DBFZ/Captain Ginyu/Frame Data: Difference between revisions

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{{#lsth:DBFZ/Captain Ginyu/Data|j.236S Recoome Full}}
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{{AttackVersion|name=Recoome|subtitle=Charged}}
{{AttackVersion|name=Recoome|subtitle=214}}
{{#lsth:DBFZ/Captain Ginyu/Data|236[S] Recoome Full}}
{{#lsth:DBFZ/Captain Ginyu/Data|214S Recoome Full}}
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{{AttackVersion|name=Recoome|subtitle=Charged (air)}}
{{AttackVersion|name=Recoome|subtitle=214 (air)}}
{{#lsth:DBFZ/Captain Ginyu/Data|j.236[S] Recoome Full}}
{{#lsth:DBFZ/Captain Ginyu/Data|j.214S Recoome Full}}
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{{AttackVersion|name=Burter|subtitle=}}
{{AttackVersion|name=Burter|subtitle=}}

Revision as of 19:13, 4 April 2019

System Data


Normal Moves

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.
5L
5LL
5LLL
2L
5M
2M
6M
5H
2H
j.L
j.M
j.H
j.2H
5S
Guldo
j.S
Guldo
5S
Recoome
j.S
Recoome
5S
Burter
j.S
Burter
5S
Jeice
j.S
Jeice

Special Moves

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.
Strong Jersey
236L
236M
236H
j.236L
j.236M
j.236H Together We Are...the Ginyu Force!
Guldo
Guldo (air)
Recoome
Recoome (air)
Recoome
214
Recoome
214 (air)
Burter
Burter (air)
Jeice + Burter
Jeice + Burter (air)

Assist

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.
Strong Jersey
A1/A2

Super Moves

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.
Powerful Energy Wave
236LM or HS
Level 1
236LM or HS
Level 2
236LM or HS
Level 3
Body Change
214LM
or 214HS
j.214LM
or j.214HS
  • Pierces through lvl 3 projectiles
  • Hold button to do 3000 damage to Ginyu

Z Combo Table

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

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

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

Navigation

To edit frame data, edit values in DBFZ/Captain Ginyu/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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