DBFZ/Captain Ginyu: Difference between revisions

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:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
;Play-style
:Zoning, Puppet
:Setplay, Situational
|}
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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  |version=5L
  |version=5L
  |damage=400 |guard=All
  |damage=400 |guard=All
  |startup= 6 |active= |recovery= |frameAdv= -3
  |startup= 6 |active=4 |recovery= |frameAdv= -3
  |description=
  |description=
* Important points go here
* Important points go here
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  |header=no
  |header=no
  |version=5LL
  |version=5LL
  |damage=950 |guard=All
  |damage=500x2 |guard=All
  |startup= 13 |active= |recovery= |frameAdv= -5
  |startup=13 |active=4(11)4 |recovery= |frameAdv= -5
  |description=
  |description=
*Important points go here
*Important points go here
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  |version=5LLL
  |version=5LLL
  |damage=1000 |guard=All
  |damage=1000 |guard=All
  |startup= 14 |active= |recovery= |frameAdv= -5
  |startup= 14 |active=5 |recovery= |frameAdv= -5
  |description=
  |description=
*Important points go here
*Important points go here
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=All
  |damage=700 |guard=All
  |startup= 11 |active= |recovery= |frameAdv= -6
  |startup= 11 |active=4 |recovery= |frameAdv= -6
  |description=
  |description=
* Slightly less than half screen in reach as he slides forward.
* Slightly less than half screen in reach as he slides forward.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= 17 |active= |recovery= |frameAdv= -10
  |startup= 17 |active=5 |recovery= |frameAdv= -10
  |description=
  |description=
* Important points go here
* Important points go here
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  |version=Guldo
  |version=Guldo
  |damage=600 |guard=All
  |damage=600 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=44 |active= |recovery= |frameAdv=
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
Line 117: Line 117:
  |version=Recoome
  |version=Recoome
  |damage=900 |guard=All
  |damage=900 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=60 |active=6 |recovery= |frameAdv=
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
Line 123: Line 123:
  |version=Burter
  |version=Burter
  |damage=775 |guard=All
  |damage=775 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=32 |active=3(3)3(3)3(3)3 |recovery= |frameAdv=
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |version=Jeice
  |version=Jeice
  |damage=700 |guard=All
  |damage=700 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=43 |active= |recovery= |frameAdv=
  |description=
  |description=


Ginyu strikes a quick pose and summons a member of the Ginyu Force to perform an attack. The 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 Ginyu Force member you summon.  Startup on assists make them unable to combo from Ginyu's normals and do not affect Ginyu's smash usage.
Ginyu strikes a quick pose and summons a member of the Ginyu Force to perform an attack. The 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 Ginyu Force member you summon.  Startup on assists make them unable to combo from Ginyu's normals and do not affect Ginyu's smash usage.
* Guldo - From the ground, Throws projectile at opponent from the ground
* Guldo - From the ground, Throws level 2 projectile at opponent from the ground
* Recoome - Ground lunging kick that wall slams
* Recoome - Ground lunging kick that wall slams
* Burter - Does a series of kicks appearing where Ginyu is grounded or airborne
* Burter - Does a series of kicks appearing where Ginyu is grounded or airborne
* Jeice - Airborne, throws a projectile (downwards) toward the opponent
* Jeice - Airborne, throws a level 1 projectile (downwards) toward the opponent


  }}
  }}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=All
  |damage=400 |guard=All
  |startup= 6 |active= |recovery= |frameAdv= -3
  |startup= 6 |active=3 |recovery= |frameAdv= -3
  |description=
  |description=
* Important points go here
* Important points go here
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=L
  |damage=700 |guard=L
  |startup= 11 |active= |recovery= |frameAdv= -6
  |startup= 14 |active=4 |recovery= |frameAdv= -6
  |description=
  |description=
* Ginyu's only low hitting normal
* Ginyu's only low hitting normal
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= 15 |active= |recovery= |frameAdv= -3
  |startup= 15 |active=3 |recovery= |frameAdv= -3
  |description=
  |description=
* Important points go here
* Important points go here
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 |guard=H
  |startup= 24 |active= |recovery= |frameAdv= 0
  |startup= 24 |active=6 |recovery= |frameAdv= 0
  |description=
  |description=
* Universal Overhead
* Universal Overhead
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{{MoveData
{{MoveData
|image=DBFZ_Ginyu_jL.png |caption=
|image=DBFZ_Ginyu_jL.png |caption=
|image2=DBFZ_Ginyu_jL-2.png |caption2=
|name=j.L
|name=j.L
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=540 |guard=H
  |damage=300x2 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup=6 |active=2(7)2 |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Important points go here
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=H
  |damage=700 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup=10 |active=3 |recovery= |frameAdv=
  |description=
  |description=
* Good air to air normal
* Good air to air normal
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup=13 |active=4 |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Important points go here
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=13 |active=4 |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Important points go here
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  |version=L
  |version=L
  |damage=1000 |guard=All
  |damage=1000 |guard=All
  |startup=13 |active= |recovery= |frameAdv=-5
  |startup=13 |active=10 |recovery= |frameAdv=-5
  |description=
  |description=
* Important points go here
* Important points go here
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  |version=M
  |version=M
  |damage=1200 |guard=All
  |damage=1200 |guard=All
  |startup=21 |active= |recovery= |frameAdv=-5
  |startup=21 |active=10 |recovery= |frameAdv=-5
  |description=
  |description=
* Wall slams and forces opponent auto tech using up smash.
* Wall slams and forces opponent auto tech using up smash.
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  |version=H
  |version=H
  |damage=1300 |guard=All
  |damage=1300 |guard=All
  |startup=13 |active= |recovery= |frameAdv= -2
  |startup=13 |active=10 |recovery= |frameAdv= -2
  |description=
  |description=
* Wall slams and forces opponent auto tech using up smash.
* Wall slams and forces opponent auto tech using up smash.


}}
{{AttackData-DBFZ
|header=no
|version=Air L
|damage=1000 |guard=All
|startup=15 |active=6 |recovery= |frameAdv=
|description=
}}
{{AttackData-DBFZ
|header=no
|version=Air M
|damage=1200 |guard=All
|startup=23 |active=6 |recovery= |frameAdv=
|description=
}}
{{AttackData-DBFZ
|header=no
|version=Air H
|damage=1300 |guard=All
|startup=15 |active=6 |recovery= |frameAdv=
|description=
  }}
  }}
}}
}}
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  |version=Guldo
  |version=Guldo
  |damage=0 |guard=All
  |damage=0 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=54 |active=31 |recovery= |frameAdv=
}}
{{AttackData-DBFZ
|header=no
|version=Guldo (Air)
|damage=0 |guard=All
|startup=61 |active=31 |recovery= |frameAdv=
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |version=Recoome
  |version=Recoome
  |damage=1110 |guard=All
  |damage=1110 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=79 |active=45 |recovery= |frameAdv=
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Recoome(Hold)
|version=Recoome (Air)
|damage=1110 |guard=All
|startup=86 |active=45 |recovery= |frameAdv=
}}
{{AttackData-DBFZ
|header=no
  |version=Recoome (Hold)
  |damage=1500 |guard=All
  |damage=1500 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=~410 |active=13 |recovery= |frameAdv=
}}
{{AttackData-DBFZ
|header=no
|version=Recoome (Hold) (Air)
|damage=1500 |guard=All
|startup=~416 |active=13 |recovery= |frameAdv=
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |version=Burter
  |version=Burter
  |damage=850x4 |guard=All
  |damage=850x4 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=52 |active= |recovery= |frameAdv=
}}
{{AttackData-DBFZ
|header=no
|version=Burter (Air)
|damage=850x4 |guard=All
|startup=60 |active= |recovery= |frameAdv=
}}
{{AttackData-DBFZ
|header=no
|version=Jeice+Burter
|damage=400xN |guard=All
|startup=164 |active= |recovery= |frameAdv=
|description=
}}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |version=Jeice+Burter
  |version=Jeice+Burter
  |damage=400xN |guard=All
  |damage=400xN |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=173 |active= |recovery= |frameAdv=
  |description=
  |description=
* Ginyu force members don't go away if ginyu gets hit.
* Ginyu force members don't go away if ginyu gets hit.
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* Guldo - From the ground, paralyses the opponent with his psychic powers.
* Guldo - From the ground, paralyses the opponent with his psychic powers.


* Recoome - From the ground, fires a giant Ki blast. If the button is held, he will instead stay in place, protecting the player from super dashes until he finishes charging his move, which results in a huge explosion near his location.
* Recoome - From the ground, fires a giant Ki blast. If the button is held, he will instead stay in place, protecting the player until he finishes charging his move (for slightly less than 7 seconds), which results in a huge explosion near his location. If Recoome is hit 5 times while charging he retreats without attacking. Also, level 2 and 3 projectiles will travel through Recoome and continue towards Ginyu.


* Burter - He will fly around the screen 4 times, hitting any airborne enemies he touches.
* Burter - He will fly around the screen 4 times, hitting any airborne enemies he touches.


* Jeice + Burter - After a brief moment, they will travel from one side of the screen to the other while hurling multiple Ki blasts around.
* Jeice + Burter - After a brief moment, they will travel from one side of the screen to the other while hurling multiple level 1 Ki blasts around. Stops Burter mid-attack if he is still out
}}
}}
}}
}}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=800 |guard=All
  |damage=800 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=33 |active=10 |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Important points go here
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  |version=Level 1
  |version=Level 1
  |damage=2000 |guard=All
  |damage=2000 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=9+4 |active= |recovery= |frameAdv=
  |description=
  |description=
* Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauge
* Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauge
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  |version=Level 2
  |version=Level 2
  |damage=2500 |guard=All
  |damage=2500 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=9+4 |active= |recovery= |frameAdv=
  |description=
  |description=
* Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauge
* Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauge
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  |version=Level 3
  |version=Level 3
  |damage=3000 |guard=All
  |damage=3000 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=9+3 |active= |recovery= |frameAdv=
  |description=
  |description=
* Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauge
* Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauge
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=0 |guard=All
  |damage=0 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=45+15 |active= |recovery= |frameAdv=
  |description=
  |description=
* 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.
* Switches movesets and health bars. The one who gets Ginyu's body doesn't have access to the Ginyu Force or Body Change.
* Switches movesets and health bars. The one who gets Ginyu's body doesn't have access to the Ginyu Force or Body Change.
* Body change can only combo from Guldo's mind freeze.
* Body change can only combo from Guldo's mind freeze.
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}}
}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category: Captain Ginyu]]

Revision as of 02:21, 20 May 2018

Captain Ginyu
DBFZ Ginyu Portrait.png

Health: 10,000

Prejump:

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Setplay, Situational
  

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 perchant for dramatic poses, for each member of the Ginyu Force is a dangerous one-man army unto himself. However, they would be defeated by Goku and Vegeta, with Ginyu left as the last surviving member of the troupe after his soul wound up trapped in a Namekian frog.

In Dragon Ball FighterZ, Captain Ginyu can call upon the aid of the other members of the Ginyu Force to trip up his opponents and open them up to punishment. In a pinch, Ginyu can use his level-3 super attack, "Body Change", to swap bodies with one hapless opponent, gaining full control over an enemy while forcing his victim to fight using a neutered version of his original fighting style.

Ginyu Force

By pressing his S buttons or using Together We Are...the Ginyu Force!, Ginyu will call forth a member of the Ginyu Force to help him in battle. Ginyu Force members always come out in a set order. Master the rotation of the Ginyu Force member calls and synchronize your offense to capitalize on their support to achieve victory with style befitting a member of the Ginyu Force.

  • The Rotation for the Ginyu Forces attacks is Guldo > Recoome > Burter > Jeice


Normals

5L
5L
DBFZ Ginyu 5L.png
DBFZ Ginyu 5LL.png
DBFZ Ginyu 5LLL.png
400 All - 6 4 - - 500x2 All - 13 4(11)4 - - 1000 All - 14 5 - -
5M
5M
DBFZ Ginyu 5M.png
700 All - 11 4 - -
5H
5H
DBFZ Ginyu 5H.png
Hello my baby! Hello my honey! Hello my ragtime gal!
850 All - 17 5 - -
5S / j.S
5S / j.S
DBFZ Ginyu 5S.png
Pose!
DBFZ Ginyu 5SGuldo.png
Guldo!
DBFZ Ginyu 5SRecoome.png
Recoome!
DBFZ Ginyu 5SBurter.png
Burter!
DBFZ Ginyu 5SJeice.png
Jeice!
600 All - 44 - - 900 All - 60 6 - - 775 All - 32 3(3)3(3)3(3)3 - - 700 All - 43 - -
2L
2L
DBFZ Ginyu 2L.png
400 All - 6 3 - -
2M
2M
DBFZ Ginyu 2M.png
700 L - 14 4 - -
2H
2H
DBFZ Ginyu 2H.png
850 All - 15 3 - -
6M
6M
850 H - 24 6 - -
j.L
j.L
DBFZ Ginyu jL.png
300x2 H - 6 2(7)2 - -
j.M
j.M
DBFZ Ginyu jM.png
700 H - 10 3 - -
j.H
j.H
DBFZ Ginyu jH.png
850 H - 13 4 - -
j.2H
j.2H
DBFZ Ginyu j2H.png
850 All - 13 4 - -

Specials

Strong Jersey
Strong Jersey
236L/M/H (Air OK)
DBFZ Ginyu StrongJersey.png
You're wide open!!
1000 All - 13 10 - - 1200 All - 21 10 - - 1300 All - 13 10 - - 1000 All - 15 6 - - 1200 All - 23 6 - - 1300 All - 15 6 - -
Together We Are...the Ginyu Force!
Together We Are...the Ginyu Force!
236S(Air OK)
DBFZ Ginyu TogetherWeAre.png
Pose
DBFZ Ginyu TogetherWeAre-Guldo.png
"Guldo Special!"
DBFZ Ginyu TogetherWeAre-Recoome1.png
"Eraser Gun!"
DBFZ Ginyu TogetherWeAre-Recoome2.png
"Recoome Ultra Fighting Miracle Bomber!"
DBFZ Ginyu TogetherWeAre-Burter.png
"Blue Hurricane!"
DBFZ Ginyu TogetherWeAre-Jeice.png
"THE SEIZURE PROCEDURE"
0 All - 54 31 - - 0 All - 61 31 - - 1110 All - 79 45 - - 1110 All - 86 45 - - 1500 All - ~410 13 - - 1500 All - ~416 13 - - 850x4 All - 52 - - 850x4 All - 60 - - 400xN All - 164 - - 400xN All - 173 - -

Assist

Strong Jersey
A1/A2
800 All - 33 10 - -

Supers

Powerful Energy Wave
Powerful Energy Wave
236L+M or 236H+S
DBFZ Ginyu PowerfulEnergyWave.png
Milky!
DBFZ Ginyu PowerfulEnergyWave-2.png
Cannon!
2000 All - 9+4 - - 2500 All - 9+4 - - 3000 All - 9+3 - -
Body Change
Body Change
214L+M or 214H+S (Air OK)
DBFZ Ginyu BodyChange.png
DBFZ Ginyu BodyChange-2.png
Change, Now!
0 All - 45+15 - -



Template:Navbar-DBFZ