DBFZ/Tien/Frame Data

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System Data


Normal Moves

Version Damage 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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
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.
5L 400 All - 6 3 12 -3 - 5 - B - - - -
5LL 500*2 All - 9,7 3,3 17 -4 - - - B - - - -
5LLL 100*8, 250 All U3+ 13 [1 (1)]*8, 1 19 -4 - - - B - - - -
2L 400 Low - 7 3 13 -4 - 5 - F - - - -
5M 700 All - 10 3 17 -4 - 7 - B - - - -
2M 700 Low - 10 3 20 -7 - 7 - F - - - -
6M 850 All - 24 6 10 0 - 12 - B - - - -
5H 850 /1000 All U1 13 4 24 -12 - 12 - B - - - -
2H 850 / 1000 All U1+ 12 3 28 -15 - 12 - B - - - -
5S 750 All - 15 - 26 -5 - 6 - P1 - 20 23 25
j.L 300*2 High [All] - 6,3 2,2 15 - - - - H - - - -
j.M 700 High - 9 5 17 - - 7 - H - - - -
j.H 850 / 1000 High D1+ 12 4 21 - - 12 - H - - - -
j.2H 850 All U1+ 12 3 19 - - 12 - H - - - -
j.S 750 All - 15 - 27 - - 6 - P1 - 20 23 25

Counterhit state during recovery

Special Moves

Version Damage 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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
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.
Volleyball Fist
236L/M/H
700 Low - 11 8 20 -5 - - - - - 22 Launch -
700 Low - 29 12 20 -5 4-21 Guard Strike & P2 - - - - 22 Launch -
1800 Throw D2 24 1 29 -5 - -50 - T - - Launch -

Hard knockdown

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

Counterhit state during recovery

Dodon Ray (Air)
j.236S
900 All - 21 24 31 -11 - - - P2 - - Launch -

Counterhit state during recovery

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

Z Assists

Version Damage 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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
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.
Assist A
Dodon Ray
800 All - 30 24 - 20 - - - P2 - 19 Launch 34
Assist B
Telekinesis
0 - - 41/61 - - +40 - - - - - 40 - -
Assist C - - - - - - - - - - - - - - -

Super Moves

Version Damage 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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
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.
Tri-Beam
236LM or 236HS
2400 All - 13+4 3 38 -20 13-25 - - Projectile Lvl 3 - - - -<
Tri-Beam (Air)
j.236LM or j.236HS
2400 All - 13+4 3 38 -20 13-25 - - Projectile Lvl 3 - - - -<
Tri-Beam (Charged)
236[LM] or 236[HS]
1699*2 All - - - - - - - - Projectile Lvl 3 - - - -<
Tri-Beam (Charged)
j.236[LM] or j.236[HS]
1699*2 All - - - - - - - - Projectile Lvl 3 - - - -<
Neo Tri-Beam
214LM or j.214LM
3600 All - 17+3 3 85 -42 [+29] 1-68 - - Projectile Lvl 3 - - - -<
Neo Tri-Beam (Additional Hits) 1000 All - 35 3 85 -42 [+29] - - - Projectile Lvl 3 - - - -<

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 - 9+1 25 40 +44 1-14 - - Throw - - - -<

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

Navigation

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