DBFZ/Tien/Combos: Difference between revisions

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{{#lst:DBFZ/Tien Shinhan/Data|Nav}}
<center>{{Character Label|DBFZ|Tien|size=32px}}</center>
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{{Notation-DBFZ}}
{{Combo Notation
==Combo List==
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}}
==Midscreen==
==Midscreen==
===Meterless===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
*'''2M > 5M > jc > j.M2H > SD >  
|-
*'''5M > 2M > 5S > 5H > SD >
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
*'''2H > SD >
|-
*'''DR >
| 2M > 5M > jc.M2H > SD > j.M2H > jc.L(2)L2H > j.236M || 4250 || 1 || All || {{ComboDifficulty|Very Easy}} || Tien's basic j.2H BnB. You'll want to avoid using j.L until later in the combo due to the scaling it incurs.
All of the above combos end with the same ender:
|-
*'''... j.ML(2)2H > jc > j.L(2)L2H > j.236M
| 5H/2H > SD > j.M2H > jc.L(2)L2H > j.236M || 3590 || 0.8 || All || {{ComboDifficulty|Very Easy}} || Tien can get a sliding knockdown off of 5H due to j.236M, so don't be afraid to use it if you need the corner carry.
 
|-
===Metered===
| [DR] > SD > j.L(2)L2H > jc.L(2)L2H > j.236M || 2939 || 1.65 || All || {{ComboDifficulty|Very Easy}} || Because DR scales so poorly, j.L adds damage here.
*'''... Vanish > 2M > 5M > jc.L(2)L2H > jc.L(2)L2H > j.236M
|-
Basic vanish extension to something like a beam.
| ... > Vanish > dash 2M > 5M > jc.L(2)L2H > jc.L(2)L2H > j.236M || 2662 (from 236S) || -0.8 || All || {{ComboDifficulty|Easy}} || Tien's autocombo doesn't work, so he uses 2M instead.
*'''... j.236M > Vanish > DR > (Vanish)
|-
*'''... j.236M > land > j.214H+S
| 2M > 236L~H~H > 2M > 5M > jc.L(2)L2H > jc.L(2)L2H > j.236M || 5415 || -0.75 || All || {{ComboDifficulty|Easy}} || Metered volleyball fist extension. Typically not worth the damage, but it allows you to spend meter without spending health.
These are your two metered options that don't reduce your health. The second vanish in the first combo tacks on a little more damage, but throws away your Oki.
|-
*'''... j.236M > j.236L+M/j.236[L+M]/j.214L+M/j.214[L+M]
| 5M > 2M > 5S > 5H > 236M~H~H > 2M > 5M > jc.L(2)L > jc.L(2)LS > SD > j.L(2)L2H > 236L || 6144 || -0.45 || All || {{ComboDifficulty|Easy}} || Causes soft knockdown, but can combo straight into Neo Tri-Beam.  
These options do far more damage, but take your life in exchange.
j.S > SD only works if you're in/near the corner. You can extend this combo with proper spacing to go from midscreen all the way to the corner.
With 7 bars, you can dump all the meter and deal 9816.
|-
| 5M > 2M > 5S > 5H > 236M~H~H > 2M > 5M > jc.L(2)L > jc.L(2)LS > j.236S > Vanish > [DR] ▷ 214H+S || 8761 || -4.45 || All || {{ComboDifficulty|Easy}} || Can TOD with Sparking and Limit Break or by dumping more bars with Neo Tri-Beam and be further optimized. 8023 with one shot of Neo Tri-Beam.
|}


==Corner==
==Corner==
===Meterless===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
*'''2M > 5M > jc > j.M2H > SD >  
|-
*'''5M > 2M > 5S > 5H > SD >
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
Tien doesn't really get a big damage boost in the corner, he gets a different ender that gives him better Oki instead.
|-
*'''... j.M2H > jc.L(2)LS > j.214L
| 5M > 2M > 5H > SD > j.M2H > jc.L(2)LS > j.214L || 4190 || 0.80 || All || {{ComboDifficulty|Very Easy}}  || Super easy corner combo.
 
|-
Tien's new advanced corner combos look like this:
| 5M > 2M > 5S > 5H, 5L > 5M > j.M2H > jc.L(2)LS > SD  > jc.L(2)LS > j.214L || 5012 || ~1.26 || All || {{ComboDifficulty|Easy}} || 5H > 5L link. Tien's main corner combo.
*'''... 5M > 2M > 5S > 5H > 2L > 5M > jc.M2H > jc.LLS > SD > j.LLS > j.214L
|-
*'''... 5M > 2M > 5S > 5H > 2L > 5S > 5H > SD > jc.LL2H > jc.LLS > j.214L
| 5M > 2M > 5S > 5H, 5L > 5S > 5H > SD > j.M2H > jc.L(2)LS > j.214L || 4907|| ~1.15 || All || {{ComboDifficulty|Easy}}  || When heavily scaled, add the j.L(2)L after the SD.  
This actually boosts his corner damage by about 500 and gives you something else to do other than the Saiyan BnB.
|-
 
| 5M > 2M > 5H > 236M~H~H > 2M > 5M > jc.M2H > jc.L(2)LS > SD > jc.L(2)L2H > j.236M > 214[L+M] || 9866 || -7 || All || {{ComboDifficulty|Easy}} || Heavy meter dump corner combo. Can easily TOD with spark or an assist.
===Metered===
|}
Tien's metered enders are the same as his midscreen ones. Don't use vanish in a combo unless it will kill, you want to keep the corner.
 
==Assist Specific==


===Midscreen===
==Sparking==
*'''5M > 2M > 236L~L~L > 16 Assist > j.M2H > SD > j.ML(2)2H > jc > j.L(2)L2H > j.236M
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Basic assist combo. Confirmed works with 16 Assist, but probably works with a lot more. Crushing damage and a sliding knockdown.
|-
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
| combo transcript || where || ? || ? || All ||  ||
|}


===Corner===
==Assist==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
| ... > 2M > 236L~L~L > Assist > j.M2H > SD > j.L(2)L2H > jc.L(2)L2H > j.236M || Anywhere || ? || ? || All ||  || Works well with pop-up assists.
|-
| ... > 5H > 236M~L~L > Assist > 5M > ... || Anywhere || ? || ? || All ||  || Alternate combo for more corner carry.
|}


==Combo Theory==
==Combo Theory==
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==Video Examples==
==Video Examples==
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==Navigation==
==Navigation==
{{#lst:DBFZ/Tien Shinhan/Data|Links}}
<center>{{Character Label|DBFZ|Tien|size=32px}}</center>
{{Navbar-DBFZ}}
{{DBFZ/CharacterLinks}}
[[Category:Dragon Ball FighterZ]]
{{DBFZ/Navigation}}
[[Category:Tien]]

Latest revision as of 17:00, 21 January 2024

Tien
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.M2H > SD > j.M2H > jc.L(2)L2H > j.236M 4250 1 All [1] Very Easy Tien's basic j.2H BnB. You'll want to avoid using j.L until later in the combo due to the scaling it incurs.
5H/2H > SD > j.M2H > jc.L(2)L2H > j.236M 3590 0.8 All [1] Very Easy Tien can get a sliding knockdown off of 5H due to j.236M, so don't be afraid to use it if you need the corner carry.
[DR] > SD > j.L(2)L2H > jc.L(2)L2H > j.236M 2939 1.65 All [1] Very Easy Because DR scales so poorly, j.L adds damage here.
... > Vanish > dash 2M > 5M > jc.L(2)L2H > jc.L(2)L2H > j.236M 2662 (from 236S) -0.8 All [2] Easy Tien's autocombo doesn't work, so he uses 2M instead.
2M > 236L~H~H > 2M > 5M > jc.L(2)L2H > jc.L(2)L2H > j.236M 5415 -0.75 All [2] Easy Metered volleyball fist extension. Typically not worth the damage, but it allows you to spend meter without spending health.
5M > 2M > 5S > 5H > 236M~H~H > 2M > 5M > jc.L(2)L > jc.L(2)LS > SD > j.L(2)L2H > 236L 6144 -0.45 All [2] Easy Causes soft knockdown, but can combo straight into Neo Tri-Beam.

j.S > SD only works if you're in/near the corner. You can extend this combo with proper spacing to go from midscreen all the way to the corner. With 7 bars, you can dump all the meter and deal 9816.

5M > 2M > 5S > 5H > 236M~H~H > 2M > 5M > jc.L(2)L > jc.L(2)LS > j.236S > Vanish > [DR] ▷ 214H+S 8761 -4.45 All [2] Easy Can TOD with Sparking and Limit Break or by dumping more bars with Neo Tri-Beam and be further optimized. 8023 with one shot of Neo Tri-Beam.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2M > 5H > SD > j.M2H > jc.L(2)LS > j.214L 4190 0.80 All [1] Very Easy Super easy corner combo.
5M > 2M > 5S > 5H, 5L > 5M > j.M2H > jc.L(2)LS > SD > jc.L(2)LS > j.214L 5012 ~1.26 All [2] Easy 5H > 5L link. Tien's main corner combo.
5M > 2M > 5S > 5H, 5L > 5S > 5H > SD > j.M2H > jc.L(2)LS > j.214L 4907 ~1.15 All [2] Easy When heavily scaled, add the j.L(2)L after the SD.
5M > 2M > 5H > 236M~H~H > 2M > 5M > jc.M2H > jc.L(2)LS > SD > jc.L(2)L2H > j.236M > 214[L+M] 9866 -7 All [2] Easy Heavy meter dump corner combo. Can easily TOD with spark or an assist.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
combo transcript where ? ? All

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > 2M > 236L~L~L > Assist > j.M2H > SD > j.L(2)L2H > jc.L(2)L2H > j.236M Anywhere ? ? All Works well with pop-up assists.
... > 5H > 236M~L~L > Assist > 5M > ... Anywhere ? ? All Alternate combo for more corner carry.

Combo Theory

Tien's combo theory is ridiculously simple. Combo into an H move, do an air series, finish with j.2H > j.236M. It always slides, and it's very simple execution-wise.

Video Examples

Navigation

Tien
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Mechanics
Application & Advanced Information
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