FAQ: Ginyu Strategy Guide.
Game: DBZ Budokai
System: PS2
Version: 1.00
Copyright: 2003 Jacob Lindy
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violation of copyright.
I Version History
II Introduction
III Ginyu, the Saiyan, the Frog, the Girl, but Mostly the Purple Alien
IV Command
V Capsule List
5.1 Ability
5.2 Physical
5.3 Support
VI Capsule Suggestions
6.1 High Risk
6.2 Low Risk
6.3 Balanced
VII Combos
7.1 Juggle starters
7.2 Ground Combos
VIII Ginyu in Battle
8.1 vs. Ginyu
8.2 Using Ginyu
IX Thanks
X End
I VERSION HISTORY
The original creation
II Introduction
This guide will explain the basics of how to use Ginyu. It will give move
analysis and advanced combos both for style and getting the job done. It is
my goal, that by the end of the guide, the reader (you) will have a complete
understanding of how Ginyu should be played. If you have any questions,
criticism, or ideas I could add to make this guide easier and better you can
e- mail me, my e-mail is
[email protected]. Just make sure you title your
e- mail GINYU. Otherwise I delete e-mails from unknown people.
III GINYU, THE SAIYAN, THE FROG, THE GIRL, BUT MOSTLY THE PURPLE ALIEN
Ginyu is an elite alien who works for Frieza. He is the captain of a force
that works for Frieza doing difficult tasks of mysterious destruction. It is
possible, that this force could have been the most deadly of foes that the Z
fighters have fought, with the ability of controlling time, and changing
bodies. But they were overly concerned with insignificant matters. Ginyu
fought Goku, then stabbed himself then did body change. Then as Goku, he
fought vegeta, lost so attempted to do body change but failed because Goku
threw a frog in the way. As a frog he steals Bulma's body, then after seeing
how weak it is, tries to steal another body but Bulma gets in the way. So in
the end, he ends up as a frog, and the frog as him, there goes what easily
should have been the strongest of all beings in existence.
In the game, he comes in his purple form and his alternate outfit, the
forgotten turtle hermit warrior, is because Gohan was fantasizing what it
would be like to have his father in Ginyu's body eating with him. He does
not have an area destroying 1000 damage move, but he has the best move in the
game. Body change, it has only two flaws, it is blockable if not combod
into, and after you do it, they can do it back. So when you think Ginyu,
think of body change like gambling, the higher the risk the higher the
possible return. So I am separating my set ups into the risk factor
involved, rather than the aggressiveness of playing style. ***If you use
body change make sure you know how to use the character you steal.***
IV COMMAND
There doesn't seem to be any set command standards so I'll post what mine
mean.
P = punch
K = kick
G = guard
E = energy
F = forward
B = back
U = up
D = down
+ = simultaneously
, = in sequence
[]= follow specified action
()= note
V CAPSULE LIST
5.1) Ability Capsules
Milky Cannon-1 ki. Basic death move, use if you have the space. balanced.
Body change-3 ki. Are you feeling lucky? The whole reason to use Ginyu
appears to be this, but you don't need it to win.
Special Fighting Pose 1-1 ki. Posing is the pride and joy of Ginyu force
members, but they also are one of the best attack/defense-increasing capsules
in game. Raises offence
Special Fighting Pose 2-1 ki. Raises defence.
5.2) Physical Capsules
Processed Power Crush-1 ki. Easy to combo into, but overall useless.
Parmesan Shower-2 ki. Easy to combo into and the e can be charged. Very
good but somewhat typical continuous ki attack.
Ginyu Special-3 ki. Very good can be charged in air to become unblockable,
so he has two moves that can do that does decent damage.
Ginyu Strike-0 ki. Throw, useful like all throws.
5.3) Support Capsules
I'm only going to list the useful ones, some aren't worth it.
(1/3)Senzu Bean-If you want extra life use this. Do not use with body
change, you might forget and give them 3« life bars in stead of « bars.
The Armors-Usually not good, but they are not bad. If you use body change
and want a boost but not something which is enough for a comeback settle for
this. It will help but not hurt too dearly after body change.
Dr. Gero's Deflect Back R&D-If you have extra space and your not good at
blocking energy this can solve your problem, it will make sure the ki blast
is shot back as long as you are blocking. No worrying about timing now, but
you can still be hit by energy if you are not blocking.
Viral Heart Disease-Does the work for you, good if you chip at em, but
chipping is one of Ginyu's best game.
Vaccine-Cures the disease for you only, not needed with body change.
Super Holy Water-Raises defense, I can't list numbers but because of rarity
for one slot it should be much better than the armor.
Potential-After thirty seconds this is the equivalent of 4 transformations
for the price of two without energy drain. If you have the room this is a
MUST have, unless you use body change, then only a consideration.
Super Kami Water-30% attack power but life drain. Use this if you think the
30% make you do more damage than it deals to you. I like to take my time.
Breakthrough-Always a possibility offering 14 capsules for the price of 7.
It will make Frieza a very balanced character move wise, but he would rely on
having a lot of Ki. Works well with body change.
Scouter-A bad item but with body change this increases your chance of success
without guaranteeing them an opportunity to return the favor.
Dr. Gero's Perpetual R&D-very good if you do not have body change. Offers
unlimited ki, which results in increased mistake punishing, and increased
defense, block without looking at the meter.
There are others, but if you are Ginyu do not use them.
VI CAPSULE SUGGESTION
6.1) High Risk
You are putting all of your eggs in one basket, one roll of the dice, one
spin of the wheel. If you get lucky then you can have a very easy victory,
if you mess up your going home bankrupt.
Only one set up for this so here it is
Body change
Super kami water(optional)
Viral heart disease(optional, only use with super kami water)
Scouter(optional)
Do not continually waste your time counting, I know there are only 6 slots
taken up, at most. Since all you are trying to accomplish is body change
that is all you need, so you could have a one capsule custom set up. Or you
can add super kami water, this is riskier because you just put a timer on how
long you can get a body change off. Add viral heart disease to make that
time go twice as fast. Or if you want some insurance, use scouter as a
safety feature, DO NOT use perpetual energy instead, doing so can lead to a
multiple body change match, not good. This is only if you feel 3 energy is
too much and 2 is much safer, which it is, but it increases their chance of
doing it to you. Like o throw the dice, then use this, this is the most
entertaining of choices, but I do not recommend it for tournaments. Don't
worry Ginyu can still be a very good character, read on.
6.2) Low Risk
If you do not like to gamble, then do not even bother with Body change, for
this type of player it is a waste.
A) Milky Cannon
Ginyu Strike
Parmesan Shower
Ginyu Special
Dr. Gero's Perpetual R&D
With three ki using attacks perpetual energy is very important. Everything
here has the same patterns. They all do excellent jobs chipping. The throw
cannot be blocked, and Parmesan Shower and Ginyu special can both be charged
(Ginyu Special can only be charged in the air). This gives great variety and
makes the ongoing attack very simple.
B) Special Fighting Pose 1
Special Fighting Pose 2
Potential
Super Holy Water
Armor2/Serious!!
This character technically sacrifices all damaging moves, to rely on Ginyu
basic combos and support. Everything enhances defense or attack power,
making him balanced in that state but unable to use true ki moves. The
fighting pose, how can you be in the Ginyu Force without a good pose, without
laughing though these are very effective. They can raise your power over
20%, which is, more than potential for the amount of ki it takes. All of
them are very easy to combo into, and the only one I do not suggest doing is
k,k,k,k for pose #2. This one does not knock them away so an easy break fall
means pain for Ginyu. I actually recommend this if you are good at combing
and juggling, or just to add finesse.
C) Special Fighting Pose 1
Potential
Milky Cannon
Milky Cannon
Ginyu Special
Ginyu Special
This set up is based on attack power. Do fighting pose when you can, chip
and punish mistakes with milky cannon, and combo into the all powerful Ginyu
Special
D) Viral Heart Disease
Vaccine
Potential
Parmesan Shower
Ginyu Strike
This set up is outstandingly based on attacks. But its main goal is too
gradually let the disease run its affect until they are mid orange. Then
proceed to hit them with unblockables.
6.3) Balanced
A) Body Change
Potential
Special Fighting Pose 1
Special Fighting Pose 2
Super Holy Water
Armor1
This character is meant for doing damage with combos and absorbing hits with
some capsules. In case of an emergency do a quick combo into Body change.
That is why I have the armor there, I do not like it but it helps the most
without making doing body change hurt you.
B) Body Change
Potential
Super Fighting Pose 1
Milky Cannon
Milky Cannon
Super Holy Water
Do decent chip damage, and get more powerful as the match progresses. Use
milky cannon to make sure your energy never gets too high. If needed use
body change, if possible give them a body with no ki. Even though when they
get the body the effect is fully kicked in, I doubt they will be very
practiced with Ginyu.
VII COMBOS
There are two main ways of doing combos. The first is by doing a juggle then
follow with a basic combo ending in either something to knock them away or
ability. The second way is a ground combo. I am not referring to the basic
combos, which practically do themselves. Some combos end with a move that
lets you hold it to charge. One of these, is a double ax kick. Ginyu raises
his leg in crescent, charges up, then swings down in a similar crescent. You
can stop the charge at any time by pushing guard. With this kick you will
kick start to charge then stop instantly. You will be able to attack them
again before they can recover. So the double axe kick is used for basic
ground combos. Ginyu is not bad at juggling, but he is one of the best in
the game at ground combos. They can be done in the air.
7.1) Juggle Starters
b+p+k
k,k,k,k(main choice)
***The easy body change combo***
k,k,k,k,f+p,p,p,k,e
The downsides
It must be in the air. It is an otg combo so they can break fall, somewhat
awkwardly and if they do it can still hit them so always finish it. Works
better on humans because they are less likely to be able to both break fall
and block. Do not complain if you loose because this did not work.
These are the only reliable juggle starters that I saw. If I am missing one
please tell me and I'll update it. How you end the juggle is entirely up to
you. But the longer a juggle combo is, the less damage the later attacks do,
so longer does not equal better. Moves like Ginyu Special restart the combo
meter when it connects so that is good.
7.2) Ground Combos
A) Easy Combos
f+p,k,k[hold],g,(any special except body change)
f+p,k,k[hold],g,k,k,k,k,(juggle)
f+p,k,k[hold],g,b+p+k(repeat as much as you can),(juggle)
B) Advanced Combos
f+p,k,k[hold],g,[pause],[repeat](timing is everything)
***f+p,k,k[hold],g+d/u,f+p,p,p,k,e(Body change)***(This is the only way to
guarantee a body change. If after you dodge, your next combo makes them back
facing you then they will not be able to block. More effective in air)
If you are thinking, why don't you come up with some super damaging body
change combo? Then do not ask. The shorter the combo, the better. Because
the less damage you do, the better. You do not want to do 2 bars of damage
and then body change because then you just screwed yourself. I do not care
if you tweak my combos to your preference, but this do not, I made it as
short as possible.
VIII GINYU IN BATTLE
Ginyu is probably best considered a jack of all trades and master of none.
This can make him a hellish nightmare or a walk in the park, and you will
have almost no way of knowing what to prepare against without knowing his
capsules.
8.1) Vs. Ginyu
The main thing you have to fear when you are fighting Ginyu is body change.
A good Ginyu fighter will make sure he gives you an empty ki body, and
usually receives a full one. So always keep an eye out on his meter. Make
sure it is below 3 at all times. If he is using perpetual energy, then do
not expect a body change, he probably is really buffed up. Do not let him
get a single pose off, if he tries it from far away or does not knock you
away, then capitalize, not only because the opportunity is there but because
with power ups he only becomes deadlier. If he starts to charge anything
punch, even if he is trying to sucker you into it, a fully charged attack
usually ends in a parmesan shower or Ginyu special. Ginyu should not be the
hardest opponent you have to face, and since he is better in the air and can
do body change in the air easier, avoid the air. If you came here to learn
only how to beat him from this section, make sure the one thing you learn is
the body change combos, because you do not want the match to be over if he
gets that off.
8.2) Using Ginyu
The characters of this game can sort of be grouped into certain categories.
Some of them fall into more then one category. It all depends on the capsule
set up.
Big Guys- The big guys are different from all the rest. They are big. Being
big makes them easier to juggle, and makes their moves slower, but more
powerful. With Ginyu's combo and juggle potential they become very simple
opponents. If they are in the air, body change is easy. Their reach is not
worth your chipping ability, but to make reach even less devastating then go
into them so you do not have to worry about reach. Body change should be
easy. Very easy opponent.
Powerhouses- These guys will do a short juggle followed by a small combo.
The problem with that is the small simple combo can easily eat away a whole
life bar. Everything they do will do a whole lot. This is not a problem
because it makes body change all the more effective, and easy to adapt to his
character. Without body change, just do combos that do a lot of damage, and
make them rely on their combos only, remove their energy. Very easy
opponent.
Little people- These guys are a pain in the ass. Sometimes they are too
small for a body change combo making that undoable. Keep them in the air and
you will feel less restraint from their height. Also make sure you stay the
maximum amount of distance away for a normal punch to hit because they are
short and stubby. If you have body change, then this will be a pretty
difficult match. If you are low risk then it should be much easier. The
more you chip, the better off you are. Difficulty all depends on your set
up.
Speed demons- If this character can effectively ground combo then this is a
difficult match. If this character can juggle well then it is going to be a
difficult match. Well, all speed demons can do one or the other, and usually
both. If you do not have body change, then they most likely easily have you
outmatched. If you have body change then pull it off ASAP, mistakes from
them do not come often. Very difficult opponent.
One hit wonders- Some characters put all their eggs in one basket. Well now,
if you are using body change chances are, so do you. Body change is not
effective against them because, you will never give them a dying body, they
usually do all their damage at the same time, so when they damage you; your
dead. Or, you can body change and finish them off with his own style, do
this if you know how to finish them off. The safest solution is to use a low
risk set up and keep his energy low and do a lot of chip. With body change,
difficult, with low risk, somewhat easy.
Pokers- This character will do a lot of chipping and small attacks. This is
what Ginyu is proficient in, but their pokes are much better. Try to get a
body change off, it makes the match easier. This is a very difficult
opponent, you are fighting an uphill battle, use a mid risk set up, because
body change can be very helpful, even if the opportunity will most likely
never arise.
IX THANKS
First and foremost, I would like to thank Gamefaqs for hosting my guide. I
would also like to give credit to where it is due. The people of Prima, for
making their guide.
X END
That is pretty much everything. So now I'll just regurgitate the important
info if you wish to contact me. My e-mail is
[email protected] I do
not check it daily but do frequently enough. If you e-mail me make sure you
title it GINYU. If you wish to contact me on Gamefaqs my account is
bothersome. I'm at the Budokai message board daily. If you wish for me to
post this FAQ to be posted on your website then feel free to contact me. If
you e-mail me to offer an opinion, support your opinion, I don't want to read
hundreds of e-mails saying I suck, but I do want to know why I suck. Or, if
you feel I should add a whole new section then tell me. And finally, I thank
you for your time and hope this guide made you the best Ginyu player in your
area.