- 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.
- 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.
- 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