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ME NO ENGLISH.
very few people use spirit slash to begin with. the risk vs reward ratio just sucks royally. no clue who the moron dev was that tought ls needed a SECOND countermove which on TOP of that eats your gauge if you fail the timeing ON TOP of getting hit aswell. its really not that great overall. even speedrunners only use it a few times per run. add the bug on top and its getting kinda stupid.
GS can't tackle through most pins iirc (I have many memories of being flattened when trying to tackle Xeno's bodyslam), and there are some pins (Behemoth, Savage Deviljho, Zinogre, and Safi, and possibly more) that even give Guard Up the finger.
but you get 2.5 seconds of hyper armor if the iai counter connects, there is no way the pin hitxbox last that long.
I think is more complicated than that, im not sure, but its not all the invulnerability window if it conect, the times you get hit also counts, so a full pin down hit, depending the area and depending on what area you will traverse, will mostly hit you. Any way this is just a impression, i have no source for this. I never saw this as a bug however, it seens to work just fine.
The point of Iai Counter is to provide you with an "out" when you've landed one of LS's attacks that has a significant recovery time, which cannot be Foresight Slashed out of. Helmsplitter, for example. The other "out" it gives you is when you've ♥♥♥♥♥♥ up your positioning and you're gonna get stuck in a corner. The distance it moves you isn't massive, but with a little luck, you can Iai Counter through a monster's attack and avoid being stuck in a corner with a lingering hitbox. You can then Spirit Thrust -> Helmsplitter to aerially evade a follow-up from the monster.
Seriously, guys, stop dismissing ♥♥♥♥ they've added just because you haven't figured it out yet.