System & General Resources
✅ SUMMARY — Main Concepts & Actionable Lessons
This video explains how to use Guilty Gear Strive’s training mode as a complete lab system, not just a place to practice combos. It covers:
Proper settings before entering training mode (button display, input delay).
How to use reset shortcuts to rapidly change positioning.
How to configure Display Settings: input history, damage info, dummy status, combo recipes.
How to control gauges and character-specific RNG removal for consistent training.
How to use block settings for:
Hit-confirm training
Practicing links and delayed cancels
Frame-trap validation
Checking string tightness
How to use counterattack and wake-up options for:
Safe-jump testing
Reversal-proof setups
Pressure and Okizeme exploration
How to use Record & Replay:
Program dummy mixups, defensive behaviors, or pressure sequences.
Randomize dummy recordings for realistic defensive practice (e.g., fuzzy block practice).
The core lesson: Training mode is a sandbox for solving problems, validating consistency, and practicing realistic, reactive scenarios.
✅ BULLET-POINT QUICK REVIEW
Set button labels to universal notation (P, K, S, HS) for clarity.
Add input delay on PC if switching to console.
Use reset shortcuts:
+down = center,
+left/right = corner,
+up = switch sides.
Enable input history to debug execution errors.
Use damage info to check scaling and optimize combos.
Use character-specific RNG removal (e.g., Faust meteor every time).
Block settings:
Guard After First Hit → check combos and links.
Guard Only First Hit → check string tightness / interruptible gaps.
Random Guard → train hit-confirms.
Counterattack settings:
Test frame traps, interrupt gaps, safe jumps.
Stagger recovery → set to fast for realistic scenarios.
Auto-burst → set burst activation threshold to practice burst-safe routing.
Record & Replay:
Create high/low sequences, oki patterns, pressure loops.
Randomize replays for reaction & defense training (e.g., fuzzy blocking).
✅ CHUNKED SUMMARY (WITH Q&A + ACTION STEPS) Chunk 1 — Pre-Training Settings & Reset Function Summary
The video opens by stressing the importance of correct game settings before labbing. Use universal button names (P, K, S, HS) when sharing clips. PC players switching to console may need to add input delay. The Reset button is essential — it repositions the characters instantly and can shift sides, corners, or return to center.
Comprehension Questions
Why should you change button labels to P/K/S/HS? Answer: To avoid confusing players with different controller layouts and to keep notation universal.
What does holding a direction + Reset do? Answer: It changes starting positions—corner, center, or swapped sides.
Action Steps
Assign Reset, Record, and Replay to convenient buttons.
Practice using directional Reset to reposition instantly during labbing.
Set button notation to "Classic" or universal scheme.
Chunk 2 — Display Settings: Inputs, Damage, Dummies Summary
Input display is essential for debugging execution (e.g., missing a direction in a motion). Damage info helps you judge scaling and optimize combos. Dummy info shows whether CPU or recordings are active. Combo Recipe display is limited and doesn’t show walk/drift details.
Comprehension Questions
Why is input history more important than virtual stick display? Answer: Input history shows exact sequences compactly and doesn’t obstruct the screen.
Why is combo recipe display often avoided by advanced creators? Answer: It doesn’t show directional inputs or Roman Cancel drift data, making it incomplete.
Action Steps
Turn input history ON permanently.
Turn damage display ON when optimizing combos.
Turn gauge display OFF when recording stylish footage.
Chunk 3 — Gauge, Character-Specific, and Block Settings Summary
Set HP and Tension regen to normal so you get accurate combo scaling readings. Setting both players to 50% meter helps simulate real match tension flow.
Block settings are extremely powerful:
Guard After First Hit → validates links and delayed cancels.
Guard Only First Hit → checks if follow-ups are interruptible.
Random Guard → allows practicing hit-confirms and frame advantage decisions.
Comprehension Questions
Why use 50% meter for both players? Answer: It simulates real match tension and allows practicing RC routes consistently.
What does Guard After First Hit reveal? Answer: Whether your combo is real or your timing is incorrect.
What is Random Guard used for? Answer: Hit-confirm training in realistic conditions.
Action Steps
Practice delayed link combos using Guard After First Hit.
Test frame traps by combining Guard Only First Hit with dummy counterattacks.
Use Random Guard during hit-confirm drills.
Chunk 4 — Counterattack Settings & Wake-Up Options Summary
Counterattack settings let you program dummy reactions to blocking or waking up:
Example: Dummy performs 5P on wake-up.
Example: Dummy performs invincible reversal when blocking.
This enables labbing:
Frame traps
Safe jumps
Oki pressure sequences
Meaty timing checks
Randomized slot selection creates variability that mirrors real match conditions.
Comprehension Questions
How can counterattack settings help with frame-trap training? Answer: The dummy attempts a button, allowing you to see whether your timing creates a counter-hit or gets beaten.
Why randomize dummy wake-up actions? Answer: To test strategies against multiple options and avoid autopilot oki.
Action Steps
Program 3 wake-up options: jab, invincible reversal, jump.
Set random slot selection to practice safe jumps and adaptive oki.
Use counterattack-on-block to validate your pressure structure.
Chunk 5 — Stagger Recovery & Burst Settings Summary
Set stagger recovery to fast so you train setups that work on optimal defense. Auto-burst lets you trigger burst after a certain number of hits, helping you practice burst-safe routes—but the burst timing is always immediate, not delayed.
Comprehension Questions
Why set stagger recovery to fast? Answer: It simulates strong opponents who mash recovery optimally.
What’s the limitation of auto-burst? Answer: The dummy always bursts at the earliest possible timing.
Action Steps
Practice guaranteed oki by using fast stagger recovery.
Create burst-safe combos and test consistency with auto-burst.
Chunk 6 — Record & Replay: Building Real Situations Summary
Record & Replay is the most powerful tool:
Record specific dummy mixups or pressure sequences.
Create multiple recordings (e.g., high/low variations).
Randomize playback probability.
Use to practice defense, fuzzy blocking, reactions, or match scenarios.
Example used: Eno oki (high vs low) → practice fuzzy guard.
You can save these sets permanently.
Comprehension Questions
Why use random replay slots for mixups? Answer: It forces you to react properly instead of guessing.
What is fuzzy blocking? Answer: An option select block technique that covers multiple mixup timings.
Action Steps
Record 2–4 variations of the opponent’s key mixup sequences.
Set slots to random and train reaction defense.
Use replay slots to simulate matchup-specific pressure.
✅ SUPER-SUMMARY (Under 1 Page)
This video provides a complete guide to mastering Guilty Gear Strive’s training mode as a full testing laboratory. Before entering training mode, adjust button display, input delay (if needed), and assign essential functions like Reset, Record, and Replay. The Reset shortcuts allow rapid repositioning, making navigation efficient.
Display settings such as input history and damage info are crucial for debugging execution and optimizing combos. Character-specific and gauge settings allow you to practice scenarios consistently by removing randomness (e.g., guaranteed Faust meteors) and setting realistic meter values.
Block settings form the backbone of systemized practice. Use Guard After First Hit for validating links, Guard Only First Hit for testing string tightness and frame traps, and Random Guard for hit-confirming under uncertainty.
Counterattack settings elevate your lab work into realistic gameplay simulation by letting you program reactions on block and wake-up. Randomize these to test safe jumps, frame traps, and varied okizeme setups.
Stagger recovery and auto-burst settings help prepare for strong opponents and refine burst-safe routing. Finally, the Record & Replay tool lets you program actual mixups, pressure sequences, or matchup situations, then randomize them to train reactions—ideal for learning fuzzy blocking, matchup defense, and reading-based adaptations.
Overall, the training mode is a powerful tool for understanding interactions, practicing consistency, and solving problems—far beyond memorizing combos.
✅ OPTIONAL 3-DAY SPACED REVIEW PLAN Day 1 — Fundamentals
Practice using Reset directions.
Turn on input history; review execution errors.
Use Guard After First Hit for link testing.
Day 2 — Pressure, Defense, and Oki
Program dummy counterattacks on block & wake-up.
Train frame traps + safe jumps.
Enable Random Guard for hit-confirms.
Day 3 — Deep Labbing: Real Scenarios
Record opponent mixups (2–4 variations).
Randomize and practice fuzzy blocking / defensive OS.
Experiment with burst-safe routing.
⭐ SUMMARY — How to Stop Upback / Chicken Block in Strive
The video explains that to stop opponents from jumping out of pressure (upback/chicken block), you must understand the system mechanic pre-jump frames. Characters cannot instantly jump; they are stuck for 4–5 frames before becoming airborne. If you hit them during pre-jump, they get tagged grounded—allowing full combos or frame traps.
The key takeaway: Use plus frames to line up fast buttons to hit opponents during their pre-jump frames.
The video demonstrates this with I-No:
She uses HS Stroke ( +2 on block )
Opponent tries to jump
She uses 2K (normally 6f, but now effectively 4f due to +2)
Her 2K hits during Ramlethal’s 4f pre-jump, stopping chicken block.
You can also force opponents to block something while they are trying to jump, which keeps you even more plus because they cannot act until pre-jump ends.
🔸 BULLET-POINT QUICK REVIEW
Upback/chicken block is stopped by hitting opponents during pre-jump frames.
Pre-jump = 4 frames (5 for Pot, Nago, Goldlewis) before a character becomes airborne.
Use plus frames to compress your button startup and match pre-jump timing.
Example: I-No HS Stroke (+2) → 2K (6f → effectively 4f) hits jump startup.
You can also force blocks during jump attempts, making yourself even more plus.
Every character can test setups that align their fastest buttons with pre-jump.
🔷 CHUNKED SUMMARY WITH QUESTIONS & ACTION STEPS Chunk 1 — What Chicken Blocking Is & Why Pre-Jump Matters
Chicken blocking = opponent holds up-back during block pressure to escape into the air. Strive prevents instant jumping by forcing 4–5 frames of pre-jump, where the player is still grounded and vulnerable.
Comprehension Questions
What is chicken blocking?
How many frames of pre-jump do most characters have?
Why does pre-jump matter for offense?
Answers
Upbacking during pressure to escape/block in the air.
Four frames (five for Potemkin, Nago, Goldlewis).
They can be hit before they jump, enabling guaranteed frame traps.
Action Steps
Lab your character's fastest normals.
Record dummy holding upback after blocking something.
Observe which normals can consistently tag pre-jump.
Chunk 2 — Using Plus Frames to Jail Pre-Jump
Using a plus-on-block move gives your next button reduced effective startup. Example from video:
I-No HS Stroke = +2
Her 2K (6f startup) becomes effectively 4f
Ramlethal tries to jump → gets hit in pre-jump.
Comprehension Questions
How do plus frames change your button timings?
Why does I-No’s 2K hit Ram in pre-jump?
What happens if you time the move too slow?
Answers
They subtract from your startup, making your button faster in pressure.
Effective startup becomes exactly fast enough to hit the 4f pre-jump.
The opponent successfully jumps out.
Action Steps
Identify your plus-on-block moves.
Determine which follow-up normals reach 4–5f effective startup.
Build “jail strings” to stop upback.
Chunk 3 — Extra Plus Frames from Blocking During Jump
When an opponent is already holding up and gets forced to block, they cannot act until the pre-jump ends. This makes your move even more advantage than normal.
Comprehension Questions
Why do you gain extra advantage when someone blocks during jump?
Can opponents act during pre-jump?
How does this help your pressure?
Answers
They’re locked into pre-jump animation and cannot respond immediately.
No—they are grounded and stuck for 4–5 frames.
You get forced frame advantage, tightening your offense.
Action Steps
Create setups that hit the opponent right as they try to jump.
Practice micro-delaying buttons to catch jump attempts.
Use strings that are safe even if they don’t upback.
⭐ SUPER-SUMMARY (1 PAGE)
To stop upback/chicken block in Guilty Gear Strive, exploit pre-jump frames—a system mechanic forcing characters to remain grounded for 4–5 frames before jumping. During these frames, they cannot block airborne, cannot act, and are vulnerable to grounded attacks. You can design pressure to hit opponents exactly during this window.
The most consistent way to do this is through plus-on-block moves, which reduce your next button’s effective startup. For example, I-No’s HS Stroke (+2) allows her 6f 2K to act as a 4f follow-up, perfectly covering Ramlethal’s 4f pre-jump and hitting her before she leaves the ground.
Additionally, forcing an opponent to block while they are already holding jump gives you even more advantage because they can’t act until pre-jump finishes. This creates naturally tighter strings and prevents escape. The practical takeaway is to lab what strings naturally align with pre-jump frames, especially following plus moves, and create reliable “jump-checks” with your character.
📅 3-DAY SPACED REVIEW PLAN Day 1 — Immediate Reinforcement
Review: Pre-jump frames (4–5f).
Drill: Record dummy upbacking and practice hitting pre-jump.
Day 2 — Application
Build 2–3 frame-trap strings using plus moves.
Test which normals consistently catch jumps.
Day 3 — Mastery Integration
Add anti-air OS or throw/strike layers after pre-jump punishes.
Write down your character’s optimal anti-upback options.