< DBFZ | Captain Ginyu

Glossary
Frame Data Glossary | |||||||||||||||||
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Smash | Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
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Prorate | How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table. | ||||||||||||||||
Guard | How this attack can be guarded. All non-throws can be air blocked unless otherwise stated. | ||||||||||||||||
Startup | Number of frames for this move to reach the first active frame (includes the first active frame). | ||||||||||||||||
Active | Number of active frames in this attack. Values in () are for gaps between hits of an attack. | ||||||||||||||||
Recovery | Number of frames this move is in a recovery state before returning to neutral. | ||||||||||||||||
OnBlock | After blocking this attack, how soon can the attacker move compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. | ||||||||||||||||
Invuln | Attribute and Hitbox invincibility for this attack | ||||||||||||||||
Level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||||||||||||||||
Blockstun | When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun. | ||||||||||||||||
GroundHit | When hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||||||||
AirHit | When hitting an airborne opponent, how many frames for which they cannot air tech. |
Attack Level Values | ||||||||||||||||||||||||||||||
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For more values, see DBFZ/Frame Data |
System Data
Normal Moves
input | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
5L | 400 | All | 6 | 4 | 11 | -3 | ||||||||
5LL | 500×2 | All | 11 | 4(11)4 | 17 | -5 | ||||||||
5LLL | 1000 | U3+ | All | 14 | 5 | 16 | -5 | |||||||
5M | 700 | All | 10 | 4 | 18 | -2 | ||||||||
5H | 850[1150] / 1000[1300] | U1 | Low | 17~41 | 5 | 21 | -10 | 4-? Low, 9-17~41 Ki Blasts | ||||||
2L | 400 | All | 6 | 3 | 9 | 0 | 11 | |||||||
2M | 700 | Low | 10 | 4 | 19 | -7 | ||||||||
2H | 850 / 1000 | U1+ | All | 15 | 3 | 26 | -13 | 4-17 Head | ||||||
6M | 850 | High | 24 | 6 | 4+6L | ±0 | 3 | 15 | 18 | 23 | ||||
j.L | 300×2 | High [All] | 6 | 2(7)2 | 13 | |||||||||
j.M | 700 | High | 10 | 4 | 16 | |||||||||
j.H | 850 / 1000 | D1+ [D3+] | High | 13 | 4 | 24 | ||||||||
j.2H | 850 | U1+ | All | 13 | 4 | 24 |
Special Moves
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
236L | L Strong Jersey | 1000 | All | 13 | 10 | 20 | -5 | ||||||||
236M | M Strong Jersey | 1200 | U1+ | All | 16 | 10 | 20 | -5 | |||||||
236H | H Strong Jersey | 1300 | U1+ | All | 11 | 10 | 18 | -5 | |||||||
j.236L | Air L Strong Jersey | 1000 | All | 13 | 8 | 20 | |||||||||
j.236M | Air M Strong Jersey | 1200 | U1+ | All | 16 | 8 | 20 | ||||||||
j.236H | Air H Strong Jersey | 1300 | U1+ | All | 11 | 8 | 20 | ||||||||
5S | 24 | Total 34 | Frame 4-? Kiblasts | ||||||||||||
j.S | 24 | Total 45(+9L) | Frame 4-? Kiblasts | ||||||||||||
5S Guldo | 700 | All | 20 | Total 97 | +20 | ||||||||||
5S Recoome | 900 | All | 37~50 | 6 | 65 | +35 | 33-Recovery Ki Blasts | ||||||||
5S Burter | 250×4 | All | 9 | 3{(3)3}×3 | 68 | +42 | |||||||||
5S Jeice | 700 | All | 20 | Total 86 | +25 | 24 | |||||||||
236S | Together We Are...the Ginyu Force! | 28 | Total 34 | ||||||||||||
j.236S | Air Together We Are...the Ginyu Force! | 35 | Total 45(+9L) | ||||||||||||
236S Guldo | Together We Are...the Ginyu Force! (Guldo) | 0 | All | 27 | 31 | 67 | +20 | 19 | |||||||
236S Recoome | Together We Are...the Ginyu Force! (Recoome) | 150×9 | All | 52 | 45 | 72 | +46 | 48 | |||||||
236S Burter | Together We Are...the Ginyu Force! (Burter) | 850×4 | All | 26 | 30(23)30(23)30(23)45 | 44 | +20 per hit | 19 | |||||||
236S Jeice | Together We Are...the Ginyu Force! (Jeice) | 400×N | All | 137 | P{(2)P}×N | 95-End All | 20 | ||||||||
214S Recoome | Together We Are...the Ginyu Force! (Recoome) | 2000 | All | 350 | 13 | 99 | +45 | Projectiles | 44 | ||||||
214S Burter | Together We Are...the Ginyu Force! (Burter) | 850×2 | All | 35 | 30(23)45 | 44 | +20 per hit | 19 | |||||||
5S Fail | Total 36 | ||||||||||||||
j.S Fail | Total 44 |
Z Assists
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
Assist A | Strong Jersey | 800 | All | 25 | 10 | +33 | |||||||||
Assist B | We are the Ginyu Force! | ||||||||||||||
Assist C | Strong Mixer | 450×2, 400 | All | 35 [20] | +55 |
Super Moves
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
236L+M Level 1 | Powerful Energy Wave (Level 1) | 2000 | UDV | All | 9+4 | Total 68 | -27 | 9-20 All | |||||||
236L+M Level 2 | Powerful Energy Wave (Level 2) | 2000 | UDV | All | 9+4 | Total 68 | -27 | 9-20 All | |||||||
236L+M Level 3 | Powerful Energy Wave (Level 3) | 3000 | UDV | All | 9+3 | Total 67 | -32 | 9-19 All | |||||||
214L+M | Body Change | 0 | UDV | All | 45+12 | 25 | 39 | -24 | 1-76 All | ||||||
j.214L+M | Air Body Change | 0 | UDV | All | 45+12 | 25 | 39 | -24 | 1-76 All | ||||||
214H+S | Together we are... the Ginyu Force! | 4245 | UDV | All | 9+3 | 10 | 31 | -16 | 1-21 All |
Z Combo Table
L | M | H | S | Cancel | |
---|---|---|---|---|---|
5L[2] | 5LL[+], 2L | 5M, 2M, 6M | 5H, 2H | 5S | DR, Jump[-], Sp |
5LL | 5LLL[+] | 5M, 2M, 6M | 5H, 2H | 5S | Jump[-], Sp |
5LLL | - | - | - | 5S | Sp |
2L[2] | 5L, 2L[+] | 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 | - | - | - | - | - |
L | M | H | S | Cancel | |
---|---|---|---|---|---|
j.L[2] | j.L, j.LL[-] | j.M | j.H, j.2H | j.S | Jump, Sp |
j.LL[j.M] | - | - | j.H, j.2H | j.S | Jump, Sp |
j.M[j.LL] | j.L | - | j.H, j.2H | j.S | Jump, Sp |
j.H | - | - | j.2H | j.S | Sp |
j.2H | - | - | - | j.S | Jump, Sp |
j.S | - | - | - | - | - |
- 5L and 2L can only be done a max of 2 times per string total
- X = X is available on hit or block
- X[-] = X is only available on hit
- X[+] = X is available on hit, block, or whiff
- X[#] = X can be used # times per string (Default is 1)
- X[Y] = X can't be used 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
https://twitter.com/GFAnBi/status/957668648449138688 (frame adv)
http://www.mediafire.com/file/pxkixfucdbq6is7/Captain%20Ginyu%20Hitboxes.mkv (rec. May 19, 2018)

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