DBFZ/Tien/Frame Data

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System Data


Normal Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
5L
5LL
5LLL
2L
5M
2M
6M
5H
2H
5S
j.L
j.M
j.H
j.2H
j.S

Counterhit state during recovery

Special Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Volleyball Fist
236L
236M
236H

Hard knockdown

Volleyball Fist Follow-Up 1
236X > L
236X > M
236X > H
Volleyball Fist Follow-Up 2
236X > X > L
236X > X > M
236X > X > H
Air Volleyball Fist
j.236L
j.236M
j.236H
Crane Strike
214L
214M
214H
j.214L
j.214M
j.214H Dodon Ray
236S

Counterhit state during recovery

j.236S

Counterhit state during recovery

Telekinesis
214S
214S
(every 3rd use)

Z Assists

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Assist A
Dodon Ray
Assist B
Telekinesis
Assist C

Super Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Tri-Beam
236LM
or 236HS
j.236LM
or j.236HS
236[LM]
or 236[HS]
j.236[LM]
or j.236[HS]
Neo Tri-Beam
214LM
or j.214LM
Additional Hits

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

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

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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