DBFZ/Captain Ginyu

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Captain Ginyu
DBFZ Ginyu Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:


Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Setplay, Situational
Team Role
Point

Overview[edit]

Captain Ginyu, Recoome, Guldo, Burter, and Jeice make up the Ginyu Force, Frieza's most elite (and most eccentric) soldiers. Be not fooled by their penchant for dramatic poses, for each member of the Ginyu Force is a dangerous one-man army unto himself. However, they would be defeated by Goku and Vegeta, with Ginyu left as the last surviving member of the troupe after his soul wound up trapped in a Namekian frog.

In Dragon Ball FighterZ, Captain Ginyu can call upon the aid of the other members of the Ginyu Force to trip up his opponents and open them up to punishment. In a pinch, Ginyu can use his level-3 super attack, "Body Change", to swap bodies with one hapless opponent, gaining full control over an enemy while forcing his victim to fight using a neutered version of his original fighting style.

Ginyu Force[edit]

By pressing his S buttons or using Together We Are...the Ginyu Force!, Ginyu will call forth members of the Ginyu Force to aid him in battle. Ginyu Force members always come out in a set order. Master the rotation of the Ginyu Force member calls and synchronize his offense to capitalize on their support to achieve victory with style befitting a member of the Ginyu Force.

The Rotation for the Ginyu Force's attacks is always Guldo → Recoome → Burter → Jeice.

Only 2 extra members of the Ginyu Force can appear on screen at the same time. Ginyu Force members also don't go away if Ginyu gets hit.

Ginyu Force member's attack happens separately from what Ginyu is doing so you can take advantage of them to help you approach or apply pressure, depending on which member you summon.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Unpredictable. Has a lot of tools at his disposal with the Ginyu Force assist calls, making his pressure seem almost endless.
  • Assist has a large hitbox and is useful for combos and extensions.
  • Great pressure game with Ginyu Force available, giving Ginyu almost unlimited setups into various strings and traps, making him a truly terrifying character to be on the defense against.
  • Has great options to shut out the opponent's options to break free from Ginyu's pressure, such as Burter 236S and Jeice 236S, which stop the opponent from really getting things started at times as it can break Ginyu out of combos.
  • Is very, VERY good at dancing.
  • The best boss to work under, will regularly organise parties and treat you to chocolate parfaits.
  • No dedicated damaging level 3 super. Spending 3 ki gauges on a Powerful Energy Wave does less damage than most other level 3s.
  • Requires assists to use Ginyu Force for pressure due to vulnerability.
  • Has no real reversal to speak of, so suffers in terms of being pressured when he does not have any opportunity to set up. Body Change is fully invincible, but is so slow and telegraphed that it is very hard for Ginyu to wake up with it unless the opponent hard commits to a super, or something.
  • Crazy lockdown, but a little sub-par solo mixup game. He does have a lot of tools to keep the opponent guessing with the Force and these are very strong, but he can kind of struggle without assists.
  • Have to mentally manage which Force member is available at all times through the game, as you have to acknowledge which version of the move you should use for the member currently on rotation (5S, 236S, or 214S). This can make it a little tricky if you haven't been able to use one of them in a while, as you may get the wrong pressure setup and your opponent will take advantage of it.
  • Must have a brain the size of a small galaxy in order to play to maximum potential
  • Dishonorable,fighting 5 on 1.



Normals[edit]

5L[edit]
5L
DBFZ Ginyu 5L.png
Karate Chop!
DBFZ Ginyu 5LL.png
DBFZ Ginyu 5LLL.png
The CLAW
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 4 - -3
  • Important points go here.
5LL 500*2 All - 13 4(11)4 - -5
  • Second part comes out faster if the first one hits.
5LLL 1000 All U3+ 14 5 - -5
  • Important points go here.


5M[edit]
5M
DBFZ Ginyu 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 11 4 - -6
  • Slightly less than half screen in reach as he slides forward.


5H[edit]
5H
DBFZ Ginyu 5H.png
Hello my baby! Hello my honey! Hello my ragtime gal!
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1105] All U1 17 5 - -10
  • Hold H to spin forwards, GG4.png during spin to move back.
  • [] is fully charged.
  • Fully charged kick also auto corrects and faces the opponent.


2L[edit]
2L
DBFZ Ginyu 2L.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 All - 6 3 - -3
  • Important points go here.


2M[edit]
2M
DBFZ Ginyu 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 14 4 - -6
  • Ginyu's only low.


2H[edit]
2H
DBFZ Ginyu 2H.png
*Gasp* A fly!
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 15 3 - -13
  • Important points go here.


6M[edit]
6M
DBFZ Ginyu 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 10 0
  • Universal overhead.


j.L[edit]
j.L
DBFZ Ginyu jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
300*2 High [All] - 6 2(7)2 - -
  • After being blocked, the remaining hit can be blocked low.


j.M[edit]
j.M
DBFZ Ginyu jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 10 3 - -
  • Good air to air normal.


j.H[edit]
j.H
DBFZ Ginyu jH.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 1000 High D1+ 13 4 - -
  • Important points go here.


j.2H[edit]
j.2H
DBFZ Ginyu j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 13 4 - -
  • Important points go here.


5S / j.S[edit]
5S / j.S
DBFZ Ginyu 5S.png
TOKUSENTAI!
DBFZ Ginyu 5SGuldo.png
Guldo!
DBFZ Ginyu 5SRecoome.png
Recoome!
DBFZ Ginyu 5SBurter.png
Burter!
DBFZ Ginyu 5SJeice.png
Jeice!
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Ginyu strikes a quick pose and summons a member of the Ginyu Force to perform an attack.
  • The long startup on these make them unable to combo from Ginyu's normals.
Ground Guldo 600 All - 44 - Total 15 -
Air Guldo 600 All - 44 - Total 24 -
  • From the ground, aims a projectile at opponent.
  • Has limited angle, won't hit opponents that are too high up.
  • Beats Super Dash.
Ground Recoome 900 All - 60 6 Total 15 -
Air Recoome 900 All - 60 6 Total 24 -
  • From the ground, lunges a full screen kick that wall bounces.
Ground Burter 250*4 All - 32 3(3)3(3)3(3)3 Total 15 -
Air Burter 250*4 All - 32 3(3)3(3)3(3)3 Total 24 -
  • Does a series of kicks from where Ginyu is, grounded or airborne.
  • Reaches almost full screen.
Ground Jeice 700 All - 43 - Total 15 -
Air Jeice 700 All - 43 - Total 24 -
  • Appears above Ginyu, aims a downward Ki blast at the opponent.


Specials[edit]

Strong Jersey[edit]
Strong Jersey
236L/M/H (Air OK)
DBFZ Ginyu StrongJersey.png
You're wide open!!
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Wall bounces on Smash hit.
Ground L 1000 All - 13 10 - -5
Air L 1000 All - 15 6 - -
  • Important points go here.
Ground M 1200 All U1+ 21 10 - -5
Air M 1200 All U1+ 23 6 - -
  • Use in corner to combo into Ginyu force members solo
Ground H 1300 All U1+ 13 10 - -2
Air H 1300 All U1+ 15 6 - -
  • Causes wall bounce to mid screen can also be used to combo into Ginyu force members from any position


Together We Are...the Ginyu Force![edit]
Together We Are...the Ginyu Force!
236S (Air OK)
DBFZ Ginyu TogetherWeAre.png
Pose
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • 236S and 214S have minor differences.
Guldo
DBFZ Ginyu TogetherWeAre-Guldo.png
"Guldo Special!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 0 All - 54 31 Total 19 -
Air 0 All - 61 31 Total 30 -
  • Appears on the ground, from half screen to full screen.
  • Autocorrects and faces the opponent.
Recoome
DBFZ Ginyu TogetherWeAre-Recoome1.png
"Recoome... Eraser Gun!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 150*9 All - 79 45 Total 19 -
Air 150*9 All - 86 45 Total 30 -
  • From the ground, fires a beam.
Burter
DBFZ Ginyu TogetherWeAre-Burter.png
"Blue Hurricane!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 850*4 All - 52 - Total 19 -
Air 850*4 All - 60 - Total 30 -
  • Flies back and forth 4 times.
  • Only tracks airborne opponents from jump height and up.
Jeice and Burter
DBFZ Ginyu TogetherWeAre-Jeice.png
"THE SEIZURE PROCEDURE"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 400*N All - 164 - Total 19 -
Air 400*N All - 173 - Total 30 -
  • Appear from the opposite edge of the screen.
  • After a brief moment, they will accelerate back to Ginyu's direction while hurling multiple Ki blasts downward.
  • Stops Burter mid-attack if he is still out.


Together We Are...the Ginyu Force![edit]
Together We Are...the Ginyu Force!
214S (Air OK)
DBFZ Ginyu TogetherWeAre.png
Pose
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Important points go here.
Guldo
DBFZ Ginyu TogetherWeAre-Guldo.png
"Guldo Special!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 0 All - 54 31 Total 19 -
Air 0 All - 61 31 Total 30 -
  • Appears on the ground, from Ginyu to midscreen.
  • Doesn't autocorrect.
Recoome
DBFZ Ginyu TogetherWeAre-Recoome2.png
"Recoome..... Ultra..... Fighting..... Miracle..... Bomber!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 2000 All - ~410 13 Total 19 -
Air 2000 All - ~416 13 Total 30 -
  • Stays in place, charges for slightly longer than 7 seconds, then unleashes a huge explosion that does a ridiculous amount of hitstun.
  • Is only invulnerable to non-Super projectiles.
Burter
DBFZ Ginyu TogetherWeAre-Burter.png
"Blue Hurricane!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 850*2 All - 52 - Total 19 -
Air 850*2 All - 60 - Total 30 -
  • Flies back and forth 2 times on the ground.
Jeice and Burter
DBFZ Ginyu TogetherWeAre-Jeice.png
"THE SEIZURE PROCEDURE"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 400*N All - 164 - Total 19 -
Air 400*N All - 173 - Total 30 -
  • Appear behind Ginyu.
  • After a brief moment, they will accelerate to the other direction while hurling multiple Ki blasts downward.
  • Stops Burter mid-attack if he is still out.


Assist[edit]

Strong Jersey
A1/A2
DBFZ CaptainGinyu AssistStrongJersey.png
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 35 10 - -
  • Good range and moderate startup. Useful for blockstring pressure and some combo extensions in the corner.


Supers[edit]

Powerful Energy Wave[edit]
Powerful Energy Wave
236L+M or 236H+S
DBFZ Ginyu PowerfulEnergyWave.png
Milky!
DBFZ Ginyu PowerfulEnergyWave-2.png
Cannon!
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Level 1 2000 All UDV 9+4 - - -
Level 2 2500 All UDV 9+4 - - -
Level 3 3000 All UDV 9+3 - - -
  • Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauges.
  • Minimum damage is 800, 1100, 1410.
  • If fully charged, the super causes a hard knockdown.
  • The charged versions are not considered Meteor Attacks, meaning you can still Ultimate Z Change from them into another super.


Body Change[edit]
Body Change
214L+M or 214H+S (Air OK)
DBFZ Ginyu BodyChange.png
"Chaaaaange..."
DBFZ Ginyu BodyChange-2.png
"NOWWWWWW!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 0 All UDV 45+15 - - -
Air 0 All UDV 45+15 - - -
  • Hold the button to deal 3000 to Ginyu before switching.
  • Pierces through level 3 projectiles.
  • Switches health bars and movesets, except that the one who gets Ginyu's body will not have access to the Ginyu Force nor Body Change.
  • If Ginyu Body Changes with another Ginyu, they will both have access to the Ginyu Force and Body Change.
  • If Ginyu Body Changes with a character other than Ginyu that you already have on your team, you will have two of the same character on your team.
  • Characters affected by Body Change who are revived by Shenron will come back in the switched body, not their original one.

Body Change can only combo from Guldo's mind freeze. An assist with a long stun can give you time to summon him and then Body Change.


Navigation[edit]


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