Resources
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.
✅ Summary of “How to use Training Mode to become BETTER at Guilty Gear Strive!”
This video teaches how to use training mode as a problem-solving lab to answer the key question behind every loss:
“Why did I get hit, and what can I do next time?”
Instead of memorizing combos, the creator emphasizes recreating real match situations, testing options, and discovering practical solutions through trial and error. Using Leo as an example, he demonstrates how to:
Recreate corner throw situations
Test escape options (Yellow Burst, jumps, Blue Roman Cancel, lows, delays)
Understand Leo’s parry mind game
Learn what challenges are guaranteed or fake
Test left/right mixups and debunk assumptions
Use training mode as an exploration tool rather than a punishment tool
Training mode becomes a sandbox for discovering truths, building confidence, and breaking down stressful mixups into clear, manageable decision points.
✅ Condensed Bullet-Point Version
Training mode is for recreating the situations that beat you, not just practicing combos.
Ask: Where did I get hit? How? Why? What were my options?
Recreate Leo’s corner throw → overhead/strike/throw pressure.
Test defensive responses: Yellow Burst, jump → Blue Roman Cancel (BRC), challenge buttons.
Leo’s overhead does not automatically give your turn back—must test options.
Leo can parry after overhead; you can bait or delay to punish.
If you guess wrong vs parry, you get blown up → accept the mind game.
Test mid-screen throw situations → discovered left/right wasn't real.
Training mode = trial and error → discovering hidden counterplay.
Continually test, adjust, and rebuild your knowledge.
✅ Chunked Summary With Questions, Answers, and Action Steps Chunk 1 — Training Mode's Purpose: Recreate Losses
The creator stresses that every loss contains data. You should identify how you were hit and recreate those exact moments in training mode. Training mode allows you to simulate situations repeatedly until you understand your responses.
Questions
What is the primary purpose of training mode according to the video?
Why is recreating situations important?
What mindset should you have when entering training mode?
Answers
To recreate real match scenarios and discover solutions.
Because repeated scenarios reveal what works, what doesn't, and why you lost.
A problem-solving mindset rather than a combo-grinding mindset.
Action Steps
After a loss, write down one situation that confused or overwhelmed you.
Recreate it in training mode using recording slots.
Test at least three different responses and log which ones succeed.
Chunk 2 — Example: Leo’s Corner Throw Pressure
Leo puts opponents into repeated guess situations with throw → 5K → strike/throw/overhead. The video shows how to recreate that exact sequence in training mode.
Questions
What sequence is used in the example?
Why is this a commonly hated scenario?
What does recreating it help reveal?
Answers
Leo throws you in the corner, then pressures you with 5K mix.
Because it forces overwhelming guesses with big consequences.
It reveals your defensive options and what actually works.
Action Steps
Record Leo doing throw → 5K → overhead/strike/throw.
Practice: Yellow Burst, backdash, mash, jump, BRC down.
Compare risk/reward for each option.
Chunk 3 — Testing Defensive Tools (Yellow Burst, Jump → BRC)
Yellow Burst creates space and ends Leo’s momentum. Jump → downward Blue Roman Cancel freezes time and gives a punish opportunity.
Questions
What benefit does Yellow Burst offer?
What does jump → BRC down allow?
Why test multiple options?
Answers
It pushes Leo far away and resets neutral.
A freeze-frame punish scenario.
To find both optimal and situational tools.
Action Steps
Practice reacting to Leo’s pressure with Yellow Burst on throw.
Drill jump → BRC down timing to consistently punish.
Chunk 4 — Understanding Leo’s Parry Mind Game
Blocking Leo’s overhead does NOT give you your turn. He can parry your retaliation, forcing a mix between:
Challenging with a delay
Low crushing his parry
Not pressing a button
Risking being wrong and getting hit
Questions
Why isn’t it automatically your turn after blocking Leo’s overhead?
How do you beat parry?
What happens if you guess parry but he doesn’t parry?
Answers
Because Leo can cancel into parry, which beats immediate challenges.
Delay your button or hit low.
You get hit by Leo’s offense for taking the wrong risk.
Action Steps
Practice delayed buttons after blocking overhead.
Test different timing windows to avoid parry without being punishable.
Record Leo doing overhead → parry vs overhead → strike and practice reacting.
Chunk 5 — Testing True/Fake Left-Right Mixups
Mid-screen throw left/right mixups seem strong, but the creator tests them and discovers:
Soul’s 3f jab can contest the side-switch attempt
This means the mixup is fake and not guaranteed
Training mode uncovers truths even the player didn’t know
Questions
What assumption is tested?
What does switching to Soul reveal?
What does this teach about training mode?
Answers
That mid-screen throw → dash-through is a real mixup.
The 3f button interrupts Leo before he crosses.
That training mode exposes misinformation and teaches you real data.
Action Steps
Record mid-screen throw attempts from characters who dash through.
Test if your character’s fastest button interrupts → write the results.
Add these findings to your matchup notes.
Chunk 6 — Training Mode Philosophy
Training mode is trial and error, not a punishment chamber. You shouldn’t feel bad when something doesn’t work—your goal is simply to discover truth.
Questions
What mindset should you avoid?
What mindset should you adopt?
Why is training mode essential?
Answers
Avoid self-blame or expecting instant mastery.
Adopt curiosity and experimentation.
Because it reveals your do’s and don’ts through controlled repetition.
Action Steps
Treat every failed experiment as data, not failure.
Create a small notebook labeled Training Mode Discoveries.
Each session, record one thing you learned.
✅ Super-Summary (Under 1 Page)
This video teaches players to use training mode as a scientific lab for problem solving, not just a place to drill combos. After every loss, ask: Why did this hit me? What could I have done? Recreate the situation in training mode and test every defensive option.
Using Leo’s pressure as an example, the creator demonstrates how to simulate corner throw scenarios, test Yellow Burst, jump → Blue Roman Cancel, delayed buttons, and how to answer Leo’s post-overhead parry mixups. He emphasizes that your turn doesn’t automatically return after blocking an overhead—each option must be checked in the lab.
Mid-screen left/right mixups that seem real may not actually be legitimate; training mode revealed that Soul’s 3f jab interrupts a supposed guaranteed side-switch. This discovery reinforces the central philosophy: training mode exposes the truth.
The ultimate goal is to approach training mode with curiosity and experimentation. Trial and error is normal. You don’t need to know the matchup beforehand—the lab will teach it to you. By replaying situations, asking the right questions, and documenting what works, you slowly build genuine matchup knowledge and practical counterplay.
✅ 3-Day Spaced Review Plan Day 1 — Immediate Review
Reread the bullet points and chunk summaries.
Recreate one scenario from your own matches in training mode.
Day 2 — Application
Recreate the Leo examples (throw → 5K → mix).
Drill: Yellow Burst, jump → BRC, delayed buttons.
Test a “fake mixup” in your own matchups.
Day 3 — Integration
Add discoveries to your FGC Codex.
Play sets focusing specifically on applying your lab findings.
Identify a new confusing situation to bring into training mode.
Chunked Summary Chunk 1: Introduction to 6P Anti-Air
Veterans often recommend pressing 6P (stand Heavy Punch) when opponents are airborne.
Advice can feel oversimplified, but the video demonstrates why, when, and how it works.
The focus is understanding hitboxes, hurtboxes, and timing in interactions between characters.
Comprehension Questions:
What is the common advice veterans give for airborne opponents? Answer: Press 6P to anti-air them.
Why can this advice seem insufficient? Answer: It doesn’t explain the timing, hitbox interactions, or reasoning behind it.
Action Steps:
Watch interactions carefully in training mode, focusing on hitboxes and hurtboxes.
Note how 6P interacts with different jumps to develop intuition.
Chunk 2: Kai vs. Mei Example
Kai’s 6P can reach Mei’s jump heavy despite the short apparent range.
Reasons:
Kai’s hurtbox disappears temporarily during 6P startup.
Mei’s hurtbox extends far below her attack animation.
Successful hits depend on timing and positioning.
Trades occur if 6P is pressed slightly late, causing hitboxes to overlap.
Comprehension Questions:
Why does Kai’s 6P reach Mei’s jump heavy? Answer: Kai’s upper body hurtbox disappears, and Mei’s hurtbox extends downward.
What causes a trade instead of a clean hit? Answer: Pressing 6P later, so hitboxes overlap.
Action Steps:
Practice frame-by-frame analysis of attacks to see how timing affects outcomes.
Experiment with pressing 6P earlier and later to observe clean hits versus trades.
Chunk 3: Targeting Hurtboxes
The key is hitting the extended hurtbox, not the visible collision box.
Even attacks that look like they’re out of reach can be countered if the hurtbox extends during their animation.
Example: Kai 6P can counter Mei jump heavy from further than expected.
Comprehension Questions:
What part of an attack should 6P aim to hit? Answer: The opponent’s extended hurtbox.
Can visually distant attacks still be countered by 6P? Answer: Yes, if the hurtbox extends into range.
Action Steps:
Use training mode to mark hurtboxes visually.
Practice spacing 6P so it intersects with the extended hurtbox, not just the attack’s hitbox.
Chunk 4: Other Characters and Exceptions
Most air normals have extended hurtboxes, but some are exceptions (e.g., Ramlethal jump S).
Timing is critical: too early or too late results in misses or trades.
Some attacks create tight windows where 6P must be precisely timed.
Comprehension Questions:
Do all air normals have extended hurtboxes? Answer: Most do, but some exceptions exist.
What happens if you press 6P too early or too late? Answer: Too early → miss; too late → trade or miss depending on distance.
Action Steps:
Identify exception moves in your matchups.
Practice timing 6P at different ranges to learn safe windows.
Chunk 5: Post-6P Recovery & Options
After landing or whiffing 6P, you often have time to block or punish follow-ups.
Can also counter double jumps or air dashes with practice.
Setting training mode to random air options helps improve reaction timing.
Risk is low without meter, as far-range attacks from the opponent are generally not threatening.
Comprehension Questions:
What can you do after 6P recovers? Answer: Block, punish, or press 6P again on their next airborne option.
How does meter affect the risk of 6P? Answer: With meter, opponents can convert into bigger punish; without meter, risk is low.
Action Steps:
Practice 6P followed by defensive or offensive options.
Use training mode recording to simulate double jumps, air dashes, and neutral jumps.
Chunk 6: Summary Insights
6P is reliable, safe, and versatile against airborne attacks.
Main considerations:
Timing relative to opponent’s attack
Positioning to target hurtbox
Awareness of exceptions
Post-6P recovery options
Risk is low if opponent has no meter; can be a strong anti-air tool.
Comprehension Questions:
Why is 6P considered reliable? Answer: It can target extended hurtboxes, trades are predictable, and risk is low without meter.
What must a player be aware of when using 6P? Answer: Timing, positioning, exceptions, and recovery options.
Action Steps:
Develop muscle memory for 6P timing across characters.
Use hurtbox analysis to improve anti-air decisions.
Super-Summary (Condensed)
6P in Guilty Gear Strive is a highly effective anti-air tool when used to target extended hurtboxes of airborne attacks. Its effectiveness relies on timing, positioning, and knowledge of hitbox interactions. Trades usually occur when 6P is pressed slightly late. Most air normals have extended hurtboxes, but exceptions exist, requiring careful attention. After 6P, players often have time to block, punish, or counter additional airborne options, with low risk when opponents lack meter. Practicing 6P in training mode with variable enemy options builds timing, spacing, and recovery awareness, making it a versatile and safe anti-air strategy.
Key Actionable Steps:
Analyze hitboxes/hurtboxes in training mode.
Time 6P to intersect extended hurtboxes, not just collision boxes.
Practice frame-precise 6P for exceptions.
Develop post-6P reactions: block, punish, or re-press.
Use random air options in training to simulate real scenarios.
Optional 3-Day Spaced Review Plan
Day 1: Watch examples of 6P vs various air normals; focus on timing and hurtboxes.
Day 2: Practice in training mode with different jump attacks and air dashes; note successes and misses.
Day 3: Test application in matches; review recordings to refine timing, spacing, and recovery awareness.