DBFZ/Captain Ginyu: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Captain Ginyu|discord=https://discord.gg/yyH7Frw}}
|-
======<span style="visibility:hidden;font-size:0">Overview</span>======
! align="center" colspan="2" | Captain Ginyu
{{FlexContainer}}
|-
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
| align="center" colspan="2" | [[File:DBFZ_Captain_Ginyu_Portrait.png|300x500px|center]]
{{FP Box
|-
|header=Overview
| '''Play-style''' || Setplay
|content=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 [[DBFZ/Captain_Ginyu/Strategy|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.<br>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.
|-
| '''Team Role''' || Point
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
''"This is it! Feast your eyes on my special fighting pose!"''


''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.''
{{Bio
| name = Captain Ginyu
| game = DBFZ
| icon = DBFZ_Ginyu_Icon.png
| quote = 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.
}}
{{StrengthsAndWeaknesses
|intro={{Character Label|DBFZ|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.


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.
(Name trivia: "Ginyu" is taken from Japanese word "Gyunyu" meaning "Cow's milk", and dairy is a common theme in the naming of the Ginyu force: "Jeice" coming from English "Cheese", "Burter" coming from English "Butter", "Recoome" being a crude reforming of "Creamer", and "Guldo" (Gurudo) coming from Japanese pronunciation of English "Yogurt" (Yogurudo).)


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.
|pros=
 
* '''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.
===Ginyu Force===
* '''Matchups:''' Characters without solid defensive or neutral tools can find themselves completely locked down by Ginyu, unable to fight back.
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.
* '''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.
|cons=
* '''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.
}}
|subheader1=Ginyu Force
|content2=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.
The Rotation for the Ginyu Force's attacks is always Guldo → Recoome → Burter → Jeice.
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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 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===
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{|
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|-style="text-align:left;"
{{FP TOC|game=DBFZ}}
! Strengths !! Weaknesses
{{FP Box
|- style="vertical-align:top;text-align:left"
| padding=no
| style="width: 50%;"|
| content={{CharaInfo
* Unpredictable. Has a lot of tools at his disposal with the Ginyu Force assist calls, making his pressure seem almost endless.
| game=DBFZ
* Assist has a large hitbox and is useful for combos and extensions.
| fullname=Captain 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.
}}
* Is very, VERY good at dancing.
{{Closediv}}<!--END FLEX OTHER SECTION-->
* The best boss to work under, will regularly organise parties and treat you to chocolate parfaits
{{Closediv}}
* Has one of the most objectively looking ass in the game, oh, and also Recoomes “thing” where he charges an explosion, it does just as much damage as an average Level 1 super
* Finally has a dedicated damaging level 3!
| style="width: 50%;"|
* Requires assists to use Ginyu Force for pressure due to vulnerability.
* Has only 214HS as a reversal, being expensive.
* 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, 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==
==Normal Moves==
======<font style="visibility:hidden;font-size:0">5L</font>======
======<font style="visibility:hidden;font-size:0">5L</font>======
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Important points go here.
* Decent range.
Prime conditioning tool, really good to stagger with.
}}
}}
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
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{{Description|9|text=
{{Description|9|text=
* Second part comes out faster if the first one hits.
* Second part comes out faster if the first one hits.
}}
}}
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Important points go here.
You'll almost never use this.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{Description|8|text=
{{Description|8|text=
* Slightly less than half screen in reach as he slides forward.
* Slightly less than half screen in reach as he slides forward.
Good roundstart tool because of how much it stuffs, and leads into TODs anywhere on the screen as long as you have some meter.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Hold H to spin forwards, {{4}} during spin to move back.
* Hold H to spin forwards, {{Ni|4}} during spin to move back.
* Is invulnerable to Ki blasts during the held spin.
* Fully charged kick auto corrects and faces the opponent.
* Fully charged kick auto corrects and faces the opponent.
* It's a fucking low.
* Can pass through projectiles while spinning.
* [] is fully charged.
* [] is fully charged.
* NOT a true blockstring
Although it's reflectable, you can catch people reflecting by charging it. Otherwise, it'll beat mashing and people trying to fuzzy guard. This tool is really important to keep on your opponent, you don't want them thinking they can block high so you can catch them more often with 6M.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{Description|8|text=
{{Description|8|text=
* Mid 2L, good for staggers due to it's quick recovery and cancel options.
* Mid 2L, good for staggers due to it's quick recovery and cancel options.
5L is usually the better choice, but this is still good for prolonging strings.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{Description|8|text=
{{Description|8|text=
* Good combo starter, it's only fault is how slow it is.
* Good combo starter, it's only fault is how slow it is.
An SSku/Gogeta tier slow 2M sounds like the death of a character, but Ginyu's damage output from this button is completely bonkers.
}}
}}
}}<nowiki/>
}}<nowiki/>
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* Universal anti-air
* Universal anti-air
* Leaves Ginyu grounded, cancel into 236L to make it safe.
* Leaves Ginyu grounded, cancel into 236L to make it safe.
Has good horizontal range, you'll use this in your true blockstrings.
}}
}}
}}<nowiki/>
}}<nowiki/>
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* Universal overhead.
* Universal overhead.
* Good for Ginyu as both his jabs are 6 frame startup.
* 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.
The meager universal overhead is something very different for Ginyu thanks to his Force being able to make this plus. Tacking on as many overheads as possible isn't an unwise idea, as well as exploiting an opponents' respect to throw this out.
}}
}}
}}<nowiki/>
}}<nowiki/>
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* Once a hit has been blocked, the remaining hit can be blocked low.
* Once a hit has been blocked, the remaining hit can be blocked low.
* Self gatlings, so it still can lead to double overheads.
* Self gatlings, so it still can lead to double overheads.
Deceptively short hitbox, can whiff frequently under smaller characters after Superdash.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{Description|8|text=
{{Description|8|text=
* Good air to air normal.
* Good air to air normal.
Your prime cross-up tool. Very important for opening opponents.
}}
}}
}}<nowiki/>
}}<nowiki/>
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|image=DBFZ_Ginyu_jH.png |caption=THE TWO DOLLA SLICE
|image=DBFZ_Ginyu_jH.png |caption=THE TWO DOLLA SLICE
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=5LLLLLLL}}
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}
{{!}}-
{{!}}-
{{Description|9|text=
* Smash hit can wall bounce.
}}
{{AttackVersion|name=j.H}}
{{#lst:{{PAGENAME}}/Data|j.H}}
{{#lst:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Your go-to combo ender. Being a normal, it allows for cancels into Ginyu Force calls.
* Smash hit causes a sliding knockdown.
}}
}}
}}<nowiki/>
}}<nowiki/>
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==Special Moves==
==Special Moves==
======<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|9|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.
* Has both properties of a normal and a special: can be canceled into from Strong Jersey, mid-combo DR, Smash Vanish and all normals except 6M (even in Sparking). Recoome call also deals chip damage.
}}
{{AttackVersion|name=Ground Guldo}}
{{#lst:{{PAGENAME}}/Data|5S Guldo}}
{{!}}-
{{AttackVersion|name=Air Guldo}}
{{#lst:{{PAGENAME}}/Data|j.S Guldo}}
{{!}}-
{{Description|9|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}}
{{#lst:{{PAGENAME}}/Data|5S Recoome}}
{{!}}-
{{AttackVersion|name=Air Recoome}}
{{#lst:{{PAGENAME}}/Data|j.S Recoome}}
{{!}}-
{{Description|9|text=
* From the ground, lunges a full screen kick that wall bounds on hit.
}}
{{AttackVersion|name=Ground Burter}}
{{#lst:{{PAGENAME}}/Data|5S Burter}}
{{!}}-
{{AttackVersion|name=Air Burter}}
{{#lst:{{PAGENAME}}/Data|j.S Burter}}
{{!}}-
{{Description|9|text=
* Does a series of kicks from where Ginyu is, grounded or airborne.
* Reaches almost full screen.
}}
{{AttackVersion|name=Ground Jeice}}
{{#lst:{{PAGENAME}}/Data|5S Jeice}}
{{!}}-
{{AttackVersion|name=Air Jeice}}
{{#lst:{{PAGENAME}}/Data|j.S Jeice}}
{{!}}-
{{Description|9|text=
* Appears above Ginyu, aims a downward Ki blast at the opponent.
* Ground bounces on hit.
}}
}}<nowiki/>
======<font style="visibility:hidden;font-size:0">Strong Jersey</font>======
======<font style="visibility:hidden;font-size:0">Strong Jersey</font>======
{{MoveData
{{MoveData
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{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{Description|9|text=
* Wall bounces on Smash hit.
* Cancelable into 5S, 236S, 214S and their air versions on block or hit.
}}
{{AttackVersion|name=Ground L}}
{{AttackVersion|name=Ground L}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{#lst:{{PAGENAME}}/Data|236L}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Important points go here.
* Good range and decent startup for a lariat
* Decent pushback on block.
* True blockstring from 5LL and any M or H normal.
A pretty good neutral tag tool, scales better than 5M so you can TOD off of this as well.
}}
}}
{{AttackVersion|name=Ground M}}
{{AttackVersion|name=Ground M}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Use in corner to combo into Ginyu force members solo
* Wallbounces on Smash, vital to Ginyu's corner combos.
* Decent pushback on block.
Has a gap if used after any normal, giving you a very easy frametrap.
}}
}}
{{AttackVersion|name=Ground H}}
{{AttackVersion|name=Ground H}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Causes wall bounce to mid screen can also be used to combo into Ginyu force members from any position
* Causes wall bounce to mid screen can also be used to combo into Ginyu force members from any position.
* True blockstring from any normal.
* Extreme pushback on block.
Cancel this into a force call and then catch the opponent with 2M or 5M to start a combo on the ground, in the air you'll have to work with some trickier stuff.
}}
}}
}}<nowiki/>
======<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|9|text=
{{Description|9|text=
* 236S and 214S have minor differences, such as the squad members appearing in different places or having slightly altered attack patterns.
* All versions' range is reduced in the air.
All versions of Strong Jersey are incredibly vital to Ginyu's gameplan, as it can be special cancelled into 5S or 236S/214S on hit or block. Don't neglect this tool.
}}
}}
}}<nowiki/>
}}<nowiki/>
==The Ginyu Force==
======<font style="visibility:hidden;font-size:0">5S / j.S</font>======
{{MoveData
{{MoveData
|name=Guldo
|name=5S / j.S
|image=DBFZ_Ginyu_TogetherWeAre-Guldo2.png |caption=''"Guldo Special!"''
|image=DBFZ_Ginyu_5S.png |caption=TOKUSENTAI!
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|236S Guldo}}
{{#lst:{{PAGENAME}}/Data|5S}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.236S Guldo}}
{{#lst:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Appears on the ground, from half screen to full screen.
* Ginyu strikes a quick pose and summons a member of the Ginyu Force to perform an attack.
* Autocorrects and faces the opponent.
* Startup refers to the first frame that Force Member appears.
* Deals no damage, instead deals hitstun.
* Has both properties of a normal and a special: can be canceled into from Strong Jersey, mid-combo DR, Smash Vanish and all normals except 6M (even in Sparking).
* Whiff cancelable into Vanish from frame 19, letting you make a safe and nearly unpunishable pressure reset, or neutral skip.
Force members warp in faster than 236S/214S and the moves are generally quick and simple as well, 5S is usually better for resetting pressure or quick pokes.
}}
}}
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">Together We Are...the Ginyu Force!</font>======
{{MoveData
{{MoveData
|name=Recoome
|name=Together We Are...the Ginyu Force!
|image=DBFZ_Ginyu_TogetherWeAre-Recoome1.png |caption=''"Recoome... Eraser Gun!"''
|input=236S / 214S (Air OK)
|image=DBFZ_Ginyu_TogetherWeAre.png |caption=Pose
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|236S Recoome}}
{{#lst:{{PAGENAME}}/Data|236S}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.236S Recoome}}
{{#lst:{{PAGENAME}}/Data|j.236S}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* From the ground, fires a beam.
* Ginyu strikes an elegant pose and summons a member of the Ginyu Force to perform a special attack.
* Does more hits than a normal beam, but still clashes like one.
* Startup refers to the first frame that Force Member appears.
* 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 slower. You'll generally be using these for okizeme or after a 5S call.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">Failed Call</font>======
{{MoveData
{{MoveData
|name=Burter
|name=Failed Call
|image=DBFZ_Ginyu_TogetherWeAre-Burter.png |caption=''"Blue Hurricane!"''
|image=DBFZ_Ginyu_5SFail.png |caption=Heart disease
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|236S Burter}}
{{#lst:{{PAGENAME}}/Data|5S Fail}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.236S Burter}}
{{#lst:{{PAGENAME}}/Data|j.S Fail}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Flies back and forth 4 times.
* If you unfortunately got Body Changed by Ginyu, and you weren't another Ginyu yourself, attempting to use 5S, 236S, 214S, 214L+M, 214H+S and their air versions will give you this animation instead. It doesn't do anything beside holding you in place, but it is cancelable into Vanish at any point.
* Only tracks airborne opponents from jump height and up.
* Despite sharing the same animation and frame data, Failed 5S / j.S cannot be canceled into from any attack, while Failed Specials and Failed Supers can be canceled from normals, Strong Jersey, mid-combo DR, etc.
* Doesn't go away if Ginyu is hit.
}}
}}
}}
}}<nowiki/>
 
===General Notes===
* Below are data 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!
 
======<font style="visibility:hidden;font-size:0">Guldo</font>======
{{MoveData
{{MoveData
|name=Jeice and Burter
|name=Guldo
|image=DBFZ_Ginyu_TogetherWeAre-Jeice2.png |caption=''"THE SEIZURE PROCEDURE"''
|image=DBFZ_Ginyu_5SGuldo.png |caption=Actually a good projectile
|image2=DBFZ_Ginyu_TogetherWeAre-Guldo.png |caption2=Lockdown 101
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=5S}}
{{#lst:{{PAGENAME}}/Data|236S Jeice}}
{{#lst:{{PAGENAME}}/Data|5S Guldo}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{Description|9|text=
{{#lst:{{PAGENAME}}/Data|j.236S Jeice}}
* From the ground, aims a projectile at opponent.
* Has limited angle, won't hit opponents that are too high up.
* Beats Super Dash.
Good projectile due to its size, speed and tracking. Although it beats Super Dash, it will lose to beams.
}}
{{AttackVersion|name=236S / 214S}}
{{#lst:{{PAGENAME}}/Data|236S Guldo}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Appear from the opposite edge of the screen.
* Appears on the ground and attempts to freeze the opponent.
* After a brief moment, they will accelerate back to Ginyu's direction while hurling multiple Ki blasts downward.
* Both versions can autocorrect on sideswitch.
* Stops Burter mid-attack if he is still out.
* 236S will warp ahead, sometimes visually crossing the opponent up. Does not actually cross up.
* 214S will warp closer to Ginyu and never ahead of the opponent, sometimes as far as behind Ginyu.
* Deals no damage, instead deals a LOT of hitstun.
The ultimate oki tool, catches all techs except for the most delayed downtechs. Being +20 means you're also given a good enough frame to Dragon Rush and still have it work.
}}
}}
}}<nowiki/>
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">Together We Are...the Ginyu Force!</font>======
======<font style="visibility:hidden;font-size:0">Recoome</font>======
{{MoveData
{{MoveData
|name=Together We Are...the Ginyu Force!
|name=Recoome
|input=214S (Air OK)
|image=DBFZ_Ginyu_5SRecoome.png |caption=Thought you could downtech?
|image=DBFZ_Ginyu_TogetherWeAre.png |caption=Pose
|image2=DBFZ_Ginyu_TogetherWeAre-Recoome1.png |caption2=blaaarrrrrgg
|data=
|image3=DBFZ_Ginyu_TogetherWeAre-Recoome2.png |caption3=ESSENCE OF A SUPER SAIYAN
{{AttackDataHeader-DBFZ|version=yes}}
}}<nowiki/>
{{MoveData
|name=Guldo
|image=DBFZ_Ginyu_TogetherWeAre-Guldo.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=5S}}
{{#lst:{{PAGENAME}}/Data|214S Guldo}}
{{#lst:{{PAGENAME}}/Data|5S Recoome}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{Description|9|text=
{{#lst:{{PAGENAME}}/Data|j.214S Guldo}}
* Poses before rushing at the opponent with a charging knee.
* Wall bounces on hit.
* Not actually a kick.
Useful for many setups to make things safe. Not very good as a pressure reset by its self due to its slow speed, if you happen to get mashed out it's likely Recoome will get hit as well.
}}
{{AttackVersion|name=236S}}
{{#lst:{{PAGENAME}}/Data|236S Recoome}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Appears on the ground, from Ginyu to midscreen.
* Appears on the ground and fires a beam.
* Doesn't autocorrect.
* Hits more than a regular beam, but still clashes one.
Beam assist on demand! Good to call in after Guldo's 236S on wakeup, and leads to Ginyu's deadliest combos.
}}
}}
}}<nowiki/>
{{AttackVersion|name=214S}}
{{MoveData
|name=Recoome
|image=DBFZ_Ginyu_TogetherWeAre-Recoome2.png |caption=''"Recoome..... Ultra..... Fighting..... Miracle..... '''Bomber!'''"''
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|214S Recoome}}
{{#lst:{{PAGENAME}}/Data|214S Recoome}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.214S Recoome}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Stays in place, charges for slightly longer than 7 seconds, then unleashes a huge explosion that does a ridiculous amount of hitstun.
* Charges in place before unleashing a huge explosion that does a ridiculous amount of hitstun and heavily scales your combo.
* Is only invulnerable to non-Super projectiles.
* Is only invulnerable to non-Super projectiles.
The funniest thing in the entire game to hit someone with or combo into, and you don't need to disconnect the opponent's controller to do so unlike Gamma Ray.
Mostly used to flex or scare an opponent, it's too slow to quickly combo into and extending a combo for seven seconds results in it dealing only 200 damage thanks to scaling. Because Recoome isn't invulnerable to physical hits, you'll have to keep corralling the opponent near him to keep his threat real in pressure. Thankfully, its massive hitbox means if the opponent does try to break out towards the end or even starts comboing Ginyu, they'll be in for a rude and utterly hilarious surprise. Otherwise, just use Eraser Gun.
}}
}}
}}<nowiki/>
}}<nowiki/>
======<font style="visibility:hidden;font-size:0">Burter</font>======
{{MoveData
{{MoveData
|name=Burter
|name=Burter
|image=DBFZ_Ginyu_TogetherWeAre-Burter2.png |caption=
|image=DBFZ_Ginyu_5SBurter.png |caption=Blue Snake Yamcha
|image2=DBFZ_Ginyu_TogetherWeAre-Burter.png |caption2=Clear skies ahead with Burt-Air
|image3=DBFZ_Ginyu_TogetherWeAre-Burter2.png |caption3=Crossup Crossover
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=5S}}
{{#lst:{{PAGENAME}}/Data|5S Burter}}
{{!}}-
{{Description|9|text=
* Teleports in with a flurry of kicks. 5S will warp to the ground, j.S will warp to the air.
* Insane tracking in combos.
* Hits faster than Ginyu can.
* Basically just Yamcha Assist on demand, complete with high hitstun.
Excellent pressure reset and combo extender.
}}
{{AttackVersion|name=236S}}
{{#lst:{{PAGENAME}}/Data|236S Burter}}
{{!}}-
{{Description|9|text=
* Flies back and forth 4 times.
* Only tracks airborne opponents from jump height and up.
* Breaks more combos than it has any reason to.
One of the best special moves in the game. Effectively denies the opponent's right to be in the air, blocking Burter will drop them straight back down to the ground where Ginyu can catch them. Because so many combos are also in the air, Burter will free Ginyu from basically any combo thrown his way and allow a reversal.
}}
{{AttackVersion|name=214S}}
{{#lst:{{PAGENAME}}/Data|214S Burter}}
{{#lst:{{PAGENAME}}/Data|214S Burter}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.214S Burter}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Flies back and forth 2 times on the ground.
* Poses, then flies back and forth 2 times on the ground.
* Doesn't go away if Ginyu is hit.
* Vacuums the opponent out of the corner.
* Yes, this is as good as it sounds.
* Yes, this is as good as it sounds.
God gave us Ginyu, Satan gave him corner crossups.<br>Not as good in neutral, but in pressure it's an unholy semi-reactable 3-way-mixup that continues into even more pressure if blocked.
}}
}}
}}<nowiki/>
}}<nowiki/>
======<font style="visibility:hidden;font-size:0">Jeice</font>======
{{MoveData
{{MoveData
|name=Jeice and Burter
|name=Jeice
|image=DBFZ_Ginyu_TogetherWeAre-Jeice.png |caption=
|image=DBFZ_Ginyu_5SJeice.png |caption=Australian Gravity
|image2=DBFZ_Ginyu_TogetherWeAre-Jeice.png |caption2=Neutral winner, pressure enforcer, combo ender
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=5S}}
{{#lst:{{PAGENAME}}/Data|214S Jeice}}
{{#lst:{{PAGENAME}}/Data|5S Jeice}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{Description|9|text=
{{#lst:{{PAGENAME}}/Data|j.214S Jeice}}
* Warps directly above the opponent and throws a Crusher Ball at the opponent, tracks even better in combos.
* Insane groundbounce and hitstun, Ginyu can convert off of this from fullscreen or get a Dragon Rush at the end of a combo.
* Can be superdashed.
Really dumb projectile, can frequently stuff an opponent's movements or beat out other projectiles simply because Jeice attacks from above. It has so much hitstun that you can actually link Jeice 5S into Guldo 5S in a midscreen combo.
}}
{{AttackVersion|name=236S / 214S}}
{{#lst:{{PAGENAME}}/Data|236S Jeice}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Appear behind Ginyu.
* Jeice and Burter launch a cooperative attack. If Burter is currently out, he will stop attacking very shortly after the input is made and warp to Jeice.
* After a brief moment, they will accelerate to the other direction while hurling multiple Ki blasts downward.
* 236S appears at the opposite side of the screen, 214S appears behind Ginyu.
* Stops Burter mid-attack if he is still out.
* After charging up, they will accelerate in the other direction and shower down Ki Blasts everywhere.
* Covers the entire screen in purple, making it harder to see Ginyu.
* Can vacuum opponents out of the corner.
* Can be superdashed.
Similar to Burter 236S in use, except now you can also use it for grounded pressure and corner mixups. Some cheeky opponents will try to superdash out, but it's very easy to 2H and they'll likely get blasted the moment they hit Ginyu any way.
}}
}}
}}<nowiki/>
}}<nowiki/>
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|name=Strong Jersey
|name=Strong Jersey
|input=Assist A
|input=Assist A
|image=DBFZ_CaptainGinyu_AssistStrongJersey.png |caption=
|image=DBFZ_Ginyu_StrongJersey.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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|name=We are the Ginyu Force!
|name=We are the Ginyu Force!
|input=Assist B
|input=Assist B
|image=DBFZ_Ginyu_5S.png |caption=
|image=DBFZ_Ginyu_Assist5S.png |caption=
|image2=DBFZ_Ginyu_5SGuldo.png |caption2=
|image2=DBFZ_Ginyu_5SGuldo.png |caption2=
|image3=DBFZ_Ginyu_5SRecoome.png |caption3=
|image3=DBFZ_Ginyu_5SRecoome.png |caption3=
Line 584: Line 591:
* 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.
Really useful for meter dumping and recovers lightning fast for a Super. There are several setups Ginyu can get from other supers giving a knockdown after he fires, letting him call force and go for extremely ambigious mixups.
}}
}}
}}<nowiki/>
}}<nowiki/>
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* Hold the button to deal 3000 unrecoverable damage to Ginyu during the Super freeze.
* Hold the button to deal 3000 unrecoverable damage to Ginyu during the Super freeze.
* Switches health bars and movesets on hit, if the opponent isn't another Ginyu, they won't have access to the Ginyu Force (S normals, S specials, 214H+S) and Body Change.
* Switches health bars and movesets on hit, if the opponent isn't another Ginyu, they won't have access to the Ginyu Force (S normals, S specials, 214H+S) and Body Change.
* Can only combo from Guldo specials.
* Can only combo from Guldo 236S/214S.
* 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.
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.
* Possible to have two of the same character on your team.
Not so much a reversal as it is an anchor killer. Ginyu without the Ginyu Force is just an average, basic character who can't get very much mileage, so Body Changing their Anchor into a wounded Ginyu can be a game-winner.


An assist with a long stun such as a C assist can give you time to summon him and then Body Change.
An assist with a long stun such as a C assist can give you time to call Guldo's 236S to paralyze the opponent and then body change. Ginyu can also combo into it solo with very specific routes.
}}
}}
}}<nowiki/>
}}<nowiki/>
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|input=214H+S
|input=214H+S
|image=DBFZ_Ginyu_TogetherWeAre-Super.png |caption=You thought you could skip my intro?
|image=DBFZ_Ginyu_TogetherWeAre-Super.png |caption=You thought you could skip my intro?
|image2=DBFZ_Ginyu_TogetherWeAre-Super2.png |caption2=
|image2=DBFZ_Ginyu_TogetherWeAre-Super2.png |caption2=reused assets attack, GO
|image3=DBFZ_Ginyu_TogetherWeAre-Super3.png |caption3=Morphenomenal!
|image3=DBFZ_Ginyu_TogetherWeAre-Super3.png |caption3=Morphenomenal!
|data=
|data=
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* This is his DHC Lv3.
* This is his DHC Lv3.
* Charges fullscreen forward.
* Charges fullscreen forward.
Naming is hard.
}}
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{{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.}}
{{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:Captain Ginyu]]

Revision as of 18:03, 8 August 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview
Overview

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.

Pros
Cons
  • 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.


Captain Ginyu
DBFZ Captain Ginyu Portrait.png

Normal Moves

5L
5L
DBFZ Ginyu 5L.png
Karate Chop!
DBFZ Ginyu 5LL.png
DBFZ Ginyu 5LLL.png
The CLAW
Template:AttackDataHeader-DBFZ
5L
  • Decent range.

Prime conditioning tool, really good to stagger with.

5LL
  • Second part comes out faster if the first one hits.
5LLL

You'll almost never use this.

5M
5M
DBFZ Ginyu 5M.png
Template:AttackDataHeader-DBFZ
  • Slightly less than half screen in reach as he slides forward.

Good roundstart tool because of how much it stuffs, and leads into TODs anywhere on the screen as long as you have some meter.

5H
5H
DBFZ Ginyu 5H.png
Hello my baby! Hello my honey! Hello my ragtime gal!
Template:AttackDataHeader-DBFZ
  • Hold H to spin forwards, 4 during spin to move back.
  • Fully charged kick auto corrects and faces the opponent.
  • Can pass through projectiles while spinning.
  • [] is fully charged.
  • NOT a true blockstring

Although it's reflectable, you can catch people reflecting by charging it. Otherwise, it'll beat mashing and people trying to fuzzy guard. This tool is really important to keep on your opponent, you don't want them thinking they can block high so you can catch them more often with 6M.

2L
2L
DBFZ Ginyu 2L.png
Template:AttackDataHeader-DBFZ
  • Mid 2L, good for staggers due to it's quick recovery and cancel options.

5L is usually the better choice, but this is still good for prolonging strings.

2M
2M
DBFZ Ginyu 2M.png
Template:AttackDataHeader-DBFZ
  • Good combo starter, it's only fault is how slow it is.

An SSku/Gogeta tier slow 2M sounds like the death of a character, but Ginyu's damage output from this button is completely bonkers.

2H
2H
DBFZ Ginyu 2H.png
*Gasp!* A fly!
Template:AttackDataHeader-DBFZ
  • Universal anti-air
  • Leaves Ginyu grounded, cancel into 236L to make it safe.

Has good horizontal range, you'll use this in your true blockstrings.

6M
6M *Also gasps* Another fly! Template:AttackDataHeader-DBFZ
  • Universal overhead.
  • Good for Ginyu as both his jabs are 6 frame startup.

The meager universal overhead is something very different for Ginyu thanks to his Force being able to make this plus. Tacking on as many overheads as possible isn't an unwise idea, as well as exploiting an opponents' respect to throw this out.

j.L
j.L
DBFZ Ginyu jL.png
Template:AttackDataHeader-DBFZ
  • Once a hit has been blocked, the remaining hit can be blocked low.
  • Self gatlings, so it still can lead to double overheads.

Deceptively short hitbox, can whiff frequently under smaller characters after Superdash.

j.M
j.M
DBFZ Ginyu jM.png
Template:AttackDataHeader-DBFZ
  • Good air to air normal.

Your prime cross-up tool. Very important for opening opponents.

j.H
j.H
DBFZ Ginyu jH.png
THE TWO DOLLA SLICE
Template:AttackDataHeader-DBFZ
5LLLLLLL
  • Smash hit can wall bounce.
j.H
  • Smash hit causes a sliding knockdown.
j.2H
j.2H
DBFZ Ginyu j2H.png
Template:AttackDataHeader-DBFZ
  • 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.

Special Moves

Strong Jersey
Strong Jersey
236L/M/H (Air OK)
DBFZ Ginyu StrongJersey.png
You're wide open!!
Template:AttackDataHeader-DBFZ
Ground L
Air L
  • Good range and decent startup for a lariat
  • Decent pushback on block.
  • True blockstring from 5LL and any M or H normal.

A pretty good neutral tag tool, scales better than 5M so you can TOD off of this as well.

Ground M
Air M
  • Wallbounces on Smash, vital to Ginyu's corner combos.
  • Decent pushback on block.

Has a gap if used after any normal, giving you a very easy frametrap.

Ground H
Air H
  • Causes wall bounce to mid screen can also be used to combo into Ginyu force members from any position.
  • True blockstring from any normal.
  • Extreme pushback on block.

Cancel this into a force call and then catch the opponent with 2M or 5M to start a combo on the ground, in the air you'll have to work with some trickier stuff.

  • All versions' range is reduced in the air.

All versions of Strong Jersey are incredibly vital to Ginyu's gameplan, as it can be special cancelled into 5S or 236S/214S on hit or block. Don't neglect this tool.

The Ginyu Force

5S / j.S
5S / j.S
DBFZ Ginyu 5S.png
TOKUSENTAI!
Template:AttackDataHeader-DBFZ
Ground
Air
  • Ginyu strikes a quick pose and summons a member of the Ginyu Force to perform an attack.
  • Startup refers to the first frame that Force Member appears.
  • Has both properties of a normal and a special: can be canceled into from Strong Jersey, mid-combo DR, Smash Vanish and all normals except 6M (even in Sparking).
  • Whiff cancelable into Vanish from frame 19, letting you make a safe and nearly unpunishable pressure reset, or neutral skip.

Force members warp in faster than 236S/214S and the moves are generally quick and simple as well, 5S is usually better for resetting pressure or quick pokes.

Together We Are...the Ginyu Force!
Together We Are...the Ginyu Force!
236S / 214S (Air OK)
DBFZ Ginyu TogetherWeAre.png
Pose
Template:AttackDataHeader-DBFZ
Ground
Air
  • Ginyu strikes an elegant pose and summons a member of the Ginyu Force to perform a special attack.
  • Startup refers to the first frame that Force Member appears.
  • 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 slower. You'll generally be using these for okizeme or after a 5S call.

Failed Call
Failed Call
DBFZ Ginyu 5SFail.png
Heart disease
Template:AttackDataHeader-DBFZ
Ground
Air
  • If you unfortunately got Body Changed by Ginyu, and you weren't another Ginyu yourself, attempting to use 5S, 236S, 214S, 214L+M, 214H+S and their air versions will give you this animation instead. It doesn't do anything beside holding you in place, but it is cancelable into Vanish at any point.
  • Despite sharing the same animation and frame data, Failed 5S / j.S cannot be canceled into from any attack, while Failed Specials and Failed Supers can be canceled from normals, Strong Jersey, mid-combo DR, etc.

General Notes

  • Below are data 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
DBFZ Ginyu 5SGuldo.png
Actually a good projectile
DBFZ Ginyu TogetherWeAre-Guldo.png
Lockdown 101
Template:AttackDataHeader-DBFZ
5S
  • From the ground, aims a projectile at opponent.
  • Has limited angle, won't hit opponents that are too high up.
  • Beats Super Dash.

Good projectile due to its size, speed and tracking. Although it beats Super Dash, it will lose to beams.

236S / 214S
  • Appears on the ground and attempts to freeze the opponent.
  • Both versions can autocorrect on sideswitch.
  • 236S will warp ahead, sometimes visually crossing the opponent up. Does not actually cross up.
  • 214S will warp closer to Ginyu and never ahead of the opponent, sometimes as far as behind Ginyu.
  • Deals no damage, instead deals a LOT of hitstun.

The ultimate oki tool, catches all techs except for the most delayed downtechs. Being +20 means you're also given a good enough frame to Dragon Rush and still have it work.

Recoome
Recoome
DBFZ Ginyu 5SRecoome.png
Thought you could downtech?
DBFZ Ginyu TogetherWeAre-Recoome1.png
blaaarrrrrgg
DBFZ Ginyu TogetherWeAre-Recoome2.png
ESSENCE OF A SUPER SAIYAN
Template:AttackDataHeader-DBFZ
5S
  • Poses before rushing at the opponent with a charging knee.
  • Wall bounces on hit.
  • Not actually a kick.

Useful for many setups to make things safe. Not very good as a pressure reset by its self due to its slow speed, if you happen to get mashed out it's likely Recoome will get hit as well.

236S
  • Appears on the ground and fires a beam.
  • Hits more than a regular beam, but still clashes one.

Beam assist on demand! Good to call in after Guldo's 236S on wakeup, and leads to Ginyu's deadliest combos.

214S
  • Charges in place before unleashing a huge explosion that does a ridiculous amount of hitstun and heavily scales your combo.
  • Is only invulnerable to non-Super projectiles.

The funniest thing in the entire game to hit someone with or combo into, and you don't need to disconnect the opponent's controller to do so unlike Gamma Ray. Mostly used to flex or scare an opponent, it's too slow to quickly combo into and extending a combo for seven seconds results in it dealing only 200 damage thanks to scaling. Because Recoome isn't invulnerable to physical hits, you'll have to keep corralling the opponent near him to keep his threat real in pressure. Thankfully, its massive hitbox means if the opponent does try to break out towards the end or even starts comboing Ginyu, they'll be in for a rude and utterly hilarious surprise. Otherwise, just use Eraser Gun.

Burter
Burter
DBFZ Ginyu 5SBurter.png
Blue Snake Yamcha
DBFZ Ginyu TogetherWeAre-Burter.png
Clear skies ahead with Burt-Air Crossup Crossover
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5S
  • Teleports in with a flurry of kicks. 5S will warp to the ground, j.S will warp to the air.
  • Insane tracking in combos.
  • Hits faster than Ginyu can.
  • Basically just Yamcha Assist on demand, complete with high hitstun.

Excellent pressure reset and combo extender.

236S
  • Flies back and forth 4 times.
  • Only tracks airborne opponents from jump height and up.
  • Breaks more combos than it has any reason to.

One of the best special moves in the game. Effectively denies the opponent's right to be in the air, blocking Burter will drop them straight back down to the ground where Ginyu can catch them. Because so many combos are also in the air, Burter will free Ginyu from basically any combo thrown his way and allow a reversal.

214S
  • Poses, then flies back and forth 2 times on the ground.
  • Vacuums the opponent out of the corner.
  • Yes, this is as good as it sounds.

God gave us Ginyu, Satan gave him corner crossups.
Not as good in neutral, but in pressure it's an unholy semi-reactable 3-way-mixup that continues into even more pressure if blocked.

Jeice
Jeice
DBFZ Ginyu 5SJeice.png
Australian Gravity
DBFZ Ginyu TogetherWeAre-Jeice.png
Neutral winner, pressure enforcer, combo ender
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5S
  • Warps directly above the opponent and throws a Crusher Ball at the opponent, tracks even better in combos.
  • Insane groundbounce and hitstun, Ginyu can convert off of this from fullscreen or get a Dragon Rush at the end of a combo.
  • Can be superdashed.

Really dumb projectile, can frequently stuff an opponent's movements or beat out other projectiles simply because Jeice attacks from above. It has so much hitstun that you can actually link Jeice 5S into Guldo 5S in a midscreen combo.

236S / 214S
  • Jeice and Burter launch a cooperative attack. If Burter is currently out, he will stop attacking very shortly after the input is made and warp to Jeice.
  • 236S appears at the opposite side of the screen, 214S appears behind Ginyu.
  • After charging up, they will accelerate in the other direction and shower down Ki Blasts everywhere.
  • Covers the entire screen in purple, making it harder to see Ginyu.
  • Can vacuum opponents out of the corner.
  • Can be superdashed.

Similar to Burter 236S in use, except now you can also use it for grounded pressure and corner mixups. Some cheeky opponents will try to superdash out, but it's very easy to 2H and they'll likely get blasted the moment they hit Ginyu any way.

Z Assists

Assist A
Strong Jersey
Assist A
DBFZ Ginyu StrongJersey.png
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  • Good range and moderate startup. Useful for blockstring pressure and some combo extensions in the corner.
Assist B
We are the Ginyu Force!
Assist B
DBFZ Ginyu Assist5S.png
DBFZ Ginyu 5SGuldo.png
DBFZ Ginyu 5SRecoome.png
DBFZ Ginyu 5SBurter.png
DBFZ Ginyu 5SJeice.png
Call an assist to call an assist
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Guldo
Recoome
Burter
Jeice
  • Does 5S. The members rotate the same way as the point version.
  • If Ginyu body changes during the match and has this assist, he will go back to his A assist
Assist C
Strong Mixer
Assist C
DBFZ Ginyu 5M.png
DBFZ Ginyu 5LLL.png
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  • Ironic name

Super Moves

Powerful Energy Wave
Powerful Energy Wave
236L+M or 236H+S
DBFZ Ginyu PowerfulEnergyWave.png
Milky!
DBFZ Ginyu PowerfulEnergyWave-2.png
Cannon!
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Level 1
Level 2
Level 3
  • Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauges.
  • Minimum damage: 800 → 1100 → 1410.
  • 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.

Really useful for meter dumping and recovers lightning fast for a Super. There are several setups Ginyu can get from other supers giving a knockdown after he fires, letting him call force and go for extremely ambigious mixups.

Body Change
Body Change
214L+M (Air OK)
DBFZ Ginyu BodyChange.png
"Chaaaaange..."
DBFZ Ginyu BodyChange-2.png
"NOWWWWWW!"
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Ground
Air
  • Hold the button to deal 3000 unrecoverable damage to Ginyu during the Super freeze.
  • Switches health bars and movesets on hit, if the opponent isn't another Ginyu, they won't have access to the Ginyu Force (S normals, S specials, 214H+S) and Body Change.
  • Can only combo from Guldo 236S/214S.
  • Characters affected by Body Change who are revived by Shenron will come back in the switched body, not their original one.
  • Possible to have two of the same character on your team.

Not so much a reversal as it is an anchor killer. Ginyu without the Ginyu Force is just an average, basic character who can't get very much mileage, so Body Changing their Anchor into a wounded Ginyu can be a game-winner.

An assist with a long stun such as a C assist can give you time to call Guldo's 236S to paralyze the opponent and then body change. Ginyu can also combo into it solo with very specific routes.

Together we are... the Ginyu Force!
Together we are... the Ginyu Force!
214H+S You thought you could skip my intro?
DBFZ Ginyu TogetherWeAre-Super2.png
reused assets attack, GO Morphenomenal!
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  • This is his DHC Lv3.
  • Charges fullscreen forward.

Naming is hard.

Navigation

To edit frame data, edit values in DBFZ/Captain Ginyu/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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