System & General Resources
- Full Summary (Concepts, Examples, Actionable Lessons)
This video provides a beginner-friendly roadmap for starting Guilty Gear -Strive-, focusing on mindset, learning priorities, and efficient use of in-game tools rather than tier lists or winning immediately.
The creator emphasizes that new players should not worry about character strength or rankings. Everyone loses at the beginning—even top players once did. Instead, players should pick a character they genuinely like, because enjoyment fuels motivation and long-term improvement. Difficulty does not matter early on; you will lose regardless, so you may as well learn with a character you enjoy.
The video strongly encourages completing Tutorials and Missions, which teach critical systems like Roman Cancels, Burst, Gatlings, movement options, and core mechanics. Understanding these fundamentals provides a shared language and awareness that accelerates learning.
Another major recommendation is to study high-level play using the in-game replay system. Strive allows players to follow top-ranked users by character, watch their replays, and observe how they handle neutral, pressure, defense, and decision-making. This is framed as one of the most powerful learning tools available.
Finally, the creator stresses the importance of a process-oriented mindset. New players should expect to lose and should stop focusing on winning matches. Instead, players should focus on landing specific combos, setups, or techniques practiced in training mode. Improvement comes from consistent execution and muscle memory—not from chasing wins or spamming gimmicks.
Overall, the video promotes a long-term learning mindset, patience, and smart use of available tools.
- Condensed Bullet-Point Summary (Quick Review)
Ignore tier lists and character strength when starting
Pick a character you like, not one considered “easy”
Losing early is normal and unavoidable
Complete tutorials and mission mode to learn core systems
Learn mechanics like Roman Cancels, Burst, Gatlings, and movement
Use rankings to find top players for your character
Watch high-level replays to study neutral and decision-making
Don’t focus on winning—focus on execution
Practice landing combos and techniques in real matches
Improvement comes from process, repetition, and patience
- Chunked Breakdown (Self-Contained Sections) Chunk 1: Character Choice & Beginner Mindset
Pick a character you enjoy, not one ranked highly
Difficulty doesn’t matter at the start
Everyone loses when they begin—even veterans
Chunk 2: Learn the Game Systems First
Complete tutorials and mission mode
Learn mechanics like RCs, Burst, Gatlings, movement
Understanding systems gives long-term advantage
Chunk 3: Study High-Level Play Using Replays
Use rankings to find top players of your character
Follow them and watch their replays
Observe neutral, pressure, defense, and spacing
Chunk 4: Process Over Winning
Expect to lose early
Focus on landing practiced combos, not winning matches
Build muscle memory through repetition in real games
- Comprehension Questions & Answers Chunk 1
Q: Why shouldn’t beginners worry about tier lists? A: Because all beginners will lose regardless of character strength, so enjoyment matters more.
Q: Is it okay to start with a “hard” character? A: Yes—difficulty doesn’t matter early, and motivation matters more.
Chunk 2
Q: Why are missions and tutorials important? A: They teach core systems that form the foundation of gameplay and understanding.
Q: What mechanics should beginners prioritize learning? A: Roman Cancels, Burst, Gatlings, movement, and basic system rules.
Chunk 3
Q: How can players learn from high-level competitors? A: By following top-ranked players and watching their replays in-game.
Q: What should beginners look for in replays? A: Neutral decisions, spacing, pressure choices, and defensive habits.
Chunk 4
Q: Why shouldn’t beginners focus on winning? A: Winning distracts from learning; execution and consistency build skill faster.
Q: What should players focus on instead? A: Successfully performing practiced techniques during matches.
- Action Steps (Real-Life & Skill Application) Chunk 1 Actions
Choose a character based on aesthetics or playstyle
Commit to learning that character for at least 2–3 weeks
Accept losses as part of the process
Chunk 2 Actions
Complete all tutorials and mission challenges
Take notes on unfamiliar mechanics
Revisit missions when confused in real matches
Chunk 3 Actions
Follow 1–2 top players for your character
Watch at least 3 replays per session
Try copying one idea per session, not everything
Chunk 4 Actions
Pick one combo or setup to practice each day
Enter matches aiming to land it, not to win
Track consistency rather than win rate
- Super-Summary (Under 1 Page)
To get started in Guilty Gear -Strive-, pick a character you genuinely like, ignore tier lists, and accept that losing early is normal. Focus on learning the core systems through tutorials and mission mode, as these mechanics shape every match. Use Strive’s powerful replay system to study high-level players who main your character, observing how they handle neutral and decision-making. Most importantly, stop focusing on winning—instead, prioritize executing practiced techniques in real matches. Consistency, patience, and process-driven improvement will carry you much further than short-term results.
- Optional 3-Day Spaced Review Plan
Day 1:
Re-read Super-Summary
Complete 5–10 tutorial or mission challenges
Day 2:
Watch 2–3 high-level replays of your character
Practice one combo or setup in training mode
Day 3:
Play online matches focusing only on landing that combo
Reflect on execution, not wins or losses
- Summary (Core Concepts & Lessons)
This video teaches how to lab any situation in Guilty Gear Strive by building reactive bots that recreate the exact pressure, mixups, or problem moves you struggle with. Instead of guessing, relying on memory, or asking online, you learn to:
Record enemy sequences (pressure strings, mixups, specials).
Play them back consistently.
Test punishes, escapes, RPS, and defensive options.
Practice reacting to all variations by setting recordings to random.
Understand why things hit you: plus frames, spacing, side-switches, gaps.
Create a universal framework: If something beats you → recreate it → test answers → ingrain responses.
Main message: Training mode is the most powerful tool in all fighting games, and you can beat everything if you know how to lab it.
- Bullet-Point Quick Review
Use Counter Attack Settings to test whether moves are plus/minus.
Use Recording Slots to recreate real opponent sequences.
Practice punishes & defensive answers in context, not in isolation.
Build multiple variations (e.g., Gio flipkick, spiral doggo, dash pressure).
Use Random Playback to simulate realistic mixups.
Test:
6P interactions
Mash checks
Jump / fuzzy jump escapes
Throws
Backdash
YRC / DP
Spacing-based punishes
Lab Leo backturn mix, Sol 6S round start, and any other problem.
The more you lab, the more fear & confusion disappear.
- Chunked Summary (with Q&A + Action Steps) Chunk 1 — Why Training Mode Solves Everything
Summary: Players often ask how to beat problem moves (Leo mix, Gio flipkick, Sol bandit bringer). The answer: training mode can recreate every scenario, letting you explore plus frames, punish windows, spacing interactions, and counterplay.
Comprehension Questions
Why is training mode superior to guessing or asking online?
What does setting the opponent to All Guard help you test?
Why is isolating individual moves insufficient?
Answers
Because you get repeatable, hands-on practice and real timing.
It shows whether your punish options are real or if the opponent is plus.
Because moves behave differently inside pressure strings.
Action Steps
Pick one move you hate.
Enter training mode → All Guard → Counterattack Settings → test options.
Write down: Is it plus? What beats it? What loses? What trades?
Chunk 2 — Using Counterattack Settings to Check Punishes
Summary: By setting the opponent to automatically perform a move on block, you learn exactly what punishes or challenges work. Example: testing Giovanna’s flipkick with 6P, close slash, 2H, etc.
Comprehension Questions
What does the bot doing a move “after block” reveal?
Why test multiple speeds of buttons?
Answers
Whether you interrupt, punish, trade, or lose.
To identify your fastest consistent punish and the spacing-dependent ones.
Action Steps
Run: 5P, 5K, 2K, 6P, 2H vs the bot’s move.
Mark which ones work “always,” “sometimes,” and “never.”
Chunk 3 — Recording Sequences for Realistic Pressure
Summary: Most moves aren’t used raw—they come in blockstrings. Example: Gio → c.S → 2S → Flipkick. So you record the entire sequence to recreate real pressure, not fantasy neutral.
Comprehension Questions
Why does recording sequences matter?
Why might your punish fail if you’re not close enough?
How does recording flipkick after block help?
Answers
Because moves behave differently inside pressure, timing changes.
Because close normals turn into far normals, changing frame data.
You can test where your 6P/abare fits in the RPS.
Action Steps
Record the exact pressure string you keep losing to.
Practice blocking it 10 times.
Practice punishing it 10 times.
Chunk 4 — Building Multiple Mixup Variations
Summary: Gio can do:
c.S → 2S → Flipkick
Dash → Spiral Doggo
Dash → Throw / Kick pressure Record all three, then set them to Random Playback to recreate a real mixup sequence. You can also create option-select defenses (e.g., 6P only activates when flipkick occurs).
Comprehension Questions
What does random playback simulate?
How does an option-select emerge naturally when labbing?
Answers
Real matches where the opponent varies their pressure.
A move you buffer may only come out during specific gaps.
Action Steps
Record 3+ variations of an opponent’s mix.
Set playback to Random.
Drill: “Identify → Block → Punish.”
Chunk 5 — Labbing Leo Backturn Mix
Summary: Leo’s side-switch → overhead mix is infamous. You record: c.S → c.S → Side Switch → Overhead Then test options: throw, fuzzy jump, DP/YRC, mashing, etc.
Comprehension Questions
What is a fuzzy jump?
Why does throw often beat Leo?
Answers
A timed block → jump sequence that escapes gaps safely.
Leo steps forward slightly before attacking, entering throw range.
Action Steps
Record Leo’s backturn mix.
Practice:
Throw escape timing
Fuzzy jump
YRC escape
Jump + block OS
Chunk 6 — Labbing Round Start (e.g., Sol 6S)
Summary: You can set moves to occur automatically after position reset, making it easy to lab round-start situations. Test every button: 6P, 2H, jump, backdash, etc.
Comprehension Questions
How does “After Position Reset” help?
What’s the purpose of testing multiple round-start buttons?
Answers
It recreates the exact round start spacing.
Some interactions are spacing/frame perfect; others are safer or more consistent.
Action Steps
Record Sol round-start 6S.
Test all your character’s available options and document what wins/losses.
Chunk 7 — The Philosophy: You Can Beat Everything
Summary: Fighting games uniquely allow you to program the enemy. Once you know how to lab a scenario, the answers become obvious, repeatable, and ingrained. You stop being afraid, because now you know.
Comprehension Questions
Why does labbing eliminate fear?
Why is labbing more efficient than researching matchups online?
Answers
You’ve seen every option already; nothing surprises you.
You discover real answers in seconds instead of waiting for others.
Action Steps
Choose one matchup stress point per day.
Build the bot.
Learn the punishes & escapes.
Record results in your Codex.
- SUPER-SUMMARY (Under 1 Page)
This video teaches a universal method for beating any move, pressure string, or mixup in Guilty Gear Strive through systematic use of training mode. You set the dummy to perform specific moves (with Counter Attack Settings) to learn frame advantage and punish options. Then you use Recording Slots to recreate real match situations, not isolated inputs: sequences like Gio’s flipkick pressure or Spiral Doggo strings. By recording multiple variations and setting playback to Random, you simulate realistic mixups and test whether your defensive choices—6P, mash, backdash, throw, fuzzy jump, YRC—are valid.
The same method works for notoriously difficult pressure, such as Leo’s backturn mix. Recording his sequences lets you test reactions, timing traps, throw punishes, and DP escapes until you internalize the answers. You can also lab round-start options by setting the dummy to act immediately after position reset, allowing you to test interactions like Sol 6S vs your best buttons.
The core philosophy: Any problem in Strive can be solved by recreating it in training mode until you understand the exact RPS. Instead of guessing or asking others, you build hands-on knowledge that sticks. You gain confidence, remove fear, and expand matchup mastery through practical repetition. Training mode is an engine for learning, not just combos—and once mastered, it allows you to literally “beat everything.”
- Optional 3-Day Review Plan Day 1 — Labbing Foundations
Practice counterattack testing.
Record one opponent string you struggle with.
Learn 1–2 punish options.
Day 2 — Random Playback Drills
Build 3 variations of a mixup.
Set to Random.
Block → React → Punish for 20 minutes.
Day 3 — Specialized Scenarios
Lab one round-start situation and one mid-pressure escape (e.g., Leo backturn).
Document findings in your FGC Codex.
Run a final 10-minute free lab session to reinforce knowledge.
- Summary (Core Concepts & Lessons)
This video teaches how to lab any situation in Guilty Gear Strive by building reactive bots that recreate the exact pressure, mixups, or problem moves you struggle with. Instead of guessing, relying on memory, or asking online, you learn to:
Record enemy sequences (pressure strings, mixups, specials).
Play them back consistently.
Test punishes, escapes, RPS, and defensive options.
Practice reacting to all variations by setting recordings to random.
Understand why things hit you: plus frames, spacing, side-switches, gaps.
Create a universal framework: If something beats you → recreate it → test answers → ingrain responses.
Main message: Training mode is the most powerful tool in all fighting games, and you can beat everything if you know how to lab it.
- Bullet-Point Quick Review
Use Counter Attack Settings to test whether moves are plus/minus.
Use Recording Slots to recreate real opponent sequences.
Practice punishes & defensive answers in context, not in isolation.
Build multiple variations (e.g., Gio flipkick, spiral doggo, dash pressure).
Use Random Playback to simulate realistic mixups.
Test:
6P interactions
Mash checks
Jump / fuzzy jump escapes
Throws
Backdash
YRC / DP
Spacing-based punishes
Lab Leo backturn mix, Sol 6S round start, and any other problem.
The more you lab, the more fear & confusion disappear.
- Chunked Summary (with Q&A + Action Steps) Chunk 1 — Why Training Mode Solves Everything
Summary: Players often ask how to beat problem moves (Leo mix, Gio flipkick, Sol bandit bringer). The answer: training mode can recreate every scenario, letting you explore plus frames, punish windows, spacing interactions, and counterplay.
Comprehension Questions
Why is training mode superior to guessing or asking online?
What does setting the opponent to All Guard help you test?
Why is isolating individual moves insufficient?
Answers
Because you get repeatable, hands-on practice and real timing.
It shows whether your punish options are real or if the opponent is plus.
Because moves behave differently inside pressure strings.
Action Steps
Pick one move you hate.
Enter training mode → All Guard → Counterattack Settings → test options.
Write down: Is it plus? What beats it? What loses? What trades?
Chunk 2 — Using Counterattack Settings to Check Punishes
Summary: By setting the opponent to automatically perform a move on block, you learn exactly what punishes or challenges work. Example: testing Giovanna’s flipkick with 6P, close slash, 2H, etc.
Comprehension Questions
What does the bot doing a move “after block” reveal?
Why test multiple speeds of buttons?
Answers
Whether you interrupt, punish, trade, or lose.
To identify your fastest consistent punish and the spacing-dependent ones.
Action Steps
Run: 5P, 5K, 2K, 6P, 2H vs the bot’s move.
Mark which ones work “always,” “sometimes,” and “never.”
Chunk 3 — Recording Sequences for Realistic Pressure
Summary: Most moves aren’t used raw—they come in blockstrings. Example: Gio → c.S → 2S → Flipkick. So you record the entire sequence to recreate real pressure, not fantasy neutral.
Comprehension Questions
Why does recording sequences matter?
Why might your punish fail if you’re not close enough?
How does recording flipkick after block help?
Answers
Because moves behave differently inside pressure, timing changes.
Because close normals turn into far normals, changing frame data.
You can test where your 6P/abare fits in the RPS.
Action Steps
Record the exact pressure string you keep losing to.
Practice blocking it 10 times.
Practice punishing it 10 times.
Chunk 4 — Building Multiple Mixup Variations
Summary: Gio can do:
c.S → 2S → Flipkick
Dash → Spiral Doggo
Dash → Throw / Kick pressure Record all three, then set them to Random Playback to recreate a real mixup sequence. You can also create option-select defenses (e.g., 6P only activates when flipkick occurs).
Comprehension Questions
What does random playback simulate?
How does an option-select emerge naturally when labbing?
Answers
Real matches where the opponent varies their pressure.
A move you buffer may only come out during specific gaps.
Action Steps
Record 3+ variations of an opponent’s mix.
Set playback to Random.
Drill: “Identify → Block → Punish.”
Chunk 5 — Labbing Leo Backturn Mix
Summary: Leo’s side-switch → overhead mix is infamous. You record: c.S → c.S → Side Switch → Overhead Then test options: throw, fuzzy jump, DP/YRC, mashing, etc.
Comprehension Questions
What is a fuzzy jump?
Why does throw often beat Leo?
Answers
A timed block → jump sequence that escapes gaps safely.
Leo steps forward slightly before attacking, entering throw range.
Action Steps
Record Leo’s backturn mix.
Practice:
Throw escape timing
Fuzzy jump
YRC escape
Jump + block OS
Chunk 6 — Labbing Round Start (e.g., Sol 6S)
Summary: You can set moves to occur automatically after position reset, making it easy to lab round-start situations. Test every button: 6P, 2H, jump, backdash, etc.
Comprehension Questions
How does “After Position Reset” help?
What’s the purpose of testing multiple round-start buttons?
Answers
It recreates the exact round start spacing.
Some interactions are spacing/frame perfect; others are safer or more consistent.
Action Steps
Record Sol round-start 6S.
Test all your character’s available options and document what wins/losses.
Chunk 7 — The Philosophy: You Can Beat Everything
Summary: Fighting games uniquely allow you to program the enemy. Once you know how to lab a scenario, the answers become obvious, repeatable, and ingrained. You stop being afraid, because now you know.
Comprehension Questions
Why does labbing eliminate fear?
Why is labbing more efficient than researching matchups online?
Answers
You’ve seen every option already; nothing surprises you.
You discover real answers in seconds instead of waiting for others.
Action Steps
Choose one matchup stress point per day.
Build the bot.
Learn the punishes & escapes.
Record results in your Codex.
- SUPER-SUMMARY (Under 1 Page)
This video teaches a universal method for beating any move, pressure string, or mixup in Guilty Gear Strive through systematic use of training mode. You set the dummy to perform specific moves (with Counter Attack Settings) to learn frame advantage and punish options. Then you use Recording Slots to recreate real match situations, not isolated inputs: sequences like Gio’s flipkick pressure or Spiral Doggo strings. By recording multiple variations and setting playback to Random, you simulate realistic mixups and test whether your defensive choices—6P, mash, backdash, throw, fuzzy jump, YRC—are valid.
The same method works for notoriously difficult pressure, such as Leo’s backturn mix. Recording his sequences lets you test reactions, timing traps, throw punishes, and DP escapes until you internalize the answers. You can also lab round-start options by setting the dummy to act immediately after position reset, allowing you to test interactions like Sol 6S vs your best buttons.
The core philosophy: Any problem in Strive can be solved by recreating it in training mode until you understand the exact RPS. Instead of guessing or asking others, you build hands-on knowledge that sticks. You gain confidence, remove fear, and expand matchup mastery through practical repetition. Training mode is an engine for learning, not just combos—and once mastered, it allows you to literally “beat everything.”
- Optional 3-Day Review Plan Day 1 — Labbing Foundations
Practice counterattack testing.
Record one opponent string you struggle with.
Learn 1–2 punish options.
Day 2 — Random Playback Drills
Build 3 variations of a mixup.
Set to Random.
Block → React → Punish for 20 minutes.
Day 3 — Specialized Scenarios
Lab one round-start situation and one mid-pressure escape (e.g., Leo backturn).
Document findings in your FGC Codex.
Run a final 10-minute free lab session to reinforce knowledge.