DBFZ/Captain Ginyu/Frame Data

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System Data[edit]


Normal Moves[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 4 11 -3 - 5% - B - - - -
5LL 500*2 All - 11 4(11)4 17 -5 - 7%*2 - B - - - -
5LLL 1000 All U3+ 14 5 16 -5 - 12% - B - - - -
5M 700 All - 11 4 18 -6 - 7% - B - - - -
5H 850[1150] / 1000[1300] Low U1 17~41 5 21 -10 9-17~41 Ki Blasts 12% - B - - - -
2L 400 All - 6 3 12 -3 - 5% - B - - - -
2M 700 Low - 14 4 19 -7 - 7% - F - - - -
2H 850 / 1000 All U1+ 15 3 26 -13 4-17 Head 12% - B - - - -
6M 850 High - 24 6 4+6L ±0 - 12% - B 3 15 18 23
j.L 300*2 High [All] - 6 2(7)2 13 - - 5%*2 - H - - - -
j.M 700 High - 10 4 16 - - 7% - H - - - -
5LLLLLLL 850 / 1000 High D3+ 13 4 24 - - 12% - H - - - -
j.H 850 / 1000 High D1+ 13 4 24 - - 12% - H - - - -
j.2H 850 All U1+ 13 4 24 - - 12% - H - - - -

Special Moves[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5S, j.S
5S
Guldo
700 All - 20 - Total 97 +20 - - - P1 - - - -
j.S
Guldo


5S
Recoome
900 All - 37~50 6 65 +35 33-Recovery Ki Blasts - - B - - - -
j.S
Recoome


5S
Burter
250*4 All - 9 3{(3)3}*3 68 +42 - - - B - - - -
j.S
Burter


5S
Jeice
700 All - 20 - Total 86 +25 - - - P1 - 24 - -
j.S
Jeice


Strong Jersey
236L 1000 All - 13 10 20 -5 - - - B - - - -
236M 1200 All U1+ 16 10 20 -5 - - - B - - - -
236H 1300 All U1+ 11 10 18 -5 - -50% - B - - - -
j.236L 1000 All - 13 8 20 - - - - H - - - -
j.236M 1200 All U1+ 16 8 20 - - - - H - - - -
j.236H 1300 All U1+ 11 8 20 - - -50% - H - - - -
Together We Are...the Ginyu Force!
236S
Guldo
0 All - 27 31 67 +20 - - - P2 - 19 - -
j.236S
Guldo


236S
Recoome
150*9 All - 52 45 72 +46 - - - P2 - 48 - -
j.236S
Recoome


236S
Burter
850*4 All - 26 30(23)30(23)30(23)45 44 +20 per hit - - - B - 19 - -
j.236S
Burter


236S
Jeice
400*N All - 137 X{(2)X}*N - - 95-End All - - P1 - 20 - -
j.236S
Jeice


Together We Are...the Ginyu Force!
214S
Guldo


j.214S
Guldo


214S
Recoome
2000 All - 350 13 99 +35 Projectiles - - P2 - 34 - -
j.214S
Recoome


214S
Burter
850*2 All - 35 30(23)45 44 +20 per hit - - - B - 19 - -
j.214S
Burter


214S
Jeice


j.214S
Jeice


Z Assists[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Assist A 800 All - 26 10 - +33 - 0% - B - - - -
Assist B
Guldo
700 All - 39 - - +20 - 0% - - - - - -
Assist B
Recoome
900 All - 56 - - +35 - 0% - - - - - -
Assist B
Burter
250*4 All - 28 - - +44 - 0% - - - - - -
Assist B
Jeice
700 All - 39 - - +25 - 0% - - - - - -
Assist C 450*2, 400 All - 46 [21] - - +50 - 0% - - - - - -

Super Moves[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Powerful Energy Wave
236LM or HS
Level 1
2000 All UDV 9+4 - Total 68 -27 9-20 All -100% - P3 - - - -
236LM or HS
Level 2
2500 All UDV 9+4 - Total 68 -27 9-20 All -200% - P3 - - - -
236LM or HS
Level 3
3000 All UDV 9+3 - Total 67 -32 [+40] 9-19 All -300% - P3 - - - -
Body Change
214LM 0 All UDV 45+12 25 39 -24 [±0] 1-76 All -300% - P3 - - - -
j.214LM 0 All UDV 45+12 25 39 -24 [±0] 1-76 All -300% - P3 - - - -
  • Pierces through lvl 3 projectiles
  • Hold button to do 3000 damage to Ginyu
Together we are... the Ginyu Force!
214HS 4245 All UDV 9+3 10 31 -16 [+43] 1-21 All -300% - B - - - -

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]

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