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{{ | {{#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 | 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. | ||
* | * 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. | ||
* Ginyu | * 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 due to vulnerability. | * 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. | |||
|- | |- | ||
|} | |} | ||
{{ | {{#lst:DBFZ/Captain Ginyu/Data|Links}} | ||
<br clear=all/> | <br clear=all/> | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=High | |damage=850 [1000]|guard=High | ||
|startup=13 |active=4 |recovery= |frameAdv= | |startup=13 |active=4 |recovery= |frameAdv= | ||
|description= | |description= | ||
* [] is on Smash hit. | |||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_Ginyu_TogetherWeAre.png |caption=Pose | |image=DBFZ_Ginyu_TogetherWeAre.png |caption=Pose | ||
|input=236S (Air OK) | |||
|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= | |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= | |version=Ground | ||
|damage=150*9 |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= | |version=Air | ||
|damage=150*9 |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 a beam. Cancel out with other level 2 projectiles. | * From the ground, fires a beam. Cancel out with other level 2 projectiles. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version= | |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= | |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= | |version=Ground | ||
|damage=850*4 |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= | |version=Air | ||
|damage=850*4 |guard=All | |damage=850*4 |guard=All | ||
|startup=60 |active= |recovery= |frameAdv= | |startup=60 |active= |recovery= |frameAdv= | ||
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* 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= | |version=Ground | ||
|damage=400*N |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= | |version=Air | ||
|damage=400*N |guard=All | |damage=400*N |guard=All | ||
|startup=173 |active= |recovery= |frameAdv= | |startup=173 |active= |recovery= |frameAdv= | ||
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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 | * Minimum damage is 800, 1100, 1410. | ||
* The charged versions are not considered Meteor Attacks, | * 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 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. | * 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. | ||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
{{ | {{#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 |
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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 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 |
---|---|
|
|
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 |
---|
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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Guldo |
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Recoome |
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Burter |
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Jeice and Burter |
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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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