System & General Resources
Summary (main concepts, examples, actionable lessons)
This tutorial is a fast, practical walkthrough of how to start learning Guilty Gear -STRIVE- (and fighting games in general) by using the right modes, understanding your buttons, and building up into the game’s big system mechanics: Dust, movement, specials, Burst, Roman Cancels, wall break, counter hits, and supers. The creator recommends starting with Dojo (Training Mode), Tutorial, and especially Mission Mode because STRIVE’s missions teach real, high-level concepts—not just “press button to do thing.”
A big early point: character choice matters because archetypes play wildly differently (e.g., Sol as “does everything,” Nago managing blood, Potemkin as grappler with huge grabs, Axl controlling screen, Chipp being ultra-mobile). The best way to pick a main is to sample the cast in training mode and choose the one whose feel and fantasy “talks to you.”
From there, the guide breaks down button fundamentals:
You have core normals (P, K, S, HS) plus crouching versions and command normals (like 6P, the universal anti-air with upper-body invincibility).
STRIVE’s combo rules are not “everything chains into everything.” Many normals don’t naturally combo into each other, so you must learn what connects and what doesn’t.
Spacing changes your normals (close vs far versions), which affects whether follow-ups work.
Throws are extremely strong (fast and lead to big reward), so you should both use them and prepare to defend against them.
Then it introduces Dust as a core mix-up tool:
5D (Dust) is a natural overhead; if you charge it and it lands, you get a launch into an aerial Dust combo for huge damage.
2D (crouching Dust) is a sweep / hard knockdown and can be used in low-string pressure.
Dust is powerful but punishable if reacted to, so it’s a risk/reward call.
The guide emphasizes movement: air options (air jump, super jump, air dash for most characters) are central, and you should learn what your character can do in the air (air normals, air Dust, etc.) because air approaches are common.
Next comes special moves and special-canceling:
Use the command list constantly (it even shows system mechanics).
Learn notation (e.g., 236) and inputs like “Z input” (623) for DP-style moves.
Core combo building is often: normal(s) → special, using special-cancels to convert hits and pressure.
Then the video explains Burst:
Blue Burst breaks out of pressure/combos, but can be baited and punished for big damage.
Gold Burst is used in neutral; if it hits, it fills your Tension (meter), but you lose the defensive burst option and it’s a big commitment—especially early rounds.
The “big system” section is Roman Cancels (RCs)—one of STRIVE’s defining mechanics:
Blue RC (neutral): slows time, helps you convert situations, catch jumpers, or safely take your turn.
Red RC (on hit / on block while attacking): main combo extender and pressure extender.
Purple/Pink RC (used during certain recoveries / whiffs / to “fix” situations): helps you stay safe, chase projectiles/pressure sequences, and keep offense going with time-slow.
Gold RC (defensive RC while blocking): creates a big advantage swing; you become very plus and can start offense.
Drift RC: dash before RC to change position (forward/back/up/down), enabling extensions that wouldn’t otherwise reach.
Fast RC: RC then immediately press a button to act quickly—used for nasty pressure tricks and movement bursts (but Gold RC can’t be “fast RC’d” the same way).
Finally, it covers wall mechanics and advanced conversion:
Corners have wall health; sustained combo pressure leads to wall splat, then wall break for damage and transition.
Sometimes it’s optimal to take the wall break, other times you might let them tech for a read (risky).
Counter hits open up bigger routes; learn which buttons commonly score CH and what your best conversions are.
It closes with supers (overdrives):
Usually two per character, sometimes stance/condition-dependent (examples: Nago blood rage, Leo stance).
Supers vary (command grab, projectile, strike) and don’t all work in all situations (e.g., some command-grab supers won’t grab off wall splat).
Learn when to end combos with supers vs save meter for RC utility.
Bullet points (quick review)
Start in Dojo/Training, use Tutorial + Mission Mode for real mechanics.
Pick a character by testing the roster; archetypes differ heavily.
Learn normals: P/K/S/HS, crouching versions, and command normals (esp. 6P anti-air).
STRIVE combo rules are limited: learn what chains and how spacing changes buttons (close vs far).
Throws are very strong; expect throw/strike mind games.
Dust: 5D overhead (charge → launch → air combo), 2D sweep knockdown; strong but punishable.
Movement matters: air options are huge; learn air buttons and anti-airs.
Learn special moves, notation (236/623), and special-canceling.
Burst: Blue to escape (can be baited), Gold in neutral for full meter (high risk).
Roman Cancels define STRIVE:
Blue RC slows time in neutral,
Red RC extends combos/pressure,
Purple/Pink RC fixes recoveries/keeps offense,
Gold RC is defensive advantage swing,
Drift changes RC positioning,
Fast RC = instant action after RC.
Corner: manage wall splat / wall break decisions.
Learn counter-hit routes and super usage (not all supers work off all states).
Chunks (self-contained) 1) Where to start: modes + learning approach
What it says: Use Arcade/CPU for comfort, but real improvement comes from Dojo (Training), Tutorial, and Mission Mode. Sample characters to find your main.
Comprehension Qs (with answers):
What modes are emphasized for serious learning? A: Training/Dojo, Tutorial, and especially Mission Mode.
What’s the recommended method to choose a main? A: Try the roster in training mode and pick the character that feels right.
Action steps:
Spend 30 minutes in Mission Mode focusing on 1–2 mechanics.
Pick 3 characters, test movement + 3 normals + 2 specials for each, then choose one to commit to for a week.
2) Buttons, chaining rules, and spacing
What it says: Understand normals (P/K/S/HS), crouch normals, command normals, and that STRIVE isn’t “everything combos into everything.” Spacing changes what you get (close vs far normals). Throws are very strong.
Comprehension Qs (with answers):
Why do new players get stuck mashing S/HS? A: They don’t understand situational button purpose, chaining limits, and spacing.
Why is spacing critical for confirming follow-ups? A: Close/far normal versions change hit behavior and whether the next move connects.
Action steps:
In training: set dummy to block after first hit; test which normals convert reliably at different ranges.
Add a simple rule: “If I’m point-blank, I look for close buttons; if I’m spaced, I look for far buttons.”
3) Dust: overhead/low mix and big reward
What it says: Dust is a key mix tool. 5D is an overhead (charge → launch → air combo). 2D is a sweep knockdown. Strong but punishable if telegraphed.
Comprehension Qs (with answers):
How do you block 5D vs 2D? A: 5D: stand block (overhead). 2D: crouch block (low).
What’s the tradeoff of using charged Dust? A: Massive reward if it lands, but it’s punishable if they react.
Action steps:
Practice one basic Dust air combo until it’s automatic.
Add Dust only after you’ve conditioned them to block low or freeze.
4) Movement + specials + special-cancels (core combo structure)
What it says: Learn your character’s movement options (air dash/jumps) and use the command list. Most early combos are normal → special via special-canceling.
Comprehension Qs (with answers):
What is a “special cancel”? A: Canceling the recovery of a normal into a special to convert hits/pressure.
Why should you live in the command list? A: It shows inputs, examples, and system mechanics so you don’t guess.
Action steps:
Build a “starter kit” combo: poke → confirm → special ender.
Drill 10 reps each: grounded confirm, anti-air confirm (6P route), and corner confirm.
5) Burst: escape tool vs meter gain
What it says: Blue Burst escapes pressure/combos but can be baited and punished. Gold Burst in neutral can grant full tension if it hits, but it’s a risky commitment.
Comprehension Qs (with answers):
Why can bursting be dangerous? A: Good opponents bait it and punish hard.
When is Gold Burst most valuable? A: When it will reliably hit in neutral and you can leverage full meter.
Action steps:
Set dummy to run a combo; practice bursting at early/mid/late timings.
In matches, set a rule: “I only burst when (a) it saves me from death, or (b) I’m cornered and momentum is crushing.”
6) Roman Cancels: blue/red/purple/gold + drift + fast RC
What it says: RCs are the game’s main creativity engine.
Blue RC slows time in neutral.
Red RC extends combos/pressure.
Purple/Pink RC helps fix recoveries and chase pressure/projectile sequences.
Gold RC is defensive and makes you very plus.
Drift RC and Fast RC add positioning + speed layers.
Comprehension Qs (with answers):
Which RC is the “combo extender”? A: Red RC.
What does “drift RC” change? A: Your position/momentum during RC (forward/back/up/down) to make follow-ups reach or mix.
What’s the idea behind “fast RC”? A: Act immediately out of RC by pressing a button, enabling tight pressure/mix.
Action steps:
Learn 3 RC uses:
Red RC after a special to extend,
Gold RC on defense to steal a turn,
Blue RC to punish jumpers/chaos neutral.
Add one drift RC route that solves a spacing problem for your character.
7) Corner systems: wall splat/break, counter hits, and supers
What it says: Walls have “health.” Combos cause wall splat, then wall break. Counter hits unlock bigger routes. Supers vary by type and situation; some won’t work off wall states.
Comprehension Qs (with answers):
What’s the key decision after wall splat? A: Break for guaranteed damage/transition, or let them tech for a read (risk).
Why study counter-hit convers
Guilty Gear Strive – True Beginner Guide
Button Settings, Controls, and Core Mechanics Explained
- Full Summary (High-Level Overview)
This video is a true beginner-oriented guide to Guilty Gear Strive, focusing on button functions, control layouts, and foundational mechanics rather than advanced combos or character-specific tech. The creator explains why the default tutorial feels overwhelming for new players and instead walks through what each button actually does, how to map buttons intelligently on both controller and arcade stick, and why certain layouts improve execution and learning.
Key topics include:
Why using a Dash button is essential for movement efficiency
What each normal attack does (Punch, Kick, Slash, Heavy Slash, Dust)
How Gatlings, overheads, lows, and throws work
How Roman Cancels function at a basic level
How and when to use Burst safely
How to choose a button layout and stick with it to build muscle memory
The core lesson: Good controls reduce mental load, allowing beginners to focus on learning spacing, defense, and decision-making instead of fighting the controller.
- Condensed Bullet-Point Review (Quick Reference)
Default tutorial lacks clear explanation of button purpose
Dash button = faster movement + cleaner execution
Dust = overheads, sweeps, throws, and launch combos
Punch = fast + anti-air command normals
Kick = slightly slower, includes universal low
Slash = spacing tool (close vs far normals)
Heavy Slash = high damage, slow recovery
Gatlings define combo structure (not free-form)
Roman Cancel uses 50% meter for offense/defense
Burst resets pressure but can be baited
Button layout should reflect function, not tradition
Pick a layout and do not change it constantly
- Chunked Breakdown (Self-Contained Learning Sections) Chunk 1: Why the Default Tutorial Fails Beginners
Summary The creator explains that Guilty Gear Strive’s tutorial throws players into action without explaining what buttons actually do. New players end up button-mashing without understanding spacing, intent, or mechanics.
Key Concepts
Tutorials show how to press buttons, not why
Beginners need clarity, not speed
Comprehension Questions
Why does button-mashing feel ineffective?
What information is missing from the default tutorial?
Answers
There’s no understanding of purpose or timing.
The role and function of each button.
Action Steps
Ignore combo trials early
Learn what each button is for first
Chunk 2: The Dash Button – Movement Simplified
Summary Using a dedicated Dash button is faster and cleaner than double-tapping directions. Holding it enables auto-run, and tapping it after jump creates instant air dashes.
Key Concepts
One button > two directional taps
Frees mental stack for offense/defense
Enables instant air dash pressure
Comprehension Questions
Why is dash faster than double-tap?
How does dash help beginners?
Answers
Single input = less execution error
Reduces movement complexity
Action Steps
Map Dash to L1 (controller) or center bottom row (stick)
Practice dash → block → special inputs
Chunk 3: Understanding Normal Attacks (Punch & Kick)
Summary Punch is fast and low-damage but includes anti-air command normals with upper-body invincibility. Kick is slower, slightly stronger, and universally includes a low attack when crouching.
Key Concepts
Punch = speed + anti-air utility
Kick = low-pressure starter
Crouching kick must be blocked low
Comprehension Questions
Why is punch important defensively?
What makes kick strong for pressure?
Answers
Anti-air invincibility
Universal low threat
Action Steps
Practice anti-air punch vs jumping opponents
Use crouch kick to open blockers
Chunk 4: Slash & Heavy Slash – Spacing Tools
Summary Slash changes based on distance (close vs far), making spacing crucial. Heavy Slash hits hardest but is slow and punishable if whiffed.
Key Concepts
Slash controls neutral
Heavy Slash = commitment
Gatlings usually flow Slash → Heavy Slash
Comprehension Questions
What is a proximity normal?
Why is Heavy Slash risky?
Answers
Changes based on distance
Long startup and recovery
Action Steps
Learn your far Slash range
Avoid whiffing Heavy Slash in neutral
Chunk 5: Dust – Overheads, Lows, Throws
Summary Dust is multifunctional:
Standing Dust = overhead
Crouching Dust = sweep
Hold Dust = launcher combo
Forward + Dust = throw
Throws beat blocking but can be teched.
Key Concepts
Dust = mix-up button
Overheads vs lows
Throws reset pressure
Comprehension Questions
When should Dust be blocked standing?
Why are throws important?
Answers
Standing Dust is an overhead
They beat blocking
Action Steps
Practice Dust mix-ups
Learn throw tech timing
Chunk 6: Gatlings & Combo Structure
Summary Gatlings define which normals can cancel into others. Strive removed older “everything chains into everything” systems, making button order less rigid.
Key Concepts
Combos are structured, not freestyle
Layout should reflect usage, not tradition
Comprehension Questions
What is a Gatling?
Why did old layouts become outdated?
Answers
Allowed cancel paths
System was simplified
Action Steps
Learn your character’s Gatling routes
Arrange buttons by function
Chunk 7: Roman Cancels (RC Basics)
Summary Roman Cancels cost 50% meter and allow offense, defense, or combo extension.
Types
Yellow RC: defensive pushback
Blue RC: slowdown
Purple RC: cancel recovery
Red RC: extend combos
Comprehension Questions
What does RC cost?
Which RC extends combos?
Answers
50% tension
Red RC
Action Steps
Map RC away from main buttons
Use RC to stay safe, not flashy
Chunk 8: Burst – Emergency Escape
Summary Burst instantly breaks pressure but is risky if baited.
Types
Blue Burst: while being hit
Gold Burst: neutral use → full meter
Key Concepts
Burst is limited
Smart opponents bait it
Comprehension Questions
When is Gold Burst used?
What’s the risk of bursting?
Answers
While not being hit
Getting punished after whiff
Action Steps
Save Burst for real danger
Don’t panic burst
Chunk 9: Button Layout Philosophy
Summary The creator emphasizes choosing a layout and sticking with it. Muscle memory matters more than copying pros.
Key Concepts
Function > tradition
Consistency builds execution
Comprehension Questions
Why not change layouts often?
What matters most in layout choice?
Answers
Kills muscle memory
Comfort and logic
Action Steps
Lock in your layout for weeks
Adjust only with purpose
- Super-Summary (Under 1 Page)
This video teaches Guilty Gear Strive from a true beginner’s perspective, focusing on what buttons actually do, why smart layouts matter, and how to reduce execution stress. Instead of rushing into combos, players are encouraged to master movement (Dash), spacing (Slash), mix-ups (Dust), defense (Punch anti-airs), and resource tools (Roman Cancel & Burst).
The core lesson:
Good controls create good decisions. Choose a layout that matches function, commit to it, and build understanding before complexity.
- Optional 3-Day Spaced Review Plan
Day 1 – Controls & Movement
Review Dash, Punch, Kick, Slash
Practice movement + blocking
Day 2 – Pressure & Defense
Review Dust, Throws, Anti-airs
Practice mix-ups and throw techs
Day 3 – Resources
Review Roman Cancels & Burst
Practice safe RC usage and burst discipline
Guilty Gear Strive – True Beginner Guide
Button Settings, Controls, and Core Mechanics Explained
- Full Summary (High-Level Overview)
This video is a true beginner-oriented guide to Guilty Gear Strive, focusing on button functions, control layouts, and foundational mechanics rather than advanced combos or character-specific tech. The creator explains why the default tutorial feels overwhelming for new players and instead walks through what each button actually does, how to map buttons intelligently on both controller and arcade stick, and why certain layouts improve execution and learning.
Key topics include:
Why using a Dash button is essential for movement efficiency
What each normal attack does (Punch, Kick, Slash, Heavy Slash, Dust)
How Gatlings, overheads, lows, and throws work
How Roman Cancels function at a basic level
How and when to use Burst safely
How to choose a button layout and stick with it to build muscle memory
The core lesson: Good controls reduce mental load, allowing beginners to focus on learning spacing, defense, and decision-making instead of fighting the controller.
- Condensed Bullet-Point Review (Quick Reference)
Default tutorial lacks clear explanation of button purpose
Dash button = faster movement + cleaner execution
Dust = overheads, sweeps, throws, and launch combos
Punch = fast + anti-air command normals
Kick = slightly slower, includes universal low
Slash = spacing tool (close vs far normals)
Heavy Slash = high damage, slow recovery
Gatlings define combo structure (not free-form)
Roman Cancel uses 50% meter for offense/defense
Burst resets pressure but can be baited
Button layout should reflect function, not tradition
Pick a layout and do not change it constantly
- Chunked Breakdown (Self-Contained Learning Sections) Chunk 1: Why the Default Tutorial Fails Beginners
Summary The creator explains that Guilty Gear Strive’s tutorial throws players into action without explaining what buttons actually do. New players end up button-mashing without understanding spacing, intent, or mechanics.
Key Concepts
Tutorials show how to press buttons, not why
Beginners need clarity, not speed
Comprehension Questions
Why does button-mashing feel ineffective?
What information is missing from the default tutorial?
Answers
There’s no understanding of purpose or timing.
The role and function of each button.
Action Steps
Ignore combo trials early
Learn what each button is for first
Chunk 2: The Dash Button – Movement Simplified
Summary Using a dedicated Dash button is faster and cleaner than double-tapping directions. Holding it enables auto-run, and tapping it after jump creates instant air dashes.
Key Concepts
One button > two directional taps
Frees mental stack for offense/defense
Enables instant air dash pressure
Comprehension Questions
Why is dash faster than double-tap?
How does dash help beginners?
Answers
Single input = less execution error
Reduces movement complexity
Action Steps
Map Dash to L1 (controller) or center bottom row (stick)
Practice dash → block → special inputs
Chunk 3: Understanding Normal Attacks (Punch & Kick)
Summary Punch is fast and low-damage but includes anti-air command normals with upper-body invincibility. Kick is slower, slightly stronger, and universally includes a low attack when crouching.
Key Concepts
Punch = speed + anti-air utility
Kick = low-pressure starter
Crouching kick must be blocked low
Comprehension Questions
Why is punch important defensively?
What makes kick strong for pressure?
Answers
Anti-air invincibility
Universal low threat
Action Steps
Practice anti-air punch vs jumping opponents
Use crouch kick to open blockers
Chunk 4: Slash & Heavy Slash – Spacing Tools
Summary Slash changes based on distance (close vs far), making spacing crucial. Heavy Slash hits hardest but is slow and punishable if whiffed.
Key Concepts
Slash controls neutral
Heavy Slash = commitment
Gatlings usually flow Slash → Heavy Slash
Comprehension Questions
What is a proximity normal?
Why is Heavy Slash risky?
Answers
Changes based on distance
Long startup and recovery
Action Steps
Learn your far Slash range
Avoid whiffing Heavy Slash in neutral
Chunk 5: Dust – Overheads, Lows, Throws
Summary Dust is multifunctional:
Standing Dust = overhead
Crouching Dust = sweep
Hold Dust = launcher combo
Forward + Dust = throw
Throws beat blocking but can be teched.
Key Concepts
Dust = mix-up button
Overheads vs lows
Throws reset pressure
Comprehension Questions
When should Dust be blocked standing?
Why are throws important?
Answers
Standing Dust is an overhead
They beat blocking
Action Steps
Practice Dust mix-ups
Learn throw tech timing
Chunk 6: Gatlings & Combo Structure
Summary Gatlings define which normals can cancel into others. Strive removed older “everything chains into everything” systems, making button order less rigid.
Key Concepts
Combos are structured, not freestyle
Layout should reflect usage, not tradition
Comprehension Questions
What is a Gatling?
Why did old layouts become outdated?
Answers
Allowed cancel paths
System was simplified
Action Steps
Learn your character’s Gatling routes
Arrange buttons by function
Chunk 7: Roman Cancels (RC Basics)
Summary Roman Cancels cost 50% meter and allow offense, defense, or combo extension.
Types
Yellow RC: defensive pushback
Blue RC: slowdown
Purple RC: cancel recovery
Red RC: extend combos
Comprehension Questions
What does RC cost?
Which RC extends combos?
Answers
50% tension
Red RC
Action Steps
Map RC away from main buttons
Use RC to stay safe, not flashy
Chunk 8: Burst – Emergency Escape
Summary Burst instantly breaks pressure but is risky if baited.
Types
Blue Burst: while being hit
Gold Burst: neutral use → full meter
Key Concepts
Burst is limited
Smart opponents bait it
Comprehension Questions
When is Gold Burst used?
What’s the risk of bursting?
Answers
While not being hit
Getting punished after whiff
Action Steps
Save Burst for real danger
Don’t panic burst
Chunk 9: Button Layout Philosophy
Summary The creator emphasizes choosing a layout and sticking with it. Muscle memory matters more than copying pros.
Key Concepts
Function > tradition
Consistency builds execution
Comprehension Questions
Why not change layouts often?
What matters most in layout choice?
Answers
Kills muscle memory
Comfort and logic
Action Steps
Lock in your layout for weeks
Adjust only with purpose
- Super-Summary (Under 1 Page)
This video teaches Guilty Gear Strive from a true beginner’s perspective, focusing on what buttons actually do, why smart layouts matter, and how to reduce execution stress. Instead of rushing into combos, players are encouraged to master movement (Dash), spacing (Slash), mix-ups (Dust), defense (Punch anti-airs), and resource tools (Roman Cancel & Burst).
The core lesson:
Good controls create good decisions. Choose a layout that matches function, commit to it, and build understanding before complexity.
- Optional 3-Day Spaced Review Plan
Day 1 – Controls & Movement
Review Dash, Punch, Kick, Slash
Practice movement + blocking
Day 2 – Pressure & Defense
Review Dust, Throws, Anti-airs
Practice mix-ups and throw techs
Day 3 – Resources
Review Roman Cancels & Burst
Practice safe RC usage and burst discipline
Summary (main concepts, examples, actionable lessons)
This tutorial is a fast, practical walkthrough of how to start learning Guilty Gear -STRIVE- (and fighting games in general) by using the right modes, understanding your buttons, and building up into the game’s big system mechanics: Dust, movement, specials, Burst, Roman Cancels, wall break, counter hits, and supers. The creator recommends starting with Dojo (Training Mode), Tutorial, and especially Mission Mode because STRIVE’s missions teach real, high-level concepts—not just “press button to do thing.”
A big early point: character choice matters because archetypes play wildly differently (e.g., Sol as “does everything,” Nago managing blood, Potemkin as grappler with huge grabs, Axl controlling screen, Chipp being ultra-mobile). The best way to pick a main is to sample the cast in training mode and choose the one whose feel and fantasy “talks to you.”
From there, the guide breaks down button fundamentals:
You have core normals (P, K, S, HS) plus crouching versions and command normals (like 6P, the universal anti-air with upper-body invincibility).
STRIVE’s combo rules are not “everything chains into everything.” Many normals don’t naturally combo into each other, so you must learn what connects and what doesn’t.
Spacing changes your normals (close vs far versions), which affects whether follow-ups work.
Throws are extremely strong (fast and lead to big reward), so you should both use them and prepare to defend against them.
Then it introduces Dust as a core mix-up tool:
5D (Dust) is a natural overhead; if you charge it and it lands, you get a launch into an aerial Dust combo for huge damage.
2D (crouching Dust) is a sweep / hard knockdown and can be used in low-string pressure.
Dust is powerful but punishable if reacted to, so it’s a risk/reward call.
The guide emphasizes movement: air options (air jump, super jump, air dash for most characters) are central, and you should learn what your character can do in the air (air normals, air Dust, etc.) because air approaches are common.
Next comes special moves and special-canceling:
Use the command list constantly (it even shows system mechanics).
Learn notation (e.g., 236) and inputs like “Z input” (623) for DP-style moves.
Core combo building is often: normal(s) → special, using special-cancels to convert hits and pressure.
Then the video explains Burst:
Blue Burst breaks out of pressure/combos, but can be baited and punished for big damage.
Gold Burst is used in neutral; if it hits, it fills your Tension (meter), but you lose the defensive burst option and it’s a big commitment—especially early rounds.
The “big system” section is Roman Cancels (RCs)—one of STRIVE’s defining mechanics:
Blue RC (neutral): slows time, helps you convert situations, catch jumpers, or safely take your turn.
Red RC (on hit / on block while attacking): main combo extender and pressure extender.
Purple/Pink RC (used during certain recoveries / whiffs / to “fix” situations): helps you stay safe, chase projectiles/pressure sequences, and keep offense going with time-slow.
Gold RC (defensive RC while blocking): creates a big advantage swing; you become very plus and can start offense.
Drift RC: dash before RC to change position (forward/back/up/down), enabling extensions that wouldn’t otherwise reach.
Fast RC: RC then immediately press a button to act quickly—used for nasty pressure tricks and movement bursts (but Gold RC can’t be “fast RC’d” the same way).
Finally, it covers wall mechanics and advanced conversion:
Corners have wall health; sustained combo pressure leads to wall splat, then wall break for damage and transition.
Sometimes it’s optimal to take the wall break, other times you might let them tech for a read (risky).
Counter hits open up bigger routes; learn which buttons commonly score CH and what your best conversions are.
It closes with supers (overdrives):
Usually two per character, sometimes stance/condition-dependent (examples: Nago blood rage, Leo stance).
Supers vary (command grab, projectile, strike) and don’t all work in all situations (e.g., some command-grab supers won’t grab off wall splat).
Learn when to end combos with supers vs save meter for RC utility.
Bullet points (quick review)
Start in Dojo/Training, use Tutorial + Mission Mode for real mechanics.
Pick a character by testing the roster; archetypes differ heavily.
Learn normals: P/K/S/HS, crouching versions, and command normals (esp. 6P anti-air).
STRIVE combo rules are limited: learn what chains and how spacing changes buttons (close vs far).
Throws are very strong; expect throw/strike mind games.
Dust: 5D overhead (charge → launch → air combo), 2D sweep knockdown; strong but punishable.
Movement matters: air options are huge; learn air buttons and anti-airs.
Learn special moves, notation (236/623), and special-canceling.
Burst: Blue to escape (can be baited), Gold in neutral for full meter (high risk).
Roman Cancels define STRIVE:
Blue RC slows time in neutral,
Red RC extends combos/pressure,
Purple/Pink RC fixes recoveries/keeps offense,
Gold RC is defensive advantage swing,
Drift changes RC positioning,
Fast RC = instant action after RC.
Corner: manage wall splat / wall break decisions.
Learn counter-hit routes and super usage (not all supers work off all states).
Chunks (self-contained) 1) Where to start: modes + learning approach
What it says: Use Arcade/CPU for comfort, but real improvement comes from Dojo (Training), Tutorial, and Mission Mode. Sample characters to find your main.
Comprehension Qs (with answers):
What modes are emphasized for serious learning? A: Training/Dojo, Tutorial, and especially Mission Mode.
What’s the recommended method to choose a main? A: Try the roster in training mode and pick the character that feels right.
Action steps:
Spend 30 minutes in Mission Mode focusing on 1–2 mechanics.
Pick 3 characters, test movement + 3 normals + 2 specials for each, then choose one to commit to for a week.
2) Buttons, chaining rules, and spacing
What it says: Understand normals (P/K/S/HS), crouch normals, command normals, and that STRIVE isn’t “everything combos into everything.” Spacing changes what you get (close vs far normals). Throws are very strong.
Comprehension Qs (with answers):
Why do new players get stuck mashing S/HS? A: They don’t understand situational button purpose, chaining limits, and spacing.
Why is spacing critical for confirming follow-ups? A: Close/far normal versions change hit behavior and whether the next move connects.
Action steps:
In training: set dummy to block after first hit; test which normals convert reliably at different ranges.
Add a simple rule: “If I’m point-blank, I look for close buttons; if I’m spaced, I look for far buttons.”
3) Dust: overhead/low mix and big reward
What it says: Dust is a key mix tool. 5D is an overhead (charge → launch → air combo). 2D is a sweep knockdown. Strong but punishable if telegraphed.
Comprehension Qs (with answers):
How do you block 5D vs 2D? A: 5D: stand block (overhead). 2D: crouch block (low).
What’s the tradeoff of using charged Dust? A: Massive reward if it lands, but it’s punishable if they react.
Action steps:
Practice one basic Dust air combo until it’s automatic.
Add Dust only after you’ve conditioned them to block low or freeze.
4) Movement + specials + special-cancels (core combo structure)
What it says: Learn your character’s movement options (air dash/jumps) and use the command list. Most early combos are normal → special via special-canceling.
Comprehension Qs (with answers):
What is a “special cancel”? A: Canceling the recovery of a normal into a special to convert hits/pressure.
Why should you live in the command list? A: It shows inputs, examples, and system mechanics so you don’t guess.
Action steps:
Build a “starter kit” combo: poke → confirm → special ender.
Drill 10 reps each: grounded confirm, anti-air confirm (6P route), and corner confirm.
5) Burst: escape tool vs meter gain
What it says: Blue Burst escapes pressure/combos but can be baited and punished. Gold Burst in neutral can grant full tension if it hits, but it’s a risky commitment.
Comprehension Qs (with answers):
Why can bursting be dangerous? A: Good opponents bait it and punish hard.
When is Gold Burst most valuable? A: When it will reliably hit in neutral and you can leverage full meter.
Action steps:
Set dummy to run a combo; practice bursting at early/mid/late timings.
In matches, set a rule: “I only burst when (a) it saves me from death, or (b) I’m cornered and momentum is crushing.”
6) Roman Cancels: blue/red/purple/gold + drift + fast RC
What it says: RCs are the game’s main creativity engine.
Blue RC slows time in neutral.
Red RC extends combos/pressure.
Purple/Pink RC helps fix recoveries and chase pressure/projectile sequences.
Gold RC is defensive and makes you very plus.
Drift RC and Fast RC add positioning + speed layers.
Comprehension Qs (with answers):
Which RC is the “combo extender”? A: Red RC.
What does “drift RC” change? A: Your position/momentum during RC (forward/back/up/down) to make follow-ups reach or mix.
What’s the idea behind “fast RC”? A: Act immediately out of RC by pressing a button, enabling tight pressure/mix.
Action steps:
Learn 3 RC uses:
Red RC after a special to extend,
Gold RC on defense to steal a turn,
Blue RC to punish jumpers/chaos neutral.
Add one drift RC route that solves a spacing problem for your character.
7) Corner systems: wall splat/break, counter hits, and supers
What it says: Walls have “health.” Combos cause wall splat, then wall break. Counter hits unlock bigger routes. Supers vary by type and situation; some won’t work off wall states.
Comprehension Qs (with answers):
What’s the key decision after wall splat? A: Break for guaranteed damage/transition, or let them tech for a read (risk).
Why study counter-hit convers