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

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 a member of the Ginyu Force to help 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.

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.
  • 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.
  • Great pressure game, 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 or 236S). 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.




Normals[edit]

5L[edit]
5L
DBFZ Ginyu 5L.png
DBFZ Ginyu 5LL.png
DBFZ Ginyu 5LLL.png
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
  • 5L > 5LL is a true blockstring.
5LLL 1000 All - 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 All - 17 5 - -10
  • 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.
Guldo 600 All - 44 - Total 15 -
600 All - 44 - Total 24 -
  • From the ground, aims a unique tracking level 1 projectile at opponent.
  • Has limited angle, won't hit opponents that are too high up.
  • Beats super dash and similar moves with Ki blast invulnerability, i.e. Trunks' 214S, 16's 236M,...
Recoome 900 All - 60 6 Total 15 -
900 All - 60 6 Total 24 -
  • Ground lunging full screen kick that wall bounces.
Burter 250*4 All - 32 3(3)3(3)3(3)3 Total 15 -
250*4 All - 32 3(3)3(3)3(3)3 Total 24 -
  • Does a series of kicks appearing where Ginyu is, grounded or airborne.
  • Reaches almost full screen.
Jeice 700 All - 43 - Total 15 -
700 All - 43 - Total 24 -
  • Appears above Ginyu, throws a Ki blast (downwards) toward the opponent.

  • Ginyu strikes a quick pose and summons a member of the Ginyu Force to perform an attack.
  • The 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.
  • Ginyu force members don't go away if Ginyu gets hit.
  • The startup on these assists make them unable to combo from Ginyu's normals and do not affect Ginyu's smash usage.


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 hitting normal.


2H[edit]
2H
DBFZ Ginyu 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 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 - 0
  • Universal overhead.


j.L[edit]
j.L
DBFZ Ginyu jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
300*2 High - 6 2(7)2 - -
  • Important points go here.


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 - 13 4 - -
  • [] is on Smash hit.


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


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.
L 1000 All - 13 10 - -5
  • Important points go here.

Placeholder

M 1200 All - 21 10 - -5
  • Wall slams and forces opponent auto tech using up smash.
H 1300 All - 13 10 - -2
  • Wall slams and forces opponent auto tech using up smash.
Air L 1000 All - 15 6 - -
Air M 1200 All - 23 6 - -
Air H 1300 All - 15 6 - -


Together We Are...the Ginyu Force![edit]
Together We Are...the Ginyu Force!
236S/214S (Air OK)
DBFZ Ginyu TogetherWeAre.png
Pose
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground - - - - - Total 19 -
Air - All - - - Total 30 -
  • 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 - -
Air 0 All - 61 31 - -
  • Paralyses the opponent with his psychic powers.
  • Is considered a level 2 projectile. Meaning it will beat Ki blasts, but will only clash with level 2 projectiles for one hit before get beaten.
Recoome
DBFZ Ginyu TogetherWeAre-Recoome1.png
"Recoome... Eraser Gun!"
DBFZ Ginyu TogetherWeAre-Recoome2.png
"Recoome..... Ultra..... Fighting..... Miracle..... Bomber!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 1110 All - 79 45 - -
Air 1110 All - 86 45 - -
  • From the ground, fires a beam. Cancel out with other level 2 projectiles.
Ground 214 1500 All - ~410 13 - -
Air 214 1500 All - ~416 13 - -
  • Stays in place, protecting the player until he finishes charging his move (for slightly less than 7 seconds), which results in a huge explosion centered around him.
  • Will retreat after blocking 5 hits while charging.
  • "Blocks" projectiles with piercing properties even though they pass through him. Strangely enough, Broly's Ki blasts don't pierce through Recoome.
  • Recoome stops his autoguard a good second before he explodes, and will retreat immediately if he's hit during this.
  • Supers will beat Recoome immediately and continue towards Ginyu.
Burter
DBFZ Ginyu TogetherWeAre-Burter.png
"Blue Hurricane!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 850*4 All - 52 - - -
Air 850*4 All - 60 - - -
  • Flies around the screen 4 times, hitting any airborne enemies he touches.
  • Track opponent's vertical position, but has minimum height so he can't hit grounded opponent.
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 - - -
  • Appear above Ginyu's current position.
  • After a brief moment, they will accelerate to the corner while hurling multiple level 1 Ki blasts downward.
  • WILL move to where the opponent currently is regardless of the original direction they're called out.
  • 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 - 9+4 - - -
Level 2 2500 All - 9+4 - - -
Level 3 3000 All - 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 - All - 45+15 - - -
Air - All - 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 or 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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