System & General Resources

System & General Resources

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Daru Ino Explains I-no's Mindgames & Mix in Guilty Gear Strive | Secret Sauce
Daru Ino Explains I-no's Mindgames & Mix in Guilty Gear Strive | Secret Sauce
  1. Big-Picture Summary

Daru explains how buffed Strive I-No works as a probability-based mixup monster:

Recent patches (especially the August one) turned I-No into a true rushdown: faster hoverdash, better approach, more stable okizeme and pressure.

He sees I-No as a “probability / odds” character: at almost every timing, you are forcing the opponent to guess (high/low/throw/left-right/stagger) based on the threat you’ve shown earlier.

Neutral revolves around:

Strong grounded pokes (like f.S, 2S, 5H depending on MU)

Air buttons (especially j.S and j.D)

Chemical Love (CL) to snipe buttons/approach

Stroke the Big Tree (S/H Stroke) to slide under and force respect

Off any chance (hit / blocked button / note setup), I-No wants to reach hoverdash range and run a layered guessing game:

Basic: hoverdash j.S / empty low / throw

Advanced: hoverdash j.D to blow up fuzzy guard, delayed buttons to catch mash/jump, re-dash to keep turn, etc.

Okizeme is highly pattern-based—notes, hoverdash timing, and safe jumps are pre-labbed so she can safely cover reversals, DPs, and Burst while still getting mix.

On defense, Daru uses FD, fuzzy jump/throw tech, and character-specific responses (esp. vs command grabs / rekkas) rather than always gambling on reversal.

For combos, he prefers consistent, easy routes that stabilize his gameplan and oki over flashy, fragile routes.

His strong recommendation: if you want to reach high-level players fast, learn a solid, universal I-No mix tree that works on everyone and grind it until your odds overwhelm their defense.

  1. Bullet-Point Quick Review

I-No identity

Rushdown, mix-heavy, “probability” character.

Patches made her stronger, especially hoverdash speed and routes into mix.

Core neutral ideas

Use strong buttons (f.S, 2S, 5H, j.S) to make them block and freeze.

Use j.D to beat fuzzy guarding and layered defense.

Chemical Love to snipe pokes, jumps, and approach recovery.

Stroke the Big Tree to go under mids and set up strike/throw.

Gameplan structure

Step 1: Condition in neutral with pokes & CL.

Step 2: Get close with dash/hoverdash.

Step 3: Run structured hoverdash mix (high/low/throw/j.D/fuzzy break).

Step 4: Use note + hoverdash to recycle into more mix.

Notes & okizeme

Note patterns are pre-set, labbed sequences to auto-cover DP, backdash, or super in key spots.

Improved hoverdash speed lets note → mix work more often and more tightly.

Defense & system use

FD to push out, Faultless Defense + throw OS and fuzzy jump vs strike/throw.

Use Yellow RC / Burst smartly, not randomly.

Specific tech vs grapplers / characters with strong command grabs.

Combos

Favor easy, repeatable combos with good corner carry & oki.

Use new patch routes (HS dive stuff, HS hover, etc.) but don’t overcomplicate.

Mindset

Prioritize simple but universal mixups that win sets vs anyone.

Think in probabilities: you never guarantee a hit, but you stack odds.

  1. Chunks with Q&A and Action Steps Chunk 1 – I-No’s Identity & Patch Buffs

Content summary

Daru says even before the latest patch, he thought I-No was S-tier; the buffs only solidified it.

August patch: biggest change is hoverdash speed, making it much easier to convert neutral wins or note situations into real mix.

He calls I-No a “probability / odds” character:

No single option is guaranteed.

You constantly force guesses via high/low/throw/left-right and timings.

Your job is to shape the opponent’s defensive habits, then exploit them.

Comprehension questions

Why does Daru call I-No a “probability character”?

What patch change does he consider the most impactful for I-No’s gameplan?

How does the new hoverdash speed change her offense?

Answers

Because her gameplan is built around forcing repeated guesses (mixups) rather than guaranteed damage. You win by stacking the odds over time.

The August hoverdash buff – making it much faster and better at turning neutral wins into close-range offense.

It lets her reach the opponent sooner after note or a stray hit, turning more situations into meaty mixups, and making her feel like a true rushdown character.

Action steps

Write in your notes: “I-No = probability / odds character.”

In training mode, record a dummy doing neutral pokes into you blocking, then practice:

Blocking, then dash + hoverdash to point-blank as soon as you see whiff/block → feel the buffed speed.

Mentally shift from “I must open them up now” to “I am stacking odds every interaction.”

Chunk 2 – Neutral: Buttons, j.S / j.D, Chemical Love, Stroke

Content summary

Daru’s favorite button: j.D.

Used to break fuzzy guard (high block then crouch block timing).

When opponents try to fuzzy between mid and low, hoverdash j.D hits in the gap.

j.S: basic air approach / pressure button, sets up normal high/low.

Ground tools:

f.S / 2S / 5H (MU-dependent) to threaten space and counterhit mash.

These create the “you must block” environment that lets hoverdash become terrifying.

Chemical Love (CL):

Used at tip range to punish dashes, jump landings, or poke startup/recovery.

Different uses vs ground or air; often aims at landing recovery or big buttons.

Stroke the Big Tree (S/H):

Slides under mids and some projectiles / pokes, especially long 5S/2S type buttons.

When opponents start using lower-hitbox buttons to stop Stroke, crawl / hoverdash patterns become viable.

Comprehension questions

What defensive habit is j.D specifically designed to beat?

In neutral, why does Daru prioritize strong buttons before going into hoverdash mix?

What are the main targets for Chemical Love in neutral?

Answers

Fuzzy guard / fuzzy block (mid-high then crouch) – j.D hits in the timing gap where they switch guard.

Because forcing early respect with strong buttons makes the opponent afraid to press, so they are more likely to sit still and get opened up by hoverdash mix.

Opponent dash-in attempts, big pokes, jump landings, and certain whiffs or recoveries in mid-range.

Action steps

Lab vs a dummy using fuzzy guard (stand → crouch block):

Practice hoverdash j.S vs j.D and see which beats what.

In a real set, pick ONE neutral button (e.g. f.S) and abuse it for a game:

Watch how opponents start to freeze → then start running your mix.

Go into training mode:

Record common pokes from characters you fight.

Practice CL timing to tag their startup or recovery.

Chunk 3 – Core Hoverdash Mix & Beating Fuzzy Guard

Content summary

Daru starts most mix structure from a simple, “normal” hoverdash sequence:

Hoverdash j.S > land low

Hoverdash j.S > j.S again

Hoverdash j.S > throw

He uses this “plain” pattern to read the defender’s first layer:

Do they fuzzy (high then low)?

Do they backdash?

Do they jump?

Do they mash?

After seeing that, he layers in:

Hoverdash j.D to blow up fuzzy guard and delayed low tech.

Longer hoverdash / delayed buttons to catch backdash/jump.

Re-dash / re-hover to maintain pressure when they freeze.

The idea: you don’t need 10 fancy mixups—you need a solid base pattern and then 2–3 tailored counters per defensive habit.

Comprehension questions

Why does Daru start with a very basic hoverdash mix instead of advanced stuff?

What does hoverdash j.D specifically add to the mix structure?

How does he adapt his mix when the opponent uses multiple defensive options (not just one)?

Answers

To see how the opponent defends (fuzzy, jump, backdash, mash, etc.). The simple pattern is a “sensor” for their habits.

It blows up fuzzy guard, delayed crouch, and some attempts to switch guard timing, making bluffing with fuzzies much less safe.

He cycles through different counters (j.D, delayed overhead, re-dash, throw) and focuses more on neutral + frame traps, rather than trying to guess perfectly every time.

Action steps

In training mode, build a 3-step hoverdash tree:

Hoverdash j.S > 2K (low)

Hoverdash j.S > throw

Hoverdash j.D (fuzzy breaker)

In matches, spend round 1 mostly on the simple tree; mentally note:

Are they fuzzying? Backdashing? Jumping?

Then in round 2+, plug in the right counter:

Fuzzy → more j.D.

Backdash → deeper hoverdash / delayed button.

Jump → air-to-air or delayed button catching prejump.

Chunk 4 – Chemical Love, Stroke, and Neutral → Mix Bridge

Content summary

CL and Stroke serve as bridges from neutral to mix, not just random specials.

CL:

Whiff punishes / clips long buttons (Sol, Ky, May, etc.) especially those with hurtbox low or extended.

Also punishes dash attempts that try to slip under or through note.

Stroke:

Targets characters whose pokes have high hurtboxes with empty lower boxes.

Once they start using lower-profile moves to stop Stroke, your crawl / hoverdash / note becomes more free.

Stroke + hoverdash = pseudo-mix: they must choose between blocking low early or respecting the hoverdash overhead.

Comprehension questions

How does Daru decide when to use CL vs Stroke in neutral?

Why do CL and Stroke both count as “mix” in a broader sense?

What happens to your gameplan once the opponent starts adjusting to Stroke?

Answers

CL when he wants to snipe dashes, jumps, or big pokes; Stroke when he wants to go under mids and force low-block or whiff punish.

They condition how the opponent presses buttons and moves, which shapes the kind of mix they must respect later. They are “pre-mix” tools.

They usually switch to lower-hitting buttons, making them more vulnerable to hoverdash, crawl, and other options, opening a new layer of offense.

Action steps

For 2–3 key matchups you care about, list:

Which pokes CL punishes.

Which pokes Stroke slides under.

In sets, purposely alternate:

A round focusing on CL punishes.

A round focusing on Stroke whiff-punish & low threat. Watch how the opponent’s button choices change.

Chunk 5 – Notes, Okizeme Patterns & Covering Reversals

Content summary

With hoverdash buffed, note → hoverdash mix is much tighter and more reliable.

Daru treats note okizeme as pattern-based:

Certain knockdowns → s

mario050987·youtube.com·
Daru Ino Explains I-no's Mindgames & Mix in Guilty Gear Strive | Secret Sauce
PS5:GUILTY GEAR STRIVE ゴールドルイス、アクセル=ロウコンボ
PS5:GUILTY GEAR STRIVE ゴールドルイス、アクセル=ロウコンボ
#GGStrive #ギルティギア#Combo (S攻撃から) (近S→)遠S→2HS→蝸牛 最も基本のコンボ。 距離が近い時は2HSを5HSにすると少し火力アップ。 ガードされた時は、蝸牛をうたない、遅らせてうつ、潦でキャンセルする、蝸牛をロマキャンするなどでフォローする。 (溜めダスト) 溜めダスト→ホーミング→(少し待ってから)JHS→JD→ジャンプキャンセル→JP→JHS→JD→JD 全キャラ対応の溜めダストコンボ。 (冬蟷螂ワンビジョン(難易度高め) 冬蟷螂→ワンビジョン準備→近S→6K→蝸牛→ワンビジョン発動→空中ダッシュ→JD→アクセルボンバー→5K→6K→蝸牛 補正が強くかかるので、壁割できないとダメージは低め。 が、壁との距離によってはコンボ選択が難しくなる。 (50%消費 蝸牛ロマキャンから) 〜蝸牛→(少し遅らせて)前紫ロマキャン→ダッシュ→5P→6HS→5K→6K→蝸牛→壁割 蝸牛ヒット時に相手が端に近い時には狙いたい。 ダッシュ5P拾いのタイミングはやや慣れが必要。 蝸牛は少し遅らせて出すと壁張り付きしやすくなる。
mario050987·youtube.com·
PS5:GUILTY GEAR STRIVE ゴールドルイス、アクセル=ロウコンボ
VL | Madlax on Twitter
VL | Madlax on Twitter
Are you not technically immune to standing grabs when in the air or am I missing something here? #GGST pic.twitter.com/mfDs440wPP— VL | Madlax (@DatUSAGuy) December 7, 2021
mario050987·twitter.com·
VL | Madlax on Twitter
VL | Madlax on Twitter
VL | Madlax on Twitter
Are you not technically immune to standing grabs when in the air or am I missing something here? #GGST pic.twitter.com/mfDs440wPP— VL | Madlax (@DatUSAGuy) December 7, 2021
mario050987·twitter.com·
VL | Madlax on Twitter
How to Use Training Mode to Test Things | Guilty Gear Strive
How to Use Training Mode to Test Things | Guilty Gear Strive

✅ SUMMARY — Chunked, Detailed, Structured Chunk 1 — Core Training Mode Setup

Main Ideas: The video begins by covering essential setup for efficient training mode work in Guilty Gear Strive. You must map key functions: Record, Playback, and Reset Position. Resetting positions (left, right, up) lets you quickly relocate to corner/midscreen and switch sides. These fundamentals dramatically speed up testing.

Key Concepts:

Map Record, Playback, and Reset Position buttons.

Reset can place you in left corner, right corner, or flip sides (position switch).

Use Reset constantly when practicing combos, corner routes, or spacing.

Action Steps (Chunk 1)

Go to button settings and manually bind Record, Play, and Reset to comfortable buttons.

Practice using Reset to quickly jump between the corner and midscreen.

Build the habit: before testing anything → press Reset → start clean.

Comprehension Questions (Chunk 1)

Q1: Why is the Reset Position button essential in training mode? Q2: What does holding up during reset do? Q3: How does mapping Record/Playback speed up training?

Answers: A1: It instantly moves you to controlled positions (corner/midscreen), preventing wasted time walking back. A2: It switches sides, letting you practice from the opposite orientation. A3: It allows quick creation/testing of opponent actions without menu navigation.

Chunk 2 — Recommended Opponent Block Settings

Main Ideas: You need the training dummy to behave realistically for combo testing and offense practice. Best settings:

Guard After First Hit → The dummy blocks if the sequence isn’t a true combo.

Block Switching: Enabled → Dummy blocks highs/lows correctly.

This ensures accurate feedback about whether your strings actually work.

Example: If your move doesn’t combo, the dummy blocks → you instantly know you need to adjust your route.

Action Steps (Chunk 2)

Set Guard: After First Hit.

Turn Block Switching ON.

Test a combo route to confirm: hits → combo; drops → dummy blocks.

Comprehension Questions (Chunk 2)

Q1: Why use "Guard After First Hit"? Q2: What is the purpose of Block Switching? Q3: What would happen without Block Switching if you test lows/overheads?

Answers: A1: To detect real combos versus strings with gaps. A2: It makes the dummy block highs/lows appropriately, simulating real opponents. A3: The dummy would get hit incorrectly, giving false results.

Chunk 3 — Recording Dummy Actions

Main Ideas: Recording and replaying actions is one of the most powerful parts of training mode.

You can:

Record a jump-in, special move, or poke.

Save multiple slots.

Set random playback to rotate between recordings.

This allows realistic scenario testing: anti-airs, defense, punishing moves, and matchup exploration.

Example: Record j.S in slot 1 and j.H in slot 2 → set random → practice anti-airing both.

Action Steps (Chunk 3)

Record 2–3 common opponent jump-ins or pokes.

Set playback to Random.

Practice choosing correct anti-air options on reaction.

Comprehension Questions (Chunk 3)

Q1: What does random playback simulate? Q2: How do you test anti-airs with recordings? Q3: Why use multiple recording slots?

Answers: A1: The unpredictability of real match situations. A2: Record the opponent jumping and attacking → replay → practice answers. A3: To test multiple options or branches of an opponent’s toolkit.

Chunk 4 — Counterattack & Defensive Scenario Testing

Main Ideas: You can program the dummy to counterattack after blocking or recovering:

Examples:

Reversal Throw

Reversal 5P/2P

Reversal DP

Moves after wake-up

Moves after throw break

This lets you test:

Frame traps

Throw baits

Safe jumps

Meaty timing

Punish windows

You can also turn on Forced Counter Hit to evaluate counter-hit-specific combos.

Action Steps (Chunk 4)

Set dummy to Reversal Throw → test your frame traps and throw baits.

Set After Recovery = Throw → practice wake-up attack punishes.

Turn Forced Counter Hit ON → practice your CH combo routes.

Comprehension Questions (Chunk 4)

Q1: What does setting “Reversal Throw” help you test? Q2: When should you enable "Forced Counter Hit"? Q3: How can wake-up counterattacks help your offense?

Answers: A1: Throw baits, pressure gaps, and strike/throw timing. A2: When practicing combos that only work from counter hits. A3: They teach safe meaty timing and how to avoid getting wake-up thrown.

Chunk 5 — Round Start & Throw Break Testing

Main Ideas: Training mode can simulate very specific states:

Round Start Testing

Enable:

Round Call Reset → “Duel 1, Let’s Rock!” every time.

You can test:

Which moves beat your opponent’s round-start button.

Whether backdash avoids it.

If your poke loses or trades.

Throw Break Testing

Set:

After Throw Clash / Break → Dummy presses s.S or another move.

You can test:

Who wins after a throw tech.

Jump/backdash options.

Fastest buttons.

Action Steps (Chunk 5)

Turn Round Call ON → test your character's strongest round-start options.

Simulate throw breaks → test your fastest counter option.

Comprehension Questions (Chunk 5)

Q1: Why simulate round start? Q2: What does throw-break testing show? Q3: How does position reset help with round-start labs?

Answers: A1: To discover which moves win or lose in common opening scenarios. A2: Whether your character wins the scramble after a throw tech. A3: Reset instantly returns you to round-start spacing.

Chunk 6 — Using Command Lists & Testing Specific Matchups

Main Ideas: You can:

Switch characters on the fly.

Open their command list.

Watch built-in move demonstration videos.

Record key moves (e.g., May Dolphin).

Test punish options, spacing, and counterplay.

This helps you learn opponent matchups efficiently.

Action Steps (Chunk 6)

Switch to an opponent you struggle with.

Record 1–2 signature moves (e.g., Ram 5H, Leo DP, May Dolphin).

Experiment with your anti-options: backdash, 6P, jump, punish combos.

Comprehension Questions (Chunk 6)

Q1: How can command list videos help? Q2: What is the value of recording an opponent’s iconic move? Q3: Why does this accelerate matchup learning?

Answers: A1: They show animation, timing, and properties visually. A2: Lets you repeatedly test punishments and interactions. A3: You quickly identify what works and remove guesswork.

🔥 Bullet-Point Mega Condensed Summary

Map Record, Playback, Reset buttons.

Use Reset Position for corner/midscreen practice.

Set dummy to Guard After First Hit + Block Switching.

Record opponent actions → test anti-airs, punishes, pressure.

Use Reversal Counterattacks to test pressure (throw, DP, buttons).

Use After Recovery options to test meaties and wake-up pressure.

Enable Round Start Reset for opening move analysis.

Test throw break scenarios to learn scramble options.

Enable Forced Counter Hit to practice CH routes.

Switch characters → record their signature moves → study matchups.

📘 SUPER-SUMMARY (Under 1 Page)

This video teaches a structured, efficient approach to mastering Guilty Gear Strive’s training mode. You begin by binding Record, Playback, and Reset buttons. Resetting lets you instantly return to corner or midscreen, speeding your workflow dramatically. To ensure accurate combo and pressure data, set the dummy to "Guard After First Hit" and enable Block Switching so the dummy blocks correctly.

Next, recording dummy behavior is essential—record jump-ins, pokes, or specials, and use multiple slots with random playback to simulate real opponents. This teaches reliable anti-airs, spacing, and decision-making.

Training mode also allows powerful defensive simulation: you can program the dummy to use reversal throws, jabs, DPs, or attacks after wake-up, enabling you to practice meaties, frame traps, safe jumps, and throw baits. Forced Counter Hit mode helps develop CH combo routes.

The system also supports highly specific state testing: round-start simulations allow you to test which moves win at "Let’s Rock!", while throw-break scenarios help you understand post-tech scramble interactions. These tests reveal optimal openers and fastest defensive options.

Finally, you can switch characters, use the command list videos, and record key problem moves (like May Dolphin) to learn matchup counterplay quickly. This transforms training mode into a structured laboratory for mastering situational awareness, punish windows, and offensive/defensive systems.

Used properly, these tools turn training mode from a casual playground into a high-level engine for competitive improvement.

📅 Optional 3-Day Spaced Review Plan Day 1 — Understanding (20 minutes)

Review Chunks 1–3 (setup + recording).

Practice recording and anti-air tests.

Day 2 — Application (20 minutes)

Review Chunks 4–5 (reversal testing + round start).

Practice pressure traps, meaties, and throw-break scenarios.

Day 3 — Integration (20 minutes)

Review Chunk 6 (matchup testing).

Pick one bad matchup and run punish tests for their key moves.

mario050987·youtube.com·
How to Use Training Mode to Test Things | Guilty Gear Strive
How to Use Training Mode to Test Things | Guilty Gear Strive
How to Use Training Mode to Test Things | Guilty Gear Strive

✅ SUMMARY — Chunked, Detailed, Structured Chunk 1 — Core Training Mode Setup

Main Ideas: The video begins by covering essential setup for efficient training mode work in Guilty Gear Strive. You must map key functions: Record, Playback, and Reset Position. Resetting positions (left, right, up) lets you quickly relocate to corner/midscreen and switch sides. These fundamentals dramatically speed up testing.

Key Concepts:

Map Record, Playback, and Reset Position buttons.

Reset can place you in left corner, right corner, or flip sides (position switch).

Use Reset constantly when practicing combos, corner routes, or spacing.

Action Steps (Chunk 1)

Go to button settings and manually bind Record, Play, and Reset to comfortable buttons.

Practice using Reset to quickly jump between the corner and midscreen.

Build the habit: before testing anything → press Reset → start clean.

Comprehension Questions (Chunk 1)

Q1: Why is the Reset Position button essential in training mode? Q2: What does holding up during reset do? Q3: How does mapping Record/Playback speed up training?

Answers: A1: It instantly moves you to controlled positions (corner/midscreen), preventing wasted time walking back. A2: It switches sides, letting you practice from the opposite orientation. A3: It allows quick creation/testing of opponent actions without menu navigation.

Chunk 2 — Recommended Opponent Block Settings

Main Ideas: You need the training dummy to behave realistically for combo testing and offense practice. Best settings:

Guard After First Hit → The dummy blocks if the sequence isn’t a true combo.

Block Switching: Enabled → Dummy blocks highs/lows correctly.

This ensures accurate feedback about whether your strings actually work.

Example: If your move doesn’t combo, the dummy blocks → you instantly know you need to adjust your route.

Action Steps (Chunk 2)

Set Guard: After First Hit.

Turn Block Switching ON.

Test a combo route to confirm: hits → combo; drops → dummy blocks.

Comprehension Questions (Chunk 2)

Q1: Why use "Guard After First Hit"? Q2: What is the purpose of Block Switching? Q3: What would happen without Block Switching if you test lows/overheads?

Answers: A1: To detect real combos versus strings with gaps. A2: It makes the dummy block highs/lows appropriately, simulating real opponents. A3: The dummy would get hit incorrectly, giving false results.

Chunk 3 — Recording Dummy Actions

Main Ideas: Recording and replaying actions is one of the most powerful parts of training mode.

You can:

Record a jump-in, special move, or poke.

Save multiple slots.

Set random playback to rotate between recordings.

This allows realistic scenario testing: anti-airs, defense, punishing moves, and matchup exploration.

Example: Record j.S in slot 1 and j.H in slot 2 → set random → practice anti-airing both.

Action Steps (Chunk 3)

Record 2–3 common opponent jump-ins or pokes.

Set playback to Random.

Practice choosing correct anti-air options on reaction.

Comprehension Questions (Chunk 3)

Q1: What does random playback simulate? Q2: How do you test anti-airs with recordings? Q3: Why use multiple recording slots?

Answers: A1: The unpredictability of real match situations. A2: Record the opponent jumping and attacking → replay → practice answers. A3: To test multiple options or branches of an opponent’s toolkit.

Chunk 4 — Counterattack & Defensive Scenario Testing

Main Ideas: You can program the dummy to counterattack after blocking or recovering:

Examples:

Reversal Throw

Reversal 5P/2P

Reversal DP

Moves after wake-up

Moves after throw break

This lets you test:

Frame traps

Throw baits

Safe jumps

Meaty timing

Punish windows

You can also turn on Forced Counter Hit to evaluate counter-hit-specific combos.

Action Steps (Chunk 4)

Set dummy to Reversal Throw → test your frame traps and throw baits.

Set After Recovery = Throw → practice wake-up attack punishes.

Turn Forced Counter Hit ON → practice your CH combo routes.

Comprehension Questions (Chunk 4)

Q1: What does setting “Reversal Throw” help you test? Q2: When should you enable "Forced Counter Hit"? Q3: How can wake-up counterattacks help your offense?

Answers: A1: Throw baits, pressure gaps, and strike/throw timing. A2: When practicing combos that only work from counter hits. A3: They teach safe meaty timing and how to avoid getting wake-up thrown.

Chunk 5 — Round Start & Throw Break Testing

Main Ideas: Training mode can simulate very specific states:

Round Start Testing

Enable:

Round Call Reset → “Duel 1, Let’s Rock!” every time.

You can test:

Which moves beat your opponent’s round-start button.

Whether backdash avoids it.

If your poke loses or trades.

Throw Break Testing

Set:

After Throw Clash / Break → Dummy presses s.S or another move.

You can test:

Who wins after a throw tech.

Jump/backdash options.

Fastest buttons.

Action Steps (Chunk 5)

Turn Round Call ON → test your character's strongest round-start options.

Simulate throw breaks → test your fastest counter option.

Comprehension Questions (Chunk 5)

Q1: Why simulate round start? Q2: What does throw-break testing show? Q3: How does position reset help with round-start labs?

Answers: A1: To discover which moves win or lose in common opening scenarios. A2: Whether your character wins the scramble after a throw tech. A3: Reset instantly returns you to round-start spacing.

Chunk 6 — Using Command Lists & Testing Specific Matchups

Main Ideas: You can:

Switch characters on the fly.

Open their command list.

Watch built-in move demonstration videos.

Record key moves (e.g., May Dolphin).

Test punish options, spacing, and counterplay.

This helps you learn opponent matchups efficiently.

Action Steps (Chunk 6)

Switch to an opponent you struggle with.

Record 1–2 signature moves (e.g., Ram 5H, Leo DP, May Dolphin).

Experiment with your anti-options: backdash, 6P, jump, punish combos.

Comprehension Questions (Chunk 6)

Q1: How can command list videos help? Q2: What is the value of recording an opponent’s iconic move? Q3: Why does this accelerate matchup learning?

Answers: A1: They show animation, timing, and properties visually. A2: Lets you repeatedly test punishments and interactions. A3: You quickly identify what works and remove guesswork.

🔥 Bullet-Point Mega Condensed Summary

Map Record, Playback, Reset buttons.

Use Reset Position for corner/midscreen practice.

Set dummy to Guard After First Hit + Block Switching.

Record opponent actions → test anti-airs, punishes, pressure.

Use Reversal Counterattacks to test pressure (throw, DP, buttons).

Use After Recovery options to test meaties and wake-up pressure.

Enable Round Start Reset for opening move analysis.

Test throw break scenarios to learn scramble options.

Enable Forced Counter Hit to practice CH routes.

Switch characters → record their signature moves → study matchups.

📘 SUPER-SUMMARY (Under 1 Page)

This video teaches a structured, efficient approach to mastering Guilty Gear Strive’s training mode. You begin by binding Record, Playback, and Reset buttons. Resetting lets you instantly return to corner or midscreen, speeding your workflow dramatically. To ensure accurate combo and pressure data, set the dummy to "Guard After First Hit" and enable Block Switching so the dummy blocks correctly.

Next, recording dummy behavior is essential—record jump-ins, pokes, or specials, and use multiple slots with random playback to simulate real opponents. This teaches reliable anti-airs, spacing, and decision-making.

Training mode also allows powerful defensive simulation: you can program the dummy to use reversal throws, jabs, DPs, or attacks after wake-up, enabling you to practice meaties, frame traps, safe jumps, and throw baits. Forced Counter Hit mode helps develop CH combo routes.

The system also supports highly specific state testing: round-start simulations allow you to test which moves win at "Let’s Rock!", while throw-break scenarios help you understand post-tech scramble interactions. These tests reveal optimal openers and fastest defensive options.

Finally, you can switch characters, use the command list videos, and record key problem moves (like May Dolphin) to learn matchup counterplay quickly. This transforms training mode into a structured laboratory for mastering situational awareness, punish windows, and offensive/defensive systems.

Used properly, these tools turn training mode from a casual playground into a high-level engine for competitive improvement.

📅 Optional 3-Day Spaced Review Plan Day 1 — Understanding (20 minutes)

Review Chunks 1–3 (setup + recording).

Practice recording and anti-air tests.

Day 2 — Application (20 minutes)

Review Chunks 4–5 (reversal testing + round start).

Practice pressure traps, meaties, and throw-break scenarios.

Day 3 — Integration (20 minutes)

Review Chunk 6 (matchup testing).

Pick one bad matchup and run punish tests for their key moves.

mario050987·youtube.com·
How to Use Training Mode to Test Things | Guilty Gear Strive
VL | Madlax on Twitter
VL | Madlax on Twitter
Are you not technically immune to standing grabs when in the air or am I missing something here? #GGST pic.twitter.com/mfDs440wPP— VL | Madlax (@DatUSAGuy) December 7, 2021
mario050987·twitter.com·
VL | Madlax on Twitter
5 Tips to Git Good at Guilty Gear Strive
5 Tips to Git Good at Guilty Gear Strive
It's ya man's SumOfMan ouchere for some tips on how you can be the best player you can be in Guilty Gear Strive. Have a great time. Let me know if you find this useful and what you would add. Bless up!
mario050987·youtube.com·
5 Tips to Git Good at Guilty Gear Strive
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Wdym? The slowdown? Yes it does (Now updated for Version 1.10) Blue RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Startup: 6+super freeze 39 (effect starts super freeze 20F) Recovery: N/A Static Difference: N/A Slowdown: 60F Proration: N/A Invul: None Dash Input RC: Yes RC Cancel: Yes (during super freeze 7~13F) Slowdown does not end if an attack hits or is blocked. Red RC: Tension Cost: 50% Attack Level: 2 CH Type: Small Startup: 1+super freeze 44 (effect starts super freeze 25F) Recovery: N/A Static Difference: +24 Slowdown: 40F (on hit), 20F (on block) Proration: N/A Invul: None Dash Input RC: Yes RC Cancel: Yes (during super freeze 6~12F) On hit, launches and downs. Slowdown ends if an attack hits or is blocked. Purple RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Startup: 6+super freeze 39 (effect starts super freeze 20F) Recovery: N/A Static Difference: N/A Slowdown: 20F Proration: N/A Invul: None Dash Input RC: Yes RC Cancel: Yes (during super freeze 13~19F) Slowdown does not end if an attack hits or is blocked. Yellow RC: Tension Cost: 50% Attack Level: 1 CH Type: Small Startup: 14+super freeze 28 (effect starts super freeze 12F) Recovery: 33 Static Difference: -16 Slowdown: 10F Proration: Forced 50% Invul: 1F~end of super freeze Dash Input RC: No RC Cancel: No On hit, causes guard crush state (ground: 43F/air: until landing+5/includes slowdown). After 55F, Burst becomes Gold Burst and RC becomes Blue RC.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Wdym? The slowdown? Yes it does (Now updated for Version 1.10) Blue RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Startup: 6+super freeze 39 (effect starts super freeze 20F) Recovery: N/A Static Difference: N/A Slowdown: 60F Proration: N/A Invul: None Dash Input RC: Yes RC Cancel: Yes (during super freeze 7~13F) Slowdown does not end if an attack hits or is blocked. Red RC: Tension Cost: 50% Attack Level: 2 CH Type: Small Startup: 1+super freeze 44 (effect starts super freeze 25F) Recovery: N/A Static Difference: +24 Slowdown: 40F (on hit), 20F (on block) Proration: N/A Invul: None Dash Input RC: Yes RC Cancel: Yes (during super freeze 6~12F) On hit, launches and downs. Slowdown ends if an attack hits or is blocked. Purple RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Startup: 6+super freeze 39 (effect starts super freeze 20F) Recovery: N/A Static Difference: N/A Slowdown: 20F Proration: N/A Invul: None Dash Input RC: Yes RC Cancel: Yes (during super freeze 13~19F) Slowdown does not end if an attack hits or is blocked. Yellow RC: Tension Cost: 50% Attack Level: 1 CH Type: Small Startup: 14+super freeze 28 (effect starts super freeze 12F) Recovery: 33 Static Difference: -16 Slowdown: 10F Proration: Forced 50% Invul: 1F~end of super freeze Dash Input RC: No RC Cancel: No On hit, causes guard crush state (ground: 43F/air: until landing+5/includes slowdown). After 55F, Burst becomes Gold Burst and RC becomes Blue RC.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
0-2 on Twitter
0-2 on Twitter
You can kara cancel a forward dash into a backdash by inputting back in the first 5F of dash startup (4F window).Inputting a RC within 9F of the forward dash input gives you 66BRC (even when holding back). A Fast Roman Cancel will then retain the backdash momentum.#GGST pic.twitter.com/iU9vBoUzWW— 0-2 (@bearhugprime) November 29, 2021
mario050987·twitter.com·
0-2 on Twitter
0-2 on Twitter
0-2 on Twitter
You can kara cancel a forward dash into a backdash by inputting back in the first 5F of dash startup (4F window).Inputting a RC within 9F of the forward dash input gives you 66BRC (even when holding back). A Fast Roman Cancel will then retain the backdash momentum.#GGST pic.twitter.com/iU9vBoUzWW— 0-2 (@bearhugprime) November 29, 2021
mario050987·twitter.com·
0-2 on Twitter
0-2 on Twitter
0-2 on Twitter
You can kara cancel a forward dash into a backdash by inputting back in the first 5F of dash startup (4F window).Inputting a RC within 9F of the forward dash input gives you 66BRC (even when holding back). A Fast Roman Cancel will then retain the backdash momentum.#GGST pic.twitter.com/iU9vBoUzWW— 0-2 (@bearhugprime) November 29, 2021
mario050987·twitter.com·
0-2 on Twitter