I think we're pretty much splitting ends here. So it's useful knowledge against people like Kim, Terry, or Leona who can charge a reversal by holding down and hitting up. It's also useful to know if they actually start doing it. Everyone else; will probably rarely see.
I think any knowledge is useful knowledge, but we really need to work on our tools against other characters that are problematic.
I feel outside of the corner, K' has serious problems. His crossups are either hard or predictable. His usual BnB in midscreen is difficult as well off of a random poke. You can't just run up to somebody and hit d.B, Ein Trigger. You're just losing pressure or you're guessing. Hitconfirming off of 1 d.B is also hard. I feel we need a universal gameplan with our character. We realize his best combo potential is in the corner. He doesn't really have an overhead. What does a K' player need to know in order to fight effectively to push an opponent to the corner or to be successfully aggressive on an opponent.
I don't have a
definite answer aside from a LOT of corner carry and punishing poor jump-ins/risky moves with a corner carry combo, but I feel that should be what we put our efforts into. With EVO around the corner, this is real important for showing K' is a strong competitor.
Are there any good safe-jump setups that K' has? And what's the best way for K' to keep the pressure on opponents?
Adding on to this: You can do d.B, d.B, qcf+A, f+B. If the fireball hit, you should be able to safe jump. Be wary of that because if the fireball doesn't hit, you won't have enough time to recover from the fireball and run at them. It makes it so you can footsie your way with someone antsy to reversal.
However, the timing is pretty tough. If they crouch, you'll likely whiff if they didn't do a reversal, but I'm fairly certain there's a window of timing where you'd hit them.