While the throw is a big part of just about any fighting game, in GG Strive there is a lot of little extra rules and fiddly bits around them, and many of those not really explained well in the context of the game so lets talk about all of it! Also In the bit where I go in depth with the nagoriyuki concept keep in mind just about every character can make setups like that(frame kills) so go out and explore your options!
god me too... why is this not explained in game since it goes contrary to every other fighting game ever? Been getting sooo angry sometimes at people mashing out of grabs I REALLY felt like they shouldn't have. At least now we know lol.
On a side note, Nago probably has one of my favorite throw animations in all fighting games. It's *SO* satisfying to break pressure with a "kiss the floor and leave me be" lmao
Tonight we get our next KoF reveal (is it Ramon, is it Geese?) so expect a full breakdown of that tomorrow. Looks like the KoF trailers might be moving to bi-weekly at this rate but either way I will be covering them all! KoF also got platforms announced if you didn't know its ps4/ps5/pc(steam and epic games)/Xbox series X/S. So no switch, no Xbox one, but still that's pretty decent coverage all things considered!
@@derikop4793 I mean they would be insane not to add geese considering how much attention he brought to snk with tekken 7. I kinda hope they also add in a non tournament legal and very very busted nightmare geese with shipuukken infinites. I for one miss playable and very broken SNK bosses.
I get blown up a lot going for throw on my opponent's wakeup, but you've inspired me to get in the lab and practice frame kills so I'm not too overeager. Good content as always, thank you!
Im really glad you did this video, I remember complaining about throws all the time because I delt like they were too good. But you really cleared a lot of things for me, thank you!!!
Having only ever played Smash (very badly) I feel like learning this game will make me better. It's not directly transferable skill, but knowledge on how to view a fight. Great videos, very informative for someone who has never played a real fighting game!
exactly the kinda info ive been wanting lately. ty! would love to see more of this type of content (like anything that someone who started on dbfz would need to do on basic gameplay. for instance things like how you put combos together and how blockstrings work especially after an air attack)
2 free little notes worth saying. Some command grabs also break the general rules as well like how command grabs beat grabs, well... there are 2 exceptions. Leo and Chipp both can be grabbed out of their command grabs respectively. Leo's can be grabbed on reaction during the what... 2 seconds of startup? So hearing it will let you beat it and Chipps can be grabbed if you jump since he is airborne usually behind you, if you can learn to react to leaves hold that 9 to 6d for a relatively stress free punish.
You read my mind making this video. I was about to comment on one from either you or trueunderdawg asking for yall to breakdown aspects of the game a little further like throws, oki, etc... Thanks for all the great content! Loving strive!
The Rule of Five is good to know! I was wondering why my grab oki was losing to wakeup jabs. I'll have to keep that in mind next time I try to do my oki, tick throws, etc. I should remember to use it more in defense when I see gaps in the opponents offense because of how fast it is.
Thank you so much! This video was really useful. What annoyies me the most is air-throws. In the air if one opponent hits and the other grabs usually the grabber wins even if the distance is far just because if you attack in the air you extend your hit-box which makes it easier for the grabber to win and sometimes it's the other way around but mostly grabs win because it's faster. The rule of 5 I like that name.
No one: Not a single soul: Rooflemonger at the start of each video: "HEEEeeeeeLLOOOOoooooo aaaand WeLcOmE" p.s. Keep up the good content, helps the beginners get into the game faster.
Not sure if its because of online but throws can be very strong in this game to the point where I almost do like it. Ive had players interrupt what I thought to be frame tight block strings with throws. If I jump in H slash on block into close slash I get thrown before thw slash comes out. Also on wake up I have to make sure not to get to close on wake up as they sometimes just throws me when I believed to meaty them but I think and hope thats all about rollback most likely. Definitely need to be weary of throws in this game. Milias thrive from throws
Cancelling the RC after a grab can reduce proration. Saw this in Hotashis video on RC cancelling the grab to get better damage off of a grab with nagoriyuki.
Depending on the character, you can mitigate some of the damage scaling from a throw rc combo by doing quick rc. and nago specifically has a busted throw quick rc scaling, like they didn't implement the scaling properly into his throw, so he can get absurd damage off of it.
Wow my friends have been playing GG for years and never mentioned the rule of 5 to me when I picked up this game. I keep missing grabs on wake up and now I know why! Thank you
Thanks for that info, including priority & the 5f. It's been a long time since Rev2 for me- so different having throw on Dust. Have yet to get a throw in vs. (I get hit first), but hope to make use of them.
I like 5 frame protection, this same thing is in KOF. In SFV you can get thrown just because you happened to be in the ground doing whatever, in this game, you get thrown because you decided to block, for the most part.
So wasting time means that instead of timing it in your head, you use another move to help you time your second hit (the one you actually want to land) with the wake up? Is this a method of okizeme? Is it just to help you count, meaning you theoretically time your one attack perfectly with the wake up, without killing frames?
You could time it manually sure, but why let yourself have the chance of human error showing up when you don't have to. A lot of the proper pressure on wakeup is measured in fractions of a second if it works or not, and manual timing will lead to errors, even if you have a good success rate in the end. Frame kills exist so you don't have to allow a chance for you to botch it
@@Rooflemonger Understood! I was just making sure I got how it works. Thanks for the reply, and keep up the great work. Your videos are invaluable for a noob like me.
Must be nice to be a FGC youtuber, always have people who are down to play and do lobbies with you, I wish I had more Steam friends to play Strive with! Since the netcode is so good we can play together from basically anywhere
haha for me at least, thats not something I got lol. My biggest issue is I spend 90% of my time researching and making the videos, so I barely ever have time to play at all
@@Rooflemonger Dang thats true I didn't really think about that, content creation always looks so much easier from the consumer side, I often forget just how much time goes into things like research and editing. Buttttt, if you really wanted you could post a tweet and get a fat lobby or a for fun tournament! That is power I do not wield
@@Rooflemonger It shows though fr, your video quality is super high and you can really tell how much you care about FGs and the FGC in general. Keep it up man, I been binging all your content lately so the effort doesn't go unappreciated by me!
Yo @rooflemonger, if the opponent wake up (standard) throws in the 5 frames of invul and you command throw does it still outpriority the throw? Who gets thrown in this situation?
I wish It was more clear on if they're in Blockstun still. As of now it seems inconsistent character to character. Ino for instance has the projectile that gets more hits. Blocking that she can immediately throw after. Seems like she breaks that rule with that move. Eddie's drills kinda do the same thing. Just wish it was more clear. It's frustrating seeing a grab miss when they're standing up
Don't try wake up throw knocked down Leo though - he is mentioned exception with his flash kick. Can't say is it airborne frame one or throw inv frame one...
concerning the rule of 5: Does that mean if a character has a move with less than 5 frames of startup they could buttons out of a throw on wakeup or after block? I get mashed out of my wakeup up throws too often, and I always assume I mess up the timing but could this be what's happening to me?
The person who said no is wrong. Wakeup mash jab beats meaty throw, always due to the rule of 5, with the one exception being Pot who’s 5P is 5 frames so technically you can same frame and beat him. Any other character mashing 5P on wakeup you cannot and will not ever meaty throw them because the rule of 5. If you don’t believe me try it in training mode
@@philipjohnson4094 Thanks. I find it annoying that games keep giving the grounded player more and more advantages on wakeup but I'll adapt I guess like I always do.
@@coreyrachar9694 right. You really have to “lead with” meaty in this game. You have to show them you will meaty a bunch of times, then finally, once they are convinced to block, use throws. In Potemkins case, c.5S 2S 2H Heat Knuckle/double megafist does similar damage to pot buster, so it’s fine either way so long as you are in range for the 5S At least it’s not MK11 where you can’t even meaty at all
How fast does a move have to be for it to be a "frame kill" like 5:00 ? I saw that nago's 6p is 13f on start up and 15f on recovery. I don't know which of the two I should be looking out for in my character (I play Leo btw)
all depends on the setup and what precedes it. Just set a bot to recover with their fastest move, and then test test test til you find it. There's no easy answers on this front other than doing the legwork yourself.
just so everyone knows, throws are 2 frame start up, which means it's ACTIVE at frame 2, so there's only 1 frame before it activates, in other words, if your meaty isn't PERFECT, you can be thrown out of it!
Command grabs aren't command grabbable, so it depends on their active frames. If one of them ends while the other is still active, the active one will connect. If they are both active for exactly the same frames they both whiff (and look very silly)
I saw this covered in a different video. They said that command throws have throw immunity (which is why they win against regular throws). So if two command grabs hit at the same time, they both whiff.
They need to seriously change the input buffering for DPs in this damn game! Like WTF is wrong with the devs on that point??? DP on wake up should be the easiest shit to pull off in ANY fighting game that has them. Every single knockdown should be just as easy as the next to do a DP.
I get what your saying. The inputs in this game are raggedy af. And you will find yourself getting commands you didn't ask for alot!. There are quite a few pro players talking about this too. It's just not enough people complaining about it. Or some that will literally try to defend it for...some reason? Like do you even know what your trying to defend? Lmao.
@@Ock_mantis People like to defend their favourite developers/games no matter what, and when things change they defend that even if by chance it goes against what they defended a month earlier. BUT, when there is some sort of massive majority complaint on a topic/issue, oh then they jump on that bandwagon HARD!!!! Especially if their favourite youtuber/pro gamer agrees HAHAHAHA!
That 5 frame invincibility is why my dead fang with zato wiffs sometimes even tho I feel I time it right lol need to take that in to account I guess, if they attack in then 5 frames is it gone? Like if they mashing on block against eddie leap and I run in and dead fang will it catch them if they mash?
The only thing that gets me about throws is how short they are. I've whiffed so many grabs in the corner because I'm not up against the opponent like an Amsterdam stripper
That was so much helpful, especially the rule of 5! But there is 1 thing that i still don't understand: what the hell does the window for throw escape looks like? When i play against Millias, i predict that they will go for the throw after a blockstring, i do my throw after theirs blockstring, i realize that i predicted correctly that they would go for the trow, yet it's because for whatever reason i didn't actually escape the throw and is eating a full rc combo. Is there any info on throw escape?
Rooflemonger I'm looking for a recommendation from you. I have the PS5 version of GG Strive and my Hori fighting commander doesn't work on the console. What is a good 6 button fight pad that works or should I get an arcade stick? I'm even considering selling my PS5 copy of strive to get the PS4 version so my accessories can work.
I get so mad when I know the guy is going for throw I mash jab and throw just cancels my jab mid animation. Guess that's just not a option since throw is faster....
I'm really curious if Jam is gonna have a hard knockdown throw in this game. In the past, there's been a lot of character with "combo" throw, where the character just launch the ennemy on their throw and you need to combo after it. I'm thinking maybe not since Millia used to be like that and now she has a regular one ?
I personally don't like that kind of throw to be honest, they are generally just way better than any other throw by a large margin for no real downside and if the combo is long it can feel like a chore to memorize too
@@yeyo1019 For Jam it had a few very effective downsides : she couldn't gert hard knockdown out of her throw without meter or cards. It leads to come interesting choices, but we'll see
@@Nooctae oh yeah sorry, I was thinking of Sol's wild throw from XX probably, which yeah I know it's a command grab but it was still pretty damn strong for what I remember
A question I have is since command grabs have priority over regular grabs, suppose if someone is waking up and you use a command grab while they grab, since they are immune to grabs for five frames while waking would I get grabbed regardless of that?
Can you go over blocking Rooflemonger? Like I get the whole idea of overheads, mids or lows, but I think heard that crouch blocking creates more block/hit stun?
getting hit while crouching creates more hitstun yes, but blocking is same diff when it comes to frames. Catching people crouching is a big thing for certain characters combo structures.
At the moment I kinda have a problem with trows in this game. Mainly becous to me, countering what I'l try to describe, is like rolling a dice. Let me explain. If you for example, Jump in, dash and use your HS to start pounding on them, They can grab you out of it if they block you incoming HS, meaning I cant follow up the combo. So.. I Tryed to counter it since my friend was doing it constantly at every opportunety he had. How do I try to counter it? With a grab myself. This works.. But only 50% of the time. I can be mashing the buttons for the trow after the HS, Half the time he will still win it.. It feels so unfair and I hate it. Just feels like gambling at that point. Anyways.. There any other way's to beat that scenario? I saw I the clip maybe a comand grab instead, but I can never press those buttons fast enough.
Well that is this video to an extent I guess as I go over a setup specifically using it. Not sure how to spin a whole guide out of it honestly in a way that would be interesting.
You should check out the okizeme section in the potemkin guide. Kind of goes through some of the philosophy and mindset of it. How to capitalize on the situation and work off it.
While the throw is a big part of just about any fighting game, in GG Strive there is a lot of little extra rules and fiddly bits around them, and many of those not really explained well in the context of the game so lets talk about all of it! Also In the bit where I go in depth with the nagoriyuki concept keep in mind just about every character can make setups like that(frame kills) so go out and explore your options!
What console do u play on?
Ehi Rooflemonger thanks for your great videos.
A delayed normal throw against a wake up throw should end in a clash right?
@@holydiver3000 well if they wake up throw the best you can hope to do is tech it, cause your throw can't him them but their throw can hit you
Now I can throw matches in style 😎
“The rule of five” and I guess my lack of knowing about it has absolutely cost me so many games lol
Same....lots of miss Pot busters on that account
god me too... why is this not explained in game since it goes contrary to every other fighting game ever?
Been getting sooo angry sometimes at people mashing out of grabs I REALLY felt like they shouldn't have.
At least now we know lol.
100% I was trying to ram super laser, then rc into a grab on block and so confused why it wasn't working.
Command grabs are throw invul, not just a priority over regular throws. 2 same frame command grabs will whiff each other as well.
On a side note, Nago probably has one of my favorite throw animations in all fighting games. It's *SO* satisfying to break pressure with a "kiss the floor and leave me be" lmao
"I hate the art of throwing, but I wanna be the king of throwers!" -Potemkin Hibiki
When/if this dude has a kid the baby is gonna come out like "Hellooooooo aaand whElcome"
Lol
Tonight we get our next KoF reveal (is it Ramon, is it Geese?) so expect a full breakdown of that tomorrow. Looks like the KoF trailers might be moving to bi-weekly at this rate but either way I will be covering them all! KoF also got platforms announced if you didn't know its ps4/ps5/pc(steam and epic games)/Xbox series X/S. So no switch, no Xbox one, but still that's pretty decent coverage all things considered!
Shot in the dark, but was there any news of crossplay for KOF?
The idea being thrown around for Strive has me super excited.
Better be Geese hahaha haven’t played KOF in a few entry’s so make some good videos 🤣
@@leovanilla6833 no news, but not impossible. More details will be coming in time im sure
@@derikop4793 I mean they would be insane not to add geese considering how much attention he brought to snk with tekken 7. I kinda hope they also add in a non tournament legal and very very busted nightmare geese with shipuukken infinites. I for one miss playable and very broken SNK bosses.
Rooflemonger I just want you to know you are so appreciated by the community, you put in so much work for us.
Happy to be of help!
I get blown up a lot going for throw on my opponent's wakeup, but you've inspired me to get in the lab and practice frame kills so I'm not too overeager. Good content as always, thank you!
Same here dude, I try and go for it alot and I dont think its ever worked for me lol.
I needed this video. So thank you for giving us a guide to the art of the throw
I know all about throwing, it's what I do in every ranked game.
This channel has very quickly become the prime dojo for ggs player. Thanks for the awesome vids my man
The hidden psychological damage of Sol's throw. Making the target turn into JPEG looking like a child being manhandled.
Im really glad you did this video, I remember complaining about throws all the time because I delt like they were too good. But you really cleared a lot of things for me, thank you!!!
I always manage to break a speed-type character's tempo by usually going forward-blue-RC then throw. Saves my ass everytime I get whooped
Whenever I see a Rooflemonger tech video I know imma learn something.
Having only ever played Smash (very badly) I feel like learning this game will make me better. It's not directly transferable skill, but knowledge on how to view a fight. Great videos, very informative for someone who has never played a real fighting game!
*traditional fighting game. Plenty of skills like spacing & whiff punishing, the attack/block/grab triad, setups, anticipation & mindgames, etc are transferrable.
exactly the kinda info ive been wanting lately. ty! would love to see more of this type of content (like anything that someone who started on dbfz would need to do on basic gameplay. for instance things like how you put combos together and how blockstrings work especially after an air attack)
2 free little notes worth saying. Some command grabs also break the general rules as well like how command grabs beat grabs, well... there are 2 exceptions. Leo and Chipp both can be grabbed out of their command grabs respectively. Leo's can be grabbed on reaction during the what... 2 seconds of startup? So hearing it will let you beat it and Chipps can be grabbed if you jump since he is airborne usually behind you, if you can learn to react to leaves hold that 9 to 6d for a relatively stress free punish.
You read my mind making this video. I was about to comment on one from either you or trueunderdawg asking for yall to breakdown aspects of the game a little further like throws, oki, etc... Thanks for all the great content! Loving strive!
Ah, I was wondering why my throw was whiffing against opponents I knock down in the corner. Those sneaky 5 frames.
Thanks for teaching me some things I didn't know man, please keep up the good work.
Great video again roof. I just watch your POT guide as well. Help us defend the big guys!
The Rule of Five is good to know! I was wondering why my grab oki was losing to wakeup jabs. I'll have to keep that in mind next time I try to do my oki, tick throws, etc.
I should remember to use it more in defense when I see gaps in the opponents offense because of how fast it is.
Throwing an unmoving opponent and then throwing trumpet on them immediately is peak Faust.
Simply the best. Ty Rooflemonger! Happy new year
Thank you so much! This video was really useful. What annoyies me the most is air-throws. In the air if one opponent hits and the other grabs usually the grabber wins even if the distance is far just because if you attack in the air you extend your hit-box which makes it easier for the grabber to win and sometimes it's the other way around but mostly grabs win because it's faster.
The rule of 5 I like that name.
No one:
Not a single soul:
Rooflemonger at the start of each video: "HEEEeeeeeLLOOOOoooooo aaaand WeLcOmE"
p.s. Keep up the good content, helps the beginners get into the game faster.
Amazing content brother! I love the channel! Keep up the amazing work!
I waited for the Nago tech and I got it. Thanks.
Rule of 5 saving us from VSAV throw loops, praise be
Thanks so much for the info rooflemonger!
Not sure if its because of online but throws can be very strong in this game to the point where I almost do like it. Ive had players interrupt what I thought to be frame tight block strings with throws. If I jump in H slash on block into close slash I get thrown before thw slash comes out. Also on wake up I have to make sure not to get to close on wake up as they sometimes just throws me when I believed to meaty them but I think and hope thats all about rollback most likely. Definitely need to be weary of throws in this game. Milias thrive from throws
Cancelling the RC after a grab can reduce proration. Saw this in Hotashis video on RC cancelling the grab to get better damage off of a grab with nagoriyuki.
Depending on the character, you can mitigate some of the damage scaling from a throw rc combo by doing quick rc. and nago specifically has a busted throw quick rc scaling, like they didn't implement the scaling properly into his throw, so he can get absurd damage off of it.
Thank you so much I am a nago main this was actually very helpful
Thanks for demystifying this. Sometimes i just dont know if its okay to throw or not lol. Great work as always!
Wow my friends have been playing GG for years and never mentioned the rule of 5 to me when I picked up this game. I keep missing grabs on wake up and now I know why! Thank you
As a Nagoriyuki main I really appreciate this setup.
This helped so much! Thanks man!
Finally needed a video for this, I keep getting thrown
12:25 I only just noticed the woman trying to point out the fight in the background
I learned about frame kill today, thank you
Thanks for that info, including priority & the 5f. It's been a long time since Rev2 for me- so different having throw on Dust.
Have yet to get a throw in vs. (I get hit first), but hope to make use of them.
I like 5 frame protection, this same thing is in KOF.
In SFV you can get thrown just because you happened to be in the ground doing whatever, in this game, you get thrown because you decided to block, for the most part.
wait a minute... the GOAT chef john from Food Wishes doing guilty gear now??????? you sound really like him its crazy
It's like you read my mind. I was just wondering where I can find more information about throws in this game yesterday. Thanks for the video!
Thanks bro needed this bad
So wasting time means that instead of timing it in your head, you use another move to help you time your second hit (the one you actually want to land) with the wake up? Is this a method of okizeme? Is it just to help you count, meaning you theoretically time your one attack perfectly with the wake up, without killing frames?
You could time it manually sure, but why let yourself have the chance of human error showing up when you don't have to. A lot of the proper pressure on wakeup is measured in fractions of a second if it works or not, and manual timing will lead to errors, even if you have a good success rate in the end. Frame kills exist so you don't have to allow a chance for you to botch it
@@Rooflemonger Understood! I was just making sure I got how it works. Thanks for the reply, and keep up the great work. Your videos are invaluable for a noob like me.
Great video, I wish you mentioned how to counter throws with tech / jump / dashing.
Roof you threw the shit outta that Nago boss yesterday with Anji.
Must be nice to be a FGC youtuber, always have people who are down to play and do lobbies with you, I wish I had more Steam friends to play Strive with! Since the netcode is so good we can play together from basically anywhere
haha for me at least, thats not something I got lol. My biggest issue is I spend 90% of my time researching and making the videos, so I barely ever have time to play at all
@@Rooflemonger Dang thats true I didn't really think about that, content creation always looks so much easier from the consumer side, I often forget just how much time goes into things like research and editing.
Buttttt, if you really wanted you could post a tweet and get a fat lobby or a for fun tournament! That is power I do not wield
@@Rooflemonger It shows though fr, your video quality is super high and you can really tell how much you care about FGs and the FGC in general. Keep it up man, I been binging all your content lately so the effort doesn't go unappreciated by me!
Great thumbnail. Ky zoning me, pushing into the corner, and then getting in to throw me is the utmost disrespect to me.
Flash back to Anji’s Butterfly/Throw on EX Nagoriyuki
not knowing ab the rule of 5 made me think you were immune to throws while crouch blocking
Who would have thought throws could have a 14 minute video on them?
2:30 did...did he just throw the item directly to ky? I didn't know it was that bad. I thought I usually just get to it faster cuz I'm chipp💀
Yeah, Faust can only "safely" throw at full screen now. Trumpet is awful.
“Rule of 5” aka “I’m sick of getting cr lp’d into SPD” lolll. The damage they put on potbuster at least makes up for it
You should talk about wake up throw ... lol its works a lot ty!
Just call it a meaty setup, please and thank you. -Ron Swanson
Yo @rooflemonger, if the opponent wake up (standard) throws in the 5 frames of invul and you command throw does it still outpriority the throw? Who gets thrown in this situation?
I wish It was more clear on if they're in Blockstun still. As of now it seems inconsistent character to character. Ino for instance has the projectile that gets more hits. Blocking that she can immediately throw after. Seems like she breaks that rule with that move. Eddie's drills kinda do the same thing. Just wish it was more clear. It's frustrating seeing a grab miss when they're standing up
Don't try wake up throw knocked down Leo though - he is mentioned exception with his flash kick. Can't say is it airborne frame one or throw inv frame one...
Thanks for the informative content I need to throw
concerning the rule of 5: Does that mean if a character has a move with less than 5 frames of startup they could buttons out of a throw on wakeup or after block? I get mashed out of my wakeup up throws too often, and I always assume I mess up the timing but could this be what's happening to me?
No
@@PortCityBalrog well how does it work then? Say sol hits 5k (3f) at the beginning of the 5 frames and I try to throw (on wakeup oki)?
The person who said no is wrong. Wakeup mash jab beats meaty throw, always due to the rule of 5, with the one exception being Pot who’s 5P is 5 frames so technically you can same frame and beat him. Any other character mashing 5P on wakeup you cannot and will not ever meaty throw them because the rule of 5. If you don’t believe me try it in training mode
@@philipjohnson4094 Thanks. I find it annoying that games keep giving the grounded player more and more advantages on wakeup but I'll adapt I guess like I always do.
@@coreyrachar9694 right. You really have to “lead with” meaty in this game. You have to show them you will meaty a bunch of times, then finally, once they are convinced to block, use throws. In Potemkins case, c.5S 2S 2H Heat Knuckle/double megafist does similar damage to pot buster, so it’s fine either way so long as you are in range for the 5S
At least it’s not MK11 where you can’t even meaty at all
Ram can also hit them with far slash off the throw but I dunno how relevant that is.
Thank you for the rule of 5. I now know you can't meaty throw.
Just completely left out throw escapes. Knowing the throw takes 2frames to connect but then how many more before u can't escape it
Should mention that after a throw you might not want to get the guaranteed damage because you don’t get oki after
Can you show us more set ups like this with more characters plz?
new to leo so i just spam grab in hopes of going into backturn, and its fucking up how i play my axl and potemkin lmao
How fast does a move have to be for it to be a "frame kill" like 5:00 ?
I saw that nago's 6p is 13f on start up and 15f on recovery. I don't know which of the two I should be looking out for in my character (I play Leo btw)
all depends on the setup and what precedes it. Just set a bot to recover with their fastest move, and then test test test til you find it. There's no easy answers on this front other than doing the legwork yourself.
To the lab I go!!
throws are Bullshit blazing I roman canceled a throw on a Giovanna they clearly whiffed but grabbed me anyway
just so everyone knows, throws are 2 frame start up, which means it's ACTIVE at frame 2, so there's only 1 frame before it activates, in other words, if your meaty isn't PERFECT, you can be thrown out of it!
What happens if 2 command grabs connect on the same frame? Port priority? Or random?
Command grabs aren't command grabbable, so it depends on their active frames. If one of them ends while the other is still active, the active one will connect. If they are both active for exactly the same frames they both whiff (and look very silly)
I saw this covered in a different video. They said that command throws have throw immunity (which is why they win against regular throws). So if two command grabs hit at the same time, they both whiff.
They need to seriously change the input buffering for DPs in this damn game! Like WTF is wrong with the devs on that point??? DP on wake up should be the easiest shit to pull off in ANY fighting game that has them. Every single knockdown should be just as easy as the next to do a DP.
Or just... block their mixup. People who don't play leo, sol, ky, or chipp do it all the time.
I get what your saying. The inputs in this game are raggedy af. And you will find yourself getting commands you didn't ask for alot!. There are quite a few pro players talking about this too.
It's just not enough people complaining about it. Or some that will literally try to defend it for...some reason? Like do you even know what your trying to defend? Lmao.
@@Ock_mantis People like to defend their favourite developers/games no matter what, and when things change they defend that even if by chance it goes against what they defended a month earlier.
BUT, when there is some sort of massive majority complaint on a topic/issue, oh then they jump on that bandwagon HARD!!!! Especially if their favourite youtuber/pro gamer agrees HAHAHAHA!
@@FrankTheDoomriderJohansen facts lol.
So I can combo Fafnir on block into Wild Throw!
That 5 frame invincibility is why my dead fang with zato wiffs sometimes even tho I feel I time it right lol need to take that in to account I guess, if they attack in then 5 frames is it gone? Like if they mashing on block against eddie leap and I run in and dead fang will it catch them if they mash?
Throw is king!
The only thing that gets me about throws is how short they are. I've whiffed so many grabs in the corner because I'm not up against the opponent like an Amsterdam stripper
That’s why I love giovanna. Dash cancel or just straight up dash and throw. Too quick to react that it makes people start to mash
"Everything you need to know about Throws in Guilty Gear Strive" 14 mins, seems about right
That was so much helpful, especially the rule of 5! But there is 1 thing that i still don't understand: what the hell does the window for throw escape looks like? When i play against Millias, i predict that they will go for the throw after a blockstring, i do my throw after theirs blockstring, i realize that i predicted correctly that they would go for the trow, yet it's because for whatever reason i didn't actually escape the throw and is eating a full rc combo.
Is there any info on throw escape?
As a new gg player the one thing I know about throws is I suck at them
The only thing that bothers me about throws is the fact you can do them on wake up.
I'm trying to figure out how to avoid throws and i still don't know
Rooflemonger I'm looking for a recommendation from you. I have the PS5 version of GG Strive and my Hori fighting commander doesn't work on the console. What is a good 6 button fight pad that works or should I get an arcade stick?
I'm even considering selling my PS5 copy of strive to get the PS4 version so my accessories can work.
me floor 10 still confused what I can or can't throw
I get so mad when I know the guy is going for throw I mash jab and throw just cancels my jab mid animation. Guess that's just not a option since throw is faster....
Potemkin can otg with kick in the corners from his throw too
i think he included that in his potemkin guide
I'm really curious if Jam is gonna have a hard knockdown throw in this game. In the past, there's been a lot of character with "combo" throw, where the character just launch the ennemy on their throw and you need to combo after it.
I'm thinking maybe not since Millia used to be like that and now she has a regular one ?
I personally don't like that kind of throw to be honest, they are generally just way better than any other throw by a large margin for no real downside and if the combo is long it can feel like a chore to memorize too
If they are gonna give her that throw I would rather prefer if it was a command grab
@@yeyo1019 For Jam it had a few very effective downsides : she couldn't gert hard knockdown out of her throw without meter or cards. It leads to come interesting choices, but we'll see
@@Nooctae oh yeah sorry, I was thinking of Sol's wild throw from XX probably, which yeah I know it's a command grab but it was still pretty damn strong for what I remember
A question I have is since command grabs have priority over regular grabs, suppose if someone is waking up and you use a command grab while they grab, since they are immune to grabs for five frames while waking would I get grabbed regardless of that?
You would, yes. That is 5fr throw invincible no matter what action they do, including if they press throw themselves
I liked this video it helped explain a lot. But also, it seems to me Leo's command grab... gets beat by everything? It's so strange
leo's command grab is among the slowest moves in the game so yeah its gonna lose to a lot
@@Rooflemonger If I recall it doesn't have any invincibility , or grab invincibility for that matter :(
Only good for hard reads. Fun against pot :3
So they removed tick throws and wake up throws?
How many frames of recovery throws on whiff are please ?
Can The five frames of throw protection be added to your backstep like throw protection > back step?
More or less yeah. You're immediately grab invul frame 1 of back dash iirc anyway.
Can you go over blocking Rooflemonger? Like I get the whole idea of overheads, mids or lows, but I think heard that crouch blocking creates more block/hit stun?
getting hit while crouching creates more hitstun yes, but blocking is same diff when it comes to frames. Catching people crouching is a big thing for certain characters combo structures.
@@Rooflemonger appreciate you replying!
What is the window to tech a throw in this game?
At the moment I kinda have a problem with trows in this game. Mainly becous to me, countering what I'l try to describe, is like rolling a dice. Let me explain. If you for example, Jump in, dash and use your HS to start pounding on them, They can grab you out of it if they block you incoming HS, meaning I cant follow up the combo. So.. I Tryed to counter it since my friend was doing it constantly at every opportunety he had. How do I try to counter it? With a grab myself. This works.. But only 50% of the time. I can be mashing the buttons for the trow after the HS, Half the time he will still win it.. It feels so unfair and I hate it. Just feels like gambling at that point. Anyways.. There any other way's to beat that scenario? I saw I the clip maybe a comand grab instead, but I can never press those buttons fast enough.
Could you do a video about hard knockdown ?
Well that is this video to an extent I guess as I go over a setup specifically using it. Not sure how to spin a whole guide out of it honestly in a way that would be interesting.
You should check out the okizeme section in the potemkin guide. Kind of goes through some of the philosophy and mindset of it. How to capitalize on the situation and work off it.
@@Rooflemonger okay I see thanks for
Your answer.
@@greasydiamond okay I’ll see that and thanks for your help