DBFZ/Tien/Frame Data: Difference between revisions

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</div>
</div>
==[[DBFZ/Frame Data|System Data]]==
==[[DBFZ/Frame Data|System Data]]==
{{#lst:DBFZ/Tien/Data|System Data}}
{{#lst:{{BASEPAGENAME}}/Data|System Data}}
<br style="clear:both;"/>
<br style="clear:both;"/>


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|-
|-
{{AttackVersion|name=5L}}
{{AttackVersion|name=5L}}
{{#lst:DBFZ/Tien/Data|5L Full}}
{{#lst:{{BASEPAGENAME}}/Data|5L Full}}
|-
|-
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
{{#lst:DBFZ/Tien/Data|5LL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LL Full}}
|-
|-
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
{{#lst:DBFZ/Tien/Data|5LLL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL Full}}
|-
|-
{{AttackVersion|name=2L}}
{{AttackVersion|name=2L}}
{{#lst:DBFZ/Tien/Data|2L Full}}
{{#lst:{{BASEPAGENAME}}/Data|2L Full}}
|-
|-
{{AttackVersion|name=5M}}
{{AttackVersion|name=5M}}
{{#lst:DBFZ/Tien/Data|5M Full}}
{{#lst:{{BASEPAGENAME}}/Data|5M Full}}
|-
|-
{{AttackVersion|name= 2M}}
{{AttackVersion|name= 2M}}
{{#lst:DBFZ/Tien/Data| 2M Full}}
{{#lst:{{BASEPAGENAME}}/Data| 2M Full}}
|-
|-
{{AttackVersion|name=6M}}
{{AttackVersion|name=6M}}
{{#lst:DBFZ/Tien/Data|6M Full}}
{{#lst:{{BASEPAGENAME}}/Data|6M Full}}
|-
|-
{{AttackVersion|name=5H}}
{{AttackVersion|name=5H}}
{{#lst:DBFZ/Tien/Data|5H Full}}
{{#lst:{{BASEPAGENAME}}/Data|5H Full}}
|-
|-
{{AttackVersion|name=2H}}
{{AttackVersion|name=2H}}
{{#lst:DBFZ/Tien/Data|2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2H Full}}
|-
|-
{{AttackVersion|name=5S}}
{{AttackVersion|name=5S}}
{{#lst:DBFZ/Tien/Data|5S Full}}
{{#lst:{{BASEPAGENAME}}/Data|5S Full}}
|-
|-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=j.L}}
{{#lst:DBFZ/Tien/Data|j.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Full}}
|-
|-
{{AttackVersion|name=j.M}}
{{AttackVersion|name=j.M}}
{{#lst:DBFZ/Tien/Data|j.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Full}}
|-
|-
{{AttackVersion|name=j.H}}
{{AttackVersion|name=j.H}}
{{#lst:DBFZ/Tien/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Full}}
|-
|-
{{AttackVersion|name=j.2H}}
{{AttackVersion|name=j.2H}}
{{#lst:DBFZ/Tien/Data|j.2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H Full}}
|-
|-
{{AttackVersion|name=j.S|rowspan=2}}
{{AttackVersion|name=j.S|rowspan=2}}
{{#lst:DBFZ/Tien/Data|j.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Full}}
|-
|-
{{Description|15|text=Counterhit state during recovery
{{Description|15|text=Counterhit state during recovery
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|-
|-
{{AttackVersion|name=236L}}
{{AttackVersion|name=236L}}
{{#lst:DBFZ/Tien/Data|236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|236L Full}}
|-
|-
{{AttackVersion|name=236M}}
{{AttackVersion|name=236M}}
{{#lst:DBFZ/Tien/Data|236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M Full}}
|-
|-
{{AttackVersion|name=236H|rowspan=2}}
{{AttackVersion|name=236H|rowspan=2}}
{{#lst:DBFZ/Tien/Data|236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H Full}}
|-
|-
{{Description|15|text= Hard knockdown
{{Description|15|text= Hard knockdown
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|-
|-
{{AttackVersion|name=236X > L}}
{{AttackVersion|name=236X > L}}
{{#lst:DBFZ/Tien/Data|236X L Full}}
{{#lst:{{BASEPAGENAME}}/Data|236X L Full}}
|-
|-
{{AttackVersion|name=236X > M}}
{{AttackVersion|name=236X > M}}
{{#lst:DBFZ/Tien/Data|236X M Full}}
{{#lst:{{BASEPAGENAME}}/Data|236X M Full}}
|-
|-
{{AttackVersion|name=236X > H}}
{{AttackVersion|name=236X > H}}
{{#lst:DBFZ/Tien/Data|236X H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236X H Full}}
|-
|-
! colspan=16 style="background: white;"|Volleyball Fist Follow-Up 2
! colspan=16 style="background: white;"|Volleyball Fist Follow-Up 2
|-
|-
{{AttackVersion|name=236X > X > L}}
{{AttackVersion|name=236X > X > L}}
{{#lst:DBFZ/Tien/Data|236X X L Full}}
{{#lst:{{BASEPAGENAME}}/Data|236X X L Full}}
|-
|-
{{AttackVersion|name=236X > X > M}}
{{AttackVersion|name=236X > X > M}}
{{#lst:DBFZ/Tien/Data|236X X M Full}}
{{#lst:{{BASEPAGENAME}}/Data|236X X M Full}}
|-
|-
{{AttackVersion|name=236X > X > H}}
{{AttackVersion|name=236X > X > H}}
{{#lst:DBFZ/Tien/Data|236X X H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236X X H Full}}
|-
|-
! colspan=16 style="background: white;"|Air Volleyball Fist
! colspan=16 style="background: white;"|Air Volleyball Fist
|-
|-
{{AttackVersion|name=j.236L}}
{{AttackVersion|name=j.236L}}
{{#lst:DBFZ/Tien/Data|j.236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Full}}
|-
|-
{{AttackVersion|name=j.236M}}
{{AttackVersion|name=j.236M}}
{{#lst:DBFZ/Tien/Data|j.236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Full}}
|-
|-
{{AttackVersion|name=j.236H}}
{{AttackVersion|name=j.236H}}
{{#lst:DBFZ/Tien/Data|j.236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Full}}
|-
|-
! colspan=16 style="background: white;"|Crane Strike
! colspan=16 style="background: white;"|Crane Strike
|-
|-
{{AttackVersion|name=214L}}
{{AttackVersion|name=214L}}
{{#lst:DBFZ/Tien/Data|214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L Full}}
|-
|-
{{AttackVersion|name=214M}}
{{AttackVersion|name=214M}}
{{#lst:DBFZ/Tien/Data|214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214M Full}}
|-
|-
{{AttackVersion|name=214H}}
{{AttackVersion|name=214H}}
{{#lst:DBFZ/Tien/Data|214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H Full}}
|-
|-
{{AttackVersion|name=j.214L}}
{{AttackVersion|name=j.214L}}
{{#lst:DBFZ/Tien/Data|j.214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Full}}
|-
|-
{{AttackVersion|name=j.214M}}
{{AttackVersion|name=j.214M}}
{{#lst:DBFZ/Tien/Data|j.214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Full}}
|-
|-
{{AttackVersion|name=j.214H}}
{{AttackVersion|name=j.214H}}
{{#lst:DBFZ/Tien/Data|j.214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Full}}
! colspan=16 style="background: white;"|Dodon Ray
! colspan=16 style="background: white;"|Dodon Ray
|-
|-
{{AttackVersion|name=236S|rowspan=2}}
{{AttackVersion|name=236S|rowspan=2}}
{{#lst:DBFZ/Tien/Data|236S Full}}
{{#lst:{{BASEPAGENAME}}/Data|236S Full}}
|-
|-
{{Description|15|text=Counterhit state during recovery
{{Description|15|text=Counterhit state during recovery
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|-
|-
{{AttackVersion|name=j.236S|rowspan=2}}
{{AttackVersion|name=j.236S|rowspan=2}}
{{#lst:DBFZ/Tien/Data|j.236S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S Full}}
|-
|-
{{Description|15|text=Counterhit state during recovery
{{Description|15|text=Counterhit state during recovery
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|-
|-
{{AttackVersion|name=214S}}
{{AttackVersion|name=214S}}
{{#lst:DBFZ/Tien/Data|214S Full}}
{{#lst:{{BASEPAGENAME}}/Data|214S Full}}
|-
|-
{{AttackVersion|name=214S |subtitle=(every 3rd use)}}
{{AttackVersion|name=214S |subtitle=(every 3rd use)}}
{{#lst:DBFZ/Tien/Data|214S Fail Full}}
{{#lst:{{BASEPAGENAME}}/Data|214S Fail Full}}
|}
|}


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|-
|-
{{AttackVersion|name=Assist A|subtitle=Dodon Ray}}
{{AttackVersion|name=Assist A|subtitle=Dodon Ray}}
{{#lst:DBFZ/Tien/Data|Assist A Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A Full}}
|-
|-
{{AttackVersion|name=Assist B|subtitle=Telekinesis}}
{{AttackVersion|name=Assist B|subtitle=Telekinesis}}
{{#lst:DBFZ/Tien/Data|Assist B Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B Full}}
|-
|-
{{AttackVersion|name=Assist C}}
{{AttackVersion|name=Assist C}}
{{#lst:DBFZ/Tien/Data|Assist C Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C Full}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=236LM|subtitle=or 236HS}}
{{AttackVersion|name=236LM|subtitle=or 236HS}}
{{#lst:DBFZ/Tien/Data|236LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Full}}
|-
|-
{{AttackVersion|name=j.236LM|subtitle=or j.236HS}}
{{AttackVersion|name=j.236LM|subtitle=or j.236HS}}
{{#lst:DBFZ/Tien/Data|j.236LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Full}}
|-
|-
{{AttackVersion|name=236[LM]|subtitle=or 236[HS]}}
{{AttackVersion|name=236[LM]|subtitle=or 236[HS]}}
{{#lst:DBFZ/Tien/Data|236[LM] Full}}
{{#lst:{{BASEPAGENAME}}/Data|236[LM] Full}}
|-
|-
{{AttackVersion|name=j.236[LM]|subtitle=or j.236[HS]}}
{{AttackVersion|name=j.236[LM]|subtitle=or j.236[HS]}}
{{#lst:DBFZ/Tien/Data|j.236[LM] Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236[LM] Full}}
|-
|-
! colspan=16 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}}
{{#lst:DBFZ/Tien/Data|214LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Full}}
|-
|-
{{AttackVersion|name=Additional Hits|rowspan=2}}
{{AttackVersion|name=Additional Hits|rowspan=2}}
{{#lst:DBFZ/Tien/Data|214[LM] Full}}
{{#lst:{{BASEPAGENAME}}/Data|214[LM] Full}}
|-
|-
{{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.
{{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.
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|-
|-
{{AttackVersion|name=214HS|rowspan=2}}
{{AttackVersion|name=214HS|rowspan=2}}
{{#lst:DBFZ/Tien/Data|214HS Full}}
{{#lst:{{BASEPAGENAME}}/Data|214HS Full}}
|-
|-
{{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.
{{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.
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{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}


{{#lst:DBFZ/Tien/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}

Revision as of 08:14, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

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
236X > M
236X > H
Volleyball Fist Follow-Up 2
236X > X > L
236X > X > M
236X > X > H
Air Volleyball Fist
j.236L
j.236M
j.236H
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)

Z Assists

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.
Assist A
Dodon Ray
Assist B
Telekinesis
Assist C

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
236[LM]
or 236[HS]
j.236[LM]
or j.236[HS]
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/Frame Data/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