DBFZ/Captain Ginyu/Frame Data

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 Captain Ginyu

Glossary

How do I read frame data?

Frame Data Glossary  
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Blockstun (Ground) 11 11 15 15 15
Hitstop 6 8 11 14 16
  • Air blocking adds 2F of blockstun
  • Landing while in blockstun adds an extra 4F of blockstun
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
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[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 - - - - -
Air Z Combo
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)

Navigation

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

DBFZ/Navigation