DBFZ/Captain Ginyu: Difference between revisions

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{{CharData-DBFZ|Broly}}
{{CharData-DBFZ|Ginyu}}
;Movement Options
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
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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 your offense to capitalize on their support to achieve victory with style befitting a member of the Ginyu Force.
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 your offense to capitalize on their support to achieve victory with style befitting a member of the Ginyu Force.


* The Rotation for the Ginyu Forces attacks is Guldo > Recoome > Burter > Jeice
The Rotation for the Ginyu Force's attacks is always Guldo Recoome Burter Jeice.
 
===Strengths/Weaknesses===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* Unpredictable.
* Assist has a large hitbox and is useful for combos and extensions.
* Most players have a lack of matchup knowledge against Ginyu.
| style="width: 50%;"|
* 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.
|-
|}


{{CharLinks-DBFZ|Ginyu}}
{{CharLinks-DBFZ|Ginyu}}
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  |startup=13 |active=4(11)4 |recovery= |frameAdv= -5
  |startup=13 |active=4(11)4 |recovery= |frameAdv= -5
  |description=
  |description=
*Important points go here
*There is enough of a gap between the first and second hit of the autocombo to be reflected on block.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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====== <font style="visibility:hidden" size="0">5S / j.S</font> ======
====== <font style="visibility:hidden" size="0">5S / j.S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Ginyu_5S.png |caption=Pose!
|image=DBFZ_Ginyu_5S.png |caption=TOKUSENTAI!
|image2=DBFZ_Ginyu_5SGuldo.png |caption2= Guldo!
|image2=DBFZ_Ginyu_5SGuldo.png |caption2= Guldo!
|image3=DBFZ_Ginyu_5SRecoome.png |caption3= Recoome!
|image3=DBFZ_Ginyu_5SRecoome.png |caption3= Recoome!
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  |damage=600 |guard=All
  |damage=600 |guard=All
  |startup=44 |active= |recovery= |frameAdv=
  |startup=44 |active= |recovery= |frameAdv=
|description=
* 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,...
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |damage=900 |guard=All
  |damage=900 |guard=All
  |startup=60 |active=6 |recovery= |frameAdv=
  |startup=60 |active=6 |recovery= |frameAdv=
}}
|description=
* Ground lunging full screen kick that wall bounces.
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Burter
  |version=Burter
  |damage=775 |guard=All
  |damage=250x4 |guard=All
  |startup=32 |active=3(3)3(3)3(3)3 |recovery= |frameAdv=
  |startup=32 |active=3(3)3(3)3(3)3 |recovery= |frameAdv=
}}
|description=
* Does a series of kicks appearing where Ginyu is, grounded or airborne.
* Reaches almost full screen.
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
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  |startup=43 |active= |recovery= |frameAdv=
  |startup=43 |active= |recovery= |frameAdv=
  |description=
  |description=
 
* 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 Ginyu Force member you summon.  Startup on assists make them unable to combo from Ginyu's normals and do not affect Ginyu's smash usage.
<hr>
* Guldo - From the ground, Throws level 2 projectile at opponent from the ground
* Ginyu strikes a quick pose and summons a member of the Ginyu Force to perform an attack.
* Recoome - Ground lunging kick that wall slams
* 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.   
* Burter - Does a series of kicks appearing where Ginyu is grounded or airborne
* Ginyu force members don't go away if Ginyu gets hit.
* Jeice - Airborne, throws a level 1 projectile (downwards) toward the opponent
* The startup on these assists make them unable to combo from Ginyu's normals and do not affect Ginyu's smash usage.
 
  }}
  }}
}}
}}
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|image=DBFZ_Ginyu_TogetherWeAre.png |caption=Pose
|image=DBFZ_Ginyu_TogetherWeAre.png |caption=Pose
|image2=DBFZ_Ginyu_TogetherWeAre-Guldo.png |caption2=''"Guldo Special!"''
|image2=DBFZ_Ginyu_TogetherWeAre-Guldo.png |caption2=''"Guldo Special!"''
|image3=DBFZ_Ginyu_TogetherWeAre-Recoome1.png |caption3=''"Eraser Gun!"''
|image3=DBFZ_Ginyu_TogetherWeAre-Recoome1.png |caption3=''"Recoome... Eraser Gun!"''
|image4=DBFZ_Ginyu_TogetherWeAre-Recoome2.png |caption4=''"Recoome Ultra Fighting Miracle '''Bomber!'''"''
|image4=DBFZ_Ginyu_TogetherWeAre-Recoome2.png |caption4=''"Recoome..... Ultra..... Fighting..... Miracle..... '''Bomber!'''"''
|image5=DBFZ_Ginyu_TogetherWeAre-Burter.png |caption5=''"Blue Hurricane!"''
|image5=DBFZ_Ginyu_TogetherWeAre-Burter.png |caption5=''"Blue Hurricane!"''
|image6=DBFZ_Ginyu_TogetherWeAre-Jeice.png |caption6=''"THE SEIZURE PROCEDURE"''
|image6=DBFZ_Ginyu_TogetherWeAre-Jeice.png |caption6=''"THE SEIZURE PROCEDURE"''
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  |damage=0 |guard=All
  |damage=0 |guard=All
  |startup=61 |active=31 |recovery= |frameAdv=
  |startup=61 |active=31 |recovery= |frameAdv=
|description=
* 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.
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |damage=1110 |guard=All
  |damage=1110 |guard=All
  |startup=86 |active=45 |recovery= |frameAdv=
  |startup=86 |active=45 |recovery= |frameAdv=
|description=
* From the ground, fires an 9-hit beam (each hit shows up as 2 on the combo counter). Will still cancel out with other level 2 projectiles though.
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |damage=1500 |guard=All
  |damage=1500 |guard=All
  |startup=~416 |active=13 |recovery= |frameAdv=
  |startup=~416 |active=13 |recovery= |frameAdv=
|description=
* 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.
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |damage=850x4 |guard=All
  |damage=850x4 |guard=All
  |startup=60 |active= |recovery= |frameAdv=
  |startup=60 |active= |recovery= |frameAdv=
|description=
* 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.
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Jeice+Burter
  |version=Jeice+Burter (Air)
  |damage=400xN |guard=All
  |damage=400xN |guard=All
  |startup=173 |active= |recovery= |frameAdv=
  |startup=173 |active= |recovery= |frameAdv=
  |description=
  |description=
* Ginyu force members don't go away if ginyu gets hit.
* Appear above Ginyu's current position.
 
* After a brief moment, they will accelerate to the corner while hurling multiple level 1 Ki blasts downward.
* Guldo - From the ground, paralyses the opponent with his psychic powers.
* 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.
* Recoome - From the ground, fires a giant Ki blast. If the button is held, he will instead stay in place, protecting the player until he finishes charging his move (for slightly less than 7 seconds), which results in a huge explosion near his location. If Recoome is hit 5 times while charging he retreats without attacking. Also, level 2 and 3 projectiles will travel through Recoome and continue towards Ginyu.
 
* Burter - He will fly around the screen 4 times, hitting any airborne enemies he touches.
 
* Jeice + Burter - After a brief moment, they will travel from one side of the screen to the other while hurling multiple level 1 Ki blasts around. Stops Burter mid-attack if he is still out
}}
}}
}}
}}
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  |startup=33 |active=10 |recovery= |frameAdv=
  |startup=33 |active=10 |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Good range and moderate startup. Useful for blockstring pressure and some combo extensions in the corner.
 
Placeholder


  }}
  }}
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  |startup=9+4 |active= |recovery= |frameAdv=
  |startup=9+4 |active= |recovery= |frameAdv=
  |description=
  |description=
* Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauge
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |startup=9+4 |active= |recovery= |frameAdv=
  |startup=9+4 |active= |recovery= |frameAdv=
  |description=
  |description=
* Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauge
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |startup=9+3 |active= |recovery= |frameAdv=
  |startup=9+3 |active= |recovery= |frameAdv=
  |description=
  |description=
* Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauge
* Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauges.
* If fully charged, the super does cause a hard knockdown.
* The charged versions are not considered Meteor Attacks, and you can still Ultimate Z Change from them into another super.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">Body Change</font> ======
====== <font style="visibility:hidden" size="0">Body Change</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Ginyu_BodyChange.png |caption=
|image=DBFZ_Ginyu_BodyChange.png |caption="''Chaaaaange...''"
|image2=DBFZ_Ginyu_BodyChange-2.png |caption2=''Change, Now!''
|image2=DBFZ_Ginyu_BodyChange-2.png |caption2='''''"NOWWWWWW!"'''''
|input=214L+M or 214H+S (Air OK)
|input=214L+M or 214H+S (Air OK)
|name=Body Change
|name=Body Change

Revision as of 11:58, 12 November 2018

Captain Ginyu
DBFZ Ginyu Portrait.png

Health:

Prejump:

Assist Cooldown:

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

Overview

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

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 your 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

Strengths Weaknesses
  • Unpredictable.
  • Assist has a large hitbox and is useful for combos and extensions.
  • Most players have a lack of matchup knowledge against Ginyu.
  • 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.

Template:CharLinks-DBFZ

Normals

5L
5L
DBFZ Ginyu 5L.png
DBFZ Ginyu 5LL.png
DBFZ Ginyu 5LLL.png
400 All - 6 4 - - 500x2 All - 13 4(11)4 - - 1000 All - 14 5 - -
5M
5M
DBFZ Ginyu 5M.png
700 All - 11 4 - -
5H
5H
DBFZ Ginyu 5H.png
Hello my baby! Hello my honey! Hello my ragtime gal!
850 All - 17 5 - -
5S / j.S
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!
600 All - 44 - - 900 All - 60 6 - - 250x4 All - 32 3(3)3(3)3(3)3 - - 700 All - 43 - -
2L
2L
DBFZ Ginyu 2L.png
400 All - 6 3 - -
2M
2M
DBFZ Ginyu 2M.png
700 L - 14 4 - -
2H
2H
DBFZ Ginyu 2H.png
850 All - 15 3 - -
6M
6M
850 H - 24 6 - -
j.L
j.L
DBFZ Ginyu jL.png
300x2 H - 6 2(7)2 - -
j.M
j.M
DBFZ Ginyu jM.png
700 H - 10 3 - -
j.H
j.H
DBFZ Ginyu jH.png
850 H - 13 4 - -
j.2H
j.2H
DBFZ Ginyu j2H.png
850 All - 13 4 - -

Specials

Strong Jersey
Strong Jersey
236L/M/H (Air OK)
DBFZ Ginyu StrongJersey.png
You're wide open!!
1000 All - 13 10 - - 1200 All - 21 10 - - 1300 All - 13 10 - - 1000 All - 15 6 - - 1200 All - 23 6 - - 1300 All - 15 6 - -
Together We Are...the Ginyu Force!
Together We Are...the Ginyu Force!
236S(Air OK)
DBFZ Ginyu TogetherWeAre.png
Pose
DBFZ Ginyu TogetherWeAre-Guldo.png
"Guldo Special!"
DBFZ Ginyu TogetherWeAre-Recoome1.png
"Recoome... Eraser Gun!"
DBFZ Ginyu TogetherWeAre-Recoome2.png
"Recoome..... Ultra..... Fighting..... Miracle..... Bomber!"
DBFZ Ginyu TogetherWeAre-Burter.png
"Blue Hurricane!"
DBFZ Ginyu TogetherWeAre-Jeice.png
"THE SEIZURE PROCEDURE"
0 All - 54 31 - - 0 All - 61 31 - - 1110 All - 79 45 - - 1110 All - 86 45 - - 1500 All - ~410 13 - - 1500 All - ~416 13 - - 850x4 All - 52 - - 850x4 All - 60 - - 400xN All - 164 - - 400xN All - 173 - -

Assist

Strong Jersey
A1/A2
800 All - 33 10 - -

Supers

Powerful Energy Wave
Powerful Energy Wave
236L+M or 236H+S
DBFZ Ginyu PowerfulEnergyWave.png
Milky!
DBFZ Ginyu PowerfulEnergyWave-2.png
Cannon!
2000 All - 9+4 - - 2500 All - 9+4 - - 3000 All - 9+3 - -
Body Change
Body Change
214L+M or 214H+S (Air OK)
DBFZ Ginyu BodyChange.png
"Chaaaaange..."
DBFZ Ginyu BodyChange-2.png
"NOWWWWWW!"
0 All - 45+15 - -



Template:CharLinks-DBFZ Template:Navbar-DBFZ