DBFZ/Captain Ginyu

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< DBFZ
Revision as of 02:17, 9 April 2020 by 104.220.219.158 (talk) (clarified points about ginyu's level 3)
Captain Ginyu
DBFZ Captain Ginyu Portrait.png
Play-style Setplay
Team Role Point

Overview

"This is it! Feast your eyes on my special fighting pose!"


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. (Name trivia: "Ginyu" is taken from Japanese word "Gyunyu" meaning "Cow's milk", and dairy is a common theme in the naming of the Ginyu force: "Jeice" coming from English "Cheese", "Burter" coming from English "Butter", "Recoome" being a crude reforming of "Creamer", and "Guldo" (Gurudo) coming from Japanese pronunciation of English "Yogurt" (Yogurudo).)

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
  • Has one of the most objectively looking ass in the game, oh, and also Recoomes “thing” where he charges an explosion, it does just as much damage as an average Level 1 super
  • Finally has a dedicated damaging level 3!
  • Requires assists to use Ginyu Force for pressure due to vulnerability.
  • Has only 214HS as a reversal, being expensive.
  • 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.


Normal Moves

5L
5L
DBFZ Ginyu 5L.png
Karate Chop!
DBFZ Ginyu 5LL.png
DBFZ Ginyu 5LLL.png
The CLAW
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5L
  • Important points go here.
5LL
  • Second part comes out faster if the first one hits.
5LLL
  • Important points go here.
5M
5M
DBFZ Ginyu 5M.png
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  • 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!
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  • Hold H to spin forwards, Template:4 during spin to move back.
  • Is invulnerable to Ki blasts during the held spin.
  • Fully charged kick auto corrects and faces the opponent.
  • It's a fucking low.
  • [] is fully charged.
2L
2L
DBFZ Ginyu 2L.png
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  • Mid 2L, good for staggers due to it's quick recovery and cancel options.
2M
2M
DBFZ Ginyu 2M.png
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  • Good combo starter, it's only fault is how slow it is.
2H
2H
DBFZ Ginyu 2H.png
*Gasp!* A fly!
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  • Universal anti-air
  • Leaves Ginyu grounded, cancel into 236L to make it safe.
6M
6M *Also gasps* Another fly! Template:AttackDataHeader-DBFZ
  • Universal overhead.
  • Good for Ginyu as both his jabs are 6 frame startup.

Not much of a mixup tool for Ginyu as his 2M is so slow, but the frame advantage is nice.

j.L
j.L
DBFZ Ginyu jL.png
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  • After being blocked, the remaining hit can be blocked low.
  • Self gatlings, so it still can lead to double overheads.
j.M
j.M
DBFZ Ginyu jM.png
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  • Good air to air normal.
j.H
j.H
DBFZ Ginyu jH.png
THE TWO DOLLA SLICE
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  • Your go-to combo ender. Being a normal, it allows for cancels into Ginyu Force calls.
j.2H
j.2H
DBFZ Ginyu j2H.png
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  • Main combo extender, enables j.H Smash! knockdowns and is thus vital for Ginyu.
  • Also used post-smash as it does the most damage out of his air normals while still being jump cancelable.
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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  • 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
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
Air Recoome
  • From the ground, lunges a full screen kick that wall bounces.
Ground Burter
Air Burter
  • Does a series of kicks from where Ginyu is, grounded or airborne.
  • Reaches almost full screen.
Ground Jeice
Air Jeice
  • Appears above Ginyu, aims a downward Ki blast at the opponent.

Special Moves

Strong Jersey
Strong Jersey
236L/M/H (Air OK)
DBFZ Ginyu StrongJersey.png
You're wide open!!
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  • Wall bounces on Smash hit.
Ground L
Air L
  • Important points go here.
Ground M
Air M
  • Use in corner to combo into Ginyu force members solo
Ground H
Air H
  • 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
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  • 236S and 214S have minor differences, such as the squad members appearing in different places or having slightly altered attack patterns.
Guldo "Guldo Special!" Template:AttackDataHeader-DBFZ
Ground
Air
  • Appears on the ground, from half screen to full screen.
  • Autocorrects and faces the opponent.
  • Deals no damage, instead deals hitstun.
Recoome
DBFZ Ginyu TogetherWeAre-Recoome1.png
"Recoome... Eraser Gun!"
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Ground
Air
  • From the ground, fires a beam.
  • Does more hits than a normal beam, but still clashes like one.
Burter
DBFZ Ginyu TogetherWeAre-Burter.png
"Blue Hurricane!"
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Ground
Air
  • Flies back and forth 4 times.
  • Only tracks airborne opponents from jump height and up.
  • Doesn't go away if Ginyu is hit.
Jeice and Burter "THE SEIZURE PROCEDURE" Template:AttackDataHeader-DBFZ
Ground
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
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Guldo
DBFZ Ginyu TogetherWeAre-Guldo.png
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Ground
Air
  • Appears on the ground, from Ginyu to midscreen.
  • Doesn't autocorrect.
Recoome
DBFZ Ginyu TogetherWeAre-Recoome2.png
"Recoome..... Ultra..... Fighting..... Miracle..... Bomber!"
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Ground
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 Template:AttackDataHeader-DBFZ
Ground
Air
  • Flies back and forth 2 times on the ground.
  • Doesn't go away if Ginyu is hit.
  • Yes, this is as good as it sounds.
Jeice and Burter
DBFZ Ginyu TogetherWeAre-Jeice.png
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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.

Z Assists

Assist A
Strong Jersey
Assist A
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  • Good range and moderate startup. Useful for blockstring pressure and some combo extensions in the corner.
Assist B
We are the Ginyu Force!
Assist B
DBFZ Ginyu 5S.png
DBFZ Ginyu 5SGuldo.png
DBFZ Ginyu 5SRecoome.png
DBFZ Ginyu 5SBurter.png
DBFZ Ginyu 5SJeice.png
Call an assist to call an assist
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Guldo
Recoome
Burter
Jeice
  • Does 5S. The members rotate the same way as the point version.
  • If Ginyu body changes during the match and has this assist, he will go back to his A assist
Assist C
Strong Mixer
Assist C
DBFZ Ginyu 5M.png
DBFZ Ginyu 5LLL.png
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  • Ironic name

Super Moves

Powerful Energy Wave
Powerful Energy Wave
236L+M or 236H+S
DBFZ Ginyu PowerfulEnergyWave.png
Milky!
DBFZ Ginyu PowerfulEnergyWave-2.png
Cannon!
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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 (Air OK)
DBFZ Ginyu BodyChange.png
"Chaaaaange..."
DBFZ Ginyu BodyChange-2.png
"NOWWWWWW!"
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Ground
Air
  • Hold the button to deal 3000 unrecoverable points of damage 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 such as a C assist can give you time to summon him and then Body Change.

Together we are... the Ginyu Force!
Together we are... the Ginyu Force!
214H+S You thought you could skip my intro?
DBFZ Ginyu TogetherWeAre-Super2.png
Morphenomenal!
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  • This is his DHC Lv3.
  • Charges fullscreen forward.

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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