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

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.
  • Is very, VERY good at dancing.
  • 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



Normals

5L
5L
DBFZ Ginyu 5L.png
DBFZ Ginyu 5LL.png
DBFZ Ginyu 5LLL.png
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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
  • 5L > 5LL is a true blockstring.
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!


  • 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!
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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
  • 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 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
  • Ground lunging full screen kick that wall bounces.
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
  • Does a series of kicks appearing where Ginyu is, grounded or airborne.
  • Reaches almost full screen.
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
  • 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.
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


  • Important points go here.
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 hitting normal.
2H
2H
DBFZ Ginyu 2H.png
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


  • Important points go here.
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


  • [] is on Smash hit.
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.

Specials

Strong Jersey
Strong Jersey
236L/M/H (Air OK)
DBFZ Ginyu StrongJersey.png
You're wide open!!
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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
  • Important points go here.

Placeholder

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
  • Wall slams and forces opponent auto tech using up smash.
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
  • Wall slams and forces opponent auto tech using up smash.
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
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
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
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
  • Important points go here.
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
  • Paralyses the opponent with his psychic powers.
  • Is considered a level 2 projectile. Meaning it will beat Ki blasts, but will only clash with level 2 projectiles for one hit before get beaten.
Recoome
DBFZ Ginyu TogetherWeAre-Recoome1.png
"Recoome... Eraser Gun!"
DBFZ Ginyu TogetherWeAre-Recoome2.png
"Recoome..... Ultra..... Fighting..... Miracle..... Bomber!"
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. Cancel out with other level 2 projectiles.
Ground 214


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 214
  • 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.
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 around the screen 4 times, hitting any airborne enemies he touches.
  • Track opponent's vertical position, but has minimum height so he can't hit grounded opponent.
Jeice and Burter
DBFZ Ginyu TogetherWeAre-Jeice.png
"THE SEIZURE PROCEDURE"
Template:AttackDataHeader-DBFZ
Ground
Air
  • Appear above Ginyu's current position.
  • After a brief moment, they will accelerate to the corner while hurling multiple level 1 Ki blasts downward.
  • WILL move to where the opponent currently is regardless of the original direction they're called out.
  • 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 or 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.

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