System & General 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 "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.