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* Startup refers to how long it takes for a Force Member to appear, Recovery is for how long it takes GINYU to recover. | * Startup refers to how long it takes for a Force Member to appear, Recovery is for how long it takes GINYU to recover. | ||
* Ground version can be whiff canceled into Vanish from frame 23, air version is frame 34. | * Ground version can be whiff canceled into Vanish from frame 23, air version is frame 34. | ||
236S and 214S have differences, despite being the same move. These moves are all more powerful than 5S, but | 236S and 214S have differences, despite being the same move. These moves are all more powerful than 5S, but slower. You'll generally be using these for okizeme or after a 5S call. | ||
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Revision as of 06:38, 6 August 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Captain Ginyu is a setplay character who stands out in DBFZ as one of the cast's most unique characters. Alone, Ginyu is the most average character in the game with a completely okay toolkit and reactable mixups. Ginyu's claim to fame is his Ginyu Force, allowing him to call in Guldo, Recoome, Burter and Jeice to help him out in battle. These can be thought of as mini-assists, each with their own specific moves that all have their own quirks and opportunities. This gives Ginyu pressure unlike almost anyone else in the game, the sheer amount of creativity that can be applied to Ginyu's offensive gameplan is too vast to list, and that's without mentioning uses in neutral or Body Change. However, the Captain starts the game at somewhat of an uphill battle due to him needing to actually call his force and get his momentum started, and he has some of the most polarizing matchups in DBFZ.
If you can't rely on gimmicks or need an always-reliable kit, Ginyu might not be for you. But wild, creative and pressure-heavy players will adore the loyal, flamboyant captain.
Note: "Together We Are... The Ginyu Force!" is both the name for his special Ginyu Force call and his Level 3. As such, they will be exclusively referred to by their inputs.
"This is it! Feast your eyes on my special fighting pose!" | |
Lore: | 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. |
Captain Ginyu Captain Ginyu is a wild setplay character who must creatively use his force to lock down the opponent and begin extremely powerful pressure and okizeme.
- Extremely gimmicky: Ginyu's creative options know no bounds, while it's true that his mixup is reactable he can overwhelm an opponent with his options and catch hits easier than you'd think.
- Matchups: Characters without solid defensive or neutral tools can find themselves completely locked down by Ginyu, unable to fight back.
- Ginyu Force Pressure: Ginyu's pressure is almost unlimited due to his torrent of unpredictable tools. Best of all, the Force doesn't stop attacking if Ginyu gets hit, which allows them to break Ginyu out of combos or even reverse them.
- Best Damage: Ginyu's damage is perhaps the best in the game, as well as fantastic meter gain and meter burning too. TODs are very possible with Ginyu.
- Neutral Control: The Force gives Ginyu free beam assists, aerial denial and more.
- Extremely gimmicky: Ginyu's desired tools are not always available to him, and can become predictable if used unwisely. All of his force calls also have key weaknesses along with their strengths.
- Matchups: Characters with powerful, low commit neutral tools can completely shut down Ginyu's force and exploit his lack of defensive tools.
- Pressure Requirements: Ginyu's pressure still wants assists or meter to help him get his train started, and predicted force calls can be punished heavily by Reflect. Conditioning is very important.
- Telegraphed Force: Stray Ginyu Force Calls are very telegraphed and can be beaten by punching/shooting them before they become active.
- Reactable Mixup: Ginyu's mixup is slow, it's the Force that lets him create mixups.
Using 5S or 236S/214S, 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.Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | 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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The Ginyu Force
5S / j.S
5S / j.S | Template:AttackDataHeader-DBFZ |
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Together We Are...the Ginyu Force!
Together We Are...the Ginyu Force! 236S / 214S (Air OK) |
Template:AttackDataHeader-DBFZ |
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General Notes
- Startup refers to the amount of time it takes for the Force member themselves to actually attack.
- Ginyu is almost always given enough time to follow up with 5L after a force call on the ground, which is vital to his combo plan.
- All Ginyu Force attacks count as projectiles, and are susceptible to projectile counters.
The cycle is Guldo -> Recoome -> Burter -> Jeice. This is your entire gameplan, don't mess it up or forget your order!
Guldo
Guldo | Template:AttackDataHeader-DBFZ |
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Recoome
Recoome | Template:AttackDataHeader-DBFZ |
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Burter
Burter | Template:AttackDataHeader-DBFZ |
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Jeice
Jeice | Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Strong Jersey Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
We are the Ginyu Force! Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Strong Mixer Assist C |
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 (Air OK) |
Template:AttackDataHeader-DBFZ |
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Together we are... the Ginyu Force!
Together we are... the Ginyu Force! 214H+S |
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.