This is Captain Ginyu's safest bet. Having two assists available allows Ginyu to unleash chaos by summoning two Ginyu Force members at once, allowing him to go for the insane pressure he's known for, and cover the bases against characters who can stop Ginyu's two-step neutral gameplan. Likewise, your team isn't truly losing much if Ginyu dies since he's not very powerful by himself. You likely won't be able to abuse Body Change on this position without extreme planning ahead that your opponent can shut down by forcing you to rotate off of Guldo, and you likely won't get Ginyu's most powerful setups either. Still, there are plenty strengths to this, especially how the Point position will allow Ginyu to show off his outrageous damage output best with sparkless TODs.
Ginyu possesses three intricate assists your point character can put to great use. He will have to take more risks in neutral and pressure to open opponents up, but having one assist is enough for him to get his plan going. In addition, being the second character can allow for more opportunities to use Body Change against the opponent's anchor, potentially making victory much easier to achieve.
Ginyu is not good solo, since Ginyu requires assists to safely set up his Ginyu Force and doesn't gain any real scary setups solo, still relying on stuff like 6M and silly Burter crossups. His A and C assists are both fine, B can be great or terrible depending on your team, but ultimately it's not worth keeping him solo even for Limit Break damage.
That said, Ginyu on Anchor is not a terrible choice if you have a character like Kid Buu on point, whose supers both last a long time and give an SKD afterwards. The goal of that team changes, Ginyu is not actually your anchor. You're instead running a powerful shell at the start to get into the corner, then DHC into Ginyu and start using nasty setups such as the Guldo 236S -> Recoome 5S. Now Ginyu is in his prime area, the corner, has two great characters to back him and the opponent is locked in a very helpless situation. This "Ginyu Shell" composition also keeps Ginyu in a safe spot for your team should you have a bodyswap setup. As silly as these sound, it is a tournament-proven effective strategy and is used by some of the best Ginyu players in the world.
Still, should your shell be defeated, you will unfortunately be stuck with Ginyu solo. It's best if you raw tag Ginyu in should things get dicey rather than end up with a solo character with some truly abysmal matchups against the game's actually good mids and anchors like Android 21 or Broly. Don't let yourself get caught in that situation, you will lose unless about a hundred things went right for you.
- Piccolo's A assist makes Ginyu’s pressure even scarier, giving him even more options after hard knockdowns. A well-placed Piccolo assist and 236S Recoome/Burter/Burter + Jeice combination can really frustrate opponents with its potential to keep opponents locked down, opening them up for a well-timed grab after blockstun ends. Works somewhat decently for extending combos, but there are much better assists for that.
- Kid Buu's A assist gives you enough time to setup your Ginyu Force mix-ups, keeping your opponents locked down. Alternatively, you can go for a standard crossup 50/50 midscreen, something Ginyu can put to good use thanks to his damage and you'll probably enjoy a lot thanks to how difficult it can be to open players with good defense at times.
- GT Goku can prove invaluable for getting characters like Android 21 out of the sky and letting you safely call a force member behind his beam. Any beam assist works fine should you not want to use GT.
- Master Roshi has two assists that work just fine for the Captain, his A is a beam and his B gives Ginyu protection on his calls and more. Roshi himself can get some leeway out of the Captain's assists to make his neutral game even tougher to deal with.
- Generally assists with high blockstun are pointless with Ginyu as he does not have a low 2L, and will not be able to abuse the blockstun for true mixups unless it holds them in place like Kid Buu's. If the assist has enough stun for the force call to be safe, it's fine.
- (2L) > 5L > 5LL > 2M > 5M > 2H > 236L
This is Ginyu's true blockstring. 2L does not have very good range, so you might just want to start with 5L instead. You can stagger off of all of your light buttons, but 5M and 2M are both a bit riskier.
Don't be afraid to use 5S at points in these strings, especially if you have a character like Guldo or Jeice who can snipe the opponent from a safe area should they try to mash you.
- 5L > 5Ll > 2M > 5M > 2H > (236L) > Assist > 236S
Easiest and safest way to get force pressure started. 236L will push Ginyu and the opponent back into a different position which can be a good thing or a bad thing depending on the call, either way you can cancel Ginyu's last button into a force call and use an assist to cover.
Safe Calls for Lvl 3
After 214H+S you can call a Ginyu Force member for Oki. This is a list of every call you should use post-lvl 3.
- Guldo 5S
- Recoome 236S
- Burter 236S
- Jeice 5S, 214S
Anything else either loses to 5L or isn't entirely safe to start pressure with. Guldo 5S lets you run up, Recoome 236S is just a beam assist and beams are really good, Burter 236S shuts down the airspace for a while which allows you to start pressure if he's blocked, Burter 214S can work if you use a blockstun assist on their wakeup to cover your approach, Jeice 5S lets you run up and begin pressure, and Jeice 214S/236S is a good way to catch people trying to use a reversal on Jeice 5S. In the corner you get way more options though.
- Guldo 5S, 214S
- Recoome 236S
- Burter 5S, 236S, 214S
- Jeice 5S, 236S, 214S
Both Guldo 5S and 214S do 20 frames of blockstun so use 214S to cover the most options. Recoome's beam is so active it honestly invalidates his kick even in the corner. Burter 5S hits meaty in the corner and covers everything. If they mash on wakeup and begin pressuring Ginyu, most 5LLs will beat the incoming 214S from Burter, use an assist to stop this from happening so you can get the left/right mix on 214S. Jeice 236S can pull them out of the corner, but it's also just a good backup plan in case they mash out of your pressure.
Guldo and Recoome Setplay:
Tips and Tricks
Ginyu fuzzy guard set-up:
Fighting Captain Ginyu
- Always keep track of which Ginyu Force member is going to come out next. Almost all of their moves have extremely slow startup, and without an assist to cover Ginyu, they can be very easily disrespected.
- Ginyu has no defensive options outside of universal mechanics, so he has trouble responding to pressure. He also has no projectiles of his own, so counterzoning is often strong enough to shut down his entire gameplan.
- Ginyu cannot stagger past his light attacks, and has no real mix-up options outside of 6M and some dirty corner setups. Patience and good blocking will take you far.