Guilty Gear Strive - Ky - 7f safejump after 2k 2d and basic RPS around it
An RPS that is easy in concept, but might be tricky to master, partially because of safejump timing. Remember this is only for situations when they have 50 meter, because some characters (Leo, Gio, maybe some others) have super to hit you through CSE at this distance . Ironically, Sol is not one of them iirc, even though I picked him for demo by habit.
Unfortunately, this is the best option I was able to figure out for now to deal with a possible 7f inv reversals. I don't recall any 7f safejumps off 2k 2d DE, CSE is not safe, so what the hell is Ky supposed to do on HKD to avoid reversal in the face? You tell me.
One possible easy answer is 2k 2d RTL. It's a good one when Ky is close enough to the wall for guaranteed WB (otherwise it's a waste really), because We can quickly get that meter up to 100 and maybe set something up to force Them spend their meter.
But we don't always have resource for RTL, neither we are always close enough to the corner. It's good idea to learn how to play around it and maybe even save meter for later resource exchange.
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