Tech: Difference between revisions
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A ''tech roll'', ''ground tech'' or ''recovery roll'' can occur after a player has been launched into the air and comes into contact with the ground. By default (without a tech roll), a launched fighter will collapse on the ground (either on their belly or back depending on how they were launched), take a small amount of non-lethal fall damage and enter the grounded state.<br /> | A ''tech roll'', ''ground tech'' or ''recovery roll'' can occur after a player has been launched into the air and comes into contact with the ground. By default (without a tech roll), a launched fighter will collapse on the ground (either on their belly or back depending on how they were launched), take a small amount of non-lethal fall damage and enter the grounded state.<br /> | ||
To perform a tech roll, the user must press {{A}} or {{B}} during the last few frames before touching the ground. When successful, the fighter will instead immediately begin rolling up. If the player does not hold a control stick direction, the direction of the tech roll will depend on the attack. Most attacks will result in a backwards tech roll. Attacks which spike the player into the ground or sweep the player face first will result in a forwards roll, towards the opponent. The player can influence the direction of their tech roll by holing {{8}} or {{2}}, rolling away or towards the camera, respectively. | To perform a tech roll, the user must press {{A}} or {{B}} during the last few frames before touching the ground. When successful, the fighter will instead immediately begin rolling up. If the player does not hold a control stick direction, the direction of the tech roll will depend on the attack. Most attacks will result in a backwards tech roll. Attacks which spike the player into the ground or sweep the player face first will result in a forwards roll, towards the opponent. The player can influence the direction of their tech roll by holing {{8}} or {{2}}, rolling away or towards the camera, respectively.<br /> | ||
Mashing is again a valid strategy to achieve a tech roll because there is no lock out window for mistiming the button press. Some players repeatedly hit {{A}} and {{B}} while being juggled to increase the odds of a correctly timed tech.<br /> | Mashing is again a valid strategy to achieve a tech roll because there is no lock out window for mistiming the button press. Some players repeatedly hit {{A}} and {{B}} while being juggled to increase the odds of a correctly timed tech.<br /> | ||
Performing a tech roll has several benefits: | Performing a tech roll has several benefits: | ||
Latest revision as of 17:00, 7 October 2022
There are two separate mechanics in the GNT series commonly referred to as "techs"; throw techs (throw breaks) and tech rolls (ground tech, recovery roll).
Throw Tech / Throw Break
A throw tech occurs when the defending player inputs a face button in the first few frames of an opponent's throw. Instead of being thrown, the throw animation will be interrupted and both characters will back away from one another. The attacker can be identified by the character who throws their arms in the air. Throw breaks are crucial to competitive play for protecting yourself while landing from jumps, after laggy attacks or after an opponent's LKNJ, especially considering the high reward of a successful throw as they lead to a full combo.
A common strategy to execute a throw break on a gamepad is to "piano" the face buttons by swiping the thumb across all four face buttons in sequence. If any of the buttons are pressed inside of the throw break window, the throw will be broken.
Mashing is a valid strategy for achieving a throw break in many scenarios. If the player is otherwise unactionable, for example during a counter or 4B, they may mash throw break attempts without fear of starting an attack and dropping guard. Throws can be broken while launched or in the stagger state.
Differences between games
GNT1
- Throw breaks can be performed by pressing
,
,
or 
- The throw break window is four frames, starting with the first frame of an in-range throw
GNT2
- Air throws are introduced into the series and can be broken in the same fashion as ground throws
SCON4
- The ground throw break window has been increased to 6 frames (air throw break window is still 4 frames)
can no longer be used to break a throw- You cannot throw break during 4B guard frames
- The defender blocks during the throw break animation
Being a fan mod, changes in SCON4 are unique to this version and not necessarily found in the Wii games.
Rev3 and SP (Wii)
- Back throws are no longer breakable
Tech Roll / Ground Tech / Recovery Roll
at the start of the roll
at the start of the rollA tech roll, ground tech or recovery roll can occur after a player has been launched into the air and comes into contact with the ground. By default (without a tech roll), a launched fighter will collapse on the ground (either on their belly or back depending on how they were launched), take a small amount of non-lethal fall damage and enter the grounded state.
To perform a tech roll, the user must press
or
during the last few frames before touching the ground. When successful, the fighter will instead immediately begin rolling up. If the player does not hold a control stick direction, the direction of the tech roll will depend on the attack. Most attacks will result in a backwards tech roll. Attacks which spike the player into the ground or sweep the player face first will result in a forwards roll, towards the opponent. The player can influence the direction of their tech roll by holing
or
, rolling away or towards the camera, respectively.
Mashing is again a valid strategy to achieve a tech roll because there is no lock out window for mistiming the button press. Some players repeatedly hit
and
while being juggled to increase the odds of a correctly timed tech.
Performing a tech roll has several benefits:
- The user immediately gains about 12% chakra
- No fall damage is received
- The user is never vulnerable to OTG (on-the-ground) hits from the opponent
- Tech rolling is faster than the alternative, non-KNJ routes to returning to a standing state
There are, however, several downsides as well:
- In games with OTG KNJ, it is not an option after a tech roll
- In games with wake-up-kick (WUK), it is not an option after a tech roll
- There is less freedom in the timing and positioning of the user's wake up
- Tech roll may make the user more vulnerable to wake-up-super (WUS) due to its predictability and the inability to KNJ or WUK