System & General Resources
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
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
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
🎮 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
- 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
- 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.
- 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
- 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.
- 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.
- 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
- 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)
🎮 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
- 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
- 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.
- 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
- 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.
- 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.
- 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
- 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)