DBFZ/Tien

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Overview
Overview

One of the few people to have ever beaten Son Goku in a fight, Tien enters into the FighterZ ring as a character with some very scary tools up his sleeve. Much of Tien's gameplan is based around "sacrificing" resources to further increase his damage and knock out his opponents in a final, desperate blast. Tien's Tri-Beam Supers are well-known for the incredible amount of damage they can dish out, and his Neo Tri-Beam level 3 can be used as a full seven meter dump, allowing it to be the one of the highest damage individual super attacks in the entire game and can be almost certain death for your opponents. Tien's supers come with a steep cost, however- each Tri-Beam that Tien fires takes chunks out of his health, and Neo Tri-Beam in particular will tear through the triclopses' health like nobodies business... unless Tien is in Level 3 Sparking and/or Limit Break. In that case many of the side-effects of his Supers are not only drastically lessened, but the damage output is also amplified. As for his non-Tri-Beam Super, Farewell, Tien... can only be used once, and landing a hit with it will prevent him using Telekinesis and erases his B assist. Regardless it is the most powerful Super at full scaling, and these downsides are put in place because if it's power.

Outside of his supers, Tien is a straightforward character with a solid number of tools to help him to hold his own. He has some decent mix-up game and powerful oki while solo, (Telekinesis can put the opponent on block anywhere shortly after a sliding knockdown) and he offers a respectable amount of utility with his three assists, each with their own utilities in neutral scrambles, blockstring safety, and combo game. His Dodon Ray special has the unique property of allowing Tien to fall to the ground while using it, making it a very irritating poke and letting Tien approach somewhat safely. And lastly, because Sparking! enables jump-cancelling during blockstrings, Air Volleyball Fist becomes a near-unreactable overhead using the Tiger-Knee motion and a great mix-up option.

If reading this hasn't been screaming at you to put Tien in the anchor slot, then let it be known that playing Tien outside of the anchor position is asking for trouble. Not only can he perform well enough on his own to survive without assists, but the health drain from his Tri-Beam Supers are near nonexistent when Limit Break and Sparking are activated. This means that a Point or Mid Tien will struggle to maximize his damage without either hurting himself too much or miss out on finishing opponents due to a lack of sufficient meter. Tien is built to be the last man standing on your team, and if you can succeed in accommodating for his penalties, you gain access to a truly frightening anchor.


"There's a certain degree of luck involved in battle. But I can't rely on that. I need to train more."
Lore:Tien Shinhan (or properly known as "Tianjinfan/Tenshinhan") is a student of the Crane School and was one of Goku's greatest childhood rivals. A descendant of the Three-Eyed People, Tien has access to several unique techniques due to his heritage, including the Multi-Form. Accompanied by his doll-like companion, Chiaotzu, Tien has continued to pursue strength as a martial artist throughout the series. During the Saiyan, Cell, and even Buu sagas, Tien played secondary though important roles in the final outcomes.
Playstyle
DBFZ Tien Icon.png Tien is a balanced, stalwart character that with resources, has insane damage potential with Super Moves.
Pros Cons
  • Solid Mix-ups: Has multiple quick lows, an overhead, and a command grab.
  • Super Damage: All his Supers boast some of the highest minimum damage in the game even after scaling and efficient meterburn options in both kinds of Tri-Beams; heavily-prorated combos do little to deter his damage potential.
  • Upgrades: Limit Break or Sparking! halves the HP loss for Tri-Beams and erase his initial health penalty, with the latter unlocking j.236H as an instant overhead.
  • Assist Variety: A is good for neutral, B is nice in blockstrings, and both are useful for combo extensions.
  • Falling Beam: Dodon Ray can fall downwards when firing, becoming a powerful neutral tool for Tien.
  • Guard Points: Guard points on all medium and heavy versions of volleyball fist allow Tien to win in most situations by guarding through the opponents attacks. This allows him to beat out even DP attacks making for an incredible pressure tool. When used effectively the opponents only options for countering Tien are incredible patience or a large read with level 3, making for very strong conditioning.
  • Honest: Buttons are stubby, making his blockstrings somewhat difficult.
  • Meter Hog: Unremarkable damage without bar, and unreasonable to place in a position outside Anchor.
  • Flawed Assists: A has very little blockstun and B has very poor tracking in neutral while dealing no damage; they can be outclassed by other similar anchor assists.

Normal Moves

5L

Version 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 12 -3 -
5LL 500*2 All - 9,7 3,3 17 -4 -
5LLL 100*8, 250 All U3+ 13 [1 (1)]*8, 1 19 -4 -

  • Larger range than average.
  • 6 frames.

  • Good forward momentum for long range confirms.
  • 2 hits, which also helps with confirms.

  • Gimmicky place to sneak in a command grab, but you can also sneak in a low with 236L/M.
  • Has enough blockstun to safely switch Tien out to another character while the move is still active.

5LLL is a 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. Usually you got this by accident.

5M

5H

5S

2L

2M

2H

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Volleyball Fist

236L/M/H

Version 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 700 Low - 11 8 20 -5 -
M 700 Low - 21 12 20 -5 4-30 Guard, 1-30 ki blast
H 1800 Throw D2 24 1 29 -5 4-28 guard

  • 236L 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.


  • 236M 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, low, DP and overhead attacks. loses to supers
  • Due to having guard point, this version will scale your combos and followups more than L version.
  • Reaches full-screen.
  • If used during your blockstring, it will block the opponents buttons if they attempt to mash out.

Guard point is active when Tien enters the pose and remains for the very beginning of the slide. If Tien is hit while his guardpoint is active it extends to cover the rest of the move, allowing him to slide through beams and other large attacks. due to the move being unpunishable on block, this makes 236M good for stagger pressure or calling out an opponents offense.


  • 236H is a short ranged command grab that costs half a bar.
  • Follow-up hits are automatic and cannot be vanished out of.
  • Stays same side.
  • Causes a sliding knockdown.
  • Scales like 236M.
  • Possesses a guardpoint like 236M, which blocks all the same types of attacks too.

An honest grab which is incredibly powerful thanks to its guardpoint, it can be used to create powerful conditioning on your opponent when combined with 236M and j.236H, forcing them to respect your blockstrings.

Volleyball Fist
Follow-up 1

Volleyball Fist L/M > L/M/H on hit

Version 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 800 - - 12 - - - -
M 800 - - 12 - - - -
H 1200 - U1+ 12 - - - -

  • L/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. Very useful when you want to get a sliding knockdown with good oki, along with some relatively decent damage off a special move.

  • Damage depends on what the starter is. 236L will scale better and 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 1 > L/M/H on hit

Version 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 900 [1080] - - 31 - - - -
M 900 [1080] - - 31 - - - -
H 1800 [1980] - D1 35 - - - -

  • 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. Given that the cost for an EX special is now half of a bar instead of a full bar, and the damage done by this alone is considerable, it's probably worth going for this now.

  • 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

j.236L/M/H

Version 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 1000 High - 15 3 18 - -
M 1000 High D1 20 3 18 - 4-24 guard
H 1300 High D1 17 3 18 - 4-14 guard

  • 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.
    • Has a guardpoint on frame 4 which blocks overheads, lows, DP, projectiles, ki blasts and superdash. Loses to supers and 2H.
  • H causes a sliding knockdown.
    • Has a guardpoint on frame 4 like j.236M, which can block all of the same attacks.
    • Nearly unreactable overhead during Sparking! if you TK the move, but you can only continue pressure or use a Super if it lands since this immediately puts the opponent in sliding knockdown.

Being a decently sized attack and possessing a guardpoint, this move can be used as a dominant air option beating an opponents buttons outright, or it can be used in blockstrings as an overhead by TK'ing j.236H when in sparking!. Like 236X on the ground this move can be used to heavily condition your opponent, forcing them to respect your buttons rather than attempt to mash out.

Crane Strike

214L/M/H (Air OK)

Version 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 1300 High D1 24 2 24 -2 -
Air L 1200 High D1 20 Until Landing 24 -2 -
Ground M 1400 High D1 26 2 24 -2 -
Air M 1300 High D1 24 Until Landing 24 -2 -
Ground H 1500 High D1 24 2 25 -2 -
Air H 1400 High D1 20 Until Landing 24 -2 -

  • Light version pops Tien back upwards on hit.
  • Medium version pops Tien foward on block, allowing for a potential high low mixup with airdash
    • j.214M crosses up on block if it hits high enough on the opponent, sometimes allowing for a left right mixup with airdash
  • Heavy version also pops tien foward on block, allowing the same mixup.
    • j.214H is also able to switch sides in the same way as j.214M
  • Causes a sliding knockdown.
  • Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien.
  • All versions connect following j.S in combos, only whiffing if the combo is too long.
  • All versions are 2H'able making them unsafe without assist.

A useful overhead which can lead to mixups, it should be used sparingly as all versions are 2H'able on reaction. this can be used as you condition your opponent with guardpoints, in order to occasionaly steal turn or confuse them with a new attack. (still 2H'able).

Dodon Ray

236S (Air OK)

Telekinesis

214S

Z Assists

Assist A

Dodon Ray

Assist B

Telekinesis

Assist C

Volleyball Fist

Super Moves

Tri-Beam

236L+M or 236H+S (Air OK)

Version 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 2400 All - 13+4 3 38 -20 13-25
Air 2400 All - 13+4 3 38 -20 13-25
Ground Extension 1699*2 All - - - - - -
Air Extension 1699*2 All - - - - - -

  • Deals unrecoverable 750 damage to Tien. Tien cannot die from self damage, and can use this even at 1 HP.
  • Self damage decreases during Sparking or Limit Break, and becomes 0 with both activated (See here)
  • Minimum damage: 1032.

This is the second highest damaging Lv1 Super at max scaling, losing only to Base Goku's Kaioken x20.


  • Hold L/M/H/S during Tri-Beam's startup for this version.
  • L or M keeps the Tiens lined up on the same side, H or S shoots from both sides.
  • Minimum damage: 1426.

Can whiff sometimes on DHCs or high hitstun decay combos.

Neo Tri-Beam

214L+M (Air OK)

Farewell, Tien...

214H+S

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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
3600 Throw - 9+1 25 40 +44 1-14

  • Travels in a straight horizontal line, level with the enemy when the move is initiated. Whiffs on crouching characters.
  • Cannot be cancelled into.
  • Won't come out if Chiaotzu is still doing Telekinesis. Chiaotzu also goes away if Tien is hit during the attack.
  • On hit, Telekinesis, B Assist, and this super become unavailable for the rest of the match.
  • Minimum damage: 2610.

Absurdly high damaging combo ender but lacks the versatility of his other Supers.

On hit, plays a really long grieving animation after the explosion that doesn't freeze time, allowing Sparking opponents to regenerate their health. This along with the low raw damage makes the Super useless for damage if they survive.

External References

Navigation

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