* Beats super dash and similar moves with Ki blast invulnerability, i.e. Trunks' 214S, 16's 236M,...
* Beats super dash and similar moves with Ki blast invulnerability, i.e. Trunks' 214S, 16's 236M,...
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}}
{{AttackVersion|name=Recoome}}
{{AttackVersion|name=Recoome|rowspan=2}}
{{#lsth:DBFZ/Captain Ginyu/Data|5S Recoome}}
{{#lsth:DBFZ/Captain Ginyu/Data|5S Recoome}}
{{!}}-
{{#lsth:DBFZ/Captain Ginyu/Data|j.S Recoome}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Ground lunging full screen kick that wall bounces.
* Ground lunging full screen kick that wall bounces.
}}
}}
{{AttackVersion|name=Burter}}
{{AttackVersion|name=Burter|rowspan=2}}
{{#lsth:DBFZ/Captain Ginyu/Data|5S Burter}}
{{#lsth:DBFZ/Captain Ginyu/Data|5S Burter}}
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{{#lsth:DBFZ/Captain Ginyu/Data|j.S Burter}}
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{{Description|7|text=
{{Description|7|text=
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* Reaches almost full screen.
* Reaches almost full screen.
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{{AttackVersion|name=Jeice}}
{{AttackVersion|name=Jeice|rowspan=2}}
{{#lsth:DBFZ/Captain Ginyu/Data|5S Jeice}}
{{#lsth:DBFZ/Captain Ginyu/Data|5S Jeice}}
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{{#lsth:DBFZ/Captain Ginyu/Data|j.S Jeice}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Revision as of 17:15, 1 March 2019
Captain Ginyu
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 penchant for dramatic poses, for each member of the Ginyu Force is a dangerous one-man army unto himself. However, they would be defeated by Goku and Vegeta, with Ginyu left as the last surviving member of the troupe after his soul wound up trapped in a Namekian frog.
In Dragon Ball FighterZ, Captain Ginyu can call upon the aid of the other members of the Ginyu Force to trip up his opponents and open them up to punishment. In a pinch, Ginyu can use his level-3 super attack, "Body Change", to swap bodies with one hapless opponent, gaining full control over an enemy while forcing his victim to fight using a neutered version of his original fighting style.
Ginyu Force
By pressing his S buttons or using Together We Are...the Ginyu Force!, Ginyu will call forth 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 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.
Strengths/Weaknesses
Strengths
Weaknesses
Unpredictable. Has a lot of tools at his disposal with the Ginyu Force assist calls, making his pressure seem almost endless.
Assist has a large hitbox and is useful for combos and extensions.
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.
No dedicated damaging level 3 super. Spending 3 ki gauges on a Powerful Energy Wave does less damage than most other level 3s.
Requires assists to use Ginyu Force for pressure due to vulnerability.
Has no real reversal to speak of, so suffers in terms of being pressured when he does not have any opportunity to set up. Body Change is fully invincible, but is so slow and telegraphed that it is very hard for Ginyu to wake up with it unless the opponent hard commits to a super, or something.
Great pressure game, but a little sub-par solo mixup game. He does have a lot of tools to keep the opponent guessing with the Force and these are very strong, but he can kind of struggle without assists.
Have to mentally manage which Force member is available at all times through the game, as you have to acknowledge which version of the move you should use for the member currently on rotation (5S or 236S). 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.
From the ground, aims a unique tracking level 1 projectile at opponent.
Has limited angle, won't hit opponents that are too high up.
Beats super dash and similar moves with Ki blast invulnerability, i.e. Trunks' 214S, 16's 236M,...
Recoome
5S Recoomespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
900
All
37~50
6
65
+35
B
33-Recovery Ki Blasts
-
-
-
-
-
-
-
Ground lunging full screen kick that wall bounces.
Burter
5S Burterspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
250×4
All
9
3{(3)3}×3
68
+42
B
-
-
-
-
-
-
-
-
Does a series of kicks appearing where Ginyu is, grounded or airborne.
Reaches almost full screen.
Jeice
5S Jeicespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
700
All
20
-
Total 86
+25
P1
-
-
-
-
-
24
-
-
Appears above Ginyu, throws a Ki blast (downwards) toward the opponent.
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 member you summon.
Ginyu force members don't go away if Ginyu gets hit.
The startup on these assists make them unable to combo from Ginyu's normals and do not affect Ginyu's smash usage.
236S RecoomeTogether We Are...the Ginyu Force! (Recoome)special
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
150×9
All
52
45
72
+46
P2
-
-
-
-
-
48
-
-
Air
From the ground, fires a beam. Cancel out with other level 2 projectiles.
Ground Charged
Air Charged
Stays in place, protecting the player until he finishes charging his move (for slightly less than 7 seconds), which results in a huge explosion centered around him.
Will retreat after blocking 5 hits while charging.
"Blocks" projectiles with piercing properties even though they pass through him. Strangely enough, Broly's Ki blasts don't pierce through Recoome.
Recoome stops his autoguard a good second before he explodes, and will retreat immediately if he's hit during this.
Supers will beat Recoome immediately and continue towards Ginyu.
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.