An open hand swipe that launches the opponent into the air.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
Dashes forward and does a mid-level punch.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
Spins forward and then does a high kick. The distance can be extended by holding .
Input
Damage
Guard
Start-Up
Advantage
/ (in air) (Guldo)
600
All
—
—
Guldo appears and telekinetically fires a tree trunk skewer forward.
/ (in air) (Recoome)
900
All
—
—
Recoome charges at the opponent and does a knee strike.
/ (in air) (Burter)
775
All
—
—
Burter appears and does four rapid kicks.
/ (in air) (Jeice)
700
All
—
—
Jeice appears in the air and fires his Crusher Ball.
Input
Damage
Guard
Start-Up
Advantage
400
All
—
—
A crouching jab.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
A crouching sweepkick.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
An upward knifehand swipe that launches the opponent. Invulnerable to air-attacks.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
A jumping, downward knifehand strike.
Input
Damage
Guard
Start-Up
Advantage
(in air)
300, 300
Stand, Stand
—
—
Two quick punches.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
A side kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
A downward, knifehand swipe.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
An upward heel kick that launches the opponent.
Special Moves[]
Strong Jersey (ストロングジャージー)
Performs a charging elbow bash. Can be followed up with either or if it connects. Travels approximately 90% of the screen on ground and 50% in the air.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1000
All
—
—
The attack deals small knockback.
(air OK)
1200
All
—
—
Deals more damage, and causes a wallbounce on hit. This variant does require more startup frames, making it harder to connect in combos.
(air OK)
1300
All
—
—
Deals more damage and has the variant's speed. Consumes half a Ki gauge.
Together We Are...the Ginyu Force! (ギニュー特戦隊出動!)
Calls in different Ginyu Force members who perform different attacks. They always appear in this order: Guldo → Recoome → Burter → Jeice.
Input
Damage
Guard
Start-Up
Advantage
or (air OK) (Guldo)
0
All
—
—
Guldo appears and paralyses the opponent with his psychic powers. Inputting makes Guldo appear in front of Ginyu and inputting makes him appear behind the opponent.
(air OK) (Recoome)
1110
All
—
—
Recoome appears and fires off his Recoome Eraser Gun.
(air OK) (Recoome)
1500
All
—
—
Recoome appear and begin charging up energy around his body before unleashing it in a large radius. Recoome can absorb up to five hits while charging, although there is a small window before the blast in which he can be canceled out of it.
or (air OK) (Burter)
850
All
—
—
Burter appears in the air and flies around the screen. Inputting makes Burter appear in the air and dashes back and forth four times, having some tracking potential. Inputting makes him appear on the ground and only attacks twice with no tracking potential.
or (air OK) (Jeice)
400
All
—
—
Jeice and Burter appear in the air to join together to create a purple sphere that fires multiple blasts diagonally downward to the ground. Inputting makes them appear behind above the opponent and they will move towards Ginyu and inputting makes him appear above Ginyu and they move toward the opponent. This variant is not stopped when Ginyu is hit, so it can hit an opponent mid-combo. Using this attack will make Burter to stop in mid-flight if he's currently in play.
Z-Assist[]
Strong Jersey (ストロングジャージー)
Input
Damage
Guard
Start-Up
Advantage
/
800
All
—
—
Performs a charging elbow bash.
Super Attack[]
Powerful Energy Wave (強力エネルギー波)
Input
Damage
Guard
Start-Up
Advantage
or
2000 (Level 1) 2500 (Level 2) 3000 (Level 3)
All
—
—
Fires a purple energy wave forward. Holding down / can charge the blast up to three levels, which increases the blast's damage by 500 each. One Ki gauge is required when performing the Super Attack and an additional Ki gauge is required to level up the blast.
Meteor Attacks[]
Body Change (ボディチェンジ)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
0 (3000)
—
—
—
Extends both arms and fires a purple energy wave that traps the opponent and then two yellow energy waves fired off that enters both combatants mouths and causes them to hit the ground. This move swaps out the current fighter on opposing team with Ginyu himself, switching out both sides remaining health, including blue health, and movesets as well as retaining the same amount of ki gauges. Ginyu will have access to all the opponent's moves while the fighter inside Ginyu's body will be unable to call in the rest of the Ginyu Force or perform another Body Change (unless if it's another Ginyu who gets his body swapped). The beam itself will pierce through any projectiles thrown at him. This move has an extremely long start-up time, so using this move in a combo is impossible. Holding down will cause Ginyu to stab himself in the chest with his hand, dealing 3000 damage to himself before firing off the beam. This move is unavailable to use when playing in Story Mode. Consumes three ki gauges.
Together we are... the Ginyu Force!
Input
Damage
Guard
Start-Up
Advantage
4245
All
—
—
This move was introduced in Season 3. Just as Ginyu rushes towards his opponent successfully, he summons all members of Ginyu Force to perform an All-Out Attack. After Ginyu perform the finishing move, the Ginyu Force perform their infamous fighting pose.