#GGST_IN Second Hit of 6H sometimes can be used as a preemptive antiair, and if you CH you can get some pretty nice damage pic.twitter.com/WIiLU1rv8z— Sen (@ChampionSen) June 21, 2021
Seems to take 6f for #GGST_IN I-no's hoverdash to get airbourne. Can be useful if you intend to crush low pokesHitbox viewer by https://t.co/w3sBgjkoFT pic.twitter.com/KPaLsrKH4s— Zenryoku (@ZenryokuFGC) June 21, 2021
#GGST I-No j236K conversions. Might be useful to do after 66jK, jump cancel to bait opponent anti airs.#GGST_IN #GGST_INO #SLDcombos pic.twitter.com/BQsr9irjYF— Sea Leaf Dojo (@SeaLeafDojo) June 21, 2021
Using a second bar to get marginally more damage on a (relatively) easy combo? Yup. #GGST #GGST_IN pic.twitter.com/PfOh2GVdfo— @ labbing guitar witch (@BadJokeEmporium) June 20, 2021
Corner combos for #GGST I-No. #1 does more damage but the dash jHS timing is quite strict. #GGST_IN #GGST_INO #SLDcombos pic.twitter.com/ZW7Csldgmw— Sea Leaf Dojo (@SeaLeafDojo) June 20, 2021
When doing j.k into j.d with I-no #ggst_in, make sure you hold downback when pressing j.d. If you hold back, you get throw, which on backdash can be punished. Holding downback = sweep = potentially punish backdash.Streaming now with VOD analysis: https://t.co/c8bJ7veHL8 pic.twitter.com/Kti8Iyjkb5— Diaphone (@Diaphone_) June 20, 2021