System Mechanics
Chunked Summary Chunk 1: Introduction to Air Throws
Key Concepts:
Air throws allow you to limit an opponent’s movement by preventing jumps.
Effective against advanced players because it reduces their options.
Enhances offensive opportunities while controlling space.
Example: Using air throws to force the opponent into defensive positions.
Action Steps:
Start thinking of air throws as both a defensive and offensive tool.
Observe situations where opponents frequently jump to practice timing air throws.
Comprehension Questions:
Why are air throws particularly useful against advanced players?
How do air throws shift the balance between offense and defense?
Answers:
They limit movement options, forcing opponents into predictable behavior.
By preventing jumps, they create opportunities to attack while controlling space.
Chunk 2: How to Perform Air Throws
Key Concepts:
Input: Press 6 or 4 + Dust while in the air next to your opponent.
Positioning is critical: air throws work if you are below or at the same height as your opponent.
Being above the opponent even slightly causes the throw to whiff.
Example: Matching vertical position with your opponent for a successful air throw.
Action Steps:
Practice jumping to align vertically with an opponent.
Avoid thinking you need to be directly above them; aim for below or level.
Comprehension Questions:
What happens if you try an air throw while slightly above the opponent?
Which inputs will fail to produce an air throw?
Answers:
The throw will whiff.
Pressing 9 or 7 + Dust instead of 6 or 4 + Dust triggers normal dust, not an air throw.
Chunk 3: Practicing Air Throws
Key Concepts:
Best method: set opponent to jump in training mode.
Dash forward + jump (8) allows correct positioning under the opponent.
Old method: jump straight up + input air throw (6 or 4 + Dust).
Air throw can now also be input during dash animations, creating a horizontal “no-fly zone.”
Action Steps:
Use training mode to practice dash + jump setups.
Try air throws during dashes to cover horizontal space.
Comprehension Questions:
Why is the dash + jump method preferred over jumping straight up?
How does inputting an air throw during a dash expand its utility?
Answers:
It helps position under the opponent quickly and prevents accidental wrong inputs.
It allows creating a horizontal no-fly zone, catching opponents jumping across distances.
Chunk 4: Advanced Applications
Key Concepts:
Air throws can be combined with airborne moves and Roman Cancels (RC) to adjust trajectory.
Examples: Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.
RC can drift you underneath the opponent to make air throws more effective.
Action Steps:
Experiment with character-specific airborne moves that can transition into air throws.
Practice RC drifts to control trajectory under opponents.
Comprehension Questions:
How can Roman Cancel enhance air throw effectiveness?
Give examples of moves that can be combined with air throws for advanced setups.
Answers:
RC allows trajectory adjustment, letting you move underneath opponents for a guaranteed air throw.
Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.
Super-Summary (Condensed Overview)
Air throws in Guilty Gear Strive are a versatile tool for controlling opponents’ jumps and creating offensive opportunities. They require correct positioning (below or at the same height as the opponent) and precise inputs (6 or 4 + Dust). Training mode setups like dash + jump help align you under opponents, and air throws can now also be performed during dashes to create a horizontal no-fly zone. Advanced applications include combining air throws with airborne moves and Roman Cancels to adjust trajectory and catch opponents at unexpected angles.
Actionable Steps:
Practice vertical alignment under jumping opponents.
Use dash + jump setups to position for air throws.
Experiment with air throws during dashes to control horizontal space.
Test character-specific airborne moves and RCs for advanced air throw setups.
Optional 3-Day Spaced Review Plan
Day 1: Focus on understanding air throw basics and positioning; practice in training mode.
Day 2: Drill dash + jump setups and input accuracy, including air throws during dash.
Day 3: Experiment with advanced applications using RC and airborne moves; combine all learned setups