System Mechanics
🎮 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 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 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.