vs I-no
Backturn p~d OS example nr. 1 Ino
https://store.playstation.com/#!/tid=CUSA00572_00
SwimCheesy on Twitter
Ino Stroke Counter Play
Memorize the instant block timing and throwin heavy stroke on reaction becomes easy. 5k- TKB won't punish at max spacing even with IB. Instead do 5k/2k- 2D-Snail. If you don't get the IB on a spaced S. Stroke, 5p-snail punishes at most ranges.
https://store.playstation.com/#!/tid=CUSA19210_00
Sol Ultimate Fortissimo corner punish
This video was made for a Sol matchup document: https://docs.google.com/document/d/1TbyQt8TiVQrYB6Z_p8GcS1zGwt-Bokl36AEf6oAgaDM/edit?usp=sharing
Discord - A New Way to Chat with Friends & Communities
1.The first mixup you gotta just hold and guess right on it, unless it's a safejump which you can backdash (unless the I-No player is actually fucking nice at the game and does the backdash OS that noone labs ever)
2. If you get hit it is what it is, but if you block you have a bit of breathing room. Mashing smokes rehovers and walk up throw, but mashing gets smoked by I-No's 6HS/2HS. If you block low her frame trap options are limited since she can only do 2D to catch mashing.
3.If you block her frametrap, you're in a pretty good spot. At this point, either she does nothing and you go back to neutral, or she does s stroke and be -7 in your face or h stroke which you can just lab against free (it's a reaction check, really). Any other of her cancel options are not that useful in this situation so they dont see use. If you block all of this that's the end of your guessing.
So to break it down, her layer 1 mix looks like this:
high/low/throw, if blocked then
frame trap/rehover, if frame trap blocked,
pressure ends/take risk or knowledge check to get back in
Defensive options against I-No (in the corner at least)
Defensive options against I-No (in the corner at least) jS -> jD: Gets CH by 623S or Punish hit by 6P for big reward. Has to be a read. This read will lose to jS -> cS/6H/2K for big damage (if CH cS/6H), or reset (if 2K). If you block jD, it's safe to go into crouch block. jS -> jD -> divekick...
Monacht on Twitter
forgot to post this cursed way to punish #GGST_IN H STBT with #GGST_NAconsidering you can OS the jump if you see STBT at all and S is minus on block this might actually remove the option from her entirely if you have 50 meter pic.twitter.com/qpyX7WkLKO— Monacht (@MonachtVT) December 31, 2021
KaioKen on Twitter
Frames on air blocking I-No's super? #GGST_INO #GGST_NA #Nagoriyuki pic.twitter.com/nCNmjMT2SF— KaioKen (@KaioKen_T7) December 17, 2021
Osmosis on Twitter
#GGST_ZA Big punish on blocked I-No reversal super. pic.twitter.com/yRAJpd9qtR— Osmosis (@OsmosisFGC) December 16, 2021
Discord - A New Way to Chat with Friends & Communities
Unluckythirteen
—
Today at 4:40 PM
Did some labbing about what options beat both dash in and H stroke across the entire cast. Not complete but should illustrate who has really strong options.
Sol: cS, 2S, 6H
Ky: 5K, cS, 6H, DE
May: cS, 2S, 5H, 2H
Axl: cS, 2H (a little inconsistent), Rensen
Chipp: cS, 2S, 2H, 6H, rekka spam
Pot: 5K, cS, 2D
Faust: 2K, cS, 2S
Millia: cS, 2S (a little inconsistent), hair car
Zato: cS, 2S, 5H idk ab eddie
Ram: 2S (a little inconsistent), 2H, 6H, 214H
Leo: 5H, 214S
Nagoriyuki: 6K, 6H, just press the special button
Gio: 2D, 214K
Anji: 2S, 5H, 2H, 6H, fuujin
I-No: cS, 2S, 2H, 5H, S Stroke
GL: 5K, cS, 2S, 5H maybe some BTs idk
Jack O': cS, 2H, 236K
HC: cS, 6K, and Steady aim
Some of these options on here are just bad even if they technically work.
I don't think that cS is really that great of an option because you risk getting fS and getting owned
I think that for Sol, Chipp and Leo you could technically beat both with dp but like... why?
Beating run only requires I-No to have to block the option
Guilty Gear -Strive- 2021-12-08 00-54-28
Watch "Guilty Gear -Strive- 2021-12-08 00-54-28" on Streamable.
Guilty Gear -Strive- 2021-12-08 00-35-07
Watch "Guilty Gear -Strive- 2021-12-08 00-35-07" on Streamable.
yamase on Twitter
I-NOの覚醒反撃まとめ1. 難し過ぎるので実戦的ではない2,3. 安定高火力で、サバゲージ消費が低い#GGST #GGST_JC #GGST_IN #PS4share pic.twitter.com/iXzpKF6z6p— yamase (@yamase_gou) December 8, 2021
スクープ on Twitter
イノ使いの協力による謎現象どうやら投げスカのメガロマニア時にガードモーション取ってると打撃部分でスケープゴートが消えない分身の構えも相まって中々強靭に思える他の技一通り試したが確認できなかった小さなことかもしれないが対戦時はお互いに気をつけていきたい#GGST_HA #GGST_IN pic.twitter.com/qIpdF9Mfml— スクープ (@skkopo89051) December 5, 2021
PrimeTimeAndy on Twitter
#GGST_HA #GGST_HC Sideswapping punish vs I-no double hover Slash(It works anywhere but I haven't tried a midscreen combo yet) pic.twitter.com/z3zOvgDw5k— PrimeTimeAndy (@ImPrimeTimeAndy) December 3, 2021
PrimeTimeAndy on Twitter
#GGST_HA #GGST_HC Sideswapping punish vs I-no double hover Slash(It works anywhere but I haven't tried a midscreen combo yet) pic.twitter.com/z3zOvgDw5k— PrimeTimeAndy (@ImPrimeTimeAndy) December 3, 2021
daze ( デイズ) on Twitter
new punish out #GGST_GI pic.twitter.com/CK27XNW1A8— daze ( デイズ) (@letsdaze_) November 28, 2021
・さくら・(さくら月) on Twitter
フレさん用にメモwイノ側が注意すべきヘブンリー確定の限界。起き上がりのガルダ重ね以下にも割り込み、起き上がり時の先だし後ろメガもかなり危険。#GGSThttps://t.co/1JheNg72BG pic.twitter.com/JRpf6h2cr3— ・さくら・(さくら月) (@kagerou_sakura) November 26, 2021
kmgy on Twitter
メイ反確用コンボイノリバサ覚醒画面端時夢の山田始動コンボ、その後は適当コンボで400くらいいく。彈相殺で被弾しないのか? 一応バースト対策にもなっているのでゲージあったらやるべき#GGST_MA #GGST_IN pic.twitter.com/jZprzijaIZ— kmgy (@kmgy1) November 22, 2021
kmgy on Twitter
メイ反確用コンボイノリバサ覚醒中央時ノーゲージ285イノをくぐって向き選べるのでどこからでも壁割りまでいけるはず#GGST_MA #PS4share pic.twitter.com/sNvlNK1ZPA— kmgy (@kmgy1) November 22, 2021