I realize I used something that is I never talk about (when reading Ring's post about CL iCS/SS), so I will.
Taunt trick : K+G to...
First thing, doing K+G allow you to enter any direction on your pad/stick without Ivy to move.
This is very usefull to buffer CS easilly without moving.
And, it's also not very common so this will surprise your opponent at first.
I use this most of the time on wake up game after SW 214K.
K+G to CS or K+G to B+G against opponents who just wake up with G.
K+G to SW 3B against opponents who attack on wake up.
K+G to 214K against opponent who stay on ground.
Why use taunt to... instead of just the move itself.
First, after 214K. CS is difficult to perform without moving (impossible for me at least).
Second, after 214K if your opponent roll on ground on Ivy's left he can avoid the 2nd 214K.
K+G 214K will track him if well timed.
Third, after some time K+G will frightened your opponent and he will move 2A as soon as he see K+G.
So you will then be able to use K+G to 3B randomly, not even on wake up game.
4th, K+G to iCs / SS, will increase the range of the throw.
After move like Asta 22B, or Ivy 1B B+K you are not at good range for iCS, but your at the right range for K+G to iCS.
Last thing but not least,
at the end of most Ivy's combo with 214K, 214K will not make lot's of damage because of damage reduce.
And because of this, decent tech trap are no use because opponent will never wake up.
Exemple: A+B A+K BackDash WP 1B+K CL 4B SW 214K (~60 damage).
214K don't do much damage here (probably 5 to 10), and there is SW A+B [A+B] which is a very good tech trap here (not really one, but it work).
But opponent will just wait for 214K and NEVER wake up.
Here we are with K+G. K+G will delay enough 214K, for this move not to be a combo, so not to have damage reduce.
So, A+B A+K BackDash WP 1B+K CL 4B K+G SW 214K (~80 damage).
As 214K is not combo, there is no damage reduce on it.
As it is not a combo, opponent will try to react soon or later.
Then K+G to 3B or K+G to A+B[A+B] will work and do lots of damage.
And there are many more application.
Exemple against Taki or X, these character will probably use AA or AB as soon as they see K+G.
So K+G to 2A+K is a good option against them.
Also K+G to CL 214B can work to finish off an oppoent with 30 life or less.
And I'm pretty sure they are more application that I don't know about this.