DBFZ/Tien/Combos

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< DBFZ‎ | Tien
 Tien
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.M2H > SD > j.M2H > jc.L(2)L2H > j.236M 4250 1 All [1] Very Easy Tien's basic j.2H BnB. You'll want to avoid using j.L until later in the combo due to the scaling it incurs.
5H/2H > SD > j.M2H > jc.L(2)L2H > j.236M 3590 0.8 All [1] Very Easy Tien can get a sliding knockdown off of 5H due to j.236M, so don't be afraid to use it if you need the corner carry.
[DR] > SD > j.L(2)L2H > jc.L(2)L2H > j.236M 2939 1.65 All [1] Very Easy Because DR scales so poorly, j.L adds damage here.
... > Vanish > dash 2M > 5M > jc.L(2)L2H > jc.L(2)L2H > j.236M 2662 (from 236S) -0.8 All [2] Easy Tien's autocombo doesn't work, so he uses 2M instead.
2M > 236L~H~H > 2M > 5M > jc.L(2)L2H > jc.L(2)L2H > j.236M 5415 -0.75 All [2] Easy Metered volleyball fist extension. Typically not worth the damage, but it allows you to spend meter without spending health.
5M > 2M > 5S > 5H > 236M~H~H > 2M > 5M > jc.L(2)L > jc.L(2)LS > SD > j.L(2)L2H > 236L 6144 -0.45 All [2] Easy Causes soft knockdown, but can combo straight into Neo Tri-Beam.

j.S > SD only works if you're in/near the corner. You can extend this combo with proper spacing to go from midscreen all the way to the corner. With 7 bars, you can dump all the meter and deal 9816.

5M > 2M > 5S > 5H > 236M~H~H > 2M > 5M > jc.L(2)L > jc.L(2)LS > j.236S > Vanish > [DR] ▷ 214H+S 8761 -4.45 All [2] Easy Can TOD with Sparking and Limit Break or by dumping more bars with Neo Tri-Beam and be further optimized. 8023 with one shot of Neo Tri-Beam.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2M > 5H > SD > j.M2H > jc.L(2)LS > j.214L 4190 0.80 All [1] Very Easy Super easy corner combo.
5M > 2M > 5S > 5H, 5L > 5M > j.M2H > jc.L(2)LS > SD > jc.L(2)LS > j.214L 5012 ~1.26 All [2] Easy 5H > 5L link. Tien's main corner combo.
5M > 2M > 5S > 5H, 5L > 5S > 5H > SD > j.M2H > jc.L(2)LS > j.214L 4907 ~1.15 All [2] Easy When heavily scaled, add the j.L(2)L after the SD.
5M > 2M > 5H > 236M~H~H > 2M > 5M > jc.M2H > jc.L(2)LS > SD > jc.L(2)L2H > j.236M > 214[L+M] 9866 -7 All [2] Easy Heavy meter dump corner combo. Can easily TOD with spark or an assist.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
combo transcript where ? ? All

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > 2M > 236L~L~L > Assist > j.M2H > SD > j.L(2)L2H > jc.L(2)L2H > j.236M Anywhere ? ? All Works well with pop-up assists.
... > 5H > 236M~L~L > Assist > 5M > ... Anywhere ? ? All Alternate combo for more corner carry.

Combo Theory

Tien's combo theory is ridiculously simple. Combo into an H move, do an air series, finish with j.2H > j.236M. It always slides, and it's very simple execution-wise.

Video Examples

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