DBFZ/Captain Ginyu/Frame Data

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System Data[edit]


Normal Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400 5% - - B All - 6 4 11 -3 - - - - -
5LL 500*2 7%*2 - - B All - 11 4(11)4 17 -5 - - - - -
5LLL 1000 12% - - B All U3+ 14 5 16 -5 - - - - -
5M 700 7% - - B All - 11 4 18 -6 - - - - -
5H 850[1150] / 1000[1300] 12% - - B Low U1 17~41 5 21 -10 - - - - 9-17~41 Ki Blasts
2L 400 5% - - B All - 6 3 12 -3 - - - - -
2M 700 7% - - F Low - 14 4 19 -7 - - - - -
2H 850 / 1000 12% - - B All U1+ 15 3 26 -13 - - - - 4-17 Head
6M 850 12% - - B High - 24 6 4+6L ±0 3 15 18 23 -
j.L 300*2 5%*2 - - H High [All] - 6 2(7)2 - - - - - - -
j.M 700 7% - - H High - 10 3 - - - - - - -
5LLLLLLL 850 / 1000 12% - - H High D2+ 13 4 - - - - - - -
j.H 850 / 1000 12% - - H High D1+ 13 4 - - - - - - -
j.2H 850 12% - - H All U1+ 13 4 - - - - - - -

Special Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5S, j.S
5S
Guldo
700 - - - P1 All - 44 - Total 34 - - - - - -
j.S
Guldo
700 - - - P1 All - 43 - Total 45 - - 24 - - -
5S
Recoome
900 - - - B All - 60 6 Total 34 - - - - - -
j.S
Recoome
900 - - - B All - 60 6 Total 45 - - 34 - - -
5S
Burter
250*4 - - - B All - 32 3(3)3(3)3(3)3 Total 34 - - - - - -
j.S
Burter
250*4 - - - B All - 32 3(3)3(3)3(3)3 Total 45 - - 41 - - -
5S
Jeice
700 - - - P1 All - 43 - Total 34 - - 24 - - -
j.S
Jeice
700 - - - P1 All - 43 - Total 45 - - 24 - - -
Strong Jersey
236L 1000 - - - B All - 13 10 20 -5 - - - - -
236M 1200 - - - B All U1+ 16 10 20 -5 - - - - -
236H 1300 -50% - - B All U1+ 11 10 18 -5 - - - - -
j.236L 1000 - - - H All - 13 6 - - - - - - -
j.236M 1200 - - - H All U1+ 16 6 20 - - - - - -
j.236H 1300 -50% - - H All U1+ 11 6 20 - - - - - -
Together We Are...the Ginyu Force!
236S
Guldo
0 - - - P2 All - 54 31 Total 34 - - 19 - - -
j.236S
Guldo
0 - - - P2 All - 61 31 Total 45 - - 19 - - -
236S
Recoome
150*9 - - - P2 All - 79 45 Total 34 - - 48 - - -
j.236S
Recoome
150*9 - - - P2 All - 86 45 Total 45 - - 48 - - -
236S
Burter
850*4 - - - B All - 53; 111; 164; 217 20, 15, 20, 15 Total 34 - - 19 - - -
j.236S
Burter
850*4 - - - B All - 61, 119, 172, 225 20, 15, 20, 15 - - - 19 - - -
236S
Jeice
400*N - - - P1 All - 164 ~68< Total 34 - - 20 - - -
j.236S
Jeice
400*N - - - P1 All - 171 ~68< Total 45 - - 20 - - -
Together We Are...the Ginyu Force!
214S
Guldo
0 - - - P2 All - 54 31 Total 34 - - 19 - - -
j.214S
Guldo
0 - - - P2 All - 61 31 Total 45 - - 19 - - -
214S
Recoome
2000 - - - P2 All - 377 13 Total 34 - - 34 - - -
j.214S
Recoome
2000 - - - P2 All - 386 13 Total 45 - - 34 - - -
214S
Burter
850*2 - - - B All - 62, 120 20, 20 Total 34 - - 19 - - -
j.214S
Burter
850*2 - - - B All - 69, 128 20, 20 Total 45 - - 19 - - -
214S
Jeice
400*N - - - P1 All - 164 ~68< Total 34 - - 20 - - -
j.214S
Jeice
400*N - - - P1 All - 173 ~68< Total 45 - - 20 - - -

Z Assists[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Assist A 800 0% - - B All - 26 10 - +33 - - - - -
Assist B
Guldo
700 0% - - - All - 39 - - +20 - - - - -
Assist B
Recoome
900 0% - - - All - 56 - - +35 - - - - -
Assist B
Burter
250*4 0% - - - All - 28 - - +44 - - - - -
Assist B
Jeice
700 0% - - - All - 39 - - +25 - - - - -
Assist C 450*2, 400 0% - - - All - 46 [21] - - +50 - - - - -

Super Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Powerful Energy Wave
236LM or HS
Level 1
2000 -100% - - P3 All UDV 9+4 - Total 68 -27 - - - - 9-20 All
236LM or HS
Level 2
2500 -200% - - P3 All UDV 9+4 - Total 68 -27 - - - - 9-20 All
236LM or HS
Level 3
3000 -300% - - P3 All UDV 9+3 - Total 67 -32 - - - - 9-19 All
Body Change
214LM 0 -300% - - P3 All UDV 45+12 - Total 120 -24 - - - - 1-76 All
j.214LM 0 -300% - - P3 All UDV 45+12 - Total 120 -24 - - - - 1-76 All
  • Pierces through lvl 3 projectiles
  • Hold button to do 3000 damage to Ginyu
Together we are... the Ginyu Force!
214HS 4245 -300% - - - All UDV 9+3 - - -16 - - - - 1- All

Z Combo Table[edit]

Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LLL - - - 5S Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S Sp
5M - 2M, 6M 5H, 2H 5S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S Sp
6M - - - - -
5H - - 2H 5S Sp
2H - - - 5S Sp
5S - - - - Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5LL is cancellable on each hit, except when cancelling into 5LLL.
  • j.L and j.4LL are cancellable on each hit.
  • j.LL is a special tracking j.M that's only available on air-to-air hit.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available if Y has been used in the string.
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge.

Sources[edit]

https://twitter.com/GFAnBi/status/957668648449138688 (frame adv)

http://www.mediafire.com/file/pxkixfucdbq6is7/Captain%20Ginyu%20Hitboxes.mkv (rec. May 19, 2018)

Navigation[edit]


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