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{{CharData-DBFZ| | {{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 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= | ||
* | *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= | |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= | |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 | <hr> | ||
* 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. | |||
}} | }} | ||
}} | }} | ||
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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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|description= | |description= | ||
* Paralyses the opponent with his psychic powers. | * 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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|startup=86 |active=45 |recovery= |frameAdv= | |startup=86 |active=45 |recovery= |frameAdv= | ||
|description= | |description= | ||
*From the ground, fires | * 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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|description= | |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. | * 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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|description= | |description= | ||
* Flies around the screen 4 times, hitting any airborne enemies he touches. | * 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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|startup=173 |active= |recovery= |frameAdv= | |startup=173 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* After a brief moment, they will | * 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. | * Stops Burter mid-attack if he is still out. | ||
}} | }} | ||
}} | }} | ||
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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 | * 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='' | |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 |
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Prejump: Assist Cooldown:
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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 |
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|
|
Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S / j.S
5S / j.S |
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2L
2L |
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2M
2M |
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2H
2H |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.2H
j.2H |
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Specials
Strong Jersey
Strong Jersey 236L/M/H (Air OK) |
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Together We Are...the Ginyu Force!
Together We Are...the Ginyu Force! 236S(Air OK) |
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Assist
Strong Jersey A1/A2 |
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Supers
Powerful Energy Wave
Powerful Energy Wave 236L+M or 236H+S |
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Body Change
Body Change 214L+M or 214H+S (Air OK) |
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