DBFZ/Captain Ginyu/Frame Data: Difference between revisions

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{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
! colspan=17 style="background: white;"|5S, j.S
! colspan=16 style="background: white;"|5S, j.S
|-
|-
{{AttackVersion|name=5S|subtitle=Guldo}}
{{AttackVersion|name=5S|subtitle=Guldo}}
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{{AttackVersion|name=j.S|subtitle=Jeice}}
{{AttackVersion|name=j.S|subtitle=Jeice}}
{{#lst:DBFZ/Captain Ginyu/Data|j.S Jeice Full}}
{{#lst:DBFZ/Captain Ginyu/Data|j.S Jeice Full}}
! colspan=17 style="background: white;"|Strong Jersey
! colspan=16 style="background: white;"|Strong Jersey
|-
|-
{{AttackVersion|name=236L}}
{{AttackVersion|name=236L}}
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{{AttackVersion|name=j.236H}}
{{AttackVersion|name=j.236H}}
{{#lst:DBFZ/Captain Ginyu/Data|j.236H Full}}
{{#lst:DBFZ/Captain Ginyu/Data|j.236H Full}}
! colspan=17 style="background: white;"|Together We Are...the Ginyu Force!
! colspan=16 style="background: white;"|Together We Are...the Ginyu Force!
|-
|-
{{AttackVersion|name=236S|subtitle=Guldo}}
{{AttackVersion|name=236S|subtitle=Guldo}}
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{{AttackVersion|name=j.236S|subtitle=Jeice}}
{{AttackVersion|name=j.236S|subtitle=Jeice}}
{{#lst:DBFZ/Captain Ginyu/Data|j.236S Jeice Full}}
{{#lst:DBFZ/Captain Ginyu/Data|j.236S Jeice Full}}
! colspan=17 style="background: white;"|Together We Are...the Ginyu Force!
! colspan=16 style="background: white;"|Together We Are...the Ginyu Force!
|-
|-
{{AttackVersion|name=214S|subtitle=Guldo}}
{{AttackVersion|name=214S|subtitle=Guldo}}
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{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
! colspan=17 style="background: white;"|Powerful Energy Wave
! colspan=16 style="background: white;"|Powerful Energy Wave
|-
|-
{{AttackVersion|name=236LM or HS|subtitle=Level 1}}
{{AttackVersion|name=236LM or HS|subtitle=Level 1}}
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{{#lst:DBFZ/Captain Ginyu/Data|236LM Level 3 Full}}
{{#lst:DBFZ/Captain Ginyu/Data|236LM Level 3 Full}}
|-
|-
! colspan=17 style="background: white;"|Body Change
! colspan=16 style="background: white;"|Body Change
|-
|-
{{AttackVersion|name=214LM}}
{{AttackVersion|name=214LM}}
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{{#lst:DBFZ/Captain Ginyu/Data|j.214LM Full}}
{{#lst:DBFZ/Captain Ginyu/Data|j.214LM Full}}
|-
|-
{{Description|16|text={{ColumnList|text=*Pierces through lvl 3 projectiles
{{Description|15|text={{ColumnList|text=*Pierces through lvl 3 projectiles
*Hold button to do 3000 damage to Ginyu
*Hold button to do 3000 damage to Ginyu
}}
}}
}}
}}
! colspan=17 style="background: white;"|Together we are... the Ginyu Force!
! colspan=16 style="background: white;"|Together we are... the Ginyu Force!
|-
|-
{{AttackVersion|name=214HS}}
{{AttackVersion|name=214HS}}

Revision as of 14:32, 16 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

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
5M
5H
2L
2M
2H
6M
j.L
j.M
5LLLLLLL
j.H
j.2H

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.
5S, j.S
5S
Guldo
j.S
Guldo
5S
Recoome
j.S
Recoome
5S
Burter
j.S
Burter
5S
Jeice
j.S
Jeice
Strong Jersey
236L
236M
236H
j.236L
j.236M
j.236H Together We Are...the Ginyu Force!
236S
Guldo
j.236S
Guldo
236S
Recoome
j.236S
Recoome
236S
Burter
j.236S
Burter
236S
Jeice
j.236S
Jeice
Together We Are...the Ginyu Force!
214S
Guldo
j.214S
Guldo
214S
Recoome
j.214S
Recoome
214S
Burter
j.214S
Burter
214S
Jeice
j.214S
Jeice

Z Assists

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.
Assist A
Assist B
Guldo
Assist B
Recoome
Assist B
Burter
Assist B
Jeice
Assist C

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
j.214LM
  • Pierces through lvl 3 projectiles
  • Hold button to do 3000 damage to Ginyu
Together we are... the Ginyu Force!
214HS

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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