DBFZ/Captain Ginyu

From Dustloop Wiki



Captain Ginyu is a setplay character who stands out in DBFZ as one of the cast's most unique characters. Alone, Ginyu is the most average character in the game with an average toolkit. Of course, the great captain is never truly alone: Ginyu's claim to fame is his Ginyu Force, which replaces his basic Ki Blast and allows him to call in Guldo, Recoome, Burter and Jeice to help him out in battle. These can be thought of as mini-assists, each with their own specific moves that all have their own quirks and opportunities. Mastering the Force members gives Ginyu unparalleled pressure, mixups and okizeme. The sheer amount of creativity that can be applied to Ginyu's offensive gameplan is too vast to list.

Even better, Ginyu's legendary Level 3 Body ChangeDBFZ Ginyu BodyChange.pngGuardAllStartup45+12Recovery39Advantage-24 is one of the best momentum flippers in the entire game, able to instantly change the flow of the match by successfully taking over his opponent's character and forcing them to play with a Ginyu lacking in his Ginyu Force-related moves. Hilarious, freakishly powerful and tough to use, this move is the embodiment of who Captain Ginyu is as a character and can force his opponent to respect him no matter what the situation in the match is.

However, the Captain starts the game at somewhat of an uphill battle due to him needing to actually call his force and get his momentum started, and he has some of the most polarizing matchups in DBFZ. If you can't rely on gimmicks or need an always-reliable kit, Ginyu might not be for you. Wild, creative, and pressure-heavy players will adore the loyal, flamboyant captain.

Captain Ginyu

DBFZ Ginyu Portrait.png
Fastest Attacks

Captain Ginyu is a wild set-play character who creatively uses the Ginyu Force to lock down the opponent and begin extremely powerful pressure, mixups, and okizeme.

  • 5 v 1: As unfair as it sounds. Ginyu will pose on the opponent while the Force clutters the screen with all kind of nonsense, backing them into the corner where they'll be pummeled to death not even knowing what hit them.
  • Body Change: His other win condition. Stealing the opponent's character while dumping on them a useless one.
  • Assist B: Ginyu BDBFZ Ginyu Assist5S.pngGuardStartupRecoveryAdvantage- gives the point character a taste of what it's like being the captain. Spoiler: It rules.
  • Gimmicky: Ginyu's desired tools are not always available to him. They can become predictable if used unwisely, and Ginyu still wants assists or meter to help him get his train started.
  • Matchups: Characters with powerful, low commit neutral tools can completely shut down the Ginyu Force and exploit his lack of defensive tools.

Unique Mechanics

Ginyu Force

Using 5S/236S/214S or their air versions, Ginyu will call forth other members of the Ginyu Force to aid him in battle. Ginyu Force members have a set rotation that they will always follow, starting from the beginning of the match: GuldoRecoomeBurterJeice.

Ginyu Force members are unique that they don't go away when Ginyu gets hit. And excluding Ginyu himself, a maximum of 2 members can appear on screen at the same time.

Normal Moves


Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 4 11 -3
5LL 500×2 All 11 4(11)4 17 -5
5LLL 1000 All U3+ 14 5 16 -5
  • Decent range.
  • Can cancel into itself with 4L.

Good stagger tool, but outclassed in the frame advantage department by 2L. Unlike 2L, this normal routes directly into 5LL.

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

Grounded combo and blockstring filler. It's safe so you can also attempt a pressure reset off this. Under no circumstance should you use this in neutral, as it takes forever to whiff. 5M and even 5H are much better suited.

  • Always Smashes on hit.
  • Vacuums out of the corner

There is little to no reason to use this outside of the corner, but it's there.


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 10 4 18 -2
  • 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.


(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
850[1150] / 1000[1300] Low U1 17~41 5 21 -10 4-? Low, 9-17~41 Ki Blasts
  • Hold H to spin forwards, 4 during spin to move back and 8 to do a short hop.
    • Data in [] is fully charged.
    • The short hop will go over all crouchers and steals corner.
    • Fully charged kick auto corrects and faces the opponent.
    • Can pass through projectiles while spinning.
  • Not a true blockstring, but will frame trap from any normal.
    • Only catches 4-frame reversals from M buttons.
    • Frame traps lights thanks to priority.
  • Invincible to low attacks partway through the motion of the attack.
  • Can cancel the spin into force calls.

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. can now call in the Ginyu Force during spin.


Damage Guard Smash Startup Active Recovery On-Block Invuln
400 All 6 3 9 0
  • Mid 2L, but 0 on block.

2L being 0 on block makes it the ideal pressure button. It's really hard to tell if Ginyu will reset pressure or continue a string after this. It's only lacking point is that it doesn't cancel into Dragon Rush.


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 10 4 19 -7
  • Amazing combo starter.
  • Just barely unsafe against most characters.

Ginyu's damage output from this button is completely bonkers. It's gapless from 5L, 2L, and 5M, but manual delays can threaten an opponent into respecting the pressure. If an opponent gets hit by this move, they explode.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 15 3 26 -13 4-17 Head
  • Universal anti-air.
  • Good horizontal range.
  • Leaves Ginyu grounded, cancel into 236L to make it safe.

Use this when you need an anti-air or when you want to make a gapless blockstring. Pretty good at what it does and leads to huge damage.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • 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.


Damage Guard Smash Startup Active Recovery On-Block Invuln
300×2 High [All] 6 2(7)2 13
  • 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.


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 10 4 16
  • Good air to air normal.
  • Can be used to snuff out superdashes.

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


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 13 4 24
  • 5LLLLLLL Dynamic hit can wall bounce.
  • j.H Smash hit causes a sliding knockdown.

Excellent ender for midscreen combos with a U1+ smash, like after 2H or j.2H. Being special cancelable lets you set up The Force on your opponent's wakeup and make them block something eldritch and unholy.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 13 4 24
  • Midscreen 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)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 1000 All 13 10 20 -5
236M 1200 All U1+ 16 10 20 -5
236H 1300 All U1+ 11 10 18 -5
j.236L 1000 All 13 8 20
j.236M 1200 All U1+ 16 8 20
j.236H 1300 All U1+ 11 8 20
All Versions
  • Ginyu recovers on contact, making this move always -5.
  • Range is reduced in the air.
  • Air versions also have weird forced landing recovery at certain heights, standardizing their frame advantage (lame).

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.

  • 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 very well so you can TOD off of this as well. This is Ginyu's safest blockstring ender.

  • 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.

  • 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. The air version can also catch some characters after a DR break.

Ginyu Force

5S / j.S

(Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5S 24 Total 34 Frame 4-? Kiblasts
j.S 24 Total 45(+9L) Frame 4-? Kiblasts
  • 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.
  • 5S has invincibility to Ki Blasts from partway through the motion to the end of the motion. Similarly, j.S deflects Ki Blasts partway through the motion of the attack.

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 (Air & Hold OK) or 214S (Air & Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 28 Total 34
j.236S 35 Total 45(+9L)
  • 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

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5S Fail Total 36
j.S Fail Total 44
  • 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!


Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5S Guldo 700 All 20 Total 97 +20
236S Guldo 0 All 27 31 67 +20
  • From the ground, aims a projectile at opponent.
  • Has limited angle, won't hit opponents that are too high up.
  • Has invincibility to Ki Blasts.

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.

The 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.


Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5S Recoome 900 All 37~50 6 65 +35 33-Recovery Ki Blasts
236S Recoome 150×9 All 52 45 72 +46
214S Recoome 2000 All 350 13 99 +45 Projectiles
  • Poses before rushing at the opponent with a charging knee.
  • Wall bounces on hit.
  • Deflects Ki Blasts.
  • Goes full screen.

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.

  • 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.

  • 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.


Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5S Burter 250×4 All 9 3{(3)3}×3 68 +42
236S Burter 850×4 All 26 30(23)30(23)30(23)45 44 +20 per hit
214S Burter 850×2 All 35 30(23)45 44 +20 per hit
  • 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.

  • 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.

  • 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.


Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5S Jeice 700 All 20 Total 86 +25
236S Jeice 400×N All 137 P{(2)P}×N 95-End All
  • 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 (from 5S, 236S, 214S, or Assist B) he will immediately 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.

If this attack is happening while Ginyu is tagged in, then Guldo CANNOT be summoned with 5S, 236S, or 214S until the attack is finished. However, Guldo WILL be summoned if Jeice and Guldo are paired together on their character rotation for Assist B no matter the attack rotations (which includes 236S/214S).

Z Assists

Assist A

Strong Jersey

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 25 10 +33
  • 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!

Damage Guard Smash Startup Active Recovery On-Block Invuln
  • Ginyu calls in 2 members 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 that applies to both members called in (5S for both -> 236S for both -> 214S for both).
  • If Ginyu is tagged in and does 5S, 236S, or 214S, then the Ginyu Force rotation will change the next time the assist call is used. For example, if Ginyu is tagged in and calls out Guldo, then the next assist will have Recoome and Burter paired together.
  • If the Ginyu Force rotation is changed, the attack rotation will stay the same. For example, if the last assist call was 5S, then the next assist will be 236S no matter which member is called.
  • If Ginyu is hit before a member got called out, the attack rotation will progress, but the Ginyu Force rotation will stay the same.
  • If Jeice and Guldo are paired together and are on their attack rotation for 236S or 214S, then 3 Ginyu Force members will be attacking on-screen (Jeice, Burter, and Guldo) instead of just 2 members.
  • Body changed Ginyu B will do A assist instead of having a heart attack.
  • When this assist is first called, it will generate 25% of a Ki Gauge bar. The second time, it will generate 50% of a Ki Gauge bar. The third time, it will generate 75% of a Ki Gauge bar. The fourth time, the cycle starts over anew back to generating 25%.

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 itself detrimental when you just want to secure a regular assist extension. 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 2 Ginyu Force members attacking on-screen makes you immensely annoying in neutral. 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 (Jeice's 236S/214S) routes. While not reliable due to the members cycling and attack cycling making it impossible to just have the special you want on demand, "winging it" is still possible and easy. Evaluate the trade-offs.

Assist C

Strong Mixer

Damage Guard Smash Startup Active Recovery On-Block Invuln
450×2, 400 All 35 [20] +55
  • Ironic name
  • Does not vacuum on block like 5LLL.

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 (Hold OK) or 236H+S (Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M Level 1 2000 All UDV 9+4 Total 68 -27 9-20 All
236L+M Level 2 2000 All UDV 9+4 Total 68 -27 9-20 All
236L+M Level 3 3000 All UDV 9+3 Total 67 -32 9-19 All

Unique Super that can be held to spend more Ki for different properties.

At Level 1, it's just a typical fullscreen hitting Super for damage at the end of combos.

At Level 2, it deals as much damage as Level 1, but is cancelable into Specials and Supers. This acts as a meter dump into even more Supers, for example Level 2 > delay 214H+S works as a "Level 5" Meteor in the corner. Can be used for oki since Level 2 > 236S/214S sets up for an IAD safejump with a Ginyu Force member behind. And it's useful as a safe on block Super for DHC purposes: Level 2 > 236L is a true string at close range, although note that there's a punishable gap if the initial Super is Reflected.

Finally at Level 3, it deals much more damage and causes a hard knockdown. However, for DHC, Level 2 > Level 1 does more damage with the same amount of meter. And if you want the knockdown, then 214H+S also does more damage with a better hard knockdown.

  • Minimum damage: 800 → 800 → 1410.
  • Advantage on hit (Level 3): +40.

Body Change

214L+M (Air & Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 0 All UDV 45+12 25 39 -24 1-76 All
j.214L+M 0 All UDV 45+12 25 39 -24 1-76 All
  • Hold the button to deal 4000 unrecoverable damage to Ginyu for 1 bar 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!


Damage Guard Smash Startup Active Recovery On-Block Invuln
4245 All UDV 9+3 10 31 -16 1-21 All
  • This is his DHC Lv3.
  • Charges fullscreen forward.
  • Minimum Damage: 1755
  • Naming is hard.

+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.

IMPORTANT NOTE: Do not use this move to finish off an opponent who is in the Sparking! state. There is a VERY small window between the last hit and the Ginyu Force pose where the opponent will recover some health, essentially giving them one last shot at survival. In these very specific cases, use a fully-charged 236L+M instead.


1Seasonal colors that can be unlocked at different times of the year.


Captain Ginyu
To edit frame data, edit values in DBFZ/Captain Ginyu/Data.
Systems Pages
Application & Advanced Information
Archived Information