Gameplay Concepts
🎮 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
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 setupsChunked 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
🎮 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
✅ SUMMARY — Taking BAD Guilty Gear Strive Advice and Making It Better
LK goes through common but oversimplified pieces of Strive advice and shows how to refine them into real, reliable strategies. Each example highlights why generic “just do X” advice fails and what to do instead based on move properties, option density, commitment, and reward.
⭐ BULLET-POINT QUICK REVIEW
Bad advice is usually technically correct, but too narrow, too committal, or ignores matchup dynamics.
May Dolphin: Don’t rely on 6P; use fast jabs (5P/5K) for lower commitment and better reward.
Leo Crossup (bt.S / Cross-through): Throwing isn’t reliable; instead, look for crossup only after normals with few cancel options. Use FD and awareness after 2S.
Giovanna Specials (236K / 214S): Don’t tunnel vision on reacting with 6P. Instead, FD/Jump after the end of Gatlings to force her to overextend.
Chipp Alpha Blade: 6P works but isn’t the best answer. FD to force whiff, anti-air trade combos, walk-under, hit landing, or intercept horizontally.
I-No Stroke: Throwing works only in specific windows. Look for Stroke after moves with few cancel routes (like 6H), not everywhere.
Core lesson: Replace “just do this” advice with context-dependent decision rules.
📚 CHUNKED SUMMARY WITH QUESTIONS + ACTION STEPS Chunk 1 — Why Bad Advice Happens
Many players give advice that’s technically correct but oversimplified, ignoring Strive’s system, character-specific options, delays, and risks. LK’s goal is to refine these into strategically sound versions.
✔ Comprehension Questions
Why does LK think “bad advice” persists even when it technically works?
What makes advice too generic to be reliable in Strive?
✔ Answers
Because people repeat legacy knowledge or simple rules without considering Strive’s specific properties.
It ignores commitment, timing variation, and character-specific tools.
✔ Action Steps
Always question whether advice accounts for timing, space, or options.
Evaluate the commitment and reward of any suggested counter.
Chunk 2 — May Dolphin: Why 6P Is Not Ideal
People say “just 6P Dolphin.” 6P works, but:
It’s high commitment with long recovery.
May can delay Dolphin and counter-hit your 6P.
You don’t get good reward unless you have meter.
Better option: Use 5P or 5K—shorter duration, safer, less punishable if May delays, and often leads to combos.
✔ Questions
Why is 6P high commitment against Dolphin?
Why are fast jabs better in this matchup?
✔ Answers
Long total duration and vulnerability to delay variations.
They recover fast, avoid getting blown up by delays, and yield better conversions.
✔ Action Steps
Practice anti-Dolphin jab timings.
Lab what combo routes your character gets off 5P/5K vs Dolphin.
Chunk 3 — Leo Crossup: Why Throwing Isn’t Enough
Advice: “Just throw Leo’s cross-through.”
Problems:
The range varies, making throws inconsistent.
Strive has strong delay cancel options, letting Leo alter timing or use alternatives.
Some normals (close slash, 2S) give him tons of options; you can’t tunnel vision.
Better rule:
Look for crossup after moves with few cancels, like f.S.
After flexible normals, use FD to create space and observe habits.
✔ Questions
Why is throw unreliable as a universal answer?
When is crossup more predictable?
✔ Answers
Throw range/timing varies and Leo has multiple cancel options.
After normals that have few cancel routes, like far slash.
✔ Action Steps
Identify which Leo normals have limited follow-ups.
Practice FD spacing to escape close-range mix loops.
Chunk 4 — Giovanna: Don’t 6P Every Special
Bad advice: “Just 6P her special moves on reaction.”
Problems:
Her close slash is plus and she can frame trap you while you’re looking for specials.
Her normals are extremely safe, so waiting for specials cedes pressure.
Over-focusing on specials blinds you to her real turn-taking structure.
Better rule:
At the end of her Gatlings (5H, sweep), use FD or super jump to escape or reset.
Once she overextends trying to catch your jump/FD, you regain space to use 6P.
✔ Questions
Why does focusing on 6P make her pressure stronger?
When should you jump or FD?
✔ Answers
Because she gets free turns off safe normals while you wait.
At the end of her string where specials start.
✔ Action Steps
Drill FD → super jump as an escape option.
Recognize the animation cues for Giovanna’s string endings.
Chunk 5 — Chipp Alpha Blade: 6P Is Not “The Answer”
People say “just 6P” Alpha Blade. Problems:
Alpha Blade advances; 6P may cause your character to shift or corner yourself.
The move has low attack level, making anti-air trades very favorable for you.
FD pushes Chipp far enough that his follow-up 2K whiffs.
You can walk under, hit landing recovery, or meet him horizontally.
Better rule: Use the tool that gives your character the best reward, space, or safety, not the standard universal answer.
✔ Questions
Why is FD strong here?
Why are trades favorable against Alpha Blade?
✔ Answers
It pushes Chipp out so his primary follow-up misses.
Low attack level → you get full combo on trade.
✔ Action Steps
Test FD vs Alpha Blade with your character’s anti-airs.
Practice walking under and punishing landing recovery.
Chunk 6 — I-No Stroke: Throwing Helps but Only in the Right Spots
Bad advice: “Throw Stroke.”
Problems:
Stroke is +3, so she keeps her turn.
Waiting for Stroke makes you predictable.
She can vary timing or switch options.
Better rule:
Look for Stroke after moves with little cancel flexibility, like 6H.
She can only let it recover, do S Stroke (-6), or do H Stroke (throwable).
In more flexible spots, consider jump back, backdash, or defensive movement.
✔ Questions
When is throwing Stroke good?
Why shouldn’t you always wait for it?
✔ Answers
After moves where she can only special cancel and has few options.
Because she has too many mix options and you become predictable.
✔ Action Steps
Identify fixed cancel points in I-No’s pressure.
Practice option-select throw vs Stroke timings.
🔥 SUPER-SUMMARY (Under 1 Page)
In this video, LK refines common Guilty Gear Strive matchup advice by showing how generic “just do X” rules often fail because they ignore commitment, space, timing variation, cancel routes, and character-specific risk/reward. He demonstrates this across several matchup misconceptions:
May Dolphin: 6P works but is too committal. Use fast jabs for safer interrupts and better conversions.
Leo Crossup: Throwing isn't reliable; instead, identify normals with few cancel routes and defend there. Against flexible options, rely on FD and awareness.
Giovanna Specials: Reacting with 6P is too narrow because she can overwhelm you with safe normals. Escape at the end of her strings with FD or super jump.
Chipp Alpha Blade: 6P is not the most consistent answer. Use FD to force whiff, trade anti-airs for combos, walk under, or punish landing.
I-No Stroke: Throwing only works in specific spots. Look for Stroke after limited-cancel moves like 6H, and use jump/backdash elsewhere.
The key insight: Replace oversimplified matchup advice with flexible, system-informed strategies that account for options, commitment, and situation. Good advice is not “do X,” but do X when the situation’s structure supports it.
🧠 3-Day Spaced Review Plan Day 1 — Structural Understanding
Read chunks 1–3.
Lab Dolphin jab punishes & Leo 2S/FS cancel routes.
Day 2 — Defensive Escapes
Read chunks 4–5.
Practice Giovanna FD → jump and Chipp FD → whiff punish sequences.
Day 3 — Application & Integration
Read chunk 6 + super-summary.
Build a personal “anti-generic-advice checklist”:
What’s the commitment?
What’s the reward?
How many options does the opponent have here?
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.