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{{Description|9|text= | {{Description|9|text= | ||
* Ginyu strikes a quick pose and summons a member of the Ginyu Force to perform an attack. | * Ginyu strikes a quick pose and summons a member of the Ginyu Force to perform an attack. | ||
* Startup refers to | * 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). | * 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. | * 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 and the moves are generally quick and simple as well, 5S is usually better for resetting pressure or quick pokes. | 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. | ||
}} | }} | ||
}} | }} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Ginyu strikes an elegant pose and summons a member of the Ginyu Force to perform a special attack. | * Ginyu strikes an elegant pose and summons a member of the Ginyu Force to perform a special attack. | ||
* Startup refers to | * 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. | * 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. | 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. | ||
}} | |||
}} | |||
======<font style="visibility:hidden;font-size:0">Failed Call</font>====== | |||
{{MoveData | |||
|name=Failed Call | |||
|image=DBFZ_Ginyu_5SFail.png |caption=Heart disease | |||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lst:{{PAGENAME}}/Data|5S Fail}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lst:{{PAGENAME}}/Data|j.S Fail}} | |||
{{!}}- | |||
{{Description|9|text= | |||
* 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=== | ===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. | * 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. | * All Ginyu Force attacks count as projectiles, and are susceptible to projectile counters. | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Appears on the ground and attempts to freeze the opponent. | * Appears on the ground and attempts to freeze the opponent. | ||
* 236S will warp ahead | * 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. | * 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. | * Deals no damage, instead deals a LOT of hitstun. | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Poses before rushing at the opponent with a charging knee. | * Poses before rushing at the opponent with a charging knee. | ||
* | * Wall bounces on hit. | ||
* Not actually a kick. | * 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. | 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. | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* | * 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. | 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. | ||
}} | }} | ||
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}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
==Z Assists== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0">Assist A</font>====== | ======<font style="visibility:hidden;font-size:0">Assist A</font>====== | ||
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|name=Strong Jersey | |name=Strong Jersey | ||
|input=Assist A | |input=Assist A | ||
|image= | |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= | |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= | ||
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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 | * 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. | ||
* Possible to have two of the same character on your team. | * Possible to have two of the same character on your team. |
Revision as of 18:03, 8 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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Failed Call
Failed Call | Template:AttackDataHeader-DBFZ |
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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 | 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.