Dragon Ball FighterZ Wiki
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Move List
Frame Data
Combo List

Images sourced from the Dustloop wiki.

Power
 
S
Speed
 
B
Reach
 
A
Technique
 
S
Energy
 
B
Ease of Use
 
A
Captain Ginyu's stats from Dragon Ball FighterZ's official website.


Normal Attacks

Input Damage Guard Start-Up Advantage
Input L.png 400 All
Captain Ginyu 5L.png A knifehand swipe.
Input L.pngInput L.png 500x2 All
Captain Ginyu 5LL.png Two punches right after each other.
Input L.pngInput L.pngInput L.png 1000 All
File:Captain Ginyu 5LLL.png An open hand swipe that launches the opponent into the air.
Input Damage Guard Start-Up Advantage
Input M.png 700 All
Captain Ginyu 5M.png Dashes forward and does a mid-level punch.
Input Damage Guard Start-Up Advantage
Input H.png 850 All
Captain Ginyu 5H.png Spins forward and then does a high kick. The distance can be extended by holding Input H.png.
Input Damage Guard Start-Up Advantage
Input S.png/Input S.png (in air) (Guldo) 600 All
TheStakesAreRaised.png Guldo appears and telekinetically fires a tree trunk skewer forward.
Input S.png/Input S.png (in air) (Recoome) 900 All
HitMYMusic.png Recoome charges at the opponent and does a knee strike.
Input S.png/Input S.png (in air) (Burter) 775 All
BlueHurricane.png Burter appears and does four rapid kicks.
Input S.png/Input S.png (in air) (Jeice) 700 All
CrusherBall.png Jeice appears in the air and fires his Crusher Ball.
Input Damage Guard Start-Up Advantage
Input 2.pngInput L.png 400 All
Captain Ginyu 2L.png A crouching jab.
Input Damage Guard Start-Up Advantage
Input 2.pngInput M.png 700 Crouch
Captain Ginyu 2M.jpeg A crouching sweepkick.
Input Damage Guard Start-Up Advantage
Input 2.pngInput H.png 850 All
Captain Ginyu 2H.png An upward knifehand swipe that launches the opponent. Invulnerable to air-attacks.
Input Damage Guard Start-Up Advantage
Input 6.pngInput M.png 850 Stand
Captain Ginyu 6M.png A jumping, downward knifehand strike.
Input Damage Guard Start-Up Advantage
Input L.png (in air) 300, 300 Stand, Stand
Captain Ginyu jL.png Two quick punches.
Input Damage Guard Start-Up Advantage
Input M.png (in air) 700 Stand
Captain Ginyu jM.jpeg A side kick.
Input Damage Guard Start-Up Advantage
Input H.png (in air) 850 Stand
Captain Ginyu 6M.png A downward, knifehand swipe.
Input Damage Guard Start-Up Advantage
Input 2.pngInput H.png (in air) 850 All
Captain Ginyu j2H.png An upward heel kick that launches the opponent.


Special Moves

Strong Jersey (ストロングジャージー)
Captain Ginyu Strong Jersey.png Performs a charging elbow bash. Can be followed up with either Input S.png or Input 236.pngInput S.png if it connects. Travels approximately 90% of the screen on ground and 50% in the air.
Input Damage Guard Start-Up Advantage
Input 236.pngInput L.png (air OK) 1000 All
The attack deals small knockback.
Input 236.pngInput M.png (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.
Input 236.pngInput H.png (air OK) 1300 All
Deals more damage and has the Input L.png 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
Input 236.png or Input 214.pngInput S.png (air OK) (Guldo) 0 All
ZaWarudo.png Guldo appears and paralyses the opponent with his psychic powers. Inputting Input 236.png makes Guldo appear in front of Ginyu and inputting Input 214.png makes him appear behind the opponent.
Input 236.pngInput S.png (air OK)
(Recoome)
1110 All
EraserGun.png Recoome appears and fires off his Recoome Eraser Gun.
Input 214.pngInput S.png (air OK)
(Recoome)
1500 All
HitRecoome'sMusic.png 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.
Input 236.png or Input 214.pngInput S.png (air OK)
(Burter)
850 All
Woosh.png Burter appears in the air and flies around the screen. Inputting Input 236.png makes Burter appear in the air and dashes back and forth four times, having some tracking potential. Inputting Input 214.png makes him appear on the ground and only attacks twice with no tracking potential.
Input 236.png or Input 214.pngInput S.png (air OK)
(Jeice)
400 All
PurpleComet.png 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 Input 236.png makes them appear behind above the opponent and they will move towards Ginyu and inputting Input 214.png 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
Input A1.png/Input A2.png 800 All
Captain Ginyu Strong Jersey.png Performs a charging elbow bash.


Super Attack

Powerful Energy Wave (強力エネルギー波)
Input Damage Guard Start-Up Advantage
Input 236.pngInput L.pngInput M.png or Input H.pngInput S.png 2000 (Level 1)
2500 (Level 2)
3000 (Level 3)
All
Milky Cannon Launch.png Fires a purple energy wave forward. Holding down Input L.pngInput M.png/Input H.pngInput S.png 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
Input 214.pngInput L.pngInput M.png (air OK) 0 (3000)
Body Change.png 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 Input L.pngInput M.png 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
Input 214.pngInput H.pngInput S.png 4245 All
DBFZ Ginyu TogetherWeAre-Super3.png 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.


Navigation

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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