DBFZ/Captain Ginyu/Combos

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 Captain Ginyu
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)
Additional Notation
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 [1] 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 [3] 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 [1] Very Easy DR Confirm.


Metered

Combo Damage Meter Gain Works on: Difficulty Notes
236H > j.[DR] 2614 -0.49 All [1] Very Easy Solo DR for snap or SKD off 236H
236H > delay Gul5S > j.DR 3098 -0.49 All [2] 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 [2] Easy 236H Confirm without the force. No sliding knockdown.
5M > 2M > 236H > Gul236S > 5H > Rec236S > 5[H] > Ber236S > dashjump j.M > SD > j.LL > j.236L > Jec5S ▷ j.LL2H > dj.LL > Vanish > j.[DR] 6363 -0.25 All [3] Medium 236H confirm with Guldo, partially charge 5H so that Ginyu hits the opponent when Recoome is about to fire.
236H > Rec5S > delay 5M > Ber5S > SD > j.L(2)L2H > j.L(2)LL 4307 -0.40 All [2] Easy 236H Confirm with Recoome 5S, you can replace Ber5S with Ber236S to safely have Bertus out at the expense of damage.
5M > 2M > 236H > Rec236S > 2M > Ber236S > SD > j.LL > dl j.LL > j.236L > Jec5S ▷ j.[DR] 5924 +0.20 All [3] Medium 236H confirm with Recoome 236S, delay j.L to where you do the first hit of j.L again.
2M > 5M > jc j.M > j.236H > Ber236s > j.LL > dl j.LL > 2H > j.L(2) > j.236L > Jec5S > SD > j.LLL 5697 +0.12 All [3] Medium j.236H confirm with Burter 236S, same advice as above to hit the link.
236H > Jec5S > dash 2M > 5M > jc > j.ML(1)2H > j.L(2)LL 4535 -0.40 All [3] Medium 236H Confirm with Jeice.
...Vanish > 2M > 5M > jc > j.L(2)L2H > j.L(2)LL 3317 (236L) -1 All [2] 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 [2] Easy Optimal vanish confirm without the Ginyu Force.
...j.L(2)L > 236L > Vanish > 236L (Whiff) j.L(1)LL N/A -1 All [2] 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 [4] 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
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 [2] 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 [2] 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 [1] 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 [2] Easy More damage solo at the expense of oki using 236M.
5M > 2M > 236M > Gul236S > 5L/2L > Rec236S > 9 j.LH > Ber236S > j.L ▷ sj.L(2)H* > SD > j.Jec214S > j.LL2H > dj.LLL > j.236L (Whiff) > dl j.[DR] 5992 +2.15 All [4] Hard 236M Guldo confirm. *ONLY the 2nd hit of j.L(2) should hit.
5M > 2M > 236M > Rec5S > 5L > Ber236S > dl 9 j.LLL > SD > j.LL > 236L > Jec5S ▷ j.[DR] 5601 ~+1.50 All [3] Medium 236M Recoome Kick confirm, delay the jump very slightly until right after the opponent hits the wall from Rec5S.
5M > 2M > 236M > Rec236S > 5L > 236L > dl Ber236S > 5M > jc j.LL > Jec5S> j.LL > 7 j.[DR] 5866 +1.50 All [3] Medium 236M Recoome Eraser Gun confirm, delay Ber236S summon to where you can see Ginyu doing the pose after Recoomes beam disappears.
5M > 2M > 236M > Ber236S > 5L > 5M > 7sj.M2H > SD > Jec214s > j.LL2H > j.LLL > j.236L (Whiff) > dl j.[DR] 6201 +1.75 All [3] Medium 236M Burter confirm, you have to neutral super jump.
5M > 2M > 236M > Jec5S > 5L/2L > Gul236S > 5L/2L > Rec236S > 9 j.LH > j.Ber236S > j.L ▷ sj.L(2)H > SD > j.Jec214S > j.LL2H > dj.LLL > j.236L (Whiff) > dl j.[DR] 6422 ~+2.30 All [4] Hard 236M Jeice confirm, same route as Guldo just with a few extra hits.

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
? ? ? ? ?

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
...236M > Gul236S > [Vanish] > 214[L+M] Anywhere 3000 -4 All [2] Easy Sparking solo bodyswap setup, requires smash 236M.

Assist

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
...j.LLL > A1 > j.DR ? ? All [2] 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

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