Anti DP O/S after corner throw - Jack-O tech - Guilty Gear Strive - read description for explanation
Midscreen video: https://youtu.be/U_GGU3HOE5E
We all know that 236P, 5K, 236P into whatever after a corner throw sets up a ton of Jack-O's pressure options. What do you do about those pesky DPs though?
Try this:
236P, 5K, jump(9) cancel 214S.
It covers everything but supers and gives a high/low against most DPs.
Delay either the jump cancel or 214S just long enough for the servant to hit meaty before using the 214S barrier.)
The servant meaty will catch anything that isn't invincible and lock down on block.
The barrier will put the opponent in guard break (which you can just grab with 632146P, but I didn't record it).
Either way, Jack-O gets a high/low opportunity. She can do j.S, j.H, or late j.K. j.K is most reliable and easiest to time.
Examples of pressure strings used in the video:
- 2K, 2D, 214K, c.S, tick throw
- j.K, 2K, 2D, 214K, c.S, tick throw
- (j.K), 2K, 2D, 214K, 2H, 236236H, 3P, 6H(1), (214K, 5S, 236K)
KY SPECIFIC:
Ky's DP puts him in airborne guard break. This oddly gives Jack-O free grounded left/right mixups. The difference between left and right is barely a tap toward the corner. Go hog wild.