DBFZ/Captain Ginyu: Difference between revisions

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{{CharData-DBFZ|Ginyu}}
{{#lsth:DBFZ/Captain Ginyu/Data|SystemData}}
;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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===Ginyu Force===
===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.
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.
The Rotation for the Ginyu Force's attacks is always Guldo → Recoome → Burter → Jeice.
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|- style="vertical-align:top;text-align:left"
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
| style="width: 50%;"|
* Unpredictable.
* 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.
* Assist has a large hitbox and is useful for combos and extensions.
* Most players have a lack of matchup knowledge against Ginyu.
* 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.  
| style="width: 50%;"|
| 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.
* 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.
* 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.
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{{CharLinks-DBFZ|Ginyu}}
{{#lst:DBFZ/Captain Ginyu/Data|Links}}
<br clear=all/>
<br clear=all/>


==Normals==
==Normals==
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData
{{MoveData
Line 57: Line 62:
  |startup= 6 |active=4 |recovery= |frameAdv= -3
  |startup= 6 |active=4 |recovery= |frameAdv= -3
  |description=
  |description=
* Important points go here
* Important points go here.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=5LL
  |version=5LL
  |damage=500x2 |guard=All
  |damage=500*2 |guard=All
  |startup=13 |active=4(11)4 |recovery= |frameAdv= -5
  |startup= |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.
* 5L > 5LL is a true blockstring.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |startup= 14 |active=5 |recovery= |frameAdv= -5
  |startup= 14 |active=5 |recovery= |frameAdv= -5
  |description=
  |description=
*Important points go here
*Important points go here.
  }}
  }}
}}
}}
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  |startup= 17 |active=5 |recovery= |frameAdv= -10
  |startup= 17 |active=5 |recovery= |frameAdv= -10
  |description=
  |description=
* Important points go here
* Important points go here.
  }}
  }}
}}
}}
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* From the ground, aims a unique tracking level 1 projectile at opponent.
* From the ground, aims a unique tracking level 1 projectile at opponent.
* Has limited angle, won't hit opponents that are too high up.
* Has limited angle, won't hit opponents that are too high up.
* Cannot be super dashed through.
* 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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  |header=no
  |header=no
  |version=Burter
  |version=Burter
  |damage=250x4 |guard=All
  |damage=250*4 |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=
  |description=
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  |startup= 6 |active=3 |recovery= |frameAdv= -3
  |startup= 6 |active=3 |recovery= |frameAdv= -3
  |description=
  |description=
* Important points go here
* Important points go here.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=L
  |damage=700 |guard=Low
  |startup= 14 |active=4 |recovery= |frameAdv= -6
  |startup= 14 |active=4 |recovery= |frameAdv= -6
  |description=
  |description=
* Ginyu's only low hitting normal
* Ginyu's only low hitting normal.
  }}
  }}
}}
}}
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  |startup= 15 |active=3 |recovery= |frameAdv= -3
  |startup= 15 |active=3 |recovery= |frameAdv= -3
  |description=
  |description=
* Important points go here
* Important points go here.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 |guard=High
  |startup= 24 |active=6 |recovery= |frameAdv= 0
  |startup= 24 |active=6 |recovery= |frameAdv= 0
  |description=
  |description=
* Universal Overhead
* Universal overhead.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=300x2 |guard=H
  |damage=300*2 |guard=High
  |startup=6 |active=2(7)2 |recovery= |frameAdv=
  |startup=6 |active=2(7)2 |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Important points go here.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=H
  |damage=700 |guard=High
  |startup=10 |active=3 |recovery= |frameAdv=
  |startup=10 |active=3 |recovery= |frameAdv=
  |description=
  |description=
* Good air to air normal
* Good air to air normal.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 [1000]|guard=High
  |startup=13 |active=4 |recovery= |frameAdv=
  |startup=13 |active=4 |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* [] is on Smash hit.
* Important points go here.
  }}
  }}
}}
}}
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  |startup=13 |active=4 |recovery= |frameAdv=
  |startup=13 |active=4 |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Important points go here.
  }}
  }}
}}
}}
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  |startup=13 |active=10 |recovery= |frameAdv=-5
  |startup=13 |active=10 |recovery= |frameAdv=-5
  |description=
  |description=
* Important points go here
* Important points go here.
 
Placeholder
Placeholder
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |description=
  |description=
* Wall slams and forces opponent auto tech using up smash.
* Wall slams and forces opponent auto tech using up smash.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |description=
  |description=
* Wall slams and forces opponent auto tech using up smash.
* Wall slams and forces opponent auto tech using up smash.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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{{MoveData
{{MoveData
|image=DBFZ_Ginyu_TogetherWeAre.png |caption=Pose
|image=DBFZ_Ginyu_TogetherWeAre.png |caption=Pose
|image2=DBFZ_Ginyu_TogetherWeAre-Guldo.png |caption2=''"Guldo Special!"''
|input=236S (Air OK)
|image3=DBFZ_Ginyu_TogetherWeAre-Recoome1.png |caption3=''"Recoome... Eraser Gun!"''
|image4=DBFZ_Ginyu_TogetherWeAre-Recoome2.png |caption4=''"Recoome..... Ultra..... Fighting..... Miracle..... '''Bomber!'''"''
|image5=DBFZ_Ginyu_TogetherWeAre-Burter.png |caption5=''"Blue Hurricane!"''
|image6=DBFZ_Ginyu_TogetherWeAre-Jeice.png |caption6=''"THE SEIZURE PROCEDURE"''
|input=236S(Air OK)
|name=Together We Are...the Ginyu Force!
|name=Together We Are...the Ginyu Force!
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=Guldo
  |version=Pose
|damage= |guard=
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here.
}}
}}
{{MoveData
|image=DBFZ_Ginyu_TogetherWeAre-Guldo.png |caption=''"Guldo Special!"''
|name=Guldo
|data=
{{AttackData-DBFZ
|header=no
|version=Ground
  |damage=0 |guard=All
  |damage=0 |guard=All
  |startup=54 |active=31 |recovery= |frameAdv=
  |startup=54 |active=31 |recovery= |frameAdv=
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Guldo (Air)
  |version=Air
  |damage=0 |guard=All
  |damage=0 |guard=All
  |startup=61 |active=31 |recovery= |frameAdv=
  |startup=61 |active=31 |recovery= |frameAdv=
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* 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.
* 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.
}}
}}
}}
{{MoveData
|image=DBFZ_Ginyu_TogetherWeAre-Recoome1.png |caption=''"Recoome... Eraser Gun!"''
|image2=DBFZ_Ginyu_TogetherWeAre-Recoome2.png |caption2=''"Recoome..... Ultra..... Fighting..... Miracle..... '''Bomber!'''"''
|name=Recoome
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Recoome
  |version=Ground
  |damage=1110 |guard=All
  |damage=150*9 |guard=All
  |startup=79 |active=45 |recovery= |frameAdv=
  |startup=79 |active=45 |recovery= |frameAdv=
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Recoome (Air)
  |version=Air
  |damage=1110 |guard=All
  |damage=150*9 |guard=All
  |startup=86 |active=45 |recovery= |frameAdv=
  |startup=86 |active=45 |recovery= |frameAdv=
  |description=
  |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.
* From the ground, fires a beam. Cancel out with other level 2 projectiles.
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Recoome (Hold)
  |version=Ground (Hold)
  |damage=1500 |guard=All
  |damage=1500 |guard=All
  |startup=~410 |active=13 |recovery= |frameAdv=
  |startup=~410 |active=13 |recovery= |frameAdv=
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Recoome (Hold) (Air)
  |version=Air (Hold)
  |damage=1500 |guard=All
  |damage=1500 |guard=All
  |startup=~416 |active=13 |recovery= |frameAdv=
  |startup=~416 |active=13 |recovery= |frameAdv=
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* Recoome stops his autoguard a good second before he explodes, and will retreat immediately if he's hit during this.
* 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.
* Supers will beat Recoome immediately and continue towards Ginyu.
}}
}}
}}
{{MoveData
|image=DBFZ_Ginyu_TogetherWeAre-Burter.png |caption=''"Blue Hurricane!"''
|name=Burter
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Burter
  |version=Ground
  |damage=850x4 |guard=All
  |damage=850*4 |guard=All
  |startup=52 |active= |recovery= |frameAdv=
  |startup=52 |active= |recovery= |frameAdv=
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Burter (Air)
  |version=Air
  |damage=850x4 |guard=All
  |damage=850*4 |guard=All
  |startup=60 |active= |recovery= |frameAdv=
  |startup=60 |active= |recovery= |frameAdv=
  |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.  
* Track opponent's vertical position, but has minimum height so he can't hit grounded opponent.  
}}
}}
}}
{{MoveData
|image=DBFZ_Ginyu_TogetherWeAre-Jeice.png |caption=''"THE SEIZURE PROCEDURE"''
|name=Jeice and Burter
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Jeice+Burter
  |version=Ground
  |damage=400xN |guard=All
  |damage=400*N |guard=All
  |startup=164 |active= |recovery= |frameAdv=
  |startup=164 |active= |recovery= |frameAdv=
  |description=
  |description=
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Jeice+Burter (Air)
  |version=Air
  |damage=400xN |guard=All
  |damage=400*N |guard=All
  |startup=173 |active= |recovery= |frameAdv=
  |startup=173 |active= |recovery= |frameAdv=
  |description=
  |description=
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* WILL move to where the opponent currently is regardless of the original direction they're called out.
* 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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  |description=
  |description=
* Good range and moderate startup. Useful for blockstring pressure and some combo extensions in the corner.
* Good range and moderate startup. Useful for blockstring pressure and some combo extensions in the corner.
  }}
  }}
}}
}}
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  |description=
  |description=
* Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauges.
* 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.
* Minimum damage is 800, 1100, 1410.
* The charged versions are not considered Meteor Attacks, and you can still Ultimate Z Change from them into another super.
* 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.
  }}
  }}
}}
}}
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* If Ginyu Body Changes with another Ginyu, they will both have access to the Ginyu Force and 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.
* 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.
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.
  }}
  }}
}}
}}


----
----
{{CharLinks-DBFZ|Ginyu}}
{{#lsth:DBFZ/Captain Ginyu/Data|Links}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Captain Ginyu]]
[[Category: Captain Ginyu]]

Revision as of 05:11, 15 February 2019

Captain Ginyu
DBFZ Ginyu Portrait.png
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 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

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.
  • 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

5L
5L
DBFZ Ginyu 5L.png
DBFZ Ginyu 5LL.png
DBFZ Ginyu 5LLL.png
400 All - 6 4 - - 500*2 All - 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 - - 250*4 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 Low - 14 4 - -
2H
2H
DBFZ Ginyu 2H.png
850 All - 15 3 - -
6M
6M
850 High - 24 6 - -
j.L
j.L
DBFZ Ginyu jL.png
300*2 High - 6 2(7)2 - -
j.M
j.M
DBFZ Ginyu jM.png
700 High - 10 3 - -
j.H
j.H
DBFZ Ginyu jH.png
850 [1000] High - 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
- - -
Guldo
DBFZ Ginyu TogetherWeAre-Guldo.png
"Guldo Special!"
0 All - 54 31 - - 0 All - 61 31 - -
Recoome
DBFZ Ginyu TogetherWeAre-Recoome1.png
"Recoome... Eraser Gun!"
DBFZ Ginyu TogetherWeAre-Recoome2.png
"Recoome..... Ultra..... Fighting..... Miracle..... Bomber!"
150*9 All - 79 45 - - 150*9 All - 86 45 - - 1500 All - ~410 13 - - 1500 All - ~416 13 - -
Burter
DBFZ Ginyu TogetherWeAre-Burter.png
"Blue Hurricane!"
850*4 All - 52 - - 850*4 All - 60 - -
Jeice and Burter
DBFZ Ginyu TogetherWeAre-Jeice.png
"THE SEIZURE PROCEDURE"
400*N All - 164 - - 400*N 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:Navbar-DBFZ