DBFZ/Captain Ginyu/Frame Data: Difference between revisions

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Revision as of 09:05, 14 December 2021

System Data


Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
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
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

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.

DBFZ/Navigation