Midscreen Anti-DP barrier O/S after throw - Jack-O tech - Guilty Gear Strive - Read description
A common meaty setup after throw is 236[P], ws.5D, 5K, jump cancel IAD j.H/S. What about those DPs, though?
Here's a decent O/S. After a midscreen throw, 236[P], ws.5D, 5K, jump cancel 214S.
Jump cancel 5K immediately and slightly delay the 214S enough for the servant to hit meaty first. It'll catch anything invincible including jump frames and block. The 214S barrier will catch any invincible reversal except supers. It gives a situational corner walk block string, high/low mixup, and a KY SPECIFIC NOT RECORDED HERE left/right mixup. (Positioning the servant correctly pushes Ky toward you in a jumping guard break. You can walk under him.)
Example followups except for Ky DP:
- (every situation) 2K, 2D, 214K, c.S, tick throw
- (on guard break with servant on the other side) c.S&, 236236H, c.S, 214K, (c.S&, 2K, 2D, 214K)
- j.K/S/H, 214K, dash c.S etc. (changes depending on hit or block)
- can also try activating 214H just before hitting the ground and following up with whatever.
- (during guard break) just 632146P super.
(Corner version: https://www.youtube.com/watch?v=tXNFRWTBF-g&ab_channel=SalamanderLights)