Use when throws, command grabs, grab eligibility, throw breaks/techs, escape windows or throw-vs-armor/invulnerability interactions need a deterministic attempt/result contract.
Installs into .claude/skills of the current project.
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---
name: throw-tech
description: Use when throws, command grabs, grab eligibility, throw breaks/techs, escape windows or throw-vs-armor/invulnerability interactions need a deterministic attempt/result contract.
---
# Throw tech
## Compatible modes
`break-window` | `command-grab` | `both`
## Throw contract
Each attempt receives a stable **throw attempt ID** and references its grab volume/range (`hitbox-hurtbox`), source/target, logical attempt window, **eligibility** rules, break/tech options if any, priority/trade policy, resulting states and resource/cooldown effects.
## Rules
1. Hit/grab geometry and candidate collection stay with `hitbox-hurtbox`; this skill decides throw-specific eligibility and resolve/escape rules.
2. Break/tech windows are project-authored logical intervals/actions. Command grabs may be untechable, state-guaranteed or otherwise specialised when explicitly published.
3. Armor/invulnerability interaction delegates to `hyper-armor`/defense eligibility contracts; no universal “throws always beat armor” rule is assumed.
4. Duplicate overlap/callbacks for one throw attempt resolve at most once according to stable attempt identity.
5. Whiff/miss behavior is project data; a guaranteed throw in a specifically eligible state is not inherently a bug.
## Accept
Test ineligible/eligible/breakable/unbreakable/boundary cases and repeated overlap. The throw attempt ID explains exactly one result and recovery state, independent of render overlap duration or container iteration order.