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{{#lsth: | {{#lsth:{{PAGENAME}}/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
:Setplay, Situational | :Setplay, Situational | ||
;Team Role | |||
:Point | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
Line 22: | Line 24: | ||
===Ginyu Force=== | ===Ginyu Force=== | ||
By pressing his S buttons or using Together We Are...the Ginyu Force!, Ginyu will call forth | By pressing his S buttons or using Together We Are...the Ginyu Force!, Ginyu will call forth members of the Ginyu Force to aid 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. | ||
Only 2 extra members of the Ginyu Force can appear on screen at the same time. Ginyu Force members also don't go away if Ginyu gets hit. | |||
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. | |||
===Strengths/Weaknesses=== | ===Strengths/Weaknesses=== | ||
Line 36: | Line 42: | ||
* 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. | * 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. | * 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. | |||
* The best boss to work under, will regularly organise parties and treat you to chocolate parfaits. | |||
| 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. | * 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. | ||
* | * Crazy lockdown, 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 | * 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, 236S, or 214S). 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. | ||
* Must have a brain the size of a small galaxy in order to play to maximum potential | |||
* Dishonorable,fighting 5 on 1. | |||
|- | |- | ||
|} | |} | ||
{{#lst:{{PAGENAME}}/Data|Links}} | |||
<br style="clear:both;"/> | |||
==Normal Moves== | |||
======<font style="visibility:hidden;font-size:0">5L</font>====== | |||
== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|image=DBFZ_Ginyu_5L.png |caption= | |name=5L | ||
|image=DBFZ_Ginyu_5L.png |caption=Karate Chop! | |||
|image2=DBFZ_Ginyu_5LL.png |caption2= | |image2=DBFZ_Ginyu_5LL.png |caption2= | ||
|image3=DBFZ_Ginyu_5LLL.png |caption3= | |image3=DBFZ_Ginyu_5LLL.png |caption3=The CLAW | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5L}} | {{AttackVersion|name=5L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Important points go here. | * Important points go here. | ||
}} | |||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* | * Second part comes out faster if the first one hits. | ||
}} | |||
{{AttackVersion|name=5LLL}} | |||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Important points go here. | * Important points go here. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |||
|image=DBFZ_Ginyu_5M.png |caption= | |image=DBFZ_Ginyu_5M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Slightly less than half screen in reach as he slides forward. | * Slightly less than half screen in reach as he slides forward. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name=5H | ||
|image=DBFZ_Ginyu_5H.png |caption=Hello my baby! Hello my honey! Hello my ragtime gal! | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5H}} | ||
{{ | |||
}} | |||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Hold H to spin forwards, {{4}} during spin to move back. | ||
* | * [] is fully charged. | ||
* | * Fully charged kick also auto corrects and faces the opponent. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |||
|image=DBFZ_Ginyu_2L.png |caption= | |image=DBFZ_Ginyu_2L.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* | * Mid 2L, good for staggers due to it's quick recovery and cancel options. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |||
|image=DBFZ_Ginyu_2M.png |caption= | |image=DBFZ_Ginyu_2M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Ginyu's only low | * Ginyu's only low. | ||
* Good combo starter, it's only fault is how slow it is. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |||
|image=DBFZ_Ginyu_2H.png |caption= | |image=DBFZ_Ginyu_2H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* | * Universal anti-air | ||
* Leaves Ginyu grounded, cancel into 236L to make it safe. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |||
|image=DBFZ_Ginyu_6M.png |caption= | |image=DBFZ_Ginyu_6M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Universal overhead. | * Universal overhead. | ||
* Good for Ginyu as both his jabs are 6 frame startup. | |||
Not much of a mixup tool for Ginyu as his 2M is so slow, but the frame advantage is nice. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |||
|image=DBFZ_Ginyu_jL.png |caption= | |image=DBFZ_Ginyu_jL.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* | * After being blocked, the remaining hit can be blocked low. | ||
* Self gatlings, so it still can lead to double overheads. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |||
|image=DBFZ_Ginyu_jM.png |caption= | |image=DBFZ_Ginyu_jM.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Good air to air normal. | * Good air to air normal. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name=j.H | ||
|image=DBFZ_Ginyu_jH.png |caption=THE TWO DOLLA SLICE | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* | * Your go-to combo ender. Being a normal, it allows for cancels into Ginyu Force calls. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |||
|image=DBFZ_Ginyu_j2H.png |caption= | |image=DBFZ_Ginyu_j2H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* | * Main combo extender, enables j.H Smash! knockdowns and is thus vital for Ginyu. | ||
* Also used post-smash as it does the most damage out of his air normals while still being jump cancelable. | |||
}} | |||
}} | }} | ||
== | ======<font style="visibility:hidden;font-size:0">5S / j.S</font>====== | ||
{{MoveData | |||
|name=5S / j.S | |||
|image=DBFZ_Ginyu_5S.png |caption=TOKUSENTAI! | |||
|image2=DBFZ_Ginyu_5SGuldo.png |caption2=Guldo! | |||
|image3=DBFZ_Ginyu_5SRecoome.png |caption3=Recoome! | |||
|image4=DBFZ_Ginyu_5SBurter.png |caption4=Burter! | |||
|image5=DBFZ_Ginyu_5SJeice.png |caption5=Jeice! | |||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Ginyu strikes a quick pose and summons a member of the Ginyu Force to perform an attack. | |||
* The long startup on these make them unable to combo from Ginyu's normals. | |||
}} | |||
{{AttackVersion|name=Ground Guldo}} | |||
{{#lsth:{{PAGENAME}}/Data|5S Guldo}} | |||
{{!}}- | |||
{{AttackVersion|name=Air Guldo}} | |||
{{#lsth:{{PAGENAME}}/Data|j.S Guldo}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* From the ground, aims a projectile at opponent. | |||
* Has limited angle, won't hit opponents that are too high up. | |||
* Beats Super Dash. | |||
}} | |||
{{AttackVersion|name=Ground Recoome}} | |||
{{#lsth:{{PAGENAME}}/Data|5S Recoome}} | |||
{{!}}- | |||
{{AttackVersion|name=Air Recoome}} | |||
{{#lsth:{{PAGENAME}}/Data|j.S Recoome}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* From the ground, lunges a full screen kick that wall bounces. | |||
}} | |||
{{AttackVersion|name=Ground Burter}} | |||
{{#lsth:{{PAGENAME}}/Data|5S Burter}} | |||
{{!}}- | |||
{{AttackVersion|name=Air Burter}} | |||
{{#lsth:{{PAGENAME}}/Data|j.S Burter}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Does a series of kicks from where Ginyu is, grounded or airborne. | |||
* Reaches almost full screen. | |||
}} | |||
{{AttackVersion|name=Ground Jeice}} | |||
{{#lsth:{{PAGENAME}}/Data|5S Jeice}} | |||
{{!}}- | |||
{{AttackVersion|name=Air Jeice}} | |||
{{#lsth:{{PAGENAME}}/Data|j.S Jeice}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Appears above Ginyu, aims a downward Ki blast at the opponent. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden | ==Special Moves== | ||
======<font style="visibility:hidden;font-size:0">Strong Jersey</font>====== | |||
{{MoveData | {{MoveData | ||
| | |name=Strong Jersey | ||
|input=236L/M/H (Air OK) | |input=236L/M/H (Air OK) | ||
| | |image=DBFZ_Ginyu_StrongJersey.png |caption=You're wide open!! | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Wall bounces on Smash hit. | |||
}} | |||
{{AttackVersion|name=Ground L}} | |||
{{#lsth:{{PAGENAME}}/Data|236L}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air L}} | |||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Important points go here. | * Important points go here. | ||
}} | |||
{{AttackVersion|name=Ground M}} | |||
{{#lsth:{{PAGENAME}}/Data|236M}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air M}} | |||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* | * Use in corner to combo into Ginyu force members solo | ||
}} | |||
{{AttackVersion|name=Ground H}} | |||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236H}} | ||
{{!}}- | |||
{{AttackVersion|name=Air H}} | |||
{{#lsth:{{PAGENAME}}/Data|j.236H}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Causes wall bounce to mid screen can also be used to combo into Ginyu force members from any position | |||
}} | |||
}} | |||
======<font style="visibility:hidden;font-size:0">Together We Are...the Ginyu Force!</font>====== | |||
{{MoveData | |||
|name=Together We Are...the Ginyu Force! | |||
|input=236S (Air OK) | |||
|image=DBFZ_Ginyu_TogetherWeAre.png |caption=Pose | |||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* 236S and 214S have minor differences, such as the squad member appearing in a different place or having a slightly altered attack pattern. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Guldo | |||
|image=DBFZ_Ginyu_TogetherWeAre-Guldo.png |caption=''"Guldo Special!"'' | |||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:{{PAGENAME}}/Data|236S Guldo}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:{{PAGENAME}}/Data|j.236S Guldo}} | |||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* | * Appears on the ground, from half screen to full screen. | ||
* Autocorrects and faces the opponent. | |||
* Deals no damage, instead deals hitstop. | |||
{{ | }} | ||
}} | |||
{{MoveData | |||
|name=Recoome | |||
|image=DBFZ_Ginyu_TogetherWeAre-Recoome1.png |caption=''"Recoome... Eraser Gun!"'' | |||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | |||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236S Recoome}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | |||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236S Recoome}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
* From the ground, fires a beam. | |||
* Does more hits than a normal beam, but still clashes like one. | |||
}} | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Ginyu_TogetherWeAre.png |caption= | |name=Burter | ||
|image=DBFZ_Ginyu_TogetherWeAre-Burter.png |caption=''"Blue Hurricane!"'' | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236S Burter}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236S Burter}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* | * Flies back and forth 4 times. | ||
* Only tracks airborne opponents from jump height and up. | |||
* Doesn't go away if Ginyu is hit. | |||
}} | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Ginyu_TogetherWeAre- | |name=Jeice and Burter | ||
|image=DBFZ_Ginyu_TogetherWeAre-Jeice.png |caption=''"THE SEIZURE PROCEDURE"'' | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236S Jeice}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236S Jeice}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* | * Appear from the opposite edge of the screen. | ||
* | * After a brief moment, they will accelerate back to Ginyu's direction while hurling multiple Ki blasts downward. | ||
* Stops Burter mid-attack if he is still out. | |||
}} | |||
}} | |||
======<font style="visibility:hidden;font-size:0">Together We Are...the Ginyu Force!</font>====== | |||
{{MoveData | |||
|name=Together We Are...the Ginyu Force! | |||
|input=214S (Air OK) | |||
|image=DBFZ_Ginyu_TogetherWeAre.png |caption=Pose | |||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* 214S Calls are altered versions of the 236S versions. They serve different roles for Ginyu than the other calls he has access to, but they all are useful in their own way. | |||
}} | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
| | |name=Guldo | ||
| | |image=DBFZ_Ginyu_TogetherWeAre-Guldo.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S Guldo}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214S Guldo}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* | * Appears on the ground, from Ginyu to midscreen. | ||
* Doesn't autocorrect. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Recoome | |||
|image=DBFZ_Ginyu_TogetherWeAre-Recoome2.png |caption=''"Recoome..... Ultra..... Fighting..... Miracle..... '''Bomber!'''"'' | |||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S Recoome}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214S Recoome}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Stays in place, | * Stays in place, charges for slightly longer than 7 seconds, then unleashes a huge explosion that does a ridiculous amount of hitstun. | ||
* Is only invulnerable to non-Super projectiles. | |||
* | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name=Burter | |name=Burter | ||
|image=DBFZ_Ginyu_TogetherWeAre-Burter.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S Burter}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214S Burter}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Flies | * Flies back and forth 2 times on the ground. | ||
* | * Doesn't go away if Ginyu is hit. | ||
* Yes, this is as good as it sounds. | |||
}} | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name=Jeice and Burter | |name=Jeice and Burter | ||
|image=DBFZ_Ginyu_TogetherWeAre-Jeice.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S Jeice}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214S Jeice}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Appear | * Appear behind Ginyu. | ||
* After a brief moment, they will accelerate to the | * After a brief moment, they will accelerate to the other direction while hurling multiple Ki blasts downward. | ||
* Stops Burter mid-attack if he is still out. | * Stops Burter mid-attack if he is still out. | ||
}} | |||
}} | }} | ||
==Assist== | ==Assist== | ||
{{MoveData | {{MoveData | ||
|name=Strong Jersey | |||
|input=A1/A2 | |||
|image=DBFZ_CaptainGinyu_AssistStrongJersey.png |caption= | |image=DBFZ_CaptainGinyu_AssistStrongJersey.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|A1/A2}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. | ||
}} | |||
}} | }} | ||
== | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Powerful Energy Wave</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
| | |name=Powerful Energy Wave | ||
|input=236L+M or 236H+S | |input=236L+M or 236H+S | ||
| | |image=DBFZ_Ginyu_PowerfulEnergyWave.png |caption=Milky! | ||
|data= | |image2=DBFZ_Ginyu_PowerfulEnergyWave-2.png |caption2=Cannon! | ||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 1}} | {{AttackVersion|name=Level 1}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236LM Level 1}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236LM Level 2}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 3}} | {{AttackVersion|name=Level 3}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236LM Level 3}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | ||
* Minimum damage is 800, 1100, 1410. | * Minimum damage is 800, 1100, 1410. | ||
* If fully charged, the super causes a hard knockdown. | * 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. | * The charged versions are not considered Meteor Attacks, meaning you can still Ultimate Z Change from them into another super. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Body Change</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Body Change | |||
|input=214L+M or 214H+S (Air OK) | |||
|image=DBFZ_Ginyu_BodyChange.png |caption="''Chaaaaange...''" | |image=DBFZ_Ginyu_BodyChange.png |caption="''Chaaaaange...''" | ||
|image2=DBFZ_Ginyu_BodyChange-2.png |caption2='''''"NOWWWWWW!"''''' | |image2=DBFZ_Ginyu_BodyChange-2.png |caption2='''''"NOWWWWWW!"''''' | ||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | |||
|data= | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214LM}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Hold the button to deal 3000 to Ginyu before switching. | * Hold the button to deal 3000 to Ginyu before switching. | ||
* Pierces through level 3 projectiles. | * 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 | * Switches health bars and movesets, except that the one who gets Ginyu's body will not have access to the Ginyu Force nor 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 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. | * 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. | ||
}} | |||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category: Captain Ginyu]] | [[Category:Captain Ginyu]] |
Revision as of 18:55, 17 December 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 members of the Ginyu Force to aid 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.
Only 2 extra members of the Ginyu Force can appear on screen at the same time. Ginyu Force members also don't go away if Ginyu gets hit.
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.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5H
5H |
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2L
2L |
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2M
2M |
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2H
2H |
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6M
6M |
Template:AttackDataHeader-DBFZ
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Not much of a mixup tool for Ginyu as his 2M is so slow, but the frame advantage is nice. |
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 |
Template:AttackDataHeader-DBFZ
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5S / j.S
5S / j.S | Template:AttackDataHeader-DBFZ |
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Special Moves
Strong Jersey
Strong Jersey 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Together We Are...the Ginyu Force!
Together We Are...the Ginyu Force! 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Guldo | Template:AttackDataHeader-DBFZ |
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Recoome | Template:AttackDataHeader-DBFZ |
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Burter | Template:AttackDataHeader-DBFZ |
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Jeice and Burter | Template:AttackDataHeader-DBFZ |
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Together We Are...the Ginyu Force!
Together We Are...the Ginyu Force! 214S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Guldo | Template:AttackDataHeader-DBFZ |
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Recoome | Template:AttackDataHeader-DBFZ |
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Burter | Template:AttackDataHeader-DBFZ |
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Jeice and Burter | Template:AttackDataHeader-DBFZ |
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Assist
Strong Jersey A1/A2 |
Template:AttackDataHeader-DBFZ |
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Super Moves
Powerful Energy Wave
Powerful Energy Wave 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Body Change
Body Change 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.