< DBFZ | Captain Ginyu
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Additional Notation | ||
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The Ginyu Force are on a rotation and allow Ginyu to extend combos, this is the notation used for force-specific combos. | ||
Gul5S | Gul236S | Gul214S |
Rec5S | Rec236S | Rec214S |
Ber5S | Ber236S | Ber214S |
Jec5S | Jec236S | Jec214S |
Midscreen
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > jc > j.M2H > SD > j.ML(2)2H > jc > j.L(2)LL ▷ 5S/236S/214S | 4085 | 0.99 | All | Very Easy | Basic BnB combo, do j.ML(1)2H if it's a scaled starter. Calling the force as you land will hit meaty, the timing is lenient. |
5H > delay SD > airdash j.M ▷ dash jump > j.L(2)L2H > djc > j.L(2)LL | 3555 | 0.9 | All | Medium | Optimal confirm off raw 5H with the semi-universal 5H rejump. No sliding knockdown. |
[DR] > j.ML(1)2H > j.L(2)LL | 2822 | 1.48 | All | Very Easy | DR Confirm. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
236H > j.[DR] | 2614 | -0.49 | All | Very Easy | Solo DR for snap or SKD off 236H |
236H > delay Gul5S > j.DR | 3098 | -0.49 | All | Easy | Same as the above combo, but with Guldo for damage. You can do this with Jeice 5S too, just don't delay 5S. |
236H > 2M > 5M > jc > j.ML(1)2H > j.L(2)LL | 4260 | -0.45 | All | Easy | 236H Confirm without the force. No sliding knockdown. |
236H > Rec5S > delay 5M > Ber5S > SD > j.L(2)L2H > j.L(2)LL | 4307 | -0.40 | All | Easy | 236H Confirm with Recoome, you can replace Ber5S with Ber236S to safely have Bertus out at the expense of damage. |
236H > Jec5S > dash 2M > 5M > jc > j.ML(1)2H > j.L(2)LL | 4535 | -0.40 | All | Medium | 236H Confirm with Jeice. |
...Vanish > 2M > 5M > jc > j.L(2)L2H > j.L(2)LL | 3317 (236L) | -1 | All | Easy | Basic vanish confirm, no SKD. |
...Vanish > dash 5L (whiff) > 5LL(2)L > SD > j.L(2)L2H > j.L(2)LL | 3444 (236L) | -1 | All | Easy | Optimal vanish confirm without the Ginyu Force. |
...j.L(2)L > 236L > Vanish > 236L (Whiff) j.L(1)LL | N/A | -1 | All | Easy | High altitude vanish extension, sideswaps & ends in SKD. |
SD > j.L(1)M > 8jc j.L(1)M > 236H > Delay Gul236S > j.L(1) > 214[L+M] | 2170 (3000) | -3 | All | Hard | Raw SD into Bodyswap solo. Try to do Guldo 236S right before they hit the wall, the timing is strict but it's well worth the trouble. |
Corner
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > jc > j.M > 236M > SD > j.L(2)L2H > j.L(2)LL > j.S/j.236S/j.214S | 4250 | 0.99 | All | Easy | Corner combo into Sliding Knockdown thanks to j.236M. Call the force member right as you land for oki. Ginyu force variations of this combo below. |
2M > 5M > jc > j.M > 236M > [j.Gul5S] or [j.Bert5S] or [j.Jec5S] > SD > j.L(2)L2H > j.L(2)LL > j.S/j.236S/j.214S | (4420) 4565 | 1.10 | all | Easy | Damage value in () is with Bert5S, 3 out of 4 Ginyu Force members give free extra damage in the corner without sacrificing SKD. You can link j.Jec5S into j.Gul5S for more damage, but you'll hit the ground and lose SKD. |
...j.M > jc j.M > 236M > (j.S) > DR | 2800 | 0.60 | All | Very Easy | Raw SD Confirm/Solo snap in the corner. This is optimal solo damage off raw SD in the corner. |
5M > 2M > 236M > 2M > 5H > SD > j.L(2)L2h > j.L(2)LL | 4667 | 1.10 | All | Easy | More damage solo at the expense of oki using 236M. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
? | ? | ? | ? | ? |
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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...236M > Gul236S > [Vanish] > 214[L+M] | Anywhere | 3000 | -4 | All | Easy | Sparking solo bodyswap setup, requires smash 236M. |
Assist
Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
...j.LLL > A1 > j.DR | ? | ? | All | Easy | If you can't get SKD solo, end with this. You need SKD as Ginyu. |
Corner
Combo Theory
Try to end every combo with sliding knockdown for Oki. Keep track of of your Ginyu Force rotation when comboing and understand that combo damage will sometimes have to be sacrificed for better Oki. Jeice 5S > Guldo 5S > SuperDash does more damage, yeah, but even if you end with SKD you only have Recoome for Oki, who is too slow on his own and will need an assist to cover his startup.
Video Examples
