DBFZ/Captain Ginyu

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Captain Ginyu
DBFZ Captain Ginyu Portrait.png
Play-style Setplay
Team Role Point

Overview[edit]


DBFZ Captain Ginyu Icon.png Captain Ginyu
"This is it! Feast your eyes on my special fighting pose!"
Lore: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.

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.

Playstyle[edit]

Playstyle
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.
Pros Cons
  • Good Assists: A Assist has a large hitbox and is useful for combos and extensions. B assist is literally the Ginyu Force, and his C assist is +50 on block and it tracks.
  • Fantastic Pressure: 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 defend 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.
  • Recoome: Recoome's assists in particular are strong because of the alternate version. Once Recoome fully charges, he deals almost as much damage as a level 1 super.
  • Unique Supers: Milky Cannon can be charged to spend 1-3 bars of meter. Body Swap can be comboed into to mess with your opponent. Finally has a dedicated damaging level 3!
  • Assist Reliant: Requires assists to use Ginyu Force for pressure due to vulnerability.
  • Poor Mixups: 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.
  • Difficult to Learn: 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.

Normal Moves[edit]

5L[edit]
5L
DBFZ Ginyu 5L.png
Karate Chop!
DBFZ Ginyu 5LL.png
DBFZ Ginyu 5LLL.png
The CLAW
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400 All - 6 4 11 -3 -
  • Important points go here.
5LL 500*2 All - 11 4(11)4 17 -5 -
  • Second part comes out faster if the first one hits.
5LLL 1000 All U3+ 14 5 16 -5 -
  • Important points go here.

5M[edit]
5M
DBFZ Ginyu 5M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 All - 11 4 18 -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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850[1150] / 1000[1300] Low U1 17~41 5 21 -10 9-17~41 Ki Blasts
  • Hold H to spin forwards, GG4.png during spin to move back.
  • Fully charged kick auto corrects and faces the opponent.
  • [] is fully charged.

2L[edit]
2L
DBFZ Ginyu 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400 All - 6 3 12 -3 -
  • Mid 2L, good for staggers due to it's quick recovery and cancel options.

2M[edit]
2M
DBFZ Ginyu 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 Low - 14 4 19 -7 -
  • Good combo starter, it's only fault is how slow it is.

2H[edit]
2H
DBFZ Ginyu 2H.png
*Gasp!* A fly!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 / 1000 All U1+ 15 3 26 -13 4-17 Head
  • Universal anti-air
  • Leaves Ginyu grounded, cancel into 236L to make it safe.

6M[edit]
6M
DBFZ Ginyu 6M.png
*Also gasps* Another fly!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 High - 24 6 4+6L ±0 -
  • Universal overhead.
  • Good for Ginyu as both his jabs are 6 frame startup.

Not much of a mixup tool for Ginyu as his 2M is so slow, but the frame advantage is nice.

j.L[edit]
j.L
DBFZ Ginyu jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
300*2 High [All] - 6 2(7)2 - - -
  • Once a hit has been blocked, the remaining hit can be blocked low.
  • Self gatlings, so it still can lead to double overheads.

j.M[edit]
j.M
DBFZ Ginyu jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 High - 10 3 - - -
  • Good air to air normal.

j.H[edit]
j.H
DBFZ Ginyu jH.png
THE TWO DOLLA SLICE
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5LLLLLLL 850 / 1000 High D2+ 13 4 - - -
  • Smash hit can wall bounce.
j.H 850 / 1000 High D1+ 13 4 - - -
  • Smash hit causes a sliding knockdown.

j.2H[edit]
j.2H
DBFZ Ginyu j2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All U1+ 13 4 - - -
  • Main combo extender, enables j.H Smash! knockdowns and is thus vital for Ginyu.
  • Also used post-smash as it does the most damage out of his air normals while still being jump cancelable.

Special Moves[edit]

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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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.
  • Has both properties of a normal and a special: can be canceled into from Strong Jersey, mid-combo DR, Smash Vanish and all normals except 6M (even in Sparking). Recoome call also deals chip damage.
  • Whiff cancelable into Vanish from frame 19.
Ground Guldo 700 All - 44 - Total 34 - -
Air Guldo 700 All - 43 - Total 45 - -
  • 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 34 - -
Air Recoome 900 All - 60 6 Total 45 - -
  • From the ground, lunges a full screen kick that wall splats on hit.
Ground Burter 250*4 All - 32 3(3)3(3)3(3)3 Total 34 - -
Air Burter 250*4 All - 32 3(3)3(3)3(3)3 Total 45 - -
  • Does a series of kicks from where Ginyu is, grounded or airborne.
  • Reaches almost full screen.
Ground Jeice 700 All - 43 - Total 34 - -
Air Jeice 700 All - 43 - Total 45 - -
  • Appears above Ginyu, aims a downward Ki blast at the opponent.
  • Ground bounces on hit.

Strong Jersey[edit]
Strong Jersey
236L/M/H (Air OK)
DBFZ Ginyu StrongJersey.png
You're wide open!!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Wall bounces on Smash hit.
  • Cancelable into 5S, 236S, 214S and their air versions on block or hit.
Ground L 1000 All - 13 10 20 -5 -
Air L 1000 All - 13 6 20 - -
  • Important points go here.
Ground M 1200 All U1+ 16 10 20 -5 -
Air M 1200 All U1+ 16 6 20 - -
  • Use in corner to combo into Ginyu force members solo
Ground H 1300 All U1+ 11 10 18 -5 -
Air H 1300 All U1+ 11 6 20 - -
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 236S and 214S have minor differences, such as the squad members appearing in different places or having slightly altered attack patterns.
  • Ground version can be whiff canceled into Vanish from frame 23, air version is frame 34.

Guldo
DBFZ Ginyu TogetherWeAre-Guldo2.png
"Guldo Special!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 0 All - 54 31 Total 34 - -
Air 0 All - 61 31 Total 45 - -
  • Appears on the ground, from half screen to full screen.
  • Autocorrects and faces the opponent.
  • Deals no damage, instead deals hitstun.

Recoome
DBFZ Ginyu TogetherWeAre-Recoome1.png
"Recoome... Eraser Gun!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 150*9 All - 79 45 Total 34 - -
Air 150*9 All - 86 45 Total 45 - -
  • From the ground, fires a beam.
  • Does more hits than a normal beam, but still clashes like one.

Burter
DBFZ Ginyu TogetherWeAre-Burter.png
"Blue Hurricane!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 850*4 All - 53; 111; 164; 217 20, 15, 20, 15 Total 34 - -
Air 850*4 All - 61, 119, 172, 225 20, 15, 20, 15 Total 45 - -
  • Flies back and forth 4 times.
  • Only tracks airborne opponents from jump height and up.
  • Doesn't go away if Ginyu is hit.

Jeice and Burter
DBFZ Ginyu TogetherWeAre-Jeice2.png
"THE SEIZURE PROCEDURE"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 400*N All - 164 ~68< Total 34 - -
Air 400*N All - 171 ~68< Total 45 - -
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

Guldo
DBFZ Ginyu TogetherWeAre-Guldo.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 0 All - 54 31 Total 34 - -
Air 0 All - 61 31 Total 45 - -
  • Appears on the ground, from Ginyu to midscreen.
  • Doesn't autocorrect.

Recoome
DBFZ Ginyu TogetherWeAre-Recoome2.png
"Recoome..... Ultra..... Fighting..... Miracle..... Bomber!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 2000 All - 377 13 Total 34 - -
Air 2000 All - 386 13 Total 45 - -
  • 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-Burter2.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 850*2 All - 62, 120 20, 20 Total 34 - -
Air 850*2 All - 69, 128 20, 20 Total 45 - -
  • Flies back and forth 2 times on the ground.
  • Doesn't go away if Ginyu is hit.
  • Yes, this is as good as it sounds.

Jeice and Burter
DBFZ Ginyu TogetherWeAre-Jeice.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 400*N All - 164 ~68< Total 34 - -
Air 400*N All - 173 - Total 45 - -
  • 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.

Z Assists[edit]

Assist A[edit]
Strong Jersey
Assist A
DBFZ CaptainGinyu AssistStrongJersey.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 All - 26 10 - +33 -
  • Good range and moderate startup. Useful for blockstring pressure and some combo extensions in the corner.

Assist B[edit]
We are the Ginyu Force!
Assist B
DBFZ Ginyu 5S.png
DBFZ Ginyu 5SGuldo.png
DBFZ Ginyu 5SRecoome.png
DBFZ Ginyu 5SBurter.png
DBFZ Ginyu 5SJeice.png
Call an assist to call an assist
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Guldo 700 All - 39 - - +20 -
Recoome 900 All - 56 - - +35 -
Burter 250*4 All - 28 - - +44 -
Jeice 700 All - 39 - - +25 -
  • Does 5S. The members rotate the same way as the point version.
  • If Ginyu body changes during the match and has this assist, he will go back to his A assist

Assist C[edit]
Strong Mixer
Assist C
DBFZ Ginyu 5M.png
DBFZ Ginyu 5LLL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
450*2, 400 All - 46 [21] - - +50 -
  • Ironic name

Super Moves[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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Level 1 2000 All UDV 9+4 - Total 68 -27 9-20 All
Level 2 2500 All UDV 9+4 - Total 68 -27 9-20 All
Level 3 3000 All UDV 9+3 - Total 67 -32 9-19 All
  • Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauges.
  • Minimum damage: 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 (Air OK)
DBFZ Ginyu BodyChange.png
"Chaaaaange..."
DBFZ Ginyu BodyChange-2.png
"NOWWWWWW!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 0 All UDV 45+12 - Total 120 -24 1-76 All
Air 0 All UDV 45+12 - Total 120 -24 1-76 All
  • Hold the button to deal 3000 unrecoverable damage to Ginyu during the Super freeze.
  • Switches health bars and movesets on hit, if the opponent isn't another Ginyu, they won't have access to the Ginyu Force (S normals, S specials, 214H+S) and Body Change.
  • Can only combo from Guldo specials.
  • Characters affected by Body Change who are revived by Shenron will come back in the switched body, not their original one.

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.

An assist with a long stun such as a C assist can give you time to summon him and then Body Change.

Together we are... the Ginyu Force![edit]
Together we are... the Ginyu Force!
214H+S
DBFZ Ginyu TogetherWeAre-Super.png
You thought you could skip my intro?
DBFZ Ginyu TogetherWeAre-Super2.png
reused assets attack, GO
DBFZ Ginyu TogetherWeAre-Super3.png
Morphenomenal!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4245 All UDV 9+3 - - -16 1- All
  • This is his DHC Lv3.
  • Charges fullscreen forward.

Navigation[edit]


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System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc