Tech
There are two separate mechanics in the GNT series commonly referred to as "techs"; throw techs (throw breaks) and tech rolls (ukemi or break fall).
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 throw, the throw animation will be interrupted and the two characters will both dash back from one another. During this animation, the defender will put their arms in a defensive posture, while the grabber will raise their arms in the above their head. Throw breaks are crucial to high level GNT play in order to protect oneself during jump landing, 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.
Changes between games
GNT1-3
- 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
GNT4
- Air throws are introduced into the series and can be broken in the same fashion as ground throws
SCON4
- The throw break window has been increased to 6 frames
can no longer be used to break a throw- The throw break animation for the defender now has guard frames
Being a fan mod, changes in SCON4 are unique to this version and not necessarily found in the Wii games.
Rev and EX series
- Back throws are no longer breakable
Tech Toll / Ground tech
A tech roll, ground tech or ukemi (break fall) 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), takes a small amount of non-lethal fall damage and enter the grounded state. By pressing
or
during the last few frames before touching the ground, 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 tech roll, towards the opponent. A player can influence the direction of their tech roll by holing
or
. Instead of rolling backwards or forwards, they will roll away from the camera if
is held or towards the camera if
is held.
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 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 to tech rolling:
- In games with ground 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
- Tech roll may make the user more vulnerable to wake-up-super (WUS) due to its predictability
- There is less freedom in the timing and positioning of the user's wake up.