A barrage of knifehand strikes followed by an upward underhand palm thrust.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
A elbow strike.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A roundhouse kick.
Input
Damage
Guard
Start-Up
Advantage
600
All
—
—
Shoots a ki blast forward.
Input
Damage
Guard
Start-Up
Advantage
400
Crouch
—
—
A low shin kick.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
A spinning sweepkick.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A jumping high kick that launches the opponent. Invulnerable to air-attacks.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
A hopping downward palm thrust.
Input
Damage
Guard
Start-Up
Advantage
(in air)
540
Stand
—
—
Two downward knifehand strikes.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
A roundhouse kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
A downward palm thrust.
Input
Damage
Guard
Start-Up
Advantage
(in air)
600
All
—
—
Shoots a ki blast downward.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
An upward kick.
Special Moves[]
Volleyball Fist (排球拳)
Attacks while using the opponent as a volleyball for a three-hit combo. The three stages for the move are a dive, a set, and then a spike.
Input
Damage
Guard
Start-Up
Advantage
1st Input
Tien dives forward to launch the opponent into the air.
700
Crouch
—
—
The quickest out of the three variants. Travels halfway through the screen.
700
Crouch
—
—
Cups both hands together in a bumping pose and then does the sliding punch. The bumping pose allows Tien to guard against upcoming attacks, although it won't work on either overhead attacks or Super/Meteor Attacks. Travels fullscreen.
1800
—
—
—
A command grab that makes Tien toss the opponent up in the air and then perform the three hit combo. The spike deals sliding knockdown. Consumes half a Ki gauge.
2nd Input
Tien launches the opponent into the air with both hands. The damage output of the move depends on the damage of the starter input.
640
All
—
—
Keeps Tien on the same side he's currently on.
640
All
—
—
Switches sides on hit.
640
All
—
—
Uses the Multi-Form technique, with one clone crossing-up the opponent with the other one performing the setting attack. Consumes half a Ki gauge.
3rd Input
Tien swings one arm down to slam the opponent back to the ground. Inputting the button the moment Tien flashes white deals extra damage along with dealing Smash property on hit. The power of the attack depends on the power from the first two inputs.
630[756]
All
—
—
Sends the opponent directly back down to the ground.
540[648]
All
—
—
Sends the opponent down to the ground at a slighly diagonal angle.
770[924], 660[792]
All
—
—
Creates a clone using the Multi-Form technique and both of them simultaneously spikes the opponent down to the ground. Normally, Tien will be airborne, but if the variant was inputted prior, then the he will appear on the ground, allowing for additional combos. Consumes half a Ki gauge.
Aerial Version
Performs a midair volleyball spike.
(in air)
1000
All
—
—
Knocks the opponent directly to the ground. Causes a sliding knockdown.
(in air)
1000
All
—
—
Jumps slightly higher in the air and then performs the spike. Launches the opponent down to the ground at a slight diagonal angle. Causes sliding knockdown on hit.
(in air)
1200
All
—
—
Slams the opponent down to the ground at a diagonal angle. Its startup is in-between the and inputs. Consumes half a Ki gauge.
Crane Strike (飛鶴襲)
Performs a jumping falling knee strike.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
900
Stand
—
—
Bounces back and upwards both on hit and on block.
(air OK)
1100
Stand
—
—
Jumps both higher and farther before performing the knee drop. The attack deals more damage along with doing sliding knockdown on hit. It does have more startup however. Tien will not bounce off the opponent on hit.
(air OK)
1200
Stand
—
—
A quick and powerful knee drop that deals sliding knockdown. Much like the version, Tien doesn't bounce back on hit. Consumes half a Ki gauge.
Dodon Ray (どどん波)
Input
Damage
Guard
Start-Up
Advantage
900
All
—
—
Fires a beam from his finger. The beam pops the opponent into the air if it hits.
Telekinesis (超能力)
Input
Damage
Guard
Start-Up
Advantage
0
All
—
—
Calls in Chiaotzu, who paralyzes the opponent for a brief moment with telekinesis. On the third consecutive use, Chiaotzu will appear behind the opponent, but fails to stun them which will then leave Tien wide open for a moment.
Z-Assist[]
Dodon Ray (どどん波)
Input
Damage
Guard
Start-Up
Advantage
/
800
All
—
—
Shoots a beam from his finger that pops the opponent into the air. Consumes one Ki gauge.
Super Attack[]
Tri-Beam (気功砲)
Input
Damage
Guard
Start-Up
Advantage
or (air OK)
2400
All
—
—
Clasps both hands together and then overlaps one hand over the other and fires a diagonal blast downward at the opponent. Using this move will deal 1000 damage to Tien (500 if Sparking Blast is currently in use). Tien will fire the blast adjacent to the opponent's current position when used on the ground and fires from his current position when used in the air. Consumes one Ki gauge.
Meteor Attacks[]
Neo Tri-Beam (新気功砲)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
3300, 1100
All
—
—
Appears high up into the air and places both of his hands together by the tips of his fingers and thumbs after clasping them together and proceeds to fire a diagonal blast downward at the opponent. Inputting again will make Tien fire another Tri-Beam to deal additional damage at the cost of one Ki gauge. Up to four follow-up Tri-Beams can be performed. Much like Tri-Beam, each blast will drain away Tien's remaining health, taking away 1000 the first and second blast, 1500 on the third, 2000 on the fourth, and 2500 on the fifth for a total of 8000 health (500, 500, 750, 1000, 1250 if Sparking Blast is in use for a total of 4000 damage). If Tien doesn't have enough health to perform a follow-up Tri-Beam, then the Super Attack will end regardless of how much meter Tien currently has. Consumes three Ki gauges.
Farewell, Tien... (「さようなら天さん‥‥‥」)
Input
Damage
Guard
Start-Up
Advantage
3600
—
—
—
Chiaotzu appears and flies at the opponent from behind, latching himself onto their back and self-destructs. This move can only be used successfully once per round and doing so will make Tien lose access to Chiaotzu's telekinesis abilities. Consumes three Ki gauges.