DBFZ/Captain Ginyu

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Captain Ginyu
DBFZ Ginyu Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Setplay, Situational
Team Role
Point

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 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.

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.
  • Is very, VERY good at dancing.
  • The best boss to work under, will regularly organise parties and treat you to chocolate parfaits.
  • 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.
  • 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.


Normals

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


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 4 11 -3 B - - - 5% - - - -
DBFZ Ginyu 5L.png
  • Important points go here.
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500×2 All 11 4(11)4 17 -5 B - - - 7%*2 - - - -
DBFZ Ginyu 5LL.png
  • Second part comes out faster if the first one hits.
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 14 5 16 -5 B - U3+ - 12% - - - -
DBFZ Ginyu 5LLL.png
  • Important points go here.
5M
5M
DBFZ Ginyu 5M.png
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 10 4 18 -2 B - - - 7% - - - -
DBFZ Ginyu 5M.png


  • Slightly less than half screen in reach as he slides forward.
5H
5H
DBFZ Ginyu 5H.png
Hello my baby! Hello my honey! Hello my ragtime gal!
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850[1150] / 1000[1300] Low 17~41 5 21 -10 B 4-? Low, 9-17~41 Ki Blasts U1 - 12% - - - -
DBFZ Ginyu 5H.png
Hello my baby! Hello my honey! Hello my ragtime gal!


  • Hold H to spin forwards, Template:4 during spin to move back.
  • [] is fully charged.
  • Fully charged kick also auto corrects and faces the opponent.
2L
2L
DBFZ Ginyu 2L.png
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 9 0 B - - - 5% - 11 - -
DBFZ Ginyu 2L.png


  • Mid 2L, good for staggers due to it's quick recovery and cancel options.
2M
2M
DBFZ Ginyu 2M.png
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 10 4 19 -7 F - - - 7% - - - -
DBFZ Ginyu 2M.png


  • Ginyu's only low.
2H
2H
DBFZ Ginyu 2H.png
*Gasp* A fly!
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 15 3 26 -13 B 4-17 Head U1+ - 12% - - - -
DBFZ Ginyu 2H.png


  • Important points go here.
6M
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L ±0 B - - - 12% 3 15 18 23
DBFZ Ginyu jH.png


  • Universal overhead.
j.L
j.L
DBFZ Ginyu jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×2 High [All] 6 2(7)2 13 - H - - - 5%*2 - - - -
DBFZ Ginyu jL.png


  • After being blocked, the remaining hit can be blocked low.
j.M
j.M
DBFZ Ginyu jM.png
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 10 4 16 - H - - - 7% - - - -
DBFZ Ginyu jM.png


  • Good air to air normal.
j.H
j.H
DBFZ Ginyu jH.png
Template:AttackDataHeader-DBFZ
j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 4 24 - H - D1+ [D3+] - 12% - - - -
DBFZ Ginyu jH.png


  • Important points go here.
j.2H
j.2H
DBFZ Ginyu j2H.png
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 13 4 24 - H - U1+ - 12% - - - -
DBFZ Ginyu j2H.png


  • Important points go here.
5S / j.S
5S / j.S
DBFZ Ginyu 5S.png
TOKUSENTAI!
DBFZ Ginyu 5SGuldo.png
Guldo!
DBFZ Ginyu 5SRecoome.png
Recoome!
DBFZ Ginyu 5SBurter.png
Burter!
DBFZ Ginyu 5SJeice.png
Jeice!
Template:AttackDataHeader-DBFZ
  • 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.
Ground Guldo


5S Guldo
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 20 - Total 97 +20 P1 - - - - - - - -
DBFZ Ginyu 5SGuldo.png
Air Guldo
  • From the ground, aims a projectile at opponent.
  • Has limited angle, won't hit opponents that are too high up.
  • Beats Super Dash.
Ground Recoome


5S Recoome
special
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 - - - - - - -
DBFZ Ginyu 5SRecoome.png
Air Recoome
  • From the ground, lunges a full screen kick that wall bounces.
Ground Burter


5S Burter
special
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 - - - - - - - -
DBFZ Ginyu 5SBurter.png
Air Burter
  • Does a series of kicks from where Ginyu is, grounded or airborne.
  • Reaches almost full screen.
Ground Jeice


5S Jeice
special
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 - -
DBFZ Ginyu 5SJeice.png
Air Jeice
  • Appears above Ginyu, aims a downward Ki blast at the opponent.

Specials

Strong Jersey
Strong Jersey
236L/M/H (Air OK)
DBFZ Ginyu StrongJersey.png
You're wide open!!
Template:AttackDataHeader-DBFZ
  • Wall bounces on Smash hit.
Ground L


236L
L Strong Jersey
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 13 10 20 -5 B - - - - - - - -
DBFZ Ginyu StrongJersey.png
Air L


j.236L
Air L Strong Jersey
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 13 8 20 - H - - - - - - - -
DBFZ Ginyu StrongJersey.png
  • Important points go here.
Ground M


236M
M Strong Jersey
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 All 16 10 20 -5 B - U1+ - - - - - -
DBFZ Ginyu StrongJersey.png
Air M


j.236M
Air M Strong Jersey
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 All 16 8 20 - H - U1+ - - - - - -
DBFZ Ginyu StrongJersey.png
  • Use in corner to combo into Ginyu force members solo
Ground H


236H
H Strong Jersey
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 All 11 10 18 -5 B - U1+ - -50% - - - -
DBFZ Ginyu StrongJersey.png
Air H


j.236H
Air H Strong Jersey
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 All 11 8 20 - H - U1+ - -50% - - - -
DBFZ Ginyu StrongJersey.png
  • Causes wall bounce to mid screen can also be used to combo into Ginyu force members from any position
Together We Are...the Ginyu Force!
Together We Are...the Ginyu Force!
236S (Air OK)
DBFZ Ginyu TogetherWeAre.png
Pose
Template:AttackDataHeader-DBFZ
  • 236S and 214S have minor differences.
Guldo
DBFZ Ginyu TogetherWeAre-Guldo.png
"Guldo Special!"
Template:AttackDataHeader-DBFZ
Ground


236S Guldo
Together We Are...the Ginyu Force! (Guldo)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
0 All 27 31 67 +20 P2 - - - - - 19 - -
DBFZ Ginyu TogetherWeAre-Guldo.png
Air
  • Appears on the ground, from half screen to full screen.
  • Autocorrects and faces the opponent.
Recoome
DBFZ Ginyu TogetherWeAre-Recoome1.png
"Recoome... Eraser Gun!"
Template:AttackDataHeader-DBFZ
Ground


236S Recoome
Together 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 - -
DBFZ Ginyu TogetherWeAre-Recoome1.png
Air
  • From the ground, fires a beam.
Burter
DBFZ Ginyu TogetherWeAre-Burter.png
"Blue Hurricane!"
Template:AttackDataHeader-DBFZ
Ground


236S Burter
Together We Are...the Ginyu Force! (Burter)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850×4 All 26 30(23)30(23)30(23)45 44 +20 per hit B - - - - - 19 - -
DBFZ Ginyu TogetherWeAre-Burter.png
Air
  • Flies back and forth 4 times.
  • Only tracks airborne opponents from jump height and up.
Jeice and Burter
DBFZ Ginyu TogetherWeAre-Jeice.png
"THE SEIZURE PROCEDURE"
Template:AttackDataHeader-DBFZ
Ground


236S Jeice
Together We Are...the Ginyu Force! (Jeice)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400×N All 137 P{(2)P}×N - - P1 95-End All - - - - 20 - -
Each P in active frames represents a projectile spawned
DBFZ Ginyu TogetherWeAre-Jeice.pngDBFZ Ginyu TogetherWeAre-Jeice-2.png
Air
  • Appear from the opposite edge of the screen.
  • After a brief moment, they will accelerate back to Ginyu's direction while hurling multiple Ki blasts downward.
  • Stops Burter mid-attack if he is still out.
Together We Are...the Ginyu Force!
Together We Are...the Ginyu Force!
214S (Air OK)
DBFZ Ginyu TogetherWeAre.png
Pose
Template:AttackDataHeader-DBFZ
  • Important points go here.
Guldo
DBFZ Ginyu TogetherWeAre-Guldo.png
"Guldo Special!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • Appears on the ground, from Ginyu to midscreen.
  • Doesn't autocorrect.
Recoome
DBFZ Ginyu TogetherWeAre-Recoome2.png
"Recoome..... Ultra..... Fighting..... Miracle..... Bomber!"
Template:AttackDataHeader-DBFZ
Ground


214S Recoome
Together 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
2000 All 350 13 99 +45 P2 Projectiles - - - - 44 - -
DBFZ Ginyu TogetherWeAre-Recoome2.png
Air
  • Stays in place, charges for slightly longer than 7 seconds, then unleashes a huge explosion that does a ridiculous amount of hitstun.
  • Is only invulnerable to non-Super projectiles.
Burter
DBFZ Ginyu TogetherWeAre-Burter.png
"Blue Hurricane!"
Template:AttackDataHeader-DBFZ
Ground


214S Burter
Together We Are...the Ginyu Force! (Burter)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850×2 All 35 30(23)45 44 +20 per hit B - - - - - 19 - -
DBFZ Ginyu TogetherWeAre-Burter.png
Air
  • Flies back and forth 2 times on the ground.
Jeice and Burter
DBFZ Ginyu TogetherWeAre-Jeice.png
"THE SEIZURE PROCEDURE"
Template:AttackDataHeader-DBFZ
Ground
Air
  • Appear behind Ginyu.
  • After a brief moment, they will accelerate to the other direction while hurling multiple Ki blasts downward.
  • Stops Burter mid-attack if he is still out.

Assist

Strong Jersey
A1/A2
Template:AttackDataHeader-DBFZ
  • Good range and moderate startup. Useful for blockstring pressure and some combo extensions in the corner.

Supers

Powerful Energy Wave
Powerful Energy Wave
236L+M or 236H+S
DBFZ Ginyu PowerfulEnergyWave.png
Milky!
DBFZ Ginyu PowerfulEnergyWave-2.png
Cannon!
Template:AttackDataHeader-DBFZ
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 is 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.
Body Change
Body Change
214L+M or 214H+S (Air OK)
DBFZ Ginyu BodyChange.png
"Chaaaaange..."
DBFZ Ginyu BodyChange-2.png
"NOWWWWWW!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • Hold the button to deal 3000 to Ginyu before switching.
  • Pierces through level 3 projectiles.
  • Switches health bars and movesets, except that the one who gets Ginyu's body will not have access to the Ginyu Force nor Body Change.
  • If Ginyu Body Changes with another Ginyu, they will both have access to the Ginyu Force and Body Change.
  • 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.
  • Characters affected by Body Change who are revived by Shenron will come back in the switched body, not their original one.

Body Change can only combo from Guldo's mind freeze. An assist with a long stun can give you time to summon him and then Body Change.

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.

Template:Navbar-DBFZ