画面端JD始動高火力コンボ①全キャラ共通カウンター始動②より減るカウンター始動 KY CHI CHA ZA FA LE NA 以外③減るノーマル始動 KY CHI CHA 以外④全キャラ共通ノーマル始動とにかく減りますw#ggst_in https://t.co/hEhSz57Bnd pic.twitter.com/hXpsbORWhA— らすかる@イノディスコ (@MorganHeartland) December 20, 2022
#GGST_INHoverdash jump canceling is absolutely great! I'm trying to learn how to utilize new stuff in real matches. pic.twitter.com/Ur300xoQrl— Dark Slide (@DarkSlide87) December 18, 2022
#GGST_IN New S dive air combo can be performed with normal or hoverdash jump cancel, on regular or counter hit. It's extremly easy. It depends only of the distance from the wall. Before dive should be 3 hits j.S, j.S, j.HS or J.HS, j.S,j.HS. pic.twitter.com/ltpllyUZKU— Dark Slide (@DarkSlide87) December 18, 2022
#GGST_IN Hoverdash jump cancel allows I-no to connect more easier her combos from a greater distance and additionaly with slightly better damage as well.@Daru_ino @MorganHeartland pic.twitter.com/fIO5kEclXn— Dark Slide (@DarkSlide87) December 17, 2022
So with the new update for GGST, they made some notable changes for most of the characters. I-no got some pretty good changes: being able to cancel hoverdash early and note having proximity requirement meaning characters can't poke note to get less hits anymore. The most interesting change for me was the change to her divekick.
They reduced the recovery to divekick, making it less minus on block. TK K Dive and TK S Dive are -1 on block. In the video, I'm only using K Dive, but everything applies to S Dive as well. Due to the low recovery, RPS situations can be forced based on common punish options: 2P, 2K and throw.
Against 2P:
2P is most character's fastest attack option to start pressuring I-no after blocking Dive, as 5P will whiff on I-no. I-no can hard call out the 2P with 6P thanks to its upper invulv.
Against Throw:
The universal throw is the absolute fastest option to pressure I-no after her Dive, also probably the best option. I-no recovers in time to be able to tech the throw. If she has the meter, she can also hard call out the throw with Megalo. A hop cancel can also be used if you know your opponent will try to throw your landing; the throw will whiff and you're free to punish
Against 2K:
2K will more than likely be the most popular attack option to pressure after being conditioned by 6P callout from the 2P section above. If they start to try and call out the 6P, your own throw will punish the 2K attempt
And at any point in time, if you really want to be disrespectful, you can call out any mash with Fortissimo