System & General Resources

System & General Resources

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Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH
Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH
i checked exactly one (1) informational video about roman cancels before deciding NO ONE knew about this (i'm sure there's a video out there) essentially the momentum gets multiplied and you get sent further than a dash ordinarily would, Through the Power Of Drift "Aerial Roman Cancel Cancel Super Dash" doesn't really roll off the tongue, but maybe RCSD or RCDash? drift boost? bro idk
mario050987·m.youtube.com·
Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH
Guilty Gear Strive drift RC punish vs regular punish example and comment
Guilty Gear Strive drift RC punish vs regular punish example and comment
#ggxx #guiltygearstrive #fgc Just a example of some damage differences say if you know you can punish the guy so a damage difference in some different examples showing starting it off with a drift RC vs saving it for a RC later.. which in a way if you think about it could I suppose potentially not only doing less damage might hurt you if you arent counting correctly the invisable wall rengeration timer blah blah so you might end up waisting a super for nada.. though again I guess that kinda plays in with the whole game.. for a 2 year old game, its not as well thought out as youd think it would be.. theres some interesting ideas here of course, especially the counter hit system being a timer rather and then adding that with the RC doubling the effects but then that is in a way talking about combos, and of course the combo system in this game is super jank.
mario050987·youtube.com·
Guilty Gear Strive drift RC punish vs regular punish example and comment
Guilty Gear Strive drift RC punish vs regular punish example and comment
Guilty Gear Strive drift RC punish vs regular punish example and comment
#ggxx #guiltygearstrive #fgc Just a example of some damage differences say if you know you can punish the guy so a damage difference in some different examples showing starting it off with a drift RC vs saving it for a RC later.. which in a way if you think about it could I suppose potentially not only doing less damage might hurt you if you arent counting correctly the invisable wall rengeration timer blah blah so you might end up waisting a super for nada.. though again I guess that kinda plays in with the whole game.. for a 2 year old game, its not as well thought out as youd think it would be.. theres some interesting ideas here of course, especially the counter hit system being a timer rather and then adding that with the RC doubling the effects but then that is in a way talking about combos, and of course the combo system in this game is super jank.
mario050987·youtube.com·
Guilty Gear Strive drift RC punish vs regular punish example and comment
Guilty Gear Strive drift RC punish vs regular punish example and comment
Guilty Gear Strive drift RC punish vs regular punish example and comment
#ggxx #guiltygearstrive #fgc Just a example of some damage differences say if you know you can punish the guy so a damage difference in some different examples showing starting it off with a drift RC vs saving it for a RC later.. which in a way if you think about it could I suppose potentially not only doing less damage might hurt you if you arent counting correctly the invisable wall rengeration timer blah blah so you might end up waisting a super for nada.. though again I guess that kinda plays in with the whole game.. for a 2 year old game, its not as well thought out as youd think it would be.. theres some interesting ideas here of course, especially the counter hit system being a timer rather and then adding that with the RC doubling the effects but then that is in a way talking about combos, and of course the combo system in this game is super jank.
mario050987·youtube.com·
Guilty Gear Strive drift RC punish vs regular punish example and comment
Jesalina 2H Into Heaven on Twitter
Jesalina 2H Into Heaven on Twitter
So @claytonsomedude showed how crouch block pushback is weaker than standing block, which can ruin/make diff setups. pic.twitter.com/Q9KfXo0CZy— Jesalina 2H Into Heaven (@Jesalina11) June 16, 2021
mario050987·twitter.com·
Jesalina 2H Into Heaven on Twitter
Jesalina 2H Into Heaven on Twitter
Jesalina 2H Into Heaven on Twitter
So @claytonsomedude showed how crouch block pushback is weaker than standing block, which can ruin/make diff setups. pic.twitter.com/Q9KfXo0CZy— Jesalina 2H Into Heaven (@Jesalina11) June 16, 2021
mario050987·twitter.com·
Jesalina 2H Into Heaven on Twitter
Jesalina 2H Into Heaven on Twitter
Jesalina 2H Into Heaven on Twitter
So @claytonsomedude showed how crouch block pushback is weaker than standing block, which can ruin/make diff setups. pic.twitter.com/Q9KfXo0CZy— Jesalina 2H Into Heaven (@Jesalina11) June 16, 2021
mario050987·twitter.com·
Jesalina 2H Into Heaven on Twitter
YRC Is Pretty Good If You Know When to Use It | Guilty Gear Strive
YRC Is Pretty Good If You Know When to Use It | Guilty Gear Strive
streamed June 10, 2021 Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad Clips Channel: https://www.youtube.com/c/SajamClips Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC #Sajam #GGST #GuiltyGear
mario050987·youtu.be·
YRC Is Pretty Good If You Know When to Use It | Guilty Gear Strive
YRC Is Pretty Good If You Know When to Use It | Guilty Gear Strive
YRC Is Pretty Good If You Know When to Use It | Guilty Gear Strive
streamed June 10, 2021 Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad Clips Channel: https://www.youtube.com/c/SajamClips Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC #Sajam #GGST #GuiltyGear
mario050987·youtu.be·
YRC Is Pretty Good If You Know When to Use It | Guilty Gear Strive
YRC Is Pretty Good If You Know When to Use It | Guilty Gear Strive
YRC Is Pretty Good If You Know When to Use It | Guilty Gear Strive
streamed June 10, 2021 Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad Clips Channel: https://www.youtube.com/c/SajamClips Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC #Sajam #GGST #GuiltyGear
mario050987·youtu.be·
YRC Is Pretty Good If You Know When to Use It | Guilty Gear Strive
Croc + Soc on Twitter
Croc + Soc on Twitter
When pressing the same button during a Dust juggle, you can press after the hitstop for a self gatling instead of the enderHere's a pretty fleshed out combo using this tech on I-no #GGST pic.twitter.com/SV8OzmOGHI— Croc + Soc (@DDDS_Main) June 15, 2021
mario050987·twitter.com·
Croc + Soc on Twitter
NCG|BloomingLotus🌸 on Twitter
NCG|BloomingLotus🌸 on Twitter
find that i didnt know about. RC drift seems to have a different effect(look at my c.S)away from your opponent seems to be a high popup but not any pushbackDown launches them low to the ground.to your opponent same effect as downUp same effect as away, but has pushback pic.twitter.com/pxCoWxUITK— NCG|BloomingLotus🌸 (@BloomingLotusv2) June 15, 2021
mario050987·twitter.com·
NCG|BloomingLotus🌸 on Twitter
NCG|BloomingLotus🌸 on Twitter
NCG|BloomingLotus🌸 on Twitter
find that i didnt know about. RC drift seems to have a different effect(look at my c.S)away from your opponent seems to be a high popup but not any pushbackDown launches them low to the ground.to your opponent same effect as downUp same effect as away, but has pushback pic.twitter.com/pxCoWxUITK— NCG|BloomingLotus🌸 (@BloomingLotusv2) June 15, 2021
mario050987·twitter.com·
NCG|BloomingLotus🌸 on Twitter
NCG|BloomingLotus🌸 on Twitter
NCG|BloomingLotus🌸 on Twitter
find that i didnt know about. RC drift seems to have a different effect(look at my c.S)away from your opponent seems to be a high popup but not any pushbackDown launches them low to the ground.to your opponent same effect as downUp same effect as away, but has pushback pic.twitter.com/pxCoWxUITK— NCG|BloomingLotus🌸 (@BloomingLotusv2) June 15, 2021
mario050987·twitter.com·
NCG|BloomingLotus🌸 on Twitter
The 5 types of Roman Cancels in Guilty Gear Strive (and secrets about them)
The 5 types of Roman Cancels in Guilty Gear Strive (and secrets about them)
#lordknight #GuiltyGear #GuiltyGearStrive A look at Roman Cancels, a VERY important mechanic in Guilty Gear Strive, as well as a few interesting tidbits that you (might not know. Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi Get 10% off a Respawn gaming chair with code - beastcoast
mario050987·youtube.com·
The 5 types of Roman Cancels in Guilty Gear Strive (and secrets about them)
The 5 types of Roman Cancels in Guilty Gear Strive (and secrets about them)
The 5 types of Roman Cancels in Guilty Gear Strive (and secrets about them)
#lordknight #GuiltyGear #GuiltyGearStrive A look at Roman Cancels, a VERY important mechanic in Guilty Gear Strive, as well as a few interesting tidbits that you (might not know. Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi Get 10% off a Respawn gaming chair with code - beastcoast
mario050987·youtube.com·
The 5 types of Roman Cancels in Guilty Gear Strive (and secrets about them)
The 5 types of Roman Cancels in Guilty Gear Strive (and secrets about them)
The 5 types of Roman Cancels in Guilty Gear Strive (and secrets about them)
#lordknight #GuiltyGear #GuiltyGearStrive A look at Roman Cancels, a VERY important mechanic in Guilty Gear Strive, as well as a few interesting tidbits that you (might not know. Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi Get 10% off a Respawn gaming chair with code - beastcoast
mario050987·youtube.com·
The 5 types of Roman Cancels in Guilty Gear Strive (and secrets about them)
5 Reasons Why It's Worth Using a Dash & Roman Cancel Macro in Guilty Gear Strive
5 Reasons Why It's Worth Using a Dash & Roman Cancel Macro in Guilty Gear Strive
Dashing and Roman Cancelling is something that you might do in every match of Guilty Gear Strive that you'll ever play. Here's a video explaining how binding these actions to a button can make your life a whole lot easier! Intro 0:00 Reason 1: Offensive Stability 1:20 Reason 2: Fast Roman Cancel Simplification 3:02 Reason 3: Instant Air Dash (IAD) Efficiency 5:41 Reason 4: Yellow Roman Cancel (YRC) Consistency 7:15 Reason 5: Expanding the Options Charge Characters Have! 11:03 Important links: HiFightTH's "Fast Roman Cancel" Demonstration: https://twitter.com/HiFightTH/status/1402162023538958337 Clover's Leo Dash Macro Demonstration: https://twitter.com/PearlJamFGC/status/1404512409809686528?s=20 KenDeep's May Dash Macro Demonstration: https://twitter.com/kendeep_fgc/status/1402047107041800194?s=20 https://www.twitter.com/CrackinAtkins https://www.twitch.tv/CrackinAtkins
mario050987·youtube.com·
5 Reasons Why It's Worth Using a Dash & Roman Cancel Macro in Guilty Gear Strive
5 Reasons Why It's Worth Using a Dash & Roman Cancel Macro in Guilty Gear Strive
5 Reasons Why It's Worth Using a Dash & Roman Cancel Macro in Guilty Gear Strive
Dashing and Roman Cancelling is something that you might do in every match of Guilty Gear Strive that you'll ever play. Here's a video explaining how binding these actions to a button can make your life a whole lot easier! Intro 0:00 Reason 1: Offensive Stability 1:20 Reason 2: Fast Roman Cancel Simplification 3:02 Reason 3: Instant Air Dash (IAD) Efficiency 5:41 Reason 4: Yellow Roman Cancel (YRC) Consistency 7:15 Reason 5: Expanding the Options Charge Characters Have! 11:03 Important links: HiFightTH's "Fast Roman Cancel" Demonstration: https://twitter.com/HiFightTH/status/1402162023538958337 Clover's Leo Dash Macro Demonstration: https://twitter.com/PearlJamFGC/status/1404512409809686528?s=20 KenDeep's May Dash Macro Demonstration: https://twitter.com/kendeep_fgc/status/1402047107041800194?s=20 https://www.twitter.com/CrackinAtkins https://www.twitch.tv/CrackinAtkins
mario050987·youtube.com·
5 Reasons Why It's Worth Using a Dash & Roman Cancel Macro in Guilty Gear Strive
Guilty Gear -Strive- 20210616073443 GIF
Guilty Gear -Strive- 20210616073443 GIF
soberquet — Today at 1:33 PM the other day i found out that the fatal counter allows for RRC for the duration of the special zoom or whatever. cancelled into 236H and then RRC'd during the startup of that.
mario050987·gfycat.com·
Guilty Gear -Strive- 20210616073443 GIF
Guilty Gear -Strive- 20210616073443 GIF
Guilty Gear -Strive- 20210616073443 GIF
soberquet — Today at 1:33 PM the other day i found out that the fatal counter allows for RRC for the duration of the special zoom or whatever. cancelled into 236H and then RRC'd during the startup of that.
mario050987·gfycat.com·
Guilty Gear -Strive- 20210616073443 GIF
Guilty Gear -Strive- 20210616073443 GIF
Guilty Gear -Strive- 20210616073443 GIF
soberquet — Today at 1:33 PM the other day i found out that the fatal counter allows for RRC for the duration of the special zoom or whatever. cancelled into 236H and then RRC'd during the startup of that.
mario050987·gfycat.com·
Guilty Gear -Strive- 20210616073443 GIF
5 Reasons Why It's Worth Using a Dash & Roman Cancel Macro in Guilty Gear Strive
5 Reasons Why It's Worth Using a Dash & Roman Cancel Macro in Guilty Gear Strive
Dashing and Roman Cancelling is something that you might do in every match of Guilty Gear Strive that you'll ever play. Here's a video explaining how binding these actions to a button can make your life a whole lot easier! Intro 0:00 Reason 1: Offensive Stability 1:20 Reason 2: Fast Roman Cancel Simplification 3:02 Reason 3: Instant Air Dash (IAD) Efficiency 5:41 Reason 4: Yellow Roman Cancel (YRC) Consistency 7:15 Reason 5: Expanding the Options Charge Characters Have! 11:03 Important links: HiFightTH's "Fast Roman Cancel" Demonstration: https://twitter.com/HiFightTH/status/1402162023538958337 Clover's Leo Dash Macro Demonstration: https://twitter.com/PearlJamFGC/status/1404512409809686528?s=20 KenDeep's May Dash Macro Demonstration: https://twitter.com/kendeep_fgc/status/1402047107041800194?s=20 https://www.twitter.com/CrackinAtkins https://www.twitch.tv/CrackinAtkins
mario050987·youtube.com·
5 Reasons Why It's Worth Using a Dash & Roman Cancel Macro in Guilty Gear Strive
The Beginner's Guide to Guilty Gear Strive
The Beginner's Guide to Guilty Gear Strive

🎮 The Beginner’s Guide to Guilty Gear Strive — Structured Summary 1️⃣ Overall Summary (High-Level)

This video provides a practical beginner overview of Guilty Gear Strive, focusing on controls, core mechanics, offense, defense, and smart learning habits rather than advanced tech. The creator emphasizes simplicity, efficiency, and fundamentals, teaching new players how Strive is intentionally designed to be less combo-heavy and more decision-focused than previous Guilty Gear games or other fighters like Dragon Ball FighterZ.

Key lessons include:

Understanding Strive’s limited gatling system

Using Roman Cancels and Counter Hits to extend damage

Learning Dust (universal overhead) to open opponents up

Mastering defensive mechanics like Instant Block and Faultless Defense

Managing wall breaks, meter gain, and momentum

Avoiding flashy combos early and focusing on reliable BnBs and mixups

2️⃣ Condensed Bullet-Point Review (Quick Reference)

Strive is a 5-button fighter: Punch, Kick, Slash, Heavy Slash, Dust

Dash macro is highly recommended for movement consistency

Gatlings are very limited compared to other games

Dust = universal overhead (hold for launch)

Combos mainly come from:

Roman Cancels (RC)

Counter Hits (slowdown allows follow-ups)

Instant Block reduces pushback and enables punishes

Faultless Defense (FD) prevents chip damage (costs meter)

Wall breaks grant Positive Bonus but reset neutral

Ending wall breaks with supers gives hard knockdown + oki

Learn 2 combos max at first: one meterless, one RC

Learn at least one mix-up for your character

3️⃣ Chunked Breakdown (Self-Contained Sections) 🔹 Chunk 1: Buttons, Controls, and Dash Macro

Core Idea: Guilty Gear Strive uses a 5-button layout, and players are strongly encouraged to use a dash macro for easier movement.

Key Points:

Dash macro simplifies ground and air movement

Reduces execution errors

Improves consistency for beginners

Comprehension Questions

Q: Why is the dash macro recommended?

A: It simplifies movement and reduces execution mistakes.

Action Steps

Bind dash to a macro immediately

Practice forward/back dash and air dash using the macro

🔹 Chunk 2: Gatlings & Combo Philosophy

Core Idea: Strive intentionally limits gatlings to emphasize neutral, spacing, and decision-making.

Key Points:

Slash → Heavy Slash works

Punch does NOT gatling into normals

Heavy Slash doesn’t gatling further

Specials are the main cancel options

Comprehension Questions

Q: Why do combos feel short in Strive?

A: Gatlings are limited by design.

Action Steps

Learn which normals cancel for your character

Stop forcing long gatling chains

🔹 Chunk 3: Dust & Opening Opponents

Core Idea: Dust is Strive’s universal overhead and essential for breaking defense.

Key Points:

Tap Dust = normal attack

Hold Dust = overhead launcher

Beats blocking opponents

Comprehension Questions

Q: What makes Dust unique?

A: It’s a universal overhead.

Action Steps

Practice landing held Dust against blocking opponents

Use sparingly to avoid being predictable

🔹 Chunk 4: Roman Cancels & Counter Hits

Core Idea: Strive’s combos rely on Roman Cancels and Counter Hits, not gatlings.

Key Points:

RC allows combo extension (costs meter)

Counter hits slow time and enable new routes

Counter hits are “free combo opportunities”

Comprehension Questions

Q: How do you combo without long gatlings?

A: RCs and counter hits.

Action Steps

Practice RC timing after normals

Learn which counter hits convert into damage

🔹 Chunk 5: Defensive Mechanics (Instant Block & FD)

Core Idea: Good defense in Strive requires precision and meter awareness.

Instant Block

Block at the last moment

Reduces pushback

Allows punishes on otherwise safe moves

Faultless Defense

Hold back + two buttons

Prevents chip damage

Costs meter

Comprehension Questions

Q: When should you use FD?

A: Against chip-heavy moves or supers.

Action Steps

Practice Instant Block timing in training

Use FD sparingly to preserve meter

🔹 Chunk 6: Wall Breaks & Positive Bonus

Core Idea: Wall breaks are a strategic trade-off.

Key Points:

Wall breaks give Positive Bonus (faster meter gain)

Reset the match to neutral

Ending wall break with super grants hard knockdown + oki

Comprehension Questions

Q: What’s the downside of wall breaks?

A: Loss of corner pressure.

Action Steps

Decide when to break the wall vs maintain pressure

Practice super-ending wall breaks for oki

🔹 Chunk 7: Smart Combo Learning

Core Idea: Avoid flashy combos early — consistency beats style.

Key Points:

Learn only:

1 meterless combo

1 RC combo

Most flashy combos are situational

Dropped combos = lost momentum

Comprehension Questions

Q: Why avoid flashy combos early?

A: They’re inconsistent and situational.

Action Steps

Drill simple BnBs until automatic

Add complexity later

🔹 Chunk 8: Mix-Ups & Character Expression

Core Idea: Every character needs at least one reliable mix-up.

Key Points:

Mix-ups open defensive players

Even simple left/right or strike/throw works

Essential for real matches

Comprehension Questions

Q: Why is one mix-up enough early?

A: It forces opponents to guess.

Action Steps

Identify one mix-up for your character

Practice applying it after knockdowns

4️⃣ Super-Summary (Under 1 Page)

Guilty Gear Strive is built around simplicity, intention, and decision-making rather than long combos. Beginners should focus on movement via dash macros, understanding limited gatlings, using Dust to open opponents, and relying on Roman Cancels and counter hits for damage. Defense is equally important, with Instant Block and Faultless Defense offering powerful tools when used correctly. Wall breaks offer meter advantages but reset momentum, making them a strategic choice. Instead of chasing flashy combos, players should learn one meterless combo, one RC combo, and one mix-up, building consistency before complexity. Mastery in Strive begins with fundamentals, awareness, and smart resource use.

5️⃣ Optional 3-Day Spaced Review Plan

Day 1

Learn buttons, dash macro, Dust

Practice basic movement + blocking

Day 2

Practice one meterless combo

Practice Instant Block + FD

Learn one RC extension

Day 3

Practice mix-up after knockdown

Experiment with wall breaks

Play matches focusing on consistency

mario050987·youtube.com·
The Beginner's Guide to Guilty Gear Strive
Guilty Gear Strive - Training Mode Features Overview
Guilty Gear Strive - Training Mode Features Overview
  1. Core Summary (Big Picture)

The video is a guided tour of Guilty Gear Strive’s Training Mode. The creator walks through every major menu and option, explains what it does, and—more importantly—how to use those settings to actually improve your play (combos, hit-confirms, defense, resource awareness, etc.).

Key ideas:

Treat Training Mode as a gym for reps and experimentation.

Configure dummy behavior (blocking, counter hits, bursts, YRC, wake-up options) to simulate real match situations.

Use gauge and position settings to test damage, risk, tension, and corner/round-start situations.

Master record/playback + counter-attack settings to recreate what opponents do and learn punishes/answers.

Save recordings and combos so you can return to specific scenarios later and build a structured practice routine.

  1. Condensed Bullet-Point Review

Pause Menu & Basics

Use Training Settings from the pause menu.

Map Record and Playback to easy buttons.

Opponent Status

Set dummy to training, CPU, or 2P controller.

Configure counter hit state, stance (stand/crouch/jump), and block behavior (no guard, all guard, random, etc.).

Use random guard/counter hit to train hit-confirms.

Defensive & System Options

Wall break behavior (normal/instant/regeneration).

Throw clash (dummy techs throws).

Stagger escape settings to test if your “combos” are actually real.

Auto burst and auto Yellow Roman Cancel (YRC) to practice baiting/punishing.

Gauge Settings

HP/tension regen, set exact HP values.

Positive bonus on/off.

Infinite burst.

Risk gauge control to test how much extra damage risk adds.

Position & Shortcuts

Start position: center/corner/side.

Use touchpad/back + directions to snap to mid, corner, or swap sides.

Recording Settings

5 recording slots that can be randomized and weighted.

Save/load up to 12 sets of recordings per character.

Counter-Attack Settings

Define dummy’s behavior after blocking, getting hit, waking up, throw break, or position reset.

Use custom recordings or built-in moves (normals, specials, supers).

Perfect for round-start practice and offense testing.

Character-Specific, Combo Recipes & Display

Toggle Kai’s shock state, Faust items, Zato/Nago gauges, etc.

Use combo recipe saving to store and review up to 30 combos.

Turn on virtual controller/input display to debug execution.

Record/Playback Philosophy

Most powerful training tools: record/playback + counter-attack.

Training Mode is your “gym” to build comfort and proficiency for real matches.

  1. Chunked Breakdown with Q&A + Action Steps 🔹 Chunk 1 – Training Mode Purpose & Pause Menu Basics

Summary The video opens by framing Training Mode as where you “get your gains” and build proficiency. The pause menu is your hub: from there you access Training Settings, the command list, button settings, sound, and visual options. The creator emphasizes mapping record and playback to your controller (button settings → bottom of the list) so you can quickly use dummy recording features without digging into menus.

Key concepts & examples

Training Mode is like a gym: boring sometimes, but necessary for growth.

Pause menu = main gateway:

Command list.

Button config (including record/playback).

Sound & display toggles.

Hiding the menu lets you capture clean screenshots or focus on the screen.

Comprehension Questions (Chunk 1)

Why does the creator compare Training Mode to a gym?

What is the most important thing you should set up in the button config before using Training Mode seriously?

Why is the pause menu considered the main “hub” of Training Mode?

What is one non-training reason you might hide the on-screen menu?

Answers (Chunk 1)

Because Training Mode is where you grind reps and build strength/proficiency, even if it’s sometimes boring—just like working out at a gym.

Mapping record and playback to comfortable buttons so you can use recording features quickly during practice.

Because from the pause menu you can access Training Settings, command list, button settings, and more—essentially everything important.

To take clean screenshots or enjoy an uncluttered view of the characters and stage.

Action Steps (Chunk 1)

Map record and playback to easy-to-press buttons on your pad/stick right now.

Do a 10-minute “gym session” where you only practice one thing (e.g., a single combo) to build the habit of using Training Mode deliberately.

Hide/unhide the menu to see which visual layout you prefer while practicing.

🔹 Chunk 2 – Opponent Status, Stance, Blocking & Defensive Options

Summary This section explains how to control the dummy’s basic behavior:

Opponent state:

Training dummy (no actions unless recorded).

Controller (for a friend or second player).

CPU (with selectable difficulty).

Counter hit state: normal, forced counter hit, or random (for confirm practice).

Stance: standing, crouching, jumping, high jump.

Block settings: no guard, all guard, guard after first hit, only first hit, random guard, block switching (cross-up/high/low), and guard types (IB, FD, etc.).

Wall & throw behavior: wall break options, throw clash (dummy techs throws).

Stagger escape: how quickly dummy mashes out of stagger.

Auto burst / auto Yellow Roman Cancel: set which hit they burst/YRC so you can practice making combos and pressure burst-/YRC-safe.

The big theme: set the dummy to behave like a real opponent so you can test whether your offense/combos are actually legit and learn how to bait defensive mechanics.

Comprehension Questions (Chunk 2)

What’s the difference between “training dummy” and “CPU” opponent state?

Why would you set counter hit to random instead of always-on?

How does “guard after first hit” help you test your combos?

What is stagger escape used for in Training Mode?

How can auto burst settings help you practice burst-safe combos?

Answers (Chunk 2)

Training dummy does nothing unless you use record/playback; CPU acts like a normal CPU opponent with AI and difficulty settings.

Random counter hit forces you to confirm on reaction whether you got a counter hit or normal hit, building real match confirm skills.

If your combo isn’t real, the dummy will start blocking after the first hit. If it keeps blocking, your string is not a true combo; if the hit counter stays continuous, it’s real.

It simulates opponents mashing out of stagger so you can see whether your “stagger combos” still work when they escape optimally.

You can set the dummy to burst on a specific hit (e.g., hit 5) and then learn how to bait and punish that burst at exactly that point in your route.

Action Steps (Chunk 2)

Set the dummy to random guard and practice a simple blockstring → hit-confirm route (e.g., confirm into special or RC on hit, stay safe on block).

Practice a key combo with auto burst on a specific hit; find a version of the route that lets you block or punish the burst.

Turn on stagger escape: fast for a stagger-causing move your character has (if applicable) and see which follow-ups are actually guaranteed.

Use guard after first hit and see if your “BnB” is a true combo or if there are gaps.

🔹 Chunk 3 – Gauge Settings: HP, Tension, Risk & Burst

Summary This part covers how to manipulate life and resource gauges:

HP regeneration: auto or normal.

HP value: manually set dummy’s HP (e.g., 25%) for kill-checks.

Tension gauge: regen on/off, and starting tension values for both players.

Positive bonus: normal, continuous, or disabled.

Psych burst: set to infinite to test bursts more easily.

Risk level: fix the dummy’s risk gauge to a certain level to see how much extra damage you get when they’ve blocked a lot.

The main idea: use these tools to understand real damage output, how risk affects your combos, and how much tension you and your opponent gain from specific sequences.

Comprehension Questions (Chunk 3)

Why might you turn off HP auto regeneration and set HP to a specific value?

What is the benefit of starting both players at 50% tension in Training Mode?

How does the risk gauge setting help you understand your damage?

Why does the creator recommend infinite burst during practice?

Answers (Chunk 3)

To test whether a combo or setup kills at a specific health threshold (e.g., “Does this route kill if they’re at 25%?”).

It simulates mid-round situations where both players have meter, allowing you to test RC routes, pressure, and defense with realistic resources.

Increasing risk gauge shows you how much extra damage you get after you’ve cranked someone’s risk through pressure; it reveals the reward for strong offense.

So you can test burst situations repeatedly without waiting for the meter to refill, making burst practice faster and more efficient.

Action Steps (Chunk 3)

Pick your main’s best corner combo and test:

Damage from 0 risk vs 50% risk vs full risk.

Set dummy to 25% HP and test which routes guarantee a kill from a common starter (e.g., close slash).

Run a drill where you:

Start at 50% Tension.

Practice “hit → RC → combo” routes that spend meter efficiently.

Practice bursts with infinite burst: record a route that you often get bursted in and learn where to safely bait.

🔹 Chunk 4 – Position Reset & Recording Settings (Including Shortcuts)

Summary This chunk shows how to efficiently control stage position and recordings:

Position reset from menu: start at center, left corner, or right corner.

Shortcuts (very important):

Press touchpad/back → snap to center.

Hold left + touchpad → left corner.

Hold right + touchpad → right corner.

Hold down + touchpad → center.

Hold up + touchpad → side swap with the dummy.

Recording settings:

5 recording slots to store different dummy actions.

Recording start timing (usually leave default).

“Play after position reset” to auto-play actions from round start.

Random playback and weighting: set how frequently each recording plays.

Save & load recording sets (up to 12 per character) so you don’t lose your scenario library.

This is all abou

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Guilty Gear Strive - Training Mode Features Overview