System & General Resources
✅ FULL SUMMARY — How To Lab in Guilty Gear Strive
Labbing in Guilty Gear Strive is not only for competitive players — it’s a simple, enjoyable, and highly rewarding way to improve. This video teaches a full workflow for learning a new character, finding counterplay, improving defense, and mastering advanced tech using training mode efficiently.
The instructor explains three main reasons to lab:
Picking up a new character
Finding counterplay after losing to something
Improving mastery of your current character
Each section provides a practical mini-curriculum for labbing.
✅ CHUNKS — DETAILED BREAKDOWN Chunk 1 — What Labbing Really Is & When to Use It Summary
Labbing = spending time in training mode to test combos, blockstrings, counterplay, and situations. It doesn’t need to be rigid; you can casually lab while multitasking. You lab when (1) learning a new character, (2) counterplaying something you lost to, or (3) deepening mastery.
Key Concepts
Labbing builds confidence and understanding
Training mode is your “practice arena”
It’s not stressful — most players lab casually
Three triggers for labbing: learning, counterplay, mastery
Comprehension Questions
What are the three main reasons to enter the lab?
Why is labbing not just for advanced players?
What kinds of things can you lab?
Answers
New character, counterplay, mastery.
It’s simple, relaxing, and useful for all play levels.
Combos, blockstrings, setups, defense, counterplay.
Action Steps
Open training mode once per session for a small purpose (combo, blockstring, punish).
After losing to something online, revisit the replay and recreate that situation in training mode.
Chunk 2 — Learning a New Character (Using Giovanna as Example) Summary
Pick Sol as the CPU since his toolkit covers many tests: 3f, 5f, DP, low profile, strong far slash. Start by checking your character’s command list, learning special move motions, and building muscle memory. Use Dustloop to see frame data, plus moves, punishable moves, and hitbox info. Learn basic confirms, simple combos, and begin forming blockstrings.
Key Concepts
Command list → special motions → muscle memory
Dustloop shows startup, on block, plus frames, punishable moves, hitboxes
Check special move properties: frame traps, plus frames, projectile invuln, etc.
Start with easy combos and hit-confirms
Comprehension Questions
Why do we use Sol as the CPU dummy?
What two frame data properties matter most early on?
Why start with simple combos?
Answers
He tests many defensive/offensive situations.
Startup and on-block values.
They build muscle memory and are consistently applicable.
Action Steps
Pick a character → review command normals and specials
Practice every special from both sides
On Dustloop, identify 3 plus moves and 3 punishable moves
Create 2–3 basic hitconfirms
Chunk 3 — Building Blockstrings (Frame Traps, Gapless Strings, Pressure) Summary
Blockstrings are the most important part of learning a new character, preventing autopilot and bad habits. Use training mode’s “After Block → 5P” to test:
Frame traps (delayed timing to catch mash)
Gapless strings (timing must be perfect so nothing comes out)
Plus-frame resets
Strike/throw sequences
Learn which buttons chain into pressure, which require delays, and which reset turns.
Key Concepts
Frame trap = intentional tiny gap
Gapless = no gap, no mash allowed
Use manual delay to make frame traps
Learn your character’s plus-frame tools to maintain pressure
Comprehension Questions
What is a frame trap?
Why lab blockstrings for each button?
What basic mix-up does Giovanna use?
Answers
A small gap that punishes opponents pressing a button.
Each button creates different pressure branches.
Strike/throw using plus frames.
Action Steps
Set dummy to mash 5P
Test every button: which links are gapless, which trap?
Build two full blockstrings involving:
Pressure starter
One frame trap
One plus-frame reset
One throw point
Chunk 4 — Finding Counterplay (Round Start, Blockstrings, Matchup Knowledge) Summary
Counterplay is one of the most rewarding uses of training mode. Use Position Reset → After Reset Action to test round-start answers. Example: solving May 2S round start by testing P options, far slash, 2S, jump normals, etc. Then test opponent blockstrings by recording their sequence and checking:
Where are the gaps?
What can you mash?
Can FD or backdash escape?
Also test character-specific answers (e.g., Goldlewis 684 catching May backdash after dolphin).
Key Concepts
Labbing round start is extremely high value
Recording enemy strings reveals their real weaknesses
FD and backdash dramatically change frame interactions
Character-specific moves can blow up opponent habits
Comprehension Questions
What tool allows you to test round start situations easily?
Name two universal defensive options to lab.
Why record opponent blockstrings?
Answers
Position Reset with After Reset Action.
FD and backdash (also mash/jump).
To identify gaps and guaranteed punish windows.
Action Steps
Pick a move you recently lost to → recreate it
Test 3 different responses (mash, jump, special)
Record one enemy blockstring → lab:
Mash timing
FD pushback
Backdash escapes
Chunk 5 — Practicing Defense (Blocking Mixups with Random Playback) Summary
Use Training Mode’s 5 recording slots set to Random to practice blocking sequences like:
High → low
High → crossup
Strike/throw
Safe jumps
You react in real time, learning muscle memory for defense.
Key Concepts
Random playback prevents predictable blocking
Two recordings are often enough for strong reps
You learn the timing, not just the option
Comprehension Questions
Why practice blocking using random recordings?
What is the defender’s fastest button?
What mistake happens if you're late on meaty timing?
Answers
It forces true reaction instead of memorization.
Throw on wakeup.
You get thrown or mashed out.
Action Steps
Record 1 overhead → low
Record 1 overhead → crossup
Set to random → block 10 reps each side
Chunk 6 — Mastering Your Character (Advanced Strings, Oki, Mixups, Rotations) Summary
After learning basics, move into mastery. Key mastery topics:
Advanced blockstrings that beat specific defensive habits
Finding new pressure routes to cover FD, mash, backdash, jump
Safe jumps & meaty timing using wakeup DP/throw tests
Advanced mixups (crossups, same-side ambiguities, TikTok/Twitter tech)
Option rotation, adapting pressure to opponent habits
Advanced combos and converting rare hits
This transforms your character knowledge into real match power.
Key Concepts
Meaty timing must beat both DP and throw when done correctly
Rotating options = tailoring your pressure to opponent habits
Learn conversions off “weird hits” for optimization
Comprehension Questions
Why learn safe jumps?
What does option rotation mean?
Why are rare-hit conversions important?
Answers
They beat reversals while still allowing offense.
Using pressure branches that counter the opponent’s specific defensive habits.
They allow high-damage routes from stray neutral hits.
Action Steps
Test safe jump setups for:
Midscreen knockdown
Corner knockdown
Create a “rotation chart”:
Opponent mashes → use frame traps
Opponent backdashes → chase
Opponent respects → throw & stagger
Learn 1 new advanced combo & 1 rare-hit confirm
✅ BULLET-POINT QUICK REVIEW
Labbing is simple, fun, and for every skill level
Reasons to lab: new character, counterplay, mastery
Learn character basics → command list → Dustloop data
Build muscle memory for specials & confirms
Create functional blockstrings (gapless, frame traps, strike/throw)
Test counterplay for round start and blockstrings
Practice defense using random recording playback
Master your character via:
Advanced strings
Oki (safe jumps, meaties)
Mixups
Defensive callouts
Option rotation
Advanced combos and conversions
✅ SUPER-SUMMARY (Under One Page)
Labbing in Guilty Gear Strive is accessible, enjoyable, and essential for all players. It involves practicing combos, blockstrings, and situational responses in training mode to build skill and confidence. You lab for three reasons: learning a new character, finding counterplay to things you struggle against, and mastering your main.
To learn a character, review their command list, practice special motions, study frame data and hitboxes on Dustloop, and establish simple hitconfirms and combos. The most important part is developing blockstrings—understanding where your strings are gapless, where frame traps exist, and how to use plus frames for strike/throw pressure.
Counterplay practice involves recreating problematic situations such as round-start options or oppressive blockstrings. Using training mode’s recording tools and FD/backdash mechanics reveals weaknesses and solutions. Character-specific anti-habits (like Goldlewis blowing up May's backdash) emerge naturally through testing.
Defense is trained by recording mixups and replaying them randomly, building reactive blocking skills. Mastery comes when you move into advanced blockstrings, meaty setups, safe jumps, option rotation (selecting strings that beat your opponent’s specific habits), and optimizing combos including rare-hit conversions.
Labbing is an ongoing, flexible process that builds knowledge, muscle memory, and adaptability — all core foundations of improvement in Strive.
✅ SPACED REVIEW PLAN (3 Days) Day 1 — Foundation
Read Chunk 1–3
Practice:
Special inputs
Basic combos
Blockstrings vs mash
Day 2 — Counterplay + Defense
Read Chunk 4–5
Lab:
Round-start situations
1 enemy blockstring
Random playback blocking
Day 3 — Mastery
Read Chunk 6
Lab:
Safe jump/meaty setup
1 advanced string
1 advanced combo
Option rotation exercise