DBFZ/Tien/Frame Data: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | Tien
No edit summary
No edit summary
Line 57: Line 57:
{{#lsth:DBFZ/Tien Shinhan/Data|j.S Full}}
{{#lsth:DBFZ/Tien Shinhan/Data|j.S Full}}
|-
|-
{{Description|14|text=Counterhit state during recovery
{{Description|15|text=Counterhit state during recovery
  }}
  }}
|}
|}
Line 66: Line 66:
{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=14 style="background: white;"|Volleyball Fist
! colspan=16 style="background: white;"|Volleyball Fist
|-
|-
{{AttackVersion|name=236L|subtitle=}}
{{AttackVersion|name=236L|subtitle=}}
Line 77: Line 77:
{{#lsth:DBFZ/Tien Shinhan/Data|236H Full}}
{{#lsth:DBFZ/Tien Shinhan/Data|236H Full}}
|-
|-
{{Description|14|text= Hard knockdown
{{Description|15|text= Hard knockdown
  }}
  }}
|-
|-
! colspan=14 style="background: white;"|Volleyball Fist Follow-Up 1
! colspan=16 style="background: white;"|Volleyball Fist Follow-Up 1
|-
|-
{{AttackVersion|name=236X > L/M|subtitle=}}
{{AttackVersion|name=236X > L/M|subtitle=}}
Line 88: Line 88:
{{#lsth:DBFZ/Tien Shinhan/Data|236X > H Full}}
{{#lsth:DBFZ/Tien Shinhan/Data|236X > H Full}}
|-
|-
! colspan=14 style="background: white;"|Volleyball Fist Follow-Up 2
! colspan=16 style="background: white;"|Volleyball Fist Follow-Up 2
|-
|-
{{AttackVersion|name=236X > X > L/M|subtitle=}}
{{AttackVersion|name=236X > X > L/M|subtitle=}}
Line 96: Line 96:
{{#lsth:DBFZ/Tien Shinhan/Data|236X > X > H Full}}
{{#lsth:DBFZ/Tien Shinhan/Data|236X > X > H Full}}
|-
|-
! colspan=14 style="background: white;"|Crane Strike
! colspan=16 style="background: white;"|Crane Strike
|-
|-
{{AttackVersion|name=214L|subtitle=}}
{{AttackVersion|name=214L|subtitle=}}
Line 115: Line 115:
{{AttackVersion|name=j.214H|subtitle=}}
{{AttackVersion|name=j.214H|subtitle=}}
{{#lsth:DBFZ/Tien Shinhan/Data|j.214H Full}}
{{#lsth:DBFZ/Tien Shinhan/Data|j.214H Full}}
! colspan=14 style="background: white;"|Dodon Ray
! colspan=16 style="background: white;"|Dodon Ray
|-
|-
{{AttackVersion|name=236S|subtitle=|rowspan=2}}
{{AttackVersion|name=236S|subtitle=|rowspan=2}}
{{#lsth:DBFZ/Tien Shinhan/Data|236S Full}}
{{#lsth:DBFZ/Tien Shinhan/Data|236S Full}}
|-
|-
{{Description|14|text=Counterhit state during recovery
{{Description|15|text=Counterhit state during recovery
  }}
  }}
|-
|-
Line 126: Line 126:
{{#lsth:DBFZ/Tien Shinhan/Data|j.236S Full}}
{{#lsth:DBFZ/Tien Shinhan/Data|j.236S Full}}
|-
|-
{{Description|14|text=Counterhit state during recovery
{{Description|15|text=Counterhit state during recovery
  }}
  }}
! colspan=14 style="background: white;"|Telekinesis
! colspan=16 style="background: white;"|Telekinesis
|-
|-
{{AttackVersion|name=214S|subtitle=}}
{{AttackVersion|name=214S|subtitle=}}
Line 142: Line 142:
{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=14 style="background: white;"|Dodon Ray
! colspan=16 style="background: white;"|Dodon Ray
|-
|-
{{AttackVersion|name=A1/A2|subtitle=}}
{{AttackVersion|name=A1/A2|subtitle=}}
Line 153: Line 153:
{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=14 style="background: white;"|Tri Beam
! colspan=16 style="background: white;"|Tri Beam
|-
|-
{{AttackVersion|name=236LM|subtitle=or 236HS}}
{{AttackVersion|name=236LM|subtitle=or 236HS}}
Line 161: Line 161:
{{#lsth:DBFZ/Tien Shinhan/Data|j.236HS Full}}
{{#lsth:DBFZ/Tien Shinhan/Data|j.236HS Full}}
|-
|-
! colspan=14 style="background: white;"|Neo Tri Beam
! colspan=16 style="background: white;"|Neo Tri Beam
|-
|-
{{AttackVersion|name=214LM|subtitle=or j.214LM}}
{{AttackVersion|name=214LM|subtitle=or j.214LM}}
Line 169: Line 169:
{{#lsth:DBFZ/Tien Shinhan/Data|214[LM] Full}}
{{#lsth:DBFZ/Tien Shinhan/Data|214[LM] Full}}
|-
|-
{{Description|14|text=Holding buttons spends additional bars and an increasing amount of life per bar for diminishing amounts of extra damage. Will not drain HP below 1. Cannot spend any more bars when at 1 HP.
{{Description|15|text=Holding buttons spends additional bars and an increasing amount of life per bar for diminishing amounts of extra damage. Will not drain HP below 1. Cannot spend any more bars when at 1 HP.
  }}
  }}
! colspan=14 style="background: white;"|Farewell, Tien...
! colspan=16 style="background: white;"|Farewell, Tien...
|-
|-
{{AttackVersion|name=214HS|subtitle=|rowspan=2}}
{{AttackVersion|name=214HS|subtitle=|rowspan=2}}
{{#lsth:DBFZ/Tien Shinhan/Data|214HS Full}}
{{#lsth:DBFZ/Tien Shinhan/Data|214HS Full}}
|-
|-
{{Description|14|text= Whiffs on crouching characters. Once it hits, this move and Telekinesis cannot be used again during the same match.  Chiaotzu leaves immediately if Tien takes damage during active frames.
{{Description|15|text= Whiffs on crouching characters. Once it hits, this move and Telekinesis cannot be used again during the same match.  Chiaotzu leaves immediately if Tien takes damage during active frames.
  }}
  }}
|}
|}
Line 189: Line 189:
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Tien Shinhan]]
[[Category:Tien Shinhan]]

Revision as of 17:19, 7 April 2019

System Data


Normal Moves

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
5LL
5LLL
2L
5M
2M
6M
5H
2H
5S
j.L
j.M
j.H
j.2H
j.S

Counterhit state during recovery

Special Moves

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.
Volleyball Fist
236L
236M
236H

Hard knockdown

Volleyball Fist Follow-Up 1
236X > L/M
236X > H
Volleyball Fist Follow-Up 2
236X > X > L/M
236X > X > H
Crane Strike
214L
214M
214H
j.214L
j.214M
j.214H Dodon Ray
236S

Counterhit state during recovery

j.236S

Counterhit state during recovery

Telekinesis
214S
214S
(every 3rd use)

Assist

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.
Dodon Ray
A1/A2

Super Moves

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.
Tri Beam
236LM
or 236HS
j.236LM
or j.236HS
Neo Tri Beam
214LM
or j.214LM
Additional Hits

Holding buttons spends additional bars and an increasing amount of life per bar for diminishing amounts of extra damage. Will not drain HP below 1. Cannot spend any more bars when at 1 HP.

Farewell, Tien...
214HS

Whiffs on crouching characters. Once it hits, this move and Telekinesis cannot be used again during the same match. Chiaotzu leaves immediately if Tien takes damage during active frames.

Sources

Navigation

To edit frame data, edit values in DBFZ/Tien Shinhan/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.


Template:Navbar-DBFZ