DBFZ/Tien/Combos

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< DBFZ‎ | Tien
Revision as of 20:57, 17 July 2020 by PrivateTarkus (talk | contribs)
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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)

Combo List

Midscreen

Meterless

  • 2M > 5M > jc > j.M2H > SD >
  • 5M > 2M > 5S > 5H > SD >
  • 2H > SD >
  • DR >

All of the above combos end with the same ender:

  • ... j.ML(2)2H > jc > j.L(2)L2H > j.236M

Metered

  • ... Vanish > 2M > 5M > jc.L(2)L2H > jc.L(2)L2H > j.236M

Basic vanish extension to something like a beam.

  • ... j.236M > Vanish > DR > (Vanish)
  • ... j.236M > land > j.214H+S

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]

These options do far more damage, but take your life in exchange.

Corner

Meterless

  • 2M > 5M > jc > j.M2H > SD >
  • 5M > 2M > 5S > 5H > SD >

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

Tien's new advanced corner combos look like this:

  • ... 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

This actually boosts his corner damage by about 500 and gives you something else to do other than the Saiyan BnB.

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.

With the season 3 changes to H specials, Tien's Volleyball Fist can tack a huge amount of damage onto combos at the cost of needing to vanish for a sliding knockdown. Midscreen, smash 5H combos into 236M, and using both H followups allows Tien to pick up with 2M→5M into an air combo. In the corner, 236L scales better in combos and Tien can do a solo ToD with 2H/5H into Sparking!

In Limit Break, especially with Sparking, Tien can very easily delete characters with stray hits into Volleyball Fist at the cost of a few bars.

Assist Specific

Midscreen

  • 5M > 2M > 236L~L~L > 16 Assist > j.M2H > SD > j.ML(2)2H > jc > j.L(2)L2H > j.236M

Basic assist combo. Confirmed works with 16 Assist, but probably works with a lot more. Crushing damage and a sliding knockdown.

Corner

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

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