DBFZ/Tien: Difference between revisions

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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
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* Larger range than average.
* Larger range than average.
* 6 frames.
* 6 frames.
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* 2 hits, which also helps with confirms.
* 2 hits, which also helps with confirms.
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* Gimmicky place to sneak in a command grab, but you can also sneak in a low with {{clr|1|236L}}/{{clr|2|M}}.
* Gimmicky place to sneak in a command grab, but you can also sneak in a low with {{clr|L|236L}}/{{clr|M|M}}.
* Has enough blockstun to safely switch Tien out to another character while the move is still active.
* Has enough blockstun to safely switch Tien out to another character while the move is still active.
{{clr|1|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.
{{clr|L|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.
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===<big>{{clr|2|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
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* Good forward reach.
* Good forward reach.
* Reaches opponent on roundstart.
* Reaches opponent on roundstart.
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===<big>{{clr|3|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
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* Has good horizontal reach.
* Has good horizontal reach.
* Can link into {{clr|1|5L}} in the corner with Smash.
* Can link into {{clr|L|5L}} in the corner with Smash.
Mostly used in his optimal corner combos, otherwise does not see much play. Good as a blockstring tool and advances far forward.  
Mostly used in his optimal corner combos, otherwise does not see much play. Good as a blockstring tool and advances far forward.  
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===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
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* Single projectile.
* Single projectile.
Good pressure tool due to it's frame advantage and leads to a mindgame. {{clr|4|5S}} > delay {{clr|3|5H}} will catch buttons, and {{clr|4|5S}} > {{clr|1|5L}} will reset your string for more pressure. Not all that great in terms of neutral, as Tien has stronger projectiles in the air anyway.
Good pressure tool due to it's frame advantage and leads to a mindgame. {{clr|S|5S}} > delay {{clr|H|5H}} will catch buttons, and {{clr|S|5S}} > {{clr|L|5L}} will reset your string for more pressure. Not all that great in terms of neutral, as Tien has stronger projectiles in the air anyway.
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===<big>{{clr|1|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
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* Can chain into itself.
* Can chain into itself.
This normal can sometimes whiff the 2nd time after a specific air normal, or depending on the size opponent you're facing. Otherwise, a good pressure button and helps Tien get mixups with lockdown assists.
This normal can sometimes whiff the 2nd time after a specific air normal, or depending on the size opponent you're facing. Otherwise, a good pressure button and helps Tien get mixups with lockdown assists.
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===<big>{{clr|2|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
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* Fast startup, but short range.
* Fast startup, but short range.
* -7 means you ''can'' stagger, but it's not recommended that you do it often.
* -7 means you ''can'' stagger, but it's not recommended that you do it often.
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===<big>{{clr|3|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
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* Frame 4 anti-air.
* Frame 4 anti-air.
* Combos into SD on Smash hit.
* Combos into SD on Smash hit.
Tien's main and only ground anti-air. Can cancel into {{clr|1|j.236L}} or Dodon Ray to stay safe if it is blocked.
Tien's main and only ground anti-air. Can cancel into {{clr|L|j.236L}} or Dodon Ray to stay safe if it is blocked.
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===<big>{{clr|2|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
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* Universal overhead.
* Universal overhead.
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===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
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* Once a hit has been blocked, the remaining hit can be blocked low.
* Once a hit has been blocked, the remaining hit can be blocked low.
Both hits count towards scaling, and subtracting one of them can even enable slightly more damage early in a combo. Subsequently, should only be used late into a combo to mitigate the extra scaling.
Both hits count towards scaling, and subtracting one of them can even enable slightly more damage early in a combo. Subsequently, should only be used late into a combo to mitigate the extra scaling.
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===<big>{{clr|2|j.M}}</big>===
 
===<big>{{clr|M|j.M}}</big>===
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* Good air to air normal.
* Good air to air normal.
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===<big>{{clr|3|j.H}}</big>===
 
===<big>{{clr|H|j.H}}</big>===
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* [] is on Smash hit.
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Not used much as a combo ender, as {{clr|3|j.2H}} > {{clr|2|j.236M}} combos without smash and will always result in a sliding knockdown on it's first use. If you don't want the sliding knockdown, {{clr|3|j.2H}} > {{clr|1|j.236L}} has you covered too. {{clr|3|j.H}}'s only real purpose is as a high damage jump-in.
Not used much as a combo ender, as {{clr|H|j.2H}} > {{clr|M|j.236M}} combos without smash and will always result in a sliding knockdown on it's first use. If you don't want the sliding knockdown, {{clr|H|j.2H}} > {{clr|L|j.236L}} has you covered too. {{clr|H|j.H}}'s only real purpose is as a high damage jump-in.
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===<big>{{clr|4|j.S}}</big>===
 
===<big>{{clr|S|j.S}}</big>===
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* Stops Air momentum
* Stops Air momentum
* Has decent angle.
* Has decent angle.
* Has enough hitstun to combo into superdash and Dodon Ray.
* Has enough hitstun to combo into superdash and Dodon Ray.
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===<big>{{clr|3|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
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* Combos into superdash on Smash hit.
* Combos into superdash on Smash hit.
* Combos into j.236X on non-Smash hit.
* Combos into j.236X on non-Smash hit.
Usually followed up by {{clr|2|236M}} for a sliding knockdown at the end of air combos. It's not fast enough for neutral use so you'll mostly see it in combos.
Usually followed up by {{clr|M|236M}} for a sliding knockdown at the end of air combos. It's not fast enough for neutral use so you'll mostly see it in combos.
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==Special Moves==
==Special Moves==
===<big>Volleyball Fist</big>===
===<big>Volleyball Fist</big>===
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}}'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
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* {{clr|1|236L}} performs a sliding low attack.
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* {{clr|L|236L}} performs a sliding low attack.
* Press additional buttons on hit-confirm to extend the special.
* 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.
The quick version of the Volleyball Fist. Useful for catching opponents off guard or spamming high attacks.
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* {{clr|2|236M}} strikes a pose, gaining guard point before doing a sliding low attack.
* {{clr|M|236M}} strikes a pose, gaining guard point before doing a sliding low attack.
* Press additional buttons on hit-confirm to extend the special.
* Press additional buttons on hit-confirm to extend the special.
* Guard point does not activate on frame 1, but it’s very early.
* Guard point does not activate on frame 1, but it’s very early.
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* Reaches full-screen.
* Reaches full-screen.
* If used during your blockstring, it will block the opponents buttons if they attempt to mash out.
* 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 {{clr|2|236M}} good for stagger pressure or calling out an opponents offense.
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 {{clr|M|236M}} good for stagger pressure or calling out an opponents offense.
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* {{clr|3|236H}} is a short ranged command grab that costs half a bar.
* {{clr|H|236H}} is a short ranged command grab that costs half a bar.
* Follow-up hits are automatic and cannot be vanished out of.
* Follow-up hits are automatic and cannot be vanished out of.
* Stays same side.
* Stays same side.
* Causes a sliding knockdown.
* Causes a sliding knockdown.
* Scales like {{clr|2|236M}}.
* Scales like {{clr|M|236M}}.
* Possesses a guardpoint like {{clr|2|236M}}, which blocks all the same types of attacks too.
* Possesses a guardpoint like {{clr|M|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 {{clr|2|236M}} and {{clr|3|j.236H}}, forcing them to respect your blockstrings.
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 {{clr|M|236M}} and {{clr|H|j.236H}}, forcing them to respect your blockstrings.
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===<big>Volleyball Fist Follow-up 1</big>===
===<big>Volleyball Fist Follow-up 1</big>===
<span class="input-badge">'''Volleyball Fist {{clr|1|L}}/{{clr|2|M}} > {{clr|1|L}}/{{clr|2|M}}/{{clr|3|H}} on hit'''</span>
<span class="input-badge">'''Volleyball Fist {{clr|L|L}}/{{clr|M|M}} > {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}} on hit'''</span>
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* L/{{clr|2|M}} switches side.
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* L/{{clr|M|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.
** 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 {{clr|2|j.M}}.
* H leaves Tien enough time to land {{clr|M|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.  
** 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.  
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* Damage depends on what the starter is. {{clr|1|236L}} will scale better and do more damage than {{clr|2|236M}}.
* Damage depends on what the starter is. {{clr|L|236L}} will scale better and do more damage than {{clr|M|236M}}.
* All version launches the enemy vertically and follows them into the air.
* 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.
* Pressing an additional button will cause Tien to slam the enemy to the ground.
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===<big>Volleyball Fist Follow-up 2</big>===
===<big>Volleyball Fist Follow-up 2</big>===
<span class="input-badge">'''Volleyball Fist Follow-up 1 > {{clr|1|L}}/{{clr|2|M}}/{{clr|3|H}} on hit'''</span>
<span class="input-badge">'''Volleyball Fist Follow-up 1 > {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}} on hit'''</span>
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* L knocks the opponent straight down.
* L knocks the opponent straight down.
* M knocks the opponent a little further away than the L version.
* M knocks the opponent a little further away than the L version.
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* 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.
* 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.
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* Damage depends on what the starter is. Starts with {{clr|1|236L}} will do more damage than {{clr|2|236M}}.
* Damage depends on what the starter is. Starts with {{clr|L|236L}} will do more damage than {{clr|M|236M}}.
* If you time it perfectly on any version, it does extra damage and has Smash property.
* If you time it perfectly on any version, it does extra damage and has Smash property.
* [] is on just frame.
* [] is on just frame.
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===<big>Air Volleyball Fist</big>===
===<big>Air Volleyball Fist</big>===
<span class="input-badge">'''{{clr|1|j.236L}}/{{clr|2|M}}/{{clr|3|H}}'''</span>
<span class="input-badge">'''{{clr|L|j.236L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
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* L causes a soft knockdown.
* L causes a soft knockdown.
* M causes a sliding knockdown.
* M causes a sliding knockdown.
** Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien.
** Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien.
** Can link from {{clr|3|j.2H}}.
** Can link from {{clr|H|j.2H}}.
** Has a guardpoint on frame 4 which blocks overheads, lows, DP, projectiles, ki blasts and superdash. Loses to supers and {{clr|3|2H}}.
** Has a guardpoint on frame 4 which blocks overheads, lows, DP, projectiles, ki blasts and superdash. Loses to supers and {{clr|H|2H}}.
* H causes a sliding knockdown.
* H causes a sliding knockdown.
** Has a guardpoint on frame 4 like {{clr|2|j.236M}}, which can block all of the same attacks.
** Has a guardpoint on frame 4 like {{clr|M|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.
** 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 {{clr|3|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.
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 {{clr|H|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.
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===<big>Crane Strike</big>===
===<big>Crane Strike</big>===
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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* Light version pops Tien back upwards on hit.
* Light version pops Tien back upwards on hit.
* Medium version pops Tien foward on block, allowing for a potential high low mixup with airdash
* Medium version pops Tien foward on block, allowing for a potential high low mixup with airdash
** {{clr|2|j.214M}} crosses up on block if it hits high enough on the opponent, sometimes allowing for a left right mixup with airdash
** {{clr|M|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.
* Heavy version also pops tien foward on block, allowing the same mixup.
** {{clr|3|j.214H}} is also able to switch sides in the same way as {{clr|2|j.214M}}
** {{clr|H|j.214H}} is also able to switch sides in the same way as {{clr|M|j.214M}}
* Causes a sliding knockdown.
* Causes a sliding knockdown.
* Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien.
* Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien.
* All versions connect following {{clr|4|j.S}} in combos, only whiffing if the combo is too long.
* All versions connect following {{clr|S|j.S}} in combos, only whiffing if the combo is too long.
* All versions are {{clr|3|2H}}'able making them unsafe without assist.
* All versions are {{clr|H|2H}}'able making them unsafe without assist.
A useful overhead which can lead to mixups, it should be used sparingly as all versions are {{clr|3|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 {{clr|3|2H}}'able).
A useful overhead which can lead to mixups, it should be used sparingly as all versions are {{clr|H|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 {{clr|H|2H}}'able).
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===<big>Dodon Ray</big>===
===<big>Dodon Ray</big>===
<span class="input-badge">'''{{clr|4|236S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
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* Pops up the opponent.
* Pops up the opponent.
* Despite only being 1 hit, this will still clash with other beams.
* Despite only being 1 hit, this will still clash with other beams.
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===<big>Telekinesis</big>===
===<big>Telekinesis</big>===
<span class="input-badge">'''{{clr|4|214S}}'''</span>
<span class="input-badge">'''{{clr|S|214S}}'''</span>
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* Tracks the opponent anywhere on screen. Deals very high hitstop and hitstun on hit.
* Tracks the opponent anywhere on screen. Deals very high hitstop and hitstun on hit.
* Won't perform the move if Chiaotzu is still on screen or after he self-destructs.
* Won't perform the move if Chiaotzu is still on screen or after he self-destructs.
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* 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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===<big>Assist B</big>===
===<big>Assist B</big>===
<span class="input-badge">'''Telekinesis'''</span>
<span class="input-badge">'''Telekinesis'''</span>
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* Does {{clr|4|214S}} but unlike the point version, this assist doesn't fail every third use.
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* Does {{clr|S|214S}} but unlike the point version, this assist doesn't fail every third use.
* Builds 10% Ki Gauge each call. Is not affected by Ki gain penalty.
* Builds 10% Ki Gauge each call. Is not affected by Ki gain penalty.
* After Chiaotzu self-destructs, Tien does not attack and only shows up to build meter.
* After Chiaotzu self-destructs, Tien does not attack and only shows up to build meter.
Similar to Gotenks A assist as it holds opponent in place, allowing for vast utility to expand combos full-screen, help get sliding knockdowns or meterless snapbacks, and fortify pressure with its high blockstun. Rather slow start-up and has worse tracking than his own {{clr|4|214S}}, so needs some labbing and getting used to.  
Similar to Gotenks A assist as it holds opponent in place, allowing for vast utility to expand combos full-screen, help get sliding knockdowns or meterless snapbacks, and fortify pressure with its high blockstun. Rather slow start-up and has worse tracking than his own {{clr|S|214S}}, so needs some labbing and getting used to.  
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* Blockstun C assist.
* Blockstun C assist.
* Tracks to the opponent.
* Tracks to the opponent.
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==Super Moves==
==Super Moves==
===<big>Tri-Beam</big>===
===<big>Tri-Beam</big>===
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} or {{clr|3|236H}}+{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} or {{clr|H|236H}}+{{clr|S|S}} (Air OK)'''</span>
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* Deals unrecoverable 750 damage to Tien. Tien cannot die from self damage, and can use this even at 1 HP.
* 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 ([[DBFZ/Tien/Frame_Data#Super_Moves|See here]])
* Self damage decreases during Sparking or Limit Break, and becomes 0 with both activated ([[DBFZ/Tien/Frame_Data#Super_Moves|See here]])
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This is the second highest damaging Lv1 Super at max scaling, losing only to Base Goku's Kaioken x20.
This is the second highest damaging Lv1 Super at max scaling, losing only to Base Goku's Kaioken x20.
----
----
* Hold L/{{clr|2|M}}/{{clr|3|H}}/{{clr|4|S}} during Tri-Beam's startup for this version.
* Hold L/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|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.
* L or M keeps the Tiens lined up on the same side, H or S shoots from both sides.
* Minimum damage: 1426.
* Minimum damage: 1426.
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===<big>Neo Tri-Beam</big>===
===<big>Neo Tri-Beam</big>===
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''</span>
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<div class="attack-container">
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* Holding L/{{clr|2|M}}/{{clr|3|H}}/{{clr|4|S}} allows Tien to tack on additional damage at the cost of one meter per extension. Deals unrecoverable damage to Tien per use.  
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* Holding L/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|S}} allows Tien to tack on additional damage at the cost of one meter per extension. Deals unrecoverable damage to Tien per use.  
* Self damage decreases during Sparking or Limit Break, and further decreases with both activated ([[DBFZ/Tien/Frame_Data#Super_Moves|See here]])
* Self damage decreases during Sparking or Limit Break, and further decreases with both activated ([[DBFZ/Tien/Frame_Data#Super_Moves|See here]])
* Minimum damage: 1872, followed by 600 for every subsequent use.
* Minimum damage: 1872, followed by 600 for every subsequent use.
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===<big>Farewell, Tien...</big>===
===<big>Farewell, Tien...</big>===
<span class="input-badge">'''{{clr|3|214H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|H|214H}}+{{clr|S|S}}'''</span>
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* Travels in a straight horizontal line, level with the enemy when the move is initiated. Whiffs on crouching characters.
* Travels in a straight horizontal line, level with the enemy when the move is initiated. Whiffs on crouching characters.
* Cannot be cancelled into.
* Cannot be cancelled into.

Revision as of 00:27, 14 May 2022

Overview

Template:CharaOverview

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.
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.
236L 700 Low 11 8 20 -5
236M 700 Low 21 12 20 -5 4-30 Guard, 1-30 ki blast
236H 1800 Throw D2 24 1 29 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.
236X > L 800 All 12 -5
236X > M 800 All 12 -5
236X > H 1200 All U1+ 16 -5

  • 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.
236X > X > L 900 [1080] High 31
236X > X > M 900 [1080] High 31
236X > X > H 1800 [1980] High 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.
j.236L 1000 High 15 3 18
j.236M 1000 High D1 20 3 18 4-24 guard
j.236H 1300 High D1 13 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.
214L 1300 High D1 24 2 24 -2
214M 1400 High D1 26 2 24 -2
214H 1500 High D1 24 2 25 -2
j.214L 1200 High D1 20 Until Landing 24 -2
j.214M 1300 High D1 24 Until Landing 24 -2
j.214H 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

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.
Normal 0 All 42 3 11 31
Fail 81

  • Tracks the opponent anywhere on screen. Deals very high hitstop and hitstun on hit.
  • Won't perform the move if Chiaotzu is still on screen or after he self-destructs.
  • Every third use will not work and will leave Tien vulnerable.
  • Beside the Ki gain on hit, normal calls also build 10% Ki gauge even on whiff and 25% on failed call. This special Ki gain is not affected by Ki gain penalty.

On hit, can be converted into a solo combo anywhere on screen.

Can be used after every knockdown, but best at the corner.

Z Assists

Assist A

Dodon Ray

Assist B

Telekinesis

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.
0 50 [40] +40

  • Does 214S but unlike the point version, this assist doesn't fail every third use.
  • Builds 10% Ki Gauge each call. Is not affected by Ki gain penalty.
  • After Chiaotzu self-destructs, Tien does not attack and only shows up to build meter.

Similar to Gotenks A assist as it holds opponent in place, allowing for vast utility to expand combos full-screen, help get sliding knockdowns or meterless snapbacks, and fortify pressure with its high blockstun. Rather slow start-up and has worse tracking than his own 214S, so needs some labbing and getting used to.

Assist C

Volleyball Fist

Super Moves

Tri-Beam

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

No results
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.

  • 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

No results
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.

  • 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.

Colors

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

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

DBFZ/Navigation