There was a good point in the comments to https://www.youtube.com/watch?v=5FMeAfgsdY4 about the lack of low option to make it true high/low mix, so I decided to lab this real quick.
1. Low option does exist and you can't mash out of it. Block stun from RC makes it nigh impossible. But you can throw.
2. If you go for the low option, your opponent can't stand block until the very moment low comes out. Sounds and feels really weird, I assume you just transition to stand block if high is coming, but I'm still not completely sure this is how it really works - RC-timing-wise 2 recordings seem bout the same, so this is the only explanation I have atm. If you go for stand-block as by-default reaction after getting hit with high option once or twice, it's hella confusing when you can't stand and low is already coming. But then you realize that the fact you can't stand is actually indicator there will be no high, so you can just continue crouch-blocking and throw.
3. Personally I was unable to throw in high version of the mix, but this requires further testing.
Overall there are ways to deal with both high and low, but seems like you gotta be very prepared mentally and be quick about your decision making. Also, for those willing, you might wanna test it further, since I was really short on time with this one. If you have any thoughts or suggestions, leave a comment, this type of discussions usually make my day.
Ky Combo Guide - Guilty Gear Strive
Here is the Ky combo guide for gg strive! ky is way more fun and in depth than you would think! Please enjoy. If you enjoy the video like and subscribe! hit the bell🔔 thanks all!
cS 5[D] punish with BRC.(I know I should go for run CSE for oki)Punish: 66BRC 2K 5[D] 2S 5H 214K> 2P run cS 5H dl 236K is easier.> 5K is very tight but could allow for jumpcancel combos#GGST_KY pic.twitter.com/IjhxbKCS1v— PC_volt in lab (@PC_voltInLab) July 11, 2021
cS 5[D] is absolutely unpunishable without BRC.5K 5[D] is almost always punishable with (2S) SD#GGST_KY pic.twitter.com/NEL8OACdYm— PC_volt in lab (@PC_voltInLab) July 11, 2021
Pretty spacing dependent, as usual optimal Ky stuff is, but not as finicky as it may look or sound. If you’re too deep into the corner you can’t get the double 5K 6H, they’ll fall too fast after the first 6H. The spacing in the vid is the sweet spot, try to remember it.
In general, learn to be aware of where you stand on the screen when you land Ky’s big CHs in order to maximize the damage off of them because it really depends on how close or far you are to the corner. If not, you’re stuck doing FA loops all the time, which are nice and consistent but we’re talking optimal here and they tend to be a considerable amount less damage than what you can get the most off of Ky’s big CHs.
Was just labbing Nago stuff when I stumbled upon this so I didn’t switch to Sol before I recorded but he is one of the heaviest so this should work on everyone else too. It is a bit harder on the heavies though.
#GGST #GGST_KY #GuiltyGearStrive #GuiltyGear
https://store.playstation.com/#!/tid=CUSA19210_00
Neat corner loop I labbed up for Ky. I'm sure it can be optimized beyond this.234 damage.I'd prolly call these shock loops if anything. Ky's j.D halts his momentum and allows him to loop between j.K and j.D until a wall breaks.#ggst_ky #ggst_kyk pic.twitter.com/M2qtbTstQ5— Fun (@gfx_fun) July 11, 2021
Ayo what’s the buffer timing? I should have gotten a heavy dp at the end. #ggst_ky #GuiltyGear pic.twitter.com/DwxiClawX8— ari (@hakinyc) July 10, 2021