Guilty Gear Strive - Ky - Interesting gimmick on SD knockdown vs Leo
Problem:
It's difficult to run okizeme on soft knockdown vs Leo when he has meter. There are no safejumps. You come too close - he can DP RC. You dash into backdash to bait DP - super hits you. He reads your backdash - 236S or 236H.
Solution:
You tell me, I'm not going to empty jump on soft knockdown every time he has meter. But, seems pretty good as a surprise options. Let's see if we can develop a bit more favourable RPS around it. What if he simply blocks, expecting a neutral jump? Yes, please, but let me think how I want to use it.