Dragon Ball Z: Budokai Ginyu Character FAQ v1.00
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: : : : Dragon Ball Z: Budokai Ginyu Character FAQ

Dragon Ball Z: Budokai Ginyu Character FAQ

by bothersome   Updated to v1.00 on
FAQ:        Ginyu Strategy Guide.
Game:       DBZ Budokai
System:     PS2
Version:    1.00
Copyright:  2003 Jacob Lindy
This may not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
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

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 longshot0086@aol.com. Just make sure you title your 
e- mail GINYU. Otherwise I delete e-mails from unknown people.

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.***

There doesn't seem to be any set command standards so I'll post what mine 
P = punch
K = kick
G = guard
E = energy
F = forward
B = back
U = up
D = down
+ = simultaneously
, = in sequence
[]= follow specified action
()= note

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ォ life bars in stead of ォ 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.

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)
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
   Super Holy Water
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
   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 
D) Viral Heart Disease
   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
   Special Fighting Pose 1
   Special Fighting Pose 2
   Super Holy Water
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
   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.

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
   k,k,k,k(main choice)
***The easy body change combo***
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,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.

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 
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 
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 
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.

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.

That is pretty much everything.  So now I'll just regurgitate the important 
info if you wish to contact me.  My e-mail is www.longshot0086@aol.com 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