System & General Resources

System & General Resources

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Koogy on Twitter
Koogy on Twitter
Quick air throw tutorial for #GGSTApplies to older titles as well 😎 pic.twitter.com/nf1PxBE3XF— Koogy (@koogyplz) July 23, 2021
mario050987·twitter.com·
Koogy on Twitter
Koogy on Twitter
Koogy on Twitter
Quick air throw tutorial for #GGSTApplies to older titles as well 😎 pic.twitter.com/nf1PxBE3XF— Koogy (@koogyplz) July 23, 2021
mario050987·twitter.com·
Koogy on Twitter
DEB on Twitter
DEB on Twitter
old GG OS for dping crossups. by doing [H]421S, you'll get FD if your opponent stay same side, but you'll get S dp if they cross you up. very very good vs millia especially. very useful for the 7f DP characters #GGST #GGST_SO pic.twitter.com/CzaDz8PRqq— DEB (@SuperDEBico) July 21, 2021
mario050987·twitter.com·
DEB on Twitter
紅茶味玉露 on Twitter
紅茶味玉露 on Twitter
#GGSTファジージャンプの練習用ソルレコード1に足払いから重なるようにダッシュ近Sレコード2に足払いからのダッシュぶっきらこんな感じで足払い喰らってからリズムでしゃがみ→上ってやればそれっぽくできる pic.twitter.com/KkPplaLa2q— 紅茶味玉露 (@gyokuro_kei_glm) July 22, 2021
mario050987·twitter.com·
紅茶味玉露 on Twitter
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide

Summary — Why You Should NOT Always Break the Wall (Guilty Gear Strive)

This video explains why automatically breaking the wall is often suboptimal in Guilty Gear Strive. While wall breaks grant Positive Bonus (especially strong meter gain), they also reset the screen to mid-screen and sacrifice corner pressure and okizeme. The core message: wall breaking is a strategic choice, not a default action.

The creator argues that maintaining corner control frequently outweighs the benefits of Positive Bonus, especially when:

You lack meter to break with super

You are low on health

The opponent has high meter

Your character thrives on momentum and corner pressure

Through tournament footage and training mode examples, the video demonstrates that choosing not to break the wall often leads to safer win conditions, forced resource usage by the opponent, and higher long-term damage.

Condensed Bullet-Point Review

Wall break grants Positive Bonus (meter regen + small buffs)

Wall break resets position and usually removes corner pressure

Breaking with super keeps pressure, but costs 50 meter

Corner control often > raw damage or meter gain

Not breaking the wall = trading damage for momentum and control

Especially strong for momentum-based characters

Decision depends on HP, meter, burst, matchup, confidence

No universal “correct” answer — context matters

Chunked Breakdown Chunk 1 — How the Wall Break Mechanic Works

Key Idea: The wall has hidden durability. Once exceeded, the wall breaks, launching both players back to mid-screen and granting Positive Bonus.

What Positive Bonus Gives:

Increased meter gain (passive + during offense)

Small attack/defense boosts

Strong access to RCs, supers, and defensive options

Hidden Cost:

Loss of corner

Loss of standard okizeme

Return to neutral

Comprehension Questions

What is the biggest benefit of Positive Bonus?

What positional advantage is lost when the wall breaks?

Answers

Accelerated meter gain

Corner pressure and okizeme

Action Steps

In matches, actively note when Positive Bonus would matter more than corner pressure

Track how often wall breaks actually lead to wins versus neutral resets

Chunk 2 — The Core Tradeoff: Meter vs Momentum

Key Idea: Wall breaking is a resource trade:

Gain meter → lose position and pressure

Important Distinction:

Super wall break (50 meter) → keeps pressure via hard knockdown

Non-super wall break → full neutral reset

This makes wall breaks far from “free”.

Comprehension Questions

Why is breaking with super usually preferred?

Why is Positive Bonus not always worth it?

Answers

It preserves pressure after the wall break

It gives up corner control and momentum

Action Steps

Ask mid-combo: “Do I need meter or control more right now?”

Practice corner enders that intentionally avoid wall break

Chunk 3 — Tournament Example: Low HP, High Risk Neutral

Scenario:

Player is low HP

Opponent has high meter

Wall break would reset to neutral without super

Decision: Do NOT break the wall.

Why:

Neutral is dangerous with opponent meter

Corner limits opponent’s options

Easier to force defensive spending (YRC, burst)

Result: Opponent is pressured into burning meter → reduced comeback potential.

Comprehension Questions

Why is neutral risky in this situation?

How does corner pressure simplify decision-making?

Answers

Meter allows RC conversions into big damage

Opponent options are constrained and predictable

Action Steps

When low HP, prioritize risk control over damage

Use corner pressure to force resource usage

Chunk 4 — Tournament Example: Life Lead + Resource Advantage

Scenario:

You have life lead

Opponent has little or no meter

Corner pressure is established

Decision: Do NOT break the wall.

Why:

No reason to reset to neutral

Opponent cannot FD effectively

Risk gauge skyrockets

Pressure snowballs into guaranteed hits

This turns corner control into a win condition.

Comprehension Questions

Why is wall breaking unnecessary here?

What role does risk gauge play?

Answers

You already control the match state

High risk amplifies damage from future hits

Action Steps

When ahead, play to maintain advantage, not reset

Track opponent FD capability before choosing wall break routes

Chunk 5 — Comeback Scenarios: Long-Term Damage > Cash-Out

Common Mistake: Spending all meter for damage → wall break → neutral reset → momentum lost

Better Option:

Accept lower immediate damage

Keep opponent cornered

Create multiple future hit opportunities

Not breaking the wall is greedy in a smart way — it bets on continued pressure rather than a single conversion.

Comprehension Questions

Why is cashing out often suboptimal when behind?

What does “long-term damage” mean here?

Answers

It resets momentum without guaranteeing advantage

Damage gained across multiple pressure sequences

Action Steps

In comebacks, prioritize knockdown + position

Train routes that preserve corner without wall break

Chunk 6 — Matchup, Character, and Personal Style Factors

Wall breaking may be better when:

Opponent has terrifying reversals (Leo, Sol)

You want to sit on meter defensively

You are unsure in offense

You want to slow the game down

Wall breaking may be worse when:

You play momentum-heavy characters (Ram, Zato, I-No)

You dominate corner offense

You want to force opponent mistakes

There is no universal rule — only informed decision-making.

Comprehension Questions

Why might Positive Bonus help defensive players?

Why do momentum characters favor not breaking the wall?

Answers

It provides meter for YRC, FD, and reversals

Their strength is sustained pressure, not resets

Action Steps

Write a “wall break rule-set” per character you play

Review replays and label each wall break as good or unnecessary

Super-Summary (1-Page Max)

Wall breaking in Guilty Gear Strive is not automatically optimal. While it grants Positive Bonus and meter gain, it also sacrifices corner control and okizeme by resetting the game to mid-screen. Often, especially for momentum-based characters or when holding an advantage, maintaining corner pressure leads to safer wins, forced opponent resource usage, and higher long-term damage. Breaking the wall is strongest when done with super or when meter advantage and defensive play outweigh positional dominance. The correct choice depends on health, meter, burst, matchup, and confidence — not habit. Treat wall breaks as strategic decisions, not combo endpoints.

Optional 3-Day Spaced Review Plan

Day 1:

Read Super-Summary

Identify 2 matches where you auto-broke the wall

Day 2:

Watch one replay

Pause at wall-break moments and ask: “What did I give up?”

Day 3:

Practice corner-preserving combo enders

Play matches consciously choosing when not to break

mario050987·youtube.com·
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide

Summary — Why You Should NOT Always Break the Wall (Guilty Gear Strive)

This video explains why automatically breaking the wall is often suboptimal in Guilty Gear Strive. While wall breaks grant Positive Bonus (especially strong meter gain), they also reset the screen to mid-screen and sacrifice corner pressure and okizeme. The core message: wall breaking is a strategic choice, not a default action.

The creator argues that maintaining corner control frequently outweighs the benefits of Positive Bonus, especially when:

You lack meter to break with super

You are low on health

The opponent has high meter

Your character thrives on momentum and corner pressure

Through tournament footage and training mode examples, the video demonstrates that choosing not to break the wall often leads to safer win conditions, forced resource usage by the opponent, and higher long-term damage.

Condensed Bullet-Point Review

Wall break grants Positive Bonus (meter regen + small buffs)

Wall break resets position and usually removes corner pressure

Breaking with super keeps pressure, but costs 50 meter

Corner control often > raw damage or meter gain

Not breaking the wall = trading damage for momentum and control

Especially strong for momentum-based characters

Decision depends on HP, meter, burst, matchup, confidence

No universal “correct” answer — context matters

Chunked Breakdown Chunk 1 — How the Wall Break Mechanic Works

Key Idea: The wall has hidden durability. Once exceeded, the wall breaks, launching both players back to mid-screen and granting Positive Bonus.

What Positive Bonus Gives:

Increased meter gain (passive + during offense)

Small attack/defense boosts

Strong access to RCs, supers, and defensive options

Hidden Cost:

Loss of corner

Loss of standard okizeme

Return to neutral

Comprehension Questions

What is the biggest benefit of Positive Bonus?

What positional advantage is lost when the wall breaks?

Answers

Accelerated meter gain

Corner pressure and okizeme

Action Steps

In matches, actively note when Positive Bonus would matter more than corner pressure

Track how often wall breaks actually lead to wins versus neutral resets

Chunk 2 — The Core Tradeoff: Meter vs Momentum

Key Idea: Wall breaking is a resource trade:

Gain meter → lose position and pressure

Important Distinction:

Super wall break (50 meter) → keeps pressure via hard knockdown

Non-super wall break → full neutral reset

This makes wall breaks far from “free”.

Comprehension Questions

Why is breaking with super usually preferred?

Why is Positive Bonus not always worth it?

Answers

It preserves pressure after the wall break

It gives up corner control and momentum

Action Steps

Ask mid-combo: “Do I need meter or control more right now?”

Practice corner enders that intentionally avoid wall break

Chunk 3 — Tournament Example: Low HP, High Risk Neutral

Scenario:

Player is low HP

Opponent has high meter

Wall break would reset to neutral without super

Decision: Do NOT break the wall.

Why:

Neutral is dangerous with opponent meter

Corner limits opponent’s options

Easier to force defensive spending (YRC, burst)

Result: Opponent is pressured into burning meter → reduced comeback potential.

Comprehension Questions

Why is neutral risky in this situation?

How does corner pressure simplify decision-making?

Answers

Meter allows RC conversions into big damage

Opponent options are constrained and predictable

Action Steps

When low HP, prioritize risk control over damage

Use corner pressure to force resource usage

Chunk 4 — Tournament Example: Life Lead + Resource Advantage

Scenario:

You have life lead

Opponent has little or no meter

Corner pressure is established

Decision: Do NOT break the wall.

Why:

No reason to reset to neutral

Opponent cannot FD effectively

Risk gauge skyrockets

Pressure snowballs into guaranteed hits

This turns corner control into a win condition.

Comprehension Questions

Why is wall breaking unnecessary here?

What role does risk gauge play?

Answers

You already control the match state

High risk amplifies damage from future hits

Action Steps

When ahead, play to maintain advantage, not reset

Track opponent FD capability before choosing wall break routes

Chunk 5 — Comeback Scenarios: Long-Term Damage > Cash-Out

Common Mistake: Spending all meter for damage → wall break → neutral reset → momentum lost

Better Option:

Accept lower immediate damage

Keep opponent cornered

Create multiple future hit opportunities

Not breaking the wall is greedy in a smart way — it bets on continued pressure rather than a single conversion.

Comprehension Questions

Why is cashing out often suboptimal when behind?

What does “long-term damage” mean here?

Answers

It resets momentum without guaranteeing advantage

Damage gained across multiple pressure sequences

Action Steps

In comebacks, prioritize knockdown + position

Train routes that preserve corner without wall break

Chunk 6 — Matchup, Character, and Personal Style Factors

Wall breaking may be better when:

Opponent has terrifying reversals (Leo, Sol)

You want to sit on meter defensively

You are unsure in offense

You want to slow the game down

Wall breaking may be worse when:

You play momentum-heavy characters (Ram, Zato, I-No)

You dominate corner offense

You want to force opponent mistakes

There is no universal rule — only informed decision-making.

Comprehension Questions

Why might Positive Bonus help defensive players?

Why do momentum characters favor not breaking the wall?

Answers

It provides meter for YRC, FD, and reversals

Their strength is sustained pressure, not resets

Action Steps

Write a “wall break rule-set” per character you play

Review replays and label each wall break as good or unnecessary

Super-Summary (1-Page Max)

Wall breaking in Guilty Gear Strive is not automatically optimal. While it grants Positive Bonus and meter gain, it also sacrifices corner control and okizeme by resetting the game to mid-screen. Often, especially for momentum-based characters or when holding an advantage, maintaining corner pressure leads to safer wins, forced opponent resource usage, and higher long-term damage. Breaking the wall is strongest when done with super or when meter advantage and defensive play outweigh positional dominance. The correct choice depends on health, meter, burst, matchup, and confidence — not habit. Treat wall breaks as strategic decisions, not combo endpoints.

Optional 3-Day Spaced Review Plan

Day 1:

Read Super-Summary

Identify 2 matches where you auto-broke the wall

Day 2:

Watch one replay

Pause at wall-break moments and ask: “What did I give up?”

Day 3:

Practice corner-preserving combo enders

Play matches consciously choosing when not to break

mario050987·youtube.com·
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide

Summary — Why You Should NOT Always Break the Wall (Guilty Gear Strive)

This video explains why automatically breaking the wall is often suboptimal in Guilty Gear Strive. While wall breaks grant Positive Bonus (especially strong meter gain), they also reset the screen to mid-screen and sacrifice corner pressure and okizeme. The core message: wall breaking is a strategic choice, not a default action.

The creator argues that maintaining corner control frequently outweighs the benefits of Positive Bonus, especially when:

You lack meter to break with super

You are low on health

The opponent has high meter

Your character thrives on momentum and corner pressure

Through tournament footage and training mode examples, the video demonstrates that choosing not to break the wall often leads to safer win conditions, forced resource usage by the opponent, and higher long-term damage.

Condensed Bullet-Point Review

Wall break grants Positive Bonus (meter regen + small buffs)

Wall break resets position and usually removes corner pressure

Breaking with super keeps pressure, but costs 50 meter

Corner control often > raw damage or meter gain

Not breaking the wall = trading damage for momentum and control

Especially strong for momentum-based characters

Decision depends on HP, meter, burst, matchup, confidence

No universal “correct” answer — context matters

Chunked Breakdown Chunk 1 — How the Wall Break Mechanic Works

Key Idea: The wall has hidden durability. Once exceeded, the wall breaks, launching both players back to mid-screen and granting Positive Bonus.

What Positive Bonus Gives:

Increased meter gain (passive + during offense)

Small attack/defense boosts

Strong access to RCs, supers, and defensive options

Hidden Cost:

Loss of corner

Loss of standard okizeme

Return to neutral

Comprehension Questions

What is the biggest benefit of Positive Bonus?

What positional advantage is lost when the wall breaks?

Answers

Accelerated meter gain

Corner pressure and okizeme

Action Steps

In matches, actively note when Positive Bonus would matter more than corner pressure

Track how often wall breaks actually lead to wins versus neutral resets

Chunk 2 — The Core Tradeoff: Meter vs Momentum

Key Idea: Wall breaking is a resource trade:

Gain meter → lose position and pressure

Important Distinction:

Super wall break (50 meter) → keeps pressure via hard knockdown

Non-super wall break → full neutral reset

This makes wall breaks far from “free”.

Comprehension Questions

Why is breaking with super usually preferred?

Why is Positive Bonus not always worth it?

Answers

It preserves pressure after the wall break

It gives up corner control and momentum

Action Steps

Ask mid-combo: “Do I need meter or control more right now?”

Practice corner enders that intentionally avoid wall break

Chunk 3 — Tournament Example: Low HP, High Risk Neutral

Scenario:

Player is low HP

Opponent has high meter

Wall break would reset to neutral without super

Decision: Do NOT break the wall.

Why:

Neutral is dangerous with opponent meter

Corner limits opponent’s options

Easier to force defensive spending (YRC, burst)

Result: Opponent is pressured into burning meter → reduced comeback potential.

Comprehension Questions

Why is neutral risky in this situation?

How does corner pressure simplify decision-making?

Answers

Meter allows RC conversions into big damage

Opponent options are constrained and predictable

Action Steps

When low HP, prioritize risk control over damage

Use corner pressure to force resource usage

Chunk 4 — Tournament Example: Life Lead + Resource Advantage

Scenario:

You have life lead

Opponent has little or no meter

Corner pressure is established

Decision: Do NOT break the wall.

Why:

No reason to reset to neutral

Opponent cannot FD effectively

Risk gauge skyrockets

Pressure snowballs into guaranteed hits

This turns corner control into a win condition.

Comprehension Questions

Why is wall breaking unnecessary here?

What role does risk gauge play?

Answers

You already control the match state

High risk amplifies damage from future hits

Action Steps

When ahead, play to maintain advantage, not reset

Track opponent FD capability before choosing wall break routes

Chunk 5 — Comeback Scenarios: Long-Term Damage > Cash-Out

Common Mistake: Spending all meter for damage → wall break → neutral reset → momentum lost

Better Option:

Accept lower immediate damage

Keep opponent cornered

Create multiple future hit opportunities

Not breaking the wall is greedy in a smart way — it bets on continued pressure rather than a single conversion.

Comprehension Questions

Why is cashing out often suboptimal when behind?

What does “long-term damage” mean here?

Answers

It resets momentum without guaranteeing advantage

Damage gained across multiple pressure sequences

Action Steps

In comebacks, prioritize knockdown + position

Train routes that preserve corner without wall break

Chunk 6 — Matchup, Character, and Personal Style Factors

Wall breaking may be better when:

Opponent has terrifying reversals (Leo, Sol)

You want to sit on meter defensively

You are unsure in offense

You want to slow the game down

Wall breaking may be worse when:

You play momentum-heavy characters (Ram, Zato, I-No)

You dominate corner offense

You want to force opponent mistakes

There is no universal rule — only informed decision-making.

Comprehension Questions

Why might Positive Bonus help defensive players?

Why do momentum characters favor not breaking the wall?

Answers

It provides meter for YRC, FD, and reversals

Their strength is sustained pressure, not resets

Action Steps

Write a “wall break rule-set” per character you play

Review replays and label each wall break as good or unnecessary

Super-Summary (1-Page Max)

Wall breaking in Guilty Gear Strive is not automatically optimal. While it grants Positive Bonus and meter gain, it also sacrifices corner control and okizeme by resetting the game to mid-screen. Often, especially for momentum-based characters or when holding an advantage, maintaining corner pressure leads to safer wins, forced opponent resource usage, and higher long-term damage. Breaking the wall is strongest when done with super or when meter advantage and defensive play outweigh positional dominance. The correct choice depends on health, meter, burst, matchup, and confidence — not habit. Treat wall breaks as strategic decisions, not combo endpoints.

Optional 3-Day Spaced Review Plan

Day 1:

Read Super-Summary

Identify 2 matches where you auto-broke the wall

Day 2:

Watch one replay

Pause at wall-break moments and ask: “What did I give up?”

Day 3:

Practice corner-preserving combo enders

Play matches consciously choosing when not to break

mario050987·youtube.com·
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide
Guilty Gear Strive | Tension 101
Guilty Gear Strive | Tension 101
Making the decision between using a roman cancel to extend your combo or doing a overdrive can be tough.Tension in Gear Guilty Gear -Strive- is more important than ever as there are seemingly endless ways to use it but limited opportunities to perform them. Will explain what tension is, how it can be used, and when to use it on what based tailored towards your play style. 00:00 - 01:44 Intro 01:45 - 02:48 How Does Tension Work? 02:49 - 05:30 Defense 05:31 - 09:28 Offense 09:29 - 11:01 Neutral
mario050987·youtube.com·
Guilty Gear Strive | Tension 101
Guilty Gear Strive | Tension 101
Guilty Gear Strive | Tension 101
Making the decision between using a roman cancel to extend your combo or doing a overdrive can be tough.Tension in Gear Guilty Gear -Strive- is more important than ever as there are seemingly endless ways to use it but limited opportunities to perform them. Will explain what tension is, how it can be used, and when to use it on what based tailored towards your play style. 00:00 - 01:44 Intro 01:45 - 02:48 How Does Tension Work? 02:49 - 05:30 Defense 05:31 - 09:28 Offense 09:29 - 11:01 Neutral
mario050987·youtube.com·
Guilty Gear Strive | Tension 101
Guilty Gear Strive | Tension 101
Guilty Gear Strive | Tension 101
Making the decision between using a roman cancel to extend your combo or doing a overdrive can be tough.Tension in Gear Guilty Gear -Strive- is more important than ever as there are seemingly endless ways to use it but limited opportunities to perform them. Will explain what tension is, how it can be used, and when to use it on what based tailored towards your play style. 00:00 - 01:44 Intro 01:45 - 02:48 How Does Tension Work? 02:49 - 05:30 Defense 05:31 - 09:28 Offense 09:29 - 11:01 Neutral
mario050987·youtube.com·
Guilty Gear Strive | Tension 101
Fallensting on Twitter
Fallensting on Twitter
#GGST_GI Found a simple universal burst bait on counter hit cS. Should work on every character. It OS's the 214K so it only comes out if 2D hits. Got the idea from @zer0_irl pic.twitter.com/nGirNT5oKU— Fallensting (@fallensting) July 21, 2021
mario050987·twitter.com·
Fallensting on Twitter
Trevor Claggett on Twitter
Trevor Claggett on Twitter
Trying to learn Davinci and was labbing throw RC OS. Found some scary stuff#GGST_SO pic.twitter.com/D2c11pRxXb— Trevor Claggett (@Hi_Im_Sunfish) July 13, 2021
mario050987·twitter.com·
Trevor Claggett on Twitter
Guilty Gear Strive | Basic Tick Throw Tutorial
Guilty Gear Strive | Basic Tick Throw Tutorial

🎮 Guilty Gear Strive | Basic Tick Throw Tutorial — Summary

Overview

This video explains a simple, practical method for executing tick throws in Guilty Gear Strive, aimed especially at newer players who want to improve offense and climb the tower faster. The key insight is that you don’t need complex dash timing—Strive’s movement buffering and dash momentum make tick throws far easier than most players realize.

Tick throws work with every character, and when layered into existing pressure, they make your offense much harder to predict.

🔹 Core Concepts & Lessons

  1. What a Tick Throw Is (in Strive)

A tick throw is:

A fast, light normal (e.g., punch or kick) that the opponent blocks

Followed immediately by a throw, before they can react or mash

In Strive, this is especially strong because:

Dash momentum carries you forward

Movement can be buffered by holding forward

  1. The Easy Tick Throw Method (Key Technique)

Instead of manually re-dashing after a normal:

Dash in

Use 1–2 fast light attacks (e.g., 5P, 2P, 2K)

Hold forward during the attack

As soon as your character nudges forward after recovery → throw

Why it works:

Holding forward buffers movement

Your character automatically steps forward as soon as recovery ends

Dash momentum keeps you in throw range

This removes the need for precise dash timing.

  1. Choosing the Right Buttons

Good tick-throw buttons are:

Fast

Low recovery

Allow you to move forward quickly after block

Examples:

Crouching punch (2P)

Standing punch (5P)

Some crouching kicks (2K)

Bad buttons:

Moves with long recovery

Normals that delay your ability to walk forward

  1. Training Mode Practice Setup

To practice tick throws:

Go to Training Mode

Set the dummy to counterattack with punch after block

Practice timing your throw so that:

You grab them immediately after blockstun

Ideally, before their jab comes out

Advanced goal:

Grabbing 1 frame out of blockstun

Even imperfect execution works in real matches due to mental stack and speed.

  1. Common Mistake to Avoid

❌ Throwing too early

If you input throw before your character moves forward enough

You’ll whiff due to lack of proximity

✅ Let the buffered forward movement happen first.

  1. Universal Application

Tick throws:

Work with every character

Can be added into any pressure sequence

Are strongest when the opponent is already focused on:

Blocking

Frame traps

Jumping

Mashing

  1. Character-Specific Tick Throw Routes

Some characters have unique tick-throw setups.

Example: Chipp

2P → 5P → throw

5P recovers extremely fast

Allows a throw immediately after

Chipp-specific use case:

Knockdown → run up → 2P → throw

Or 2P → 5P → throw

Catches:

Jump attempts

Passive blockers

Delayed reactions

Players are encouraged to experiment with their character’s normals to find similar routes.

🧠 Condensed Bullet-Point Review

Tick throws = fast normal → throw

Hold forward during the normal to buffer movement

Dash momentum keeps you in range

Use fast, low-recovery buttons

Practice vs mash-after-block in training

Don’t throw too early or you’ll whiff

Works with all characters

Explore character-specific routes for stronger mix

📚 Chunked Breakdown (Self-Contained) Chunk 1: Tick Throws in Strive Are Easier Than You Think

Tick throws rely on buffered movement and dash momentum, not precise dash timing.

Comprehension Q: Why don’t you need to re-dash after the normal? Answer: Holding forward buffers movement, causing automatic forward motion after recovery.

Action Step: Practice holding forward during 2P and watching your character step forward.

Chunk 2: How to Perform a Basic Tick Throw

Dash → fast normal → hold forward → throw as recovery ends.

Comprehension Q: What causes you to stay in throw range? Answer: Dash momentum plus buffered movement.

Action Step: Run drills with dash → 2P → throw until it feels automatic.

Chunk 3: Button Selection Matters

Only fast, low-recovery normals are suitable for tick throws.

Comprehension Q: Why are slow normals bad for tick throws? Answer: They delay forward movement and give opponents time to react.

Action Step: Test normals by pressing them and seeing how soon you can walk forward.

Chunk 4: Training Mode Optimization

Set the dummy to mash after block to test real tick-throw timing.

Comprehension Q: What does success look like in training? Answer: Grabbing before the opponent’s jab comes out.

Action Step: Aim to grab immediately after blockstun, even if consistency is low at first.

Chunk 5: Execution Errors

Throwing too early causes whiffs.

Comprehension Q: Why does early throw fail? Answer: You haven’t closed the distance yet.

Action Step: Delay throw slightly and watch for the forward movement cue.

Chunk 6: Universal Offensive Value

Tick throws fit into any offense and exploit mental stack.

Comprehension Q: Why do tick throws work even if imperfect? Answer: Opponents are overloaded with multiple threats.

Action Step: Add tick throws into existing pressure strings.

Chunk 7: Character-Specific Optimization

Some characters have special tick-throw routes (e.g., Chipp).

Comprehension Q: Why is Chipp’s 5P strong for tick throws? Answer: Extremely fast recovery allows immediate throw.

Action Step: Lab your character’s fastest normals for custom tick-throw routes.

🧩 Super-Summary (Under 1 Page)

Tick throws in Guilty Gear Strive are simple, universal, and extremely effective due to dash momentum and buffered movement. By dashing in, using a fast light normal, holding forward, and throwing as soon as recovery ends, players can grab opponents before they can react or mash. The key is choosing low-recovery buttons, practicing timing in training mode against mash-after-block, and avoiding early throw inputs. Tick throws work for all characters and become even stronger when layered into existing pressure and character-specific routes, making them a powerful tool for climbing ranks and strengthening offense.

⏱ Optional 3-Day Spaced Review Plan

Day 1:

Read summary + lab dash → 2P → throw for 10 minutes

Day 2:

Practice vs mash-after-block dummy

Identify 2 good tick buttons for your character

Day 3:

Add tick throws into real matches

Note opponent reactions (jump, mash, freeze)

mario050987·youtube.com·
Guilty Gear Strive | Basic Tick Throw Tutorial
Guilty Gear Strive | Basic Tick Throw Tutorial
Guilty Gear Strive | Basic Tick Throw Tutorial

🎮 Guilty Gear Strive | Basic Tick Throw Tutorial — Summary

Overview

This video explains a simple, practical method for executing tick throws in Guilty Gear Strive, aimed especially at newer players who want to improve offense and climb the tower faster. The key insight is that you don’t need complex dash timing—Strive’s movement buffering and dash momentum make tick throws far easier than most players realize.

Tick throws work with every character, and when layered into existing pressure, they make your offense much harder to predict.

🔹 Core Concepts & Lessons

  1. What a Tick Throw Is (in Strive)

A tick throw is:

A fast, light normal (e.g., punch or kick) that the opponent blocks

Followed immediately by a throw, before they can react or mash

In Strive, this is especially strong because:

Dash momentum carries you forward

Movement can be buffered by holding forward

  1. The Easy Tick Throw Method (Key Technique)

Instead of manually re-dashing after a normal:

Dash in

Use 1–2 fast light attacks (e.g., 5P, 2P, 2K)

Hold forward during the attack

As soon as your character nudges forward after recovery → throw

Why it works:

Holding forward buffers movement

Your character automatically steps forward as soon as recovery ends

Dash momentum keeps you in throw range

This removes the need for precise dash timing.

  1. Choosing the Right Buttons

Good tick-throw buttons are:

Fast

Low recovery

Allow you to move forward quickly after block

Examples:

Crouching punch (2P)

Standing punch (5P)

Some crouching kicks (2K)

Bad buttons:

Moves with long recovery

Normals that delay your ability to walk forward

  1. Training Mode Practice Setup

To practice tick throws:

Go to Training Mode

Set the dummy to counterattack with punch after block

Practice timing your throw so that:

You grab them immediately after blockstun

Ideally, before their jab comes out

Advanced goal:

Grabbing 1 frame out of blockstun

Even imperfect execution works in real matches due to mental stack and speed.

  1. Common Mistake to Avoid

❌ Throwing too early

If you input throw before your character moves forward enough

You’ll whiff due to lack of proximity

✅ Let the buffered forward movement happen first.

  1. Universal Application

Tick throws:

Work with every character

Can be added into any pressure sequence

Are strongest when the opponent is already focused on:

Blocking

Frame traps

Jumping

Mashing

  1. Character-Specific Tick Throw Routes

Some characters have unique tick-throw setups.

Example: Chipp

2P → 5P → throw

5P recovers extremely fast

Allows a throw immediately after

Chipp-specific use case:

Knockdown → run up → 2P → throw

Or 2P → 5P → throw

Catches:

Jump attempts

Passive blockers

Delayed reactions

Players are encouraged to experiment with their character’s normals to find similar routes.

🧠 Condensed Bullet-Point Review

Tick throws = fast normal → throw

Hold forward during the normal to buffer movement

Dash momentum keeps you in range

Use fast, low-recovery buttons

Practice vs mash-after-block in training

Don’t throw too early or you’ll whiff

Works with all characters

Explore character-specific routes for stronger mix

📚 Chunked Breakdown (Self-Contained) Chunk 1: Tick Throws in Strive Are Easier Than You Think

Tick throws rely on buffered movement and dash momentum, not precise dash timing.

Comprehension Q: Why don’t you need to re-dash after the normal? Answer: Holding forward buffers movement, causing automatic forward motion after recovery.

Action Step: Practice holding forward during 2P and watching your character step forward.

Chunk 2: How to Perform a Basic Tick Throw

Dash → fast normal → hold forward → throw as recovery ends.

Comprehension Q: What causes you to stay in throw range? Answer: Dash momentum plus buffered movement.

Action Step: Run drills with dash → 2P → throw until it feels automatic.

Chunk 3: Button Selection Matters

Only fast, low-recovery normals are suitable for tick throws.

Comprehension Q: Why are slow normals bad for tick throws? Answer: They delay forward movement and give opponents time to react.

Action Step: Test normals by pressing them and seeing how soon you can walk forward.

Chunk 4: Training Mode Optimization

Set the dummy to mash after block to test real tick-throw timing.

Comprehension Q: What does success look like in training? Answer: Grabbing before the opponent’s jab comes out.

Action Step: Aim to grab immediately after blockstun, even if consistency is low at first.

Chunk 5: Execution Errors

Throwing too early causes whiffs.

Comprehension Q: Why does early throw fail? Answer: You haven’t closed the distance yet.

Action Step: Delay throw slightly and watch for the forward movement cue.

Chunk 6: Universal Offensive Value

Tick throws fit into any offense and exploit mental stack.

Comprehension Q: Why do tick throws work even if imperfect? Answer: Opponents are overloaded with multiple threats.

Action Step: Add tick throws into existing pressure strings.

Chunk 7: Character-Specific Optimization

Some characters have special tick-throw routes (e.g., Chipp).

Comprehension Q: Why is Chipp’s 5P strong for tick throws? Answer: Extremely fast recovery allows immediate throw.

Action Step: Lab your character’s fastest normals for custom tick-throw routes.

🧩 Super-Summary (Under 1 Page)

Tick throws in Guilty Gear Strive are simple, universal, and extremely effective due to dash momentum and buffered movement. By dashing in, using a fast light normal, holding forward, and throwing as soon as recovery ends, players can grab opponents before they can react or mash. The key is choosing low-recovery buttons, practicing timing in training mode against mash-after-block, and avoiding early throw inputs. Tick throws work for all characters and become even stronger when layered into existing pressure and character-specific routes, making them a powerful tool for climbing ranks and strengthening offense.

⏱ Optional 3-Day Spaced Review Plan

Day 1:

Read summary + lab dash → 2P → throw for 10 minutes

Day 2:

Practice vs mash-after-block dummy

Identify 2 good tick buttons for your character

Day 3:

Add tick throws into real matches

Note opponent reactions (jump, mash, freeze)

mario050987·youtube.com·
Guilty Gear Strive | Basic Tick Throw Tutorial
SchoolBus on Twitter
SchoolBus on Twitter
Proof of concept, FD/throw OS + delayed dash button to cover neutral/corner forward jump throw tech baitsOn throw tech your dash won't come out (due to tech animation), but this makes you susceptible to delayed lows #GGST #GGST_RA pic.twitter.com/rsbl6AKYuy— SchoolBus (@Sometimes_Fendo) July 11, 2021
mario050987·twitter.com·
SchoolBus on Twitter
2ndState on Twitter
2ndState on Twitter
It's possible to OS which dolphin you get on non-CH vs CH. #ggst_mahttps://t.co/SNIs6uI1R6 pic.twitter.com/RGvHjSQ6GT— 2ndState (@Scott2ndState) July 14, 2021
mario050987·twitter.com·
2ndState on Twitter
Fichael on Twitter
Fichael on Twitter
2H Counterhit buffer OS. 2H xx H dolphin xx 214K. On regular hit you get standard 2H xx H dolphin loop, on counter hit you get 214K then run up to confirm. 1/2 #GGST_MA pic.twitter.com/DUXWyZkVyQ— Fichael (@FichaelOW) July 17, 2021
mario050987·twitter.com·
Fichael on Twitter
How To Use Blue Roman Cancels In Guilty Gear Strive
How To Use Blue Roman Cancels In Guilty Gear Strive
How To Use Blue Roman Cancels In Guilty Gear Strive 00:00 Intro 01:07 What Is Blue Roman Canceling 01:43 Blue RC Anti-Airs 02:43 Back Dash Blue RC Drift 04:08 Offensive Blue RCs via Frame Trapping 06:38 Blue RC vs Wake Up Reversals 08:03 Blue RC For Mobility 09:39 Conclusion Don't forget to take a moment follow the channels below to keep up with updates! #ShinKensou #GGST #GuiltyGearStrive ➽ Twitch: www.twitch.tv/shinkensou ➽ Twitter: https://twitter.com/ShinKensou ➽ Instagram: https://www.instagram.com/justkensou/ ➽ Patreon: https://www.patreon.com/shinkensou ➽ https://www.tiktok.com/justkensou ArtesianBuilds is ready to upgrade your PC to build for you live on http://twitch.tv/artesianbuilds and have it shipped to you in just 3-4 weeks! Get up to $100 off by visiting https://artesianbuilds.com/gaming/?aff=Shinkensou & entering discount code SHINKENSOU at checkout! Hand-built, custom systems begin at just $1,580 or $97/month! DM ArtesianBuilds to talk specs @ https://twitter.com/artesianbuilds,
mario050987·youtube.com·
How To Use Blue Roman Cancels In Guilty Gear Strive
How To Use Blue Roman Cancels In Guilty Gear Strive
How To Use Blue Roman Cancels In Guilty Gear Strive
How To Use Blue Roman Cancels In Guilty Gear Strive 00:00 Intro 01:07 What Is Blue Roman Canceling 01:43 Blue RC Anti-Airs 02:43 Back Dash Blue RC Drift 04:08 Offensive Blue RCs via Frame Trapping 06:38 Blue RC vs Wake Up Reversals 08:03 Blue RC For Mobility 09:39 Conclusion Don't forget to take a moment follow the channels below to keep up with updates! #ShinKensou #GGST #GuiltyGearStrive ➽ Twitch: www.twitch.tv/shinkensou ➽ Twitter: https://twitter.com/ShinKensou ➽ Instagram: https://www.instagram.com/justkensou/ ➽ Patreon: https://www.patreon.com/shinkensou ➽ https://www.tiktok.com/justkensou ArtesianBuilds is ready to upgrade your PC to build for you live on http://twitch.tv/artesianbuilds and have it shipped to you in just 3-4 weeks! Get up to $100 off by visiting https://artesianbuilds.com/gaming/?aff=Shinkensou & entering discount code SHINKENSOU at checkout! Hand-built, custom systems begin at just $1,580 or $97/month! DM ArtesianBuilds to talk specs @ https://twitter.com/artesianbuilds,
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How To Use Blue Roman Cancels In Guilty Gear Strive