System Mechanics

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luna on Twitter
luna on Twitter
#GGST the tool that marks wallbreak progress on P1's risc gauge so far has taught me two things:- supers dont actually influence the wall health at all, they bypass it entirely and break it- when the gravity is too high, which will generally be off of throw OTG- pic.twitter.com/xiMpwPOpkU— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
this is shown here too, even when the wall is just about to be broken, you cant stick when the gravity is too high, no matter what pic.twitter.com/uYipRCHW6M— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
this doesnt seem tied to the property of OTGing, as a normal 214S 5K link with ky can still wallstick pic.twitter.com/w6NtYIgFmX— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
The secret system behind attacks in Guilty Gear Strive
The secret system behind attacks in Guilty Gear Strive
#lordknight #GuiltyGearStrive #GuiltyGear A lot of you asked about attack levels, so I made a video about the secret system that determines how attacks works in GG (and ASW games in general). Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi Get 10% off a Respawn gaming chair with code - beastcoast
mario050987·youtu.be·
The secret system behind attacks in Guilty Gear Strive
Rikir on Twitter
Rikir on Twitter
FD making you land faster is a mechanic that really should be mentioned in the game’s mission mode. I didn’t know about this until two weeks into the game. https://t.co/ecGInHJhBA— Rikir (@Al_Rikir) July 12, 2021
mario050987·twitter.com·
Rikir on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
https://t.co/069YllI2l7- IB lockout is 5 frames- Any back input that doesn't IB starts the lockout- Lockout doesn't count down while holding 1, 4, 7, or 2- Successful IB doesn't cause lockout, allowing for consecutive IBs with 121 input pic.twitter.com/GcmXTPZh0x— SUGOI | Zankoku (@Zankoku) July 12, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
GGST: Prevent 100% Meter Reversal Super Situations!
GGST: Prevent 100% Meter Reversal Super Situations!

🎮 GGST: Prevent 100% Meter Reversal Super Situations

Creator: Hotashi Core Focus: Shutting down reversal super → RC pressure situations

1️⃣ Full Summary (Concepts, Examples, Lessons)

This video explains a critical but underused defensive counter in Guilty Gear Strive: supering back immediately after blocking or baiting an opponent’s reversal super, when both players have meter.

Many players successfully bait a reversal super, but then allow the opponent to Roman Cancel (RC) afterward, letting them stay safe, regain momentum, or continue pressure. This negates the reward of baiting the super and can swing rounds unfairly.

Key insight: If the opponent performs a reversal super and you have 50 meter, you can input your own super during their super animation, and it will come out on frame 1 after their super ends. This prevents them from RC’ing, continuing pressure, or escaping punishment.

This is not a tight reversal timing—you don’t need perfect execution. You simply buffer the super during the animation.

Why this matters:

Removes their ability to RC

Prevents meter-based comebacks

Can outright end the round

Is consistent, reliable, and tournament-viable

Is explained in Mission Mode but widely ignored

Hotashi emphasizes this as essential for consistent wins, especially for:

Tournament players

Floor climbing

Celestial ranking pushes

2️⃣ Condensed Bullet Points (Quick Review)

Many players bait reversal supers but get RC’d afterward

If you have 50 meter, super back immediately

Input super during opponent’s super animation

Your super activates frame 1 after theirs ends

No strict reversal timing required

Prevents RC, burst usage, and pressure resets

Great for closing rounds and denying comebacks

Underused despite being taught in Mission Mode

3️⃣ Chunked Breakdown Chunk 1: The Common Problem

Players bait reversal supers but still lose momentum when the opponent RCs afterward.

Chunk 2: The Counter Solution

If you have 50 meter, input your own super during the opponent’s super animation.

Chunk 3: Why It Works

Your super activates frame 1 after their super ends, stopping RC and pressure continuation.

Chunk 4: Competitive Importance

This shuts down comeback mechanics and helps secure round wins at higher levels.

4️⃣ Comprehension Questions Chunk 1 Questions

Q: Why is baiting a reversal super sometimes not enough? A: Because the opponent can RC afterward and resume pressure or escape punishment.

Chunk 2 Questions

Q: When should you input your super? A: During the opponent’s super animation.

Chunk 3 Questions

Q: Do you need strict reversal timing? A: No—buffering during the animation is enough.

Chunk 4 Questions

Q: Why is this technique important for competitive play? A: It denies meter-based comebacks and helps close rounds consistently.

5️⃣ Action Steps (In-Game + Real-Life Application) In-Game (GGST)

Practice buffering super during enemy super animations in Training Mode

Drill common reversal super situations for your character

Actively track opponent meter + your meter

Treat reversal super bait → super punish as default behavior

Mental / Personal Development Parallel

Don’t stop at “good enough” wins—fully deny counterplay

When you create advantage, close decisively

Anticipate the opponent’s “last resource” and remove it

6️⃣ Super-Summary (Under 1 Page)

If you bait a reversal super in Guilty Gear Strive and have 50 meter, you should immediately super back during the opponent’s super animation. Your super will activate frame 1 after theirs ends, preventing them from Roman Canceling, escaping, or continuing pressure. This technique is easy to execute, underused, and critical for closing rounds, denying comebacks, and winning consistently—especially in tournaments and high-level play.

7️⃣ Optional 3-Day Spaced Review Plan

Day 1:

Rewatch the clip

Practice buffering super during enemy super animations

Day 2:

Apply it in real matches

Focus on meter awareness before knockdowns

Day 3:

Review replays

Note missed opportunities where this would’ve ended the round

mario050987·youtube.com·
GGST: Prevent 100% Meter Reversal Super Situations!
Guilty Gear Strive | Air Throw Tutorial
Guilty Gear Strive | Air Throw Tutorial

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

mario050987·youtube.com·
Guilty Gear Strive | Air Throw Tutorial
Talking Disjointed hitboxes and why they are so powerful! - Guilty Gear Strive
Talking Disjointed hitboxes and why they are so powerful! - Guilty Gear Strive

🎮 Video Summary

Title: Talking Disjointed Hitboxes and Why They Are So Powerful! – Guilty Gear Strive Creator: Ru Monger Core Topic: Understanding disjointed hitboxes, why they dominate neutral, offense, and defense, and how specific Guilty Gear Strive moves abuse them.

🔍 High-Level Summary

This video explains disjointed hitboxes—attacks where the hitbox (red) extends significantly beyond the hurtbox (blue)—making them extremely powerful tools in fighting games. Normally, attacking exposes your character to counter-hits because your hurtbox moves forward. Disjointed moves break this rule by allowing you to hit the opponent without exposing yourself.

The video demonstrates:

How disjointed hitboxes work at a mechanical level

Why they dominate pokes, anti-airs, pressure, and wake-up scenarios

Which Guilty Gear Strive characters have the most abusive examples

Why understanding hitbox data is a knowledge check that decides matches

The core lesson: disjointed hitboxes reduce risk while increasing control, making them some of the strongest options in the game.

⚡ Condensed Bullet Points (Quick Review)

Every move has a hitbox (attack) and hurtbox (where you can be hit)

Most moves extend hurtboxes forward → risk when attacking

Disjointed hitboxes place the hitbox far ahead of the hurtbox

This lets you win trades, stuff pokes, and beat reversals safely

All characters have some disjointed tools (e.g., universal 6P)

Certain moves are extremely disjointed and dominate neutral

Knowledge of hitboxes = power, spacing control, and safer offense

📦 Chunked Breakdown (Self-Contained Learning Units) Chunk 1: What Is a Disjointed Hitbox?

Summary: A disjointed hitbox is when the attack’s hitbox extends beyond the character’s hurtbox. Unlike normal attacks—where your body is exposed—disjointed moves allow you to hit without being hit back.

Key Example: Leo’s guard stance attack: the weapon hits far in front while Leo’s body stays safely behind.

🧠 Comprehension Questions

What normally happens to a character’s hurtbox when they attack?

Why do disjointed hitboxes reduce counter-hit risk?

Answers:

The hurtbox usually moves forward with the attack.

Because the opponent’s attack hits empty space while your hitbox connects.

🛠 Action Steps

In training mode, turn on hitbox display

Compare a normal poke vs. a disjointed poke

Observe how often trades disappear with disjointed moves

Chunk 2: Universal Disjoints – 6P and Anti-Airs

Summary: Every character has at least one disjointed tool: 6P. It has upper-body invincibility, meaning only the lower body can be hit. Some crouching heavy attacks (2H) also function as partial disjoints depending on character.

Key Insight: Disjoints aren’t rare exceptions—they’re built into the game’s design.

🧠 Comprehension Questions

Why is 6P considered disjointed?

Do all characters have equally strong disjointed anti-airs?

Answers:

Because the upper body hurtbox is removed or minimized.

No—some characters’ 2H moves are far stronger than others.

🛠 Action Steps

Test your character’s 6P vs jump-ins

Identify whether your 2H is truly disjointed or just large

Build anti-air confidence using hurtbox knowledge

Chunk 3: Leo – Defensive Disjoints as Pressure Tools

Summary: Leo’s backturn P acts like a grounded 6P with extreme upper-body invincibility. It lets Leo beat deep jump-ins and challenge pressure safely—without relying on his shield.

Key Lesson: Disjointed hitboxes can be defensive tools, not just pokes.

🧠 Comprehension Questions

Why does Leo’s backturn P beat deep jump attacks?

Why do players often overlook this button?

Answers:

Because the hurtbox is entirely below the hitbox.

Because players focus on flashier options like backturn shield.

🛠 Action Steps

Identify “forgotten buttons” with invincibility

Test defensive normals instead of always blocking

Add disjointed defense to your pressure escape plan

Chunk 4: Sol & Potemkin – Neutral and Wake-Up Abuse

Summary:

Sol’s f.S / 6S: A massive forward disjoint that dominates ground neutral

Potemkin’s Garuda Impact: A wall of hitbox with absurd active frames, beating reversals, backdashes, and jumps

These moves let players hide their hurtbox behind offense.

🧠 Comprehension Questions

Why can’t Sol’s poke be challenged on the ground?

Why does Garuda Impact beat reversals and backdashes?

Answers:

The hurtbox is far behind the hitbox.

It has massive disjoint + long active frames.

🛠 Action Steps

Learn which of your pressure tools are “reversal-safe”

Use disjointed pressure to force opponents to block

Stop challenging disjointed moves head-on—reposition instead

Chunk 5: May & Giovanna – Anti-Air and Sweep Dominance

Summary:

May’s 2H: The best anti-air in the game—huge disjoint + very low hurtbox

Giovanna’s sweep: One of the most disjointed grounded normals, extremely safe and strong in neutral

These moves turn basic options into match-defining threats.

🧠 Comprehension Questions

Why is May’s 2H stronger than other anti-airs?

Why is Giovanna’s sweep both offensive and defensive?

Answers:

Massive vertical disjoint + low hurtbox.

It outranges opponents while remaining reversal-safe.

🛠 Action Steps

Identify which of your normals are secretly “broken”

Abuse spacing where your opponent cannot contest

Turn safe disjoints into conditioning tools

🧠 Super-Summary (Under 1 Page)

Disjointed hitboxes are among the strongest mechanics in fighting games because they allow players to attack without exposing themselves. By separating hitboxes from hurtboxes, disjointed moves dominate neutral, shut down counter-pokes, invalidate jump-ins, and nullify wake-up options. Guilty Gear Strive includes universal disjoints (like 6P) and extreme character-specific examples (Leo, Sol, Potemkin, May, Giovanna).

Understanding which moves are disjointed—and how to position around them—transforms neutral from guesswork into controlled space domination. Knowledge of hitboxes turns unsafe pressure into safe offense and converts defense into proactive control.

Knowledge is power—and hitbox knowledge wins games.

🗓 Optional 3-Day Spaced Review Plan

Day 1:

Re-read Chunks 1–2

Test hitbox visuals in training mode

Day 2:

Review Chunks 3–4

Identify disjointed tools in your main’s moveset

Day 3:

Review Chunk 5 + Super-Summary

Play matches focusing only on spacing with disjointed normals

mario050987·youtube.com·
Talking Disjointed hitboxes and why they are so powerful! - Guilty Gear Strive
How NOT To Burst
How NOT To Burst
Support the Channel and stay updated through Social Media. It's quick and easy and really helps us out! - TWITCH- https://www.twitch.tv/animeilluminati TWITTER- https://www.twitter.com/jiyunaJP FACEBOOK- https://www.facebook.com/jiyunajp INSTAGRAM- https://www.instagram.com/jiyunajp ANIMEILLUMINATI Clips Channel - https://www.youtube.com/channel/UCV3Eyd0ezXIEgb5PviwSvrg Editing & Thumbnail by: https://twitter.com/dodonpahchi #GuiltyGearStrive #GuiltyGear #GGStrive
mario050987·youtube.com·
How NOT To Burst
PC_volt in lab on Twitter
PC_volt in lab on Twitter
I have to make it clear, 131 is the better way to instant block as it provides low autoblock risk-free.As a bonus, it also makes IBFD quite easy to perform without spending meter doing regular FD on the previous move.Sequence: 1, 3P+K (during blockstun), 1P+K#GGST pic.twitter.com/dUUnVNZcLk— PC_volt in lab (@PC_voltInLab) July 11, 2021
mario050987·twitter.com·
PC_volt in lab on Twitter
PC_volt in lab on Twitter
PC_volt in lab on Twitter
I have to make it clear, 131 is the better way to instant block as it provides low autoblock risk-free.As a bonus, it also makes IBFD quite easy to perform without spending meter doing regular FD on the previous move.Sequence: 1, 3P+K (during blockstun), 1P+K#GGST pic.twitter.com/dUUnVNZcLk— PC_volt in lab (@PC_voltInLab) July 11, 2021
mario050987·twitter.com·
PC_volt in lab on Twitter
PC_volt in lab on Twitter
PC_volt in lab on Twitter
IB MAJOR DISCOVERY In a blockstring, you MUST go back to 5 (idle) for a few frames to perform an instant block.Knowing this makes autopiloted tight strings extremely vulnerable to fuzzy instant blocking.Please RT to make this knowledge common.#GGST pic.twitter.com/AsNq7wmH3r— PC_volt in lab (@PC_voltInLab) July 11, 2021
mario050987·twitter.com·
PC_volt in lab on Twitter
修 on Twitter
修 on Twitter
ギルティのダッシュって前>後>前で出せるのを今更知った。 pic.twitter.com/g7tJ92K8aO— 修 (@shu180sx) July 11, 2021
mario050987·twitter.com·
修 on Twitter
TORI on Twitter
TORI on Twitter
ポチョの前後の二段ジャンプは着地硬直のくらい判定がおかしいのか、ジオの2Kの攻撃判定がおかしいのか知らないけど、着地硬直の3Fに当たらないみたいです。流石に修正案件かな。(垂直二段ジャンプや、前後の二段ジャンプでもFDを張っていると着地硬直のモーションが変わるので当たる) pic.twitter.com/Oh0Q8d9MhQ— TORI (@tori3_) July 11, 2021
mario050987·twitter.com·
TORI on Twitter
Patrick Williams on Twitter
Patrick Williams on Twitter
This is already known but I don't see anyone doing it in match, so reposting for more visibility.If you hold forward on a wall splat, if they choose not to break the wall you'll tech to center stage.#GGST pic.twitter.com/BE4UUs2mE3— Patrick Williams (@AcadianYeti) July 2, 2021
otakupcgaminghd·twitter.com·
Patrick Williams on Twitter
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
Now I know what they had in vision when nerfing BDs for Strive. They wanted that BD is still viable in neutral as majority of far buttons doesn't have that much active frames (except few buttons) but for closeup defense, it's highly risk due close buttons has more actives #GGST pic.twitter.com/P7q1JTPG9u— TA | wauhti ❄️ (@SpiidiOnNoita) July 10, 2021
mario050987·twitter.com·
TA | wauhti ❄️ on Twitter
Shaud @CEO2021 on Twitter
Shaud @CEO2021 on Twitter
#GGST If you do a move that causes the huge counter hit and slowdown, it will still make RRC trigger even when it's not supposed to recording is cS > jump RC on normal hit i get jump Blue RCon counterhit i get jump Red RC Arcsys please. pic.twitter.com/bFpuYEQPOI— Shaud @CEO2021 (@ShaudL_) July 10, 2021
mario050987·twitter.com·
Shaud @CEO2021 on Twitter
CloverDMC 🍀 on Twitter
CloverDMC 🍀 on Twitter
Strive holds your charge input for a WHILE meaning with the dash macro you can do things like dash>[4]6H #GGST_LE pic.twitter.com/HqXqsfqEeu— CloverDMC 🍀 (@PearlJamFGC) June 14, 2021
otakupcgaminghd·twitter.com·
CloverDMC 🍀 on Twitter
AtomicRedd on Twitter
AtomicRedd on Twitter
Apparently you can get a PRC if you RC on the same exact frame you land from an airdash. Probably some sort of bug but other than that this can probably be used for very specific situations like punishing a whiffed anti air. In my opinion BRC should work just as fine. #GGST pic.twitter.com/Z0kXW2YfxH— AtomicRedd (@Atomic_Redd) July 8, 2021
mario050987·twitter.com·
AtomicRedd on Twitter
vryu先生 on Twitter
vryu先生 on Twitter
Positive bonus part 3Movement (pre/post PB)Walk 60/25 secRun 30/15 secBackdash/walking too far increase it#ggst pic.twitter.com/eliWPpLACx— vryu先生 (@vryu123) July 8, 2021
mario050987·twitter.com·
vryu先生 on Twitter
vryu先生 on Twitter
vryu先生 on Twitter
Positive Bonus no wallbreak4super>super5super>anything3~5 Dust(depend on combo)24~26 IB(depend air/ground)#ggst pic.twitter.com/qpWVsu7CCt— vryu先生 (@vryu123) July 8, 2021
mario050987·twitter.com·
vryu先生 on Twitter
Everything you need to know about Throws in Guilty Gear Strive
Everything you need to know about Throws in Guilty Gear Strive

Summary of "Everything You Need to Know About Throws in Guilty Gear Strive"

Introduction:

Throws are a core mechanic in Guilty Gear Strive and in fighting games in general.

Throws are used to break through defense, especially when an opponent is blocking excessively.

This video covers the ins and outs of throws in Strive, including nuances specific to different characters, throw damage, follow-ups, and unique mechanics.

Chunk 1: Basics of Throws

Throws are the fastest attacks in the game, with a two-frame startup across all characters, making them the quickest option when in close range.

Damage varies by character:

Standard throw damage: 80 for most characters.

Big characters (e.g., Potemkin, Nagoriyuki): 90 damage.

Speedsters (e.g., Chip, Milia): 70 damage due to their ability to get in your face more frequently.

OTG (Off The Ground) throws: Certain characters like Faust and Ramlethal can follow up their throws with an extra attack, leading to higher damage.

Example: Faust's throw leads to a combo with Crouch Heavy Slash, causing 91 damage, a little more than the big characters' throws.

Comprehension Questions:

What makes throws the fastest attacks in Guilty Gear Strive?

How does throw damage vary across characters?

Action Steps:

Apply throws in close-range scrambles, especially when your opponent is blocking frequently.

Familiarize yourself with character-specific throw damage to optimize your throw usage.

Chunk 2: Throw Follow-Ups and Unique Mechanics

Throws universally result in a hard knockdown, meaning the opponent has no immediate recourse and must wait for a fixed time before waking up.

This creates opportunities for setup and mind games, like frame kill setups.

Example: Using Nagoriyuki's forward punch after a throw can create a frame-perfect setup that forces the opponent to either get hit or take a counter hit if they wake up with a button.

Mix-up potential: You can also mix up the opponent by adding a command grab to your throw setups.

If your opponent is passive and blocks, you can execute the command grab.

If they mash buttons on wake-up, the throw setup can counter them.

Comprehension Questions:

What advantage does a hard knockdown from a throw provide?

How can a frame kill setup be used effectively after a throw?

Action Steps:

Experiment with frame kill setups and mix them with command grabs to create unpredictable situations for your opponent.

Take advantage of knockdown states to control the flow of the match.

Chunk 3: Throw Invincibility and the Rule of Five

There’s a five-frame rule that grants invincibility to players during certain actions (blocking, waking up, or being hit).

After any of these actions, players are immune to throws for five frames.

Exceptions:

When hit into a stagger state, a throw can combo into a follow-up (especially important for Potemkin, who can combo into a command grab).

Guard crush: After a guard crush, there’s no invincibility against throws.

Comprehension Questions:

What is the five-frame rule and when does it apply?

What happens if you hit an opponent into a stagger state?

Action Steps:

Learn how to punish or bait throws after a guard crush or stagger state.

Use stagger combos to set up for throws with high damage potential, especially for characters like Potemkin.

Chunk 4: Throw Priority and Damage Scaling

Priority: Throws take precedence over regular attacks if both occur on the same frame.

Command grabs also have priority over regular throws.

Damage Scaling: Throw combos (including command grabs) have high scaling, reducing their overall damage.

Example: A standard combo may result in 73 damage, while a throw combo may only deal 10 damage initially due to scaling.

Wall breaks: Wall break damage isn’t affected by scaling, so it's always full damage regardless of the combo scaling.

Comprehension Questions:

What happens when a throw and an attack land on the same frame?

Why does throw damage get scaled down in combos?

Action Steps:

Keep damage scaling in mind when setting up combos after throws to avoid expecting too much damage from them.

Utilize wall break combos after throws for maximum damage potential.

Super-Summary:

Throws in Guilty Gear Strive are fast, versatile, and fundamental tools in a fighter's arsenal. They break through defensive strategies, especially blocking, and are universally fast with a two-frame startup. Damage varies by character, with some characters getting higher or lower damage or special follow-ups (e.g., Faust’s OTG). Throws also result in a hard knockdown, allowing for strategic setups and mix-ups, such as frame kills or command grabs. The five-frame invincibility rule adds a layer of depth to throw interactions, and throw priority means throws can beat attacks when they land on the same frame. Finally, while throws suffer from damage scaling in combos, wall break damage remains unaffected, making them a key part of offense.

Spaced Review Plan (3-Day):

Day 1: Review key throw mechanics, including speed and damage differences across characters. Practice throw follow-ups and frame kill setups in training mode.

Day 2: Focus on the five-frame rule and throw invincibility. Experiment with stagger combos and guard crush throws in actual matches.

Day 3: Review throw priority, damage scaling, and wall breaks. Implement throw setups in real match scenarios to understand their application and effectiveness.

mario050987·youtube.com·
Everything you need to know about Throws in Guilty Gear Strive
3 MISTAKES YOU ARE MAKING with your BURST and HOW TO FIX IT | Guilty Gear Strive (-Strive-)
3 MISTAKES YOU ARE MAKING with your BURST and HOW TO FIX IT | Guilty Gear Strive (-Strive-)
Top 3 Mistakes you're making when using your Burst Guide Tutorial. Your Burst is one of the most important tools in your arsenal so don't waste it and especially don't get it baited. These tips, will help you to stop using your Burst in bad situations and help you use it to win more games. Intro: 00:00 Mistake #1: 00:05 Mistake #2: 00:46 Mistake #3: 1:41 Ways to use Burst Better: 2:13 Follow the socials! https://twitter.com/KripThirteen https://www.twitch.tv/kripthirteen
mario050987·youtube.com·
3 MISTAKES YOU ARE MAKING with your BURST and HOW TO FIX IT | Guilty Gear Strive (-Strive-)
powerful goku on Twitter
powerful goku on Twitter
dont throw backdashes i guess #GGST pic.twitter.com/BGsMlM0d7G— powerful goku (@princefan5000) July 7, 2021
mario050987·twitter.com·
powerful goku on Twitter
JLP | GloryMain on Twitter
JLP | GloryMain on Twitter
#GGST I DID NOT KNOW WHIFFING SPECIALS GAVE YOU METERhttps://t.co/ulJW2LbsNm pic.twitter.com/dsZ8YmTWRB— JLP | GloryMain (@GloryMain_) July 7, 2021
mario050987·twitter.com·
JLP | GloryMain on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
For some reason doing the same combo from a guard crush deals more damage than landing the combo normally, even at 0 RISC? pic.twitter.com/tyXCVT2W4O— SUGOI | Zankoku (@Zankoku) June 16, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
supers4iy4n_kid on Twitter
supers4iy4n_kid on Twitter
#GGST Shout out to @JusteMetaTv for the inspiration. I think I found an easy way to IB things mid-pressure. On the numpad, starting from 8 and going right all the way to 4 can give you a good and easy IB timing. I've tested this on a few character's strings and it works. pic.twitter.com/d2CIBgBjhB— supers4iy4n_kid (@supers4iy4nkid) July 6, 2021
mario050987·twitter.com·
supers4iy4n_kid on Twitter