DBFZ/Tien/Frame Data

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System Data[edit]


Normal Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 5 - B All - 6 3 12 -3 - - - - -
5LL 500*2 - - B All - 9,7 3,3 17 -4 - - - - -
5LLL 100*8, 250 - - B All U3+ 13 [1 (1)]*8, 1 19 -4 - - - - -
2L 400 5 - F Low - 7 3 13 -4 - - - - -
5M 700 7 - B All - 10 3 17 -4 - - - - -
2M 700 7 - F Low - 10 3 20 -7 - - - - -
6M 850 12 - B All - 24 6 10 0 - - - - -
5H 850 / 1000 12 - B All U1 13 4 24 -12 - - - - -
2H 850 / 1000 12 - B All U1+ 12 3 28 -15 - - - - -
5S 750 6 - P1 All - 15 - 26 -5 - 20 23 25 -
j.L 300*2 - - H High [All] - 6,3 2,2 15 - - - - - -
j.M 700 7 - H High - 9 5 17 - - - - - -
j.H 850 / 1000 12 - H High D1+ 12 4 21 - - - - - -
j.2H 850 12 - H All U1+ 12 3 19 - - - - - -
j.S 750 6 - P1 All - 15 - 27 - - 20 23 25 -

Counterhit state during recovery

Special Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Volleyball Fist
236L 700 - - - Low - 11 8 20 -5 - 22 Launch - -
236M 700 - - - Low - 29 12 20 -5 - 22 Launch - 4-21 Guard Strike & P2
236H 700, 800, 900 -50 - T Throw D2 24 1 29 -5 - - Launch - -

Hard knockdown

Volleyball Fist Follow-Up 1
236X > L 800 - - B3 - - 12 - - - - - Launch - -
236X > M 800 - - B3 - - 12 - - - - - Launch - -
236X > H 1200 -50 - B3 - U1+ 12 - - - - - - - -
Volleyball Fist Follow-Up 2
236X > X > L 900 [1080] - - - - - 31 - - - - - Launch - -
236X > X > M 900 [1080] - - - - - 31 - - - - - Launch - -
236X > X > H 1800 [1980] -50 - - - D1 35 - - - - - Launch - -
Air Volleyball Fist
j.236L 1000 - - H3 High - 15 3 18 - - 15 Launch - -
j.236M 1000 - - H3 High D1 20 3 18 - - 15 Launch - -
j.236H 1300 -50 - H3 High D1 17 3 18 - - 15 Launch - -
Crane Strike
214L 1300 - - H3 High D1 26 2 24 -4 - - Launch - -
214M 1400 - - H3 High D1 28 2 24 -4 - - Launch - -
214H 1500 -50 - H3 High D1 24 2 25 -4 - - Launch - -
j.214L 1200 - - H3 High D1 22 Until Landing 24 - - - Launch - -
j.214M 1300 - - H3 High D1 24 Until Landing 24 -4 - - Launch - -
j.214H 1400 -50 - H3 High D1 20 Until Landing 24 -4 - - Launch - -
Dodon Ray
236S 900 - - P2 All - 19 24 25 -5 - - Launch - -

Counterhit state during recovery

j.236S 900 - - P2 All - 21 24 31 -11 - - Launch - -

Counterhit state during recovery

Telekinesis
214S 0 - - P2 All - 44 3 11 23 [42 on hit] - - - - -
214S
(every 3rd use)
- - - - - - - - 83 - - - - - -

Z Assists[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Assist A
Dodon Ray
800 - - P2 All - 30 24 - 20 - 19 Launch 34 -
Assist B
Telekinesis
0 - - - - - 41/61 - - +40 - 40 - - -
Assist C - - - - - - - - - - - - - - -

Super Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Tri-Beam
236LM
or 236HS
2400 - - Projectile Lvl 3 All - 13+4 3 38 -20 - - - - 13-25
j.236LM
or j.236HS
2400 - - Projectile Lvl 3 All - 13+4 3 38 -20 - - - - 13-25
236[LM]
or 236[HS]
1699*2 - - Projectile Lvl 3 All - - - - - - - - - -
j.236[LM]
or j.236[HS]
1699*2 - - Projectile Lvl 3 All - - - - - - - - - -
Neo Tri-Beam
214LM
or j.214LM
3600 - - Projectile Lvl 3 All - 17+3 3 85 -42 - - - - 1-68
Additional Hits 1000 - - Projectile Lvl 3 All - 35 3 85 -42 - - - - -

Holding L/M/H/S spends additional Ki Gauges and an increasing amount of HP per Gauge for diminishing amounts of extra damage. Each gauge can only be spent if HP is above specific thresholds (See below).

Farewell, Tien...
214HS 3600 - - Throw Throw - 9+1 25 40 - - - - - 1-14

Whiffs on crouching characters. Once it hits, this move and Telekinesis cannot be used again during the same match. Chiaotzu leaves immediately if Tien takes damage during active frames.

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

Sources[edit]

Navigation[edit]

Ambox notice.png 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.



Dragon Ball FighterZe
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System Explanations

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