DBFZ/Captain Ginyu

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Overview

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Normal Moves

5L

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5L
5LL
5LLL

5L
  • 5L has decent range.

Prime conditioning tool, really good to stagger with.


5LL
  • Second part of 5LL comes out faster if the first part hits.

Another good stagger tool, but don't whiff this in neutral.


5LLL

You'll almost never use this.

5M

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  • Slightly less than half screen in reach as he slides forward.

Good roundstart tool because of how much it stuffs, and leads into TODs anywhere on the screen as long as you have some meter.

5H

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  • Hold H to spin forwards, 4 during spin to move back.
  • Fully charged kick auto corrects and faces the opponent.
  • Can pass through projectiles while spinning.
  • [] is fully charged.
  • NOT a true blockstring

Although it's reflectable, you can catch people reflecting by charging it. Otherwise, it'll beat mashing and people trying to fuzzy guard. This tool is really important to keep on your opponent, you don't want them thinking they can block high so you can catch them more often with 6M.

2L

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  • Mid 2L, good for staggers due to its quick recovery and cancel options.

5L is usually the better choice, but this is still good for prolonging strings.

2M

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  • Good combo starter, it's only fault is how slow it is.

Having one of the slowest 2Ms sounds like the death of a character, but Ginyu's damage output from this button is completely bonkers.


2H

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  • Universal anti-air
  • Leaves Ginyu grounded, cancel into 236L to make it safe.

Has good horizontal range, you'll use this in your true blockstrings.

6M

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  • Universal overhead.
  • Good for Ginyu as both his jabs are 6 frame startup.

The meager universal overhead is something very different for Ginyu thanks to his Force being able to make this plus. Tacking on as many overheads as possible isn't an unwise idea, as well as exploiting an opponents' respect to throw this out.

j.L

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  • Once a hit has been blocked, the remaining hit can be blocked low.
  • Self gatlings, so it still can lead to double overheads.

Deceptively short hitbox, can whiff frequently under smaller characters after Superdash.

j.M

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  • Good air to air normal.

Your prime cross-up tool. Very important for opening opponents.

j.H

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5LLLLLLL
j.H

  • 5LLLLLLL Smash hit can wall bounce.
  • j.H Smash hit causes a sliding knockdown.

j.2H

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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.

Special Moves

Strong Jersey

236L/M/H (Air OK)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

236L
  • Good range and decent startup for a lariat
  • Decent pushback on block.
  • True blockstring from 5LL and any M or H normal.

Overall pretty good neutral tag tool, scales better than 5M so you can TOD off of this as well. This is Ginyu's safest blockstring ender.


236M
  • Wallbounces on Smash, vital to Ginyu's corner combos.
  • Decent pushback on block.

The pushback on block lets you potentially call the force from a position where you can't be mashed, but opponents may still jump out. Has a gap if used after any normal, giving you a very easy frametrap that can be followed up with the Ginyu Force.


236H
  • Causes wall bounce to mid screen can also be used to combo into Ginyu force members from any position.
  • True blockstring from any normal.
  • Extreme pushback on block.

Cancel 236H into a force call and then catch the opponent with 2M or 5M to start a combo on the ground, in the air you'll have to work with some trickier stuff.


  • All versions' range is reduced in the air.

All versions of Strong Jersey are incredibly vital to Ginyu's gameplan, as it can be special cancelled into 5S or 236S/214S on hit or block. Don't neglect this tool.

The Ginyu Force

5S / j.S

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Ground
Air

  • Ginyu strikes a quick pose and summons a member of the Ginyu Force to perform an attack.
  • Startup refers to the first frame that Force Member appears.
  • Has both properties of a normal and a special: can be canceled into from Strong Jersey, mid-combo DR, Smash Vanish and all normals except 6M (even in Sparking).
  • Whiff cancelable into Vanish from frame 19, letting you make a safe and nearly unpunishable pressure reset, or neutral skip.

Force members warp in faster than 236S/214S and the moves are generally quick and simple as well, 5S is usually better for resetting pressure or quick pokes.


Together We Are...the Ginyu Force!

236S / 214S (Air OK)

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Ground
Air

  • Ginyu strikes an elegant pose and summons a member of the Ginyu Force to perform a special attack.
  • Startup refers to the first frame that Force Member appears.
  • Ground version can be whiff canceled into Vanish from frame 23, air version is frame 34.

236S and 214S have differences, despite being the same move. These moves are all more powerful than 5S, but slower. You'll generally be using these for okizeme or after a 5S call.


Failed Call

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Ground
Air

  • If you unfortunately got Body Changed by Ginyu, and you weren't another Ginyu yourself, attempting to use 5S, 236S, 214S, 214L+M, 214H+S and their air versions will give you this animation instead. It doesn't do anything beside holding you in place, but it is cancelable into Vanish at any point.
  • Despite sharing the same animation and frame data, Failed 5S / j.S cannot be canceled into from any attack, while Failed Specials and Failed Supers can be canceled from normals, Strong Jersey, mid-combo DR, etc.


General Notes

  • Below are data for the Force member themselves to actually attack.
  • Ginyu is almost always given enough time to follow up with 5L after a force call on the ground, which is vital to his combo plan.
  • All Ginyu Force attacks count as projectiles, and are susceptible to projectile counters.

The cycle is Guldo -> Recoome -> Burter -> Jeice. This is your entire gameplan, don't mess it up or forget your order!

Guldo

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5S
236S / 214S

5S
  • From the ground, aims a projectile at opponent.
  • Has limited angle, won't hit opponents that are too high up.

Good projectile due to its size, speed and tracking. Although it beats Super Dash, it will lose to beams.


236S / 214S
  • Appears on the ground and attempts to freeze the opponent.
  • Both versions can autocorrect on sideswitch. Though, like all assists, crossup Guldo can be blocked both ways.
  • 236S will warp ahead. 214S will warp closer to Ginyu and never ahead of the opponent, sometimes as far as behind Ginyu.
  • Deals a LOT of hitstop and hitstun on hit.

236S is ultimate oki tool, catches all techs except for the most delayed downtechs. Being +20 means you're also given a good enough frame to Dragon Rush and still have it work.

Recoome

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5S
236S
214S

5S
  • Poses before rushing at the opponent with a charging knee.
  • Wall bounces on hit.

Useful for many setups to make things safe. Not very good as a pressure reset by its self due to its slow speed, if you happen to get mashed out it's likely Recoome will get hit as well.


236S
  • Appears on the ground and fires a beam.
  • Hits more than a regular beam, but still clashes one.

Beam assist on demand! Good to call in after Guldo's 236S on wakeup, and leads to Ginyu's deadliest combos.

The beam lasts for an incredibly long time. You can use it for incredibly easy corner carry in combos just by superdashing after Recoome fires.


214S
  • Charges in place before unleashing a huge explosion that does a ridiculous amount of hitstun and heavily scales your combo.
  • Is only invulnerable to non-Super projectiles.

The funniest thing in the entire game to hit someone with or combo into, and you don't need to disconnect the opponent's controller to do so unlike Gamma Ray. Mostly used to flex or scare an opponent, it's too slow to quickly combo into and extending a combo for seven seconds results in it dealing only 200 damage thanks to scaling. Because Recoome isn't invulnerable to physical hits and the hitbox isn't too gigantic, you'll have to keep corralling the opponent near him to keep his threat real in pressure but not too close or else he'll get hit with you. Thankfully, if the opponent does try to break out towards the end or even starts comboing Ginyu, they'll be in for a rude and utterly hilarious surprise. Otherwise, just use Eraser Gun.

Burter

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5S
236S
214S

5S
  • Teleports in with a flurry of kicks. 5S will warp to the ground, j.S will warp to the air.
  • Insane tracking in combos.
  • Hits faster than Ginyu can.
  • Basically just Yamcha Assist on demand, complete with high hitstun.

Excellent pressure reset and combo extender.


236S
  • Flies back and forth 4 times.
  • Only tracks airborne opponents from jump height and up.
  • Breaks more combos than it has any reason to.

One of the best special moves in the game. Effectively denies the opponent's right to be in the air, blocking Burter will drop them straight back down to the ground where Ginyu can catch them. Because so many combos are also in the air, Burter will free Ginyu from basically any combo thrown his way and allow a reversal.


214S
  • Poses, then flies back and forth 2 times on the ground.
  • Vacuums the opponent out of the corner.
  • Yes, this is as good as it sounds.

God gave us Ginyu, Satan gave him corner crossups.
Not as good in neutral, but in pressure it's an unholy semi-reactable 3-way-mixup that continues into even more pressure if blocked.

Jeice

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5S
236S / 214S

5S
  • Warps directly above the opponent and throws a Crusher Ball at the opponent, tracks even better in combos.
  • Insane groundbounce and hitstun, Ginyu can convert off of this from fullscreen or get a Dragon Rush at the end of a combo.
  • Has Ki Blast properties.

Really dumb projectile, can frequently stuff an opponent's movements or beat out other projectiles simply because Jeice attacks from above. It has so much hitstun that you can actually link Jeice 5S into Guldo 5S in a midscreen combo.


236S / 214S
  • Jeice and Burter launch a cooperative attack. If Burter is currently out, he will stop attacking very shortly after the input is made and warp to Jeice.
  • 236S appears at the opposite side of the screen, 214S appears behind Ginyu.
  • After charging up, they will accelerate in the other direction and shower down Ki Blasts everywhere.
  • Covers the entire screen in purple, making it harder to see Ginyu.
  • Can vacuum opponents out of the corner.
  • Has Ki Blast properties.

Similar to Burter 236S in use, except now you can also use it for grounded pressure and corner mixups. Some cheeky opponents will try to superdash out, but it's very easy to 2H and they'll likely get blasted the moment they hit Ginyu any way.

Z Assists

Assist A

Strong Jersey

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  • Good range and moderate startup. Useful for blockstring pressure and some combo extensions in the corner.

Very basic strike assist. Good and reliable for combos and pressure, nothing too wrong with it, but it's not going to be winning any awards.

Assist B

We are the Ginyu Force!

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Guldo
Recoome
Burter
Jeice

  • Ginyu calls in a member of the Ginyu Force to do a special attack.
  • B assist follows a combination of two rotations, the Ginyu Force rotation (Guldo -> Recoome -> Burter -> Jeice) and an attack rotation (5S -> 236S -> 214S).
  • If the Ginyu Force rotation is changed via tagging in, the attack rotation will stay the same. For example, if the last assist call was 5S, the next assist will be 236S, no matter which member is called.
  • Body changed Ginyu B will do A assist instead of having a heart attack.

The most gimmicky assist for the most gimmicky character. This throws away any practicality or traditional use for an assist for "random" forcecalls. While certainly silly, the randomness can frequently find its self detrimental when you just want to secure a regular assist extension, and most of the assists the Ginyu Force have at their disposal already have very long startup which the assist doesn't account for. Worst of all, the assists still go away if you get hit, leaving you without one of the many advantages Ginyu himself gets from his force.

Still, having a risk free Burter flying around in the sky or Purple Comet makes you immensely annoying in neutral and can compensate for that one time you'll get Recoome's 214S. This is especially good when you factor in other characters with already very powerful neutral instead of just having Ginyu with his average toolkit and the force to compensate. Plus, Assist B still leads to routes you'd expect of Ginyu calls, including trademark corner carry, SKD, and Purple Comet routes. While not reliable due to the 5S - 236S - 214S cycling making it impossible to just have the special you want on demand, "winging it" is still possible and especially easy on the first four assist calls. Evaluate the trade-offs carefully.

Assist C

Strong Mixer

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  • Ironic name

Ginyu gets extra mileage out of his C assists compared to other characters. Since Ginyu will usually be run point, it might just be better off to have a +50 assist for whatever character you've tagged in to enable some serious dirt, or get easy combo extensions. It's also nice if Ginyu is being run on Anchor, since that means you likely won't be keeping him for long and are merely using your point character to help Ginyu set up a body swap. This C assist will get carried over to the opponent after the swap, which can leave them with not only a painfully average character who brings nothing to their team but also an assist with double the cooldown.

Super Moves

Powerful Energy Wave

236L+M or 236H+S

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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: 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.

Really useful for meter dumping and recovers lightning fast for a Super. There are several setups Ginyu can get from other supers giving a knockdown after he fires, letting him call force and go for extremely ambigious mixups.


Body Change

214L+M (Air OK)

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Ground
Air

  • Hold the button to deal 3000 unrecoverable damage to Ginyu during the Super freeze.
  • Switches health bars and movesets on hit, if the opponent isn't another Ginyu, they won't have access to the Ginyu Force (S normals, S specials, B assist, 214H+S) and Body Change.
  • Can only combo'd into from Guldo 236S/214S.
  • Characters affected by Body Change who are revived by Shenron will come back in the switched body, not their original one.
  • Possible to have two of the same character on your team.

Not so much a reversal as it is a team killer. Ginyu without the Ginyu Force is just an average, basic character who can't get very much mileage, so Body Changing an important member on the opponent's team can win the game right there.

This allows you to play Ginyu like a win-condition character instead of a gimmicky setplay one. Put Ginyu on Mid or Anchor, then get three bars and set up a tag combo for Ginyu. An assist with a long stun such as a C assist or a very active move like Baby's 6H can give you time to call Guldo's 236S to paralyze the opponent and then body change. Ginyu can also combo into it solo with very specific routes. Doing this means Ginyu is more or less dead weight on your team that you plan to offload on the opponent, so it's advised you build your team with a powerful shell just to make sure you can pull your bearings if you happen to swap into a character you don't know how to play.

Together we are... the Ginyu Force!

214H+S

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  • This is his DHC Lv3.
  • Charges fullscreen forward.
  • Minimum Damage: 1755

+43 on hit, it's a pretty good Level 3. Midscreen you get either a meaty j.M, a meaty 2M, or a force call. In the corner, everything changes. You're right next to the opponent and are free to use force calls to safely begin pressure and punish them if they disrespect the force member. Check the Okizeme section of the Strategy Page for a list of safe calls.

External References

Navigation

To edit frame data, edit values in DBFZ/Captain Ginyu/Data.

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