter which buttons used to perform Tri-Beam. Hold L or M during startup to keep the Tiens same side. Hold H or S to make them them shoot both sides. I don't know if this changes the frame data though, damage and scaling are the same.

Neo Tri-Beam
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 KIKOOOUHOOOOU!!!"
Template:AttackDataHeader-DBFZ
Ground
Air
Additional Hits
  • 3 bar super. Holding down the buttons 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.
  • Tien cannot die from self damage, and can do the first beam even at 1 HP.
  • Will only take half self damage during Sparking (500 at 3 bars, 4000 at 7)
  • If Tien doesn’t have enough health to continue, the Super will stop regardless of remaining meter.
  • Minimum damages for all beams are 1800, 550*4.
Farewell, Tien...
Farewell, Tien...
214H+S
DBFZ Tien FarewellTien.png
"Thank you... for everything!"
DBFZ Tien FarewellTien-2.png
"CHIAOTZUUUUU!!!"
Template:AttackDataHeader-DBFZ
  • 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.
  • Minimum damage is 2160. This is the highest damaging Lv3 Super at max scaling, not counting Supers that you can spend more bars on.

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.

Navigation

To edit frame data, edit values in DBFZ/Tien/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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