Difference between revisions of "DBFZ/Tien"

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==Z Assists==
 
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|name=Dodon Ray
 
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|image=DBFZ_Tien_AssistDodonRay.png |caption=
 
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{{Description|7|text=
 
{{Description|7|text=
 
* 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.
 
* 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.
 
* Allows for longer combos due to the single hit compared to other multi hitting beam assists.
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======<font style="visibility:hidden;font-size:0">Assist B</font>======
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======<font style="visibility:hidden;font-size:0">Assist C</font>======
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Revision as of 04:10, 13 February 2020

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!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L
  • It has a little bit more range than most 5L, albeit slightly.
5LL
  • Has good forward momentum for long range confirms.
  • Also does 2 hits, which also helps with confirms.
5LLL
  • 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
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Slides forwards pretty far


5H
5H
DBFZ Tien 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Has good horizontal reach.


5S
5S
DBFZ Tien 5S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Slow recovery.
  • Single projectile.
  • Fairly mediocre.


2L
2L
DBFZ Tien 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Hits low.


2M
2M
DBFZ Tien 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Important points go here.


2H
2H
DBFZ Tien 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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
DBFZ Tien 6M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Universal overhead.


j.L
j.L
DBFZ Tien jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Good air to air normal.


j.H
j.H
DBFZ Tien jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • [] is on Smash hit.


j.S
j.S
DBFZ Tien jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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
DBFZ Tien j2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
L
  • 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
  • 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
  • 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
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
L

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
  • 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
  • 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
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
L
  • Knocks the opponent straight down.
M
  • Knocks the opponent a little further away than the L version.
H
  • 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
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
L
  • Causes a soft knockdown.
M
  • 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
  • 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)
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground L
Air L
Ground M
Air M
Ground H
Air H
  • 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.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground
Air
  • Pops up the opponent.
  • Despite only being 1 hit, this will still clash with other beams.


Telekinesis
Telekinesis
214S
DBFZ Tien Telekinesis.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Normal
Fail
  • 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
DBFZ Tien AssistDodonRay.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Assist C
???
Assist C
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.


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.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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!!!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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!!!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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


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System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc