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What is a "Good Mash"
What is a "Good Mash"

Summary: What is a "Good Mash"

This video explores the concept of defensive mashing in fighting games, specifically within the context of Guilty Gear. The main focus is on how mashing can be a valid and effective technique when used with consideration and context, particularly for high-level players. The video differentiates between "bad" and "good" mashing and provides actionable insights on how players can use mashing strategically in their gameplay.

  1. Introduction to Mashing in Fighting Games

New Players' Tendency to Mash: When learning a new fighting game, beginners often resort to mashing buttons defensively. This is due to a lack of knowledge about what is safe or unsafe during an opponent’s pressure sequence.

Mashing as Limit Testing: While mashing can impede growth if overused, it serves as a tool for limit testing — repeatedly trying to understand when and where mashing is effective in specific situations.

Comprehension Question

Q: What is the primary reason why new players mash buttons defensively in fighting games?

A: New players mash because they lack knowledge of what is safe or unsafe during an opponent's pressure.

Action Step

As a beginner, recognize that mashing is a natural part of learning, but work on understanding the consequences of each mash and gradually move towards more informed defensive decisions.

  1. What Makes a "Bad Mash"?

Bad Mash Defined: A bad mash is an uninformed, reactionary press of a button without considering the context of the game. It is essentially a guess with no logic or awareness behind it.

Impact on Growth: Over-reliance on bad mashing will hold a player back, but it is also a natural stage in the learning process.

Comprehension Question

Q: What characterizes a "bad mash" in fighting games?

A: A bad mash is an uninformed press of a button, essentially a random guess with no context or strategy.

Action Step

Avoid mashing impulsively. Focus on understanding your opponent’s patterns and the options available to you before pressing a button.

  1. Mashing at High Levels: The Concept of "Abare"

High-Level Defensive Mashing ("Abare"): High-level players use mashing, but it is done with purpose. The concept of "abare" refers to a calculated defensive decision to mash in response to an opponent's pressure.

Key Factors for High-Level Mashing: Experienced players ask themselves important questions before mashing, such as:

What follow-up options does the opponent have?

How much damage will I take if I guess wrong?

What reward will I get if I guess right?

Comprehension Question

Q: How does high-level defensive mashing differ from bad mashing?

A: High-level defensive mashing is done with consideration of the opponent's options and the risk-reward of the situation, unlike bad mashing, which is a random guess.

Action Step

Start asking these key questions when facing pressure in your games to develop a more informed and strategic approach to defensive mashing.

  1. Steps to Implementing a "Good Mash"

Identifying Good Mash Situations: Good mashes typically happen when an opponent is resetting pressure or preparing to go for a mix-up. These are moments where mashing has a higher chance of success.

Choosing the Right Button: Selecting an optimal button to mash with is crucial. The example of Gold Lewis's 5P against Angie’s Fushin follow-ups highlights how specific buttons can beat certain options.

Lab Work and Research: To improve your decision-making, labbing and observing high-level players are key. Learning what works in different matchups and situations helps refine your understanding.

Comprehension Question

Q: What is an essential step in selecting a good mash button?

A: The key is to choose a button that counters multiple follow-ups the opponent might use, as shown in the Gold Lewis vs. Angie example.

Action Step

Spend time in training mode experimenting with different buttons and combinations to understand their effectiveness against various opponent strategies.

  1. Risk-Reward Analysis in Defensive Mashing

Risk vs. Reward: Always assess the consequences of a bad guess. For instance, in certain situations, the player may take little damage even if they guess wrong, while in others, a mistake could lead to a devastating combo.

Example Scenario: In a match with Nagoriyuki vs. Gold Lewis, the video breaks down how defensive mashing could beat certain follow-ups (e.g., 2S or throw), while losing to others (e.g., frame traps).

How Often Does the Opponent Use These Options?: A key to successful mashing is understanding your opponent's tendencies. If they tend to use certain options frequently, you can make an informed guess about when to mash.

Comprehension Question

Q: How can you assess whether to mash or not in a given situation?

A: By analyzing the follow-up options, risk of damage, and reward for guessing right, and considering the frequency of the opponent's moves.

Action Step

Analyze your opponent’s tendencies in matches and adjust your defense accordingly to maximize the effectiveness of your mashes.

  1. Conclusion: Developing a Good Mash Habit

A Good Mash: A good mash is a calculated risk based on the contextual understanding of the situation, not just a random guess.

Ongoing Process: It’s okay if you can’t always answer these questions perfectly. The goal is to develop a habit of asking the right questions and learning from your experiences.

Continuous Learning: Keep practicing and testing limits. Lab work and analyzing your games or the gameplay of experienced players will improve your defensive decision-making.

Comprehension Question

Q: What is the key difference between a "good mash" and a "bad mash"?

A: A good mash is informed by context, risk-reward analysis, and understanding the opponent's patterns, while a bad mash is an uninformed guess.

Action Step

Continuously evaluate your defensive decisions and keep refining your ability to mash in the right situations. Focus on labbing and improving your understanding of each matchup.

Super-Summary:

A good mash in fighting games, particularly in Guilty Gear, is a strategic, informed decision made based on contextual understanding, risk-reward analysis, and opponent behavior. Beginners often rely on unintentional, bad mashing as part of the learning process, but high-level players incorporate mashing into their defense through limit testing and by asking key questions about the situation. The main elements of a good mash involve choosing the right moment to challenge, selecting the appropriate button, understanding the follow-up options, and assessing the risk if the guess is wrong. Continuous practice, labbing, and learning from experienced players will help refine this skill over time.

Optional Spaced Review Plan:

Day 1: Review the key concepts of mashing vs. good mashing, focusing on the difference between bad and good mashing.

Day 2: Review the contextual decision-making process and consider situations where defensive mashing could be applied in your games.

Day 3: Focus on lab work and testing out what you've learned in practical matches. Review the risk-reward scenarios and evaluate your mashing decisions.

mario050987·youtube.com·
What is a "Good Mash"
A deeper dive into defense in Guilty Gear Strive
A deeper dive into defense in Guilty Gear Strive
#lordknight #GuiltyGearStrive #GuiltyGear There are common strategies for escaping the corner and defending in Guilty Gear Strive. But the better you get, the more you need to dig into the characters. Let's do that, using Faultless Defense to help us mitigate the opponent's offense! 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 Peep the life on Instagram - https://www.instagram.com/lordknightfgc Exclusive/early content on Patreon - https://www.patreon.com/lordknight Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi Get 10% off a Respawn gaming chair with code - beastcoast
mario050987·youtube.com·
A deeper dive into defense in Guilty Gear Strive
下水 on Twitter
下水 on Twitter
ちゅららさんの言ってたバグが再現できた動画の状況でrcの暗転中にバースト入力するとゲージ消費無しで衝撃波を回避出来ている#GGST pic.twitter.com/pp6h2bGvjY— 下水 (@Gesui_Leo) January 3, 2022
mario050987·twitter.com·
下水 on Twitter
Guilty Gear Strive | OTG Tutorial
Guilty Gear Strive | OTG Tutorial
OTGs aka on the ground attacks are a simple but effective way to boost your offensive options. As you climb higher in the tower you may find that your okizeme or mixups on hard knockdown are being blocked and blown up by DP's more often. Mixing your opponent harder is not always the answer. OTGs are great for changing the pace of the match and will make it harder for your opponent to hit their reversal window. While you can spend time learning safe jumps to bait DPs OTGs is something that you can just pick up and do with any character you are learning.
mario050987·youtube.com·
Guilty Gear Strive | OTG Tutorial
theyso on Twitter
theyso on Twitter
if your opponent is mashing you can bait it out and punish pic.twitter.com/yi2Stu0wKG— theyso (@HisoTheMiso) December 30, 2021
mario050987·twitter.com·
theyso on Twitter
How To Lab in Guilty Gear Strive
How To Lab in Guilty Gear Strive

✅ FULL SUMMARY — How To Lab in Guilty Gear Strive

Labbing in Guilty Gear Strive is not only for competitive players — it’s a simple, enjoyable, and highly rewarding way to improve. This video teaches a full workflow for learning a new character, finding counterplay, improving defense, and mastering advanced tech using training mode efficiently.

The instructor explains three main reasons to lab:

Picking up a new character

Finding counterplay after losing to something

Improving mastery of your current character

Each section provides a practical mini-curriculum for labbing.

✅ CHUNKS — DETAILED BREAKDOWN Chunk 1 — What Labbing Really Is & When to Use It Summary

Labbing = spending time in training mode to test combos, blockstrings, counterplay, and situations. It doesn’t need to be rigid; you can casually lab while multitasking. You lab when (1) learning a new character, (2) counterplaying something you lost to, or (3) deepening mastery.

Key Concepts

Labbing builds confidence and understanding

Training mode is your “practice arena”

It’s not stressful — most players lab casually

Three triggers for labbing: learning, counterplay, mastery

Comprehension Questions

What are the three main reasons to enter the lab?

Why is labbing not just for advanced players?

What kinds of things can you lab?

Answers

New character, counterplay, mastery.

It’s simple, relaxing, and useful for all play levels.

Combos, blockstrings, setups, defense, counterplay.

Action Steps

Open training mode once per session for a small purpose (combo, blockstring, punish).

After losing to something online, revisit the replay and recreate that situation in training mode.

Chunk 2 — Learning a New Character (Using Giovanna as Example) Summary

Pick Sol as the CPU since his toolkit covers many tests: 3f, 5f, DP, low profile, strong far slash. Start by checking your character’s command list, learning special move motions, and building muscle memory. Use Dustloop to see frame data, plus moves, punishable moves, and hitbox info. Learn basic confirms, simple combos, and begin forming blockstrings.

Key Concepts

Command list → special motions → muscle memory

Dustloop shows startup, on block, plus frames, punishable moves, hitboxes

Check special move properties: frame traps, plus frames, projectile invuln, etc.

Start with easy combos and hit-confirms

Comprehension Questions

Why do we use Sol as the CPU dummy?

What two frame data properties matter most early on?

Why start with simple combos?

Answers

He tests many defensive/offensive situations.

Startup and on-block values.

They build muscle memory and are consistently applicable.

Action Steps

Pick a character → review command normals and specials

Practice every special from both sides

On Dustloop, identify 3 plus moves and 3 punishable moves

Create 2–3 basic hitconfirms

Chunk 3 — Building Blockstrings (Frame Traps, Gapless Strings, Pressure) Summary

Blockstrings are the most important part of learning a new character, preventing autopilot and bad habits. Use training mode’s “After Block → 5P” to test:

Frame traps (delayed timing to catch mash)

Gapless strings (timing must be perfect so nothing comes out)

Plus-frame resets

Strike/throw sequences

Learn which buttons chain into pressure, which require delays, and which reset turns.

Key Concepts

Frame trap = intentional tiny gap

Gapless = no gap, no mash allowed

Use manual delay to make frame traps

Learn your character’s plus-frame tools to maintain pressure

Comprehension Questions

What is a frame trap?

Why lab blockstrings for each button?

What basic mix-up does Giovanna use?

Answers

A small gap that punishes opponents pressing a button.

Each button creates different pressure branches.

Strike/throw using plus frames.

Action Steps

Set dummy to mash 5P

Test every button: which links are gapless, which trap?

Build two full blockstrings involving:

Pressure starter

One frame trap

One plus-frame reset

One throw point

Chunk 4 — Finding Counterplay (Round Start, Blockstrings, Matchup Knowledge) Summary

Counterplay is one of the most rewarding uses of training mode. Use Position Reset → After Reset Action to test round-start answers. Example: solving May 2S round start by testing P options, far slash, 2S, jump normals, etc. Then test opponent blockstrings by recording their sequence and checking:

Where are the gaps?

What can you mash?

Can FD or backdash escape?

Also test character-specific answers (e.g., Goldlewis 684 catching May backdash after dolphin).

Key Concepts

Labbing round start is extremely high value

Recording enemy strings reveals their real weaknesses

FD and backdash dramatically change frame interactions

Character-specific moves can blow up opponent habits

Comprehension Questions

What tool allows you to test round start situations easily?

Name two universal defensive options to lab.

Why record opponent blockstrings?

Answers

Position Reset with After Reset Action.

FD and backdash (also mash/jump).

To identify gaps and guaranteed punish windows.

Action Steps

Pick a move you recently lost to → recreate it

Test 3 different responses (mash, jump, special)

Record one enemy blockstring → lab:

Mash timing

FD pushback

Backdash escapes

Chunk 5 — Practicing Defense (Blocking Mixups with Random Playback) Summary

Use Training Mode’s 5 recording slots set to Random to practice blocking sequences like:

High → low

High → crossup

Strike/throw

Safe jumps

You react in real time, learning muscle memory for defense.

Key Concepts

Random playback prevents predictable blocking

Two recordings are often enough for strong reps

You learn the timing, not just the option

Comprehension Questions

Why practice blocking using random recordings?

What is the defender’s fastest button?

What mistake happens if you're late on meaty timing?

Answers

It forces true reaction instead of memorization.

Throw on wakeup.

You get thrown or mashed out.

Action Steps

Record 1 overhead → low

Record 1 overhead → crossup

Set to random → block 10 reps each side

Chunk 6 — Mastering Your Character (Advanced Strings, Oki, Mixups, Rotations) Summary

After learning basics, move into mastery. Key mastery topics:

Advanced blockstrings that beat specific defensive habits

Finding new pressure routes to cover FD, mash, backdash, jump

Safe jumps & meaty timing using wakeup DP/throw tests

Advanced mixups (crossups, same-side ambiguities, TikTok/Twitter tech)

Option rotation, adapting pressure to opponent habits

Advanced combos and converting rare hits

This transforms your character knowledge into real match power.

Key Concepts

Meaty timing must beat both DP and throw when done correctly

Rotating options = tailoring your pressure to opponent habits

Learn conversions off “weird hits” for optimization

Comprehension Questions

Why learn safe jumps?

What does option rotation mean?

Why are rare-hit conversions important?

Answers

They beat reversals while still allowing offense.

Using pressure branches that counter the opponent’s specific defensive habits.

They allow high-damage routes from stray neutral hits.

Action Steps

Test safe jump setups for:

Midscreen knockdown

Corner knockdown

Create a “rotation chart”:

Opponent mashes → use frame traps

Opponent backdashes → chase

Opponent respects → throw & stagger

Learn 1 new advanced combo & 1 rare-hit confirm

✅ BULLET-POINT QUICK REVIEW

Labbing is simple, fun, and for every skill level

Reasons to lab: new character, counterplay, mastery

Learn character basics → command list → Dustloop data

Build muscle memory for specials & confirms

Create functional blockstrings (gapless, frame traps, strike/throw)

Test counterplay for round start and blockstrings

Practice defense using random recording playback

Master your character via:

Advanced strings

Oki (safe jumps, meaties)

Mixups

Defensive callouts

Option rotation

Advanced combos and conversions

✅ SUPER-SUMMARY (Under One Page)

Labbing in Guilty Gear Strive is accessible, enjoyable, and essential for all players. It involves practicing combos, blockstrings, and situational responses in training mode to build skill and confidence. You lab for three reasons: learning a new character, finding counterplay to things you struggle against, and mastering your main.

To learn a character, review their command list, practice special motions, study frame data and hitboxes on Dustloop, and establish simple hitconfirms and combos. The most important part is developing blockstrings—understanding where your strings are gapless, where frame traps exist, and how to use plus frames for strike/throw pressure.

Counterplay practice involves recreating problematic situations such as round-start options or oppressive blockstrings. Using training mode’s recording tools and FD/backdash mechanics reveals weaknesses and solutions. Character-specific anti-habits (like Goldlewis blowing up May's backdash) emerge naturally through testing.

Defense is trained by recording mixups and replaying them randomly, building reactive blocking skills. Mastery comes when you move into advanced blockstrings, meaty setups, safe jumps, option rotation (selecting strings that beat your opponent’s specific habits), and optimizing combos including rare-hit conversions.

Labbing is an ongoing, flexible process that builds knowledge, muscle memory, and adaptability — all core foundations of improvement in Strive.

✅ SPACED REVIEW PLAN (3 Days) Day 1 — Foundation

Read Chunk 1–3

Practice:

Special inputs

Basic combos

Blockstrings vs mash

Day 2 — Counterplay + Defense

Read Chunk 4–5

Lab:

Round-start situations

1 enemy blockstring

Random playback blocking

Day 3 — Mastery

Read Chunk 6

Lab:

Safe jump/meaty setup

1 advanced string

1 advanced combo

Option rotation exercise

mario050987·youtube.com·
How To Lab in Guilty Gear Strive
How Guilty Gear Strive saved big bodies from zoning
How Guilty Gear Strive saved big bodies from zoning
#lordknight 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·
How Guilty Gear Strive saved big bodies from zoning
ややっこ on Twitter
ややっこ on Twitter
ジャスガFDを攻略に組み込むのに2ボタン押しっぱでやっているのですがFD張ったまま7入力だと跳べないけど8入力だと跳べる小ネタソル、メイ、ジオ、名残雪は起き上がりに下段重ねしないので楽できます#GGST #PS4share pic.twitter.com/868FIkZhgv— ややっこ (@utatanekujira) December 25, 2021
mario050987·twitter.com·
ややっこ on Twitter
Tips for playing against run away (in fighting games)
Tips for playing against run away (in fighting games)
#lordknight #GuiltyGearStrive #GuiltyGear I played against Remi Celeste last week, and I thought it was a good opportunity to review dash blocking, playing fast and playing slow. These are more macro ideas that you hear often, but aren't usually explained, and Axl is a great character to show the concepts. Check out Remi on Twitch! - https://www.twitch.tv/RemiCeleste 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 Instagram to see the daily life - https://www.instagram.com/lordknightfgc Early/exclusive content on Patreon - https://www.patreon.com/lordknight Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi Get 10% off a Respawn gaming chair with code - beastcoast
mario050987·youtube.com·
Tips for playing against run away (in fighting games)
Tips for Practicing Combos & Mechanical Execution
Tips for Practicing Combos & Mechanical Execution
streamed Apr. 8, 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
mario050987·youtube.com·
Tips for Practicing Combos & Mechanical Execution
How to Block Dust Attacks in Guilty Gear Strive
How to Block Dust Attacks in Guilty Gear Strive
if it wasn't obvious my defense definitely ISN'T absolute #shorts Socials: Twitch - https://www.twitch.tv/puffer_mcsparkleface Twitter - https://twitter.com/Puffer_McSF TikTok - https://www.tiktok.com/@puffer_mcsparkleface Coaching: https://www.fiverr.com/puffer_mcsf Hi! I'm Puffer McSparkleFace, prospective Fighting Game pro and wanting to both share and enable my journey to the top. I'm also really into D&D, game design, and cooking, so you might see some of that too! If you're interested in more content, come check out my Twitch to see me practice, record future videos, or just to chat!
mario050987·youtube.com·
How to Block Dust Attacks in Guilty Gear Strive
Fighting Game Tips : OKIZEME
Fighting Game Tips : OKIZEME
"Okizeme", or "Oki" for short, refers to a situation in which one player attacks their enemy while the enemy's character is getting up off the ground from being knocked down. Follow me on: Twitter : @Arki_Borj Youtube : @BorjTV Hope this tutorial helps. Thanks for watching!!! (^O^)/ #okizeme #strive #anji
mario050987·youtube.com·
Fighting Game Tips : OKIZEME
Fighting Game Tips : FAST ROMAN CANCEL
Fighting Game Tips : FAST ROMAN CANCEL
A "Fast Roman Cancel" (or "RC Fast Cancel" for some) is one of the new Roman Cancel mechanics in Guilty Gear Strive. To perform a Fast Roman Cancel, quickly input any attack right after a Roman Cancel. Follow me on: Twitter : @Arki_Borj Youtube : @BorjTV Hope this tutorial helps. Thanks for watching!!! (^O^)/ #fastromancancel #strive #millia
mario050987·youtube.com·
Fighting Game Tips : FAST ROMAN CANCEL
Fighting Game Tips : FRAME TRAP
Fighting Game Tips : FRAME TRAP
"Frame Trap" is a gap in your blockstring. Follow me on: Twitter : @Arki_Borj Youtube : @BorjTV Hope this tutorial helps. Thanks for watching!!! (^O^)/ #frametrap #strive #ramlethal
mario050987·youtube.com·
Fighting Game Tips : FRAME TRAP
Twitch Chat Teaches Me How Pressure Works in Guilty Gear Strive
Twitch Chat Teaches Me How Pressure Works in Guilty Gear Strive
Ramlethal Art in Thumbnail from: https://www.pixiv.net/en/artworks/90948431 Artist Twitter: https://twitter.com/kenji82 Follow My Twitter!: https://twitter.com/AndyLO2_ Watch Me Live: https://www.twitch.tv/andylo2 Consider Becoming a Patreon: https://www.patreon.com/AndyLO2 Twitch Chat Taught Me How Pressure Works in Guilty Gear Strive Guilty Gear Strive Guilty Gear Strive Commentary Guilty Gear Ramlethal Arc System Works (Arcsys) has recently made Guilty Gear Strive, the latest entry in the Guilty Gear franchise! This fighting game is heralded for its use of Rollback Netcode, included on all platforms Playstation 4 (PS4), Playstation 5 (PS5), and PC (Steam). Recently Arcsys has released the first character in their Season Pass, Jack-O', a new character in the Guilty Gear franchise #AndyLO2 #GGST #GuiltyGearStrive
mario050987·youtube.com·
Twitch Chat Teaches Me How Pressure Works in Guilty Gear Strive
Jyosua@Guilty Gear Strivin' on Twitter
Jyosua@Guilty Gear Strivin' on Twitter
New OS just dropped #GGST_LE #PS5Share, #GUILTYGEARSTRIVE pic.twitter.com/jjaHqYScEa— Jyosua@Guilty Gear Strivin' (@Jyosua) December 9, 2021
mario050987·twitter.com·
Jyosua@Guilty Gear Strivin' on Twitter
VL | Madlax on Twitter
VL | Madlax on Twitter
Are you not technically immune to standing grabs when in the air or am I missing something here? #GGST pic.twitter.com/mfDs440wPP— VL | Madlax (@DatUSAGuy) December 7, 2021
mario050987·twitter.com·
VL | Madlax on Twitter
How to Use Training Mode to Test Things | Guilty Gear Strive
How to Use Training Mode to Test Things | Guilty Gear Strive

✅ SUMMARY — Chunked, Detailed, Structured Chunk 1 — Core Training Mode Setup

Main Ideas: The video begins by covering essential setup for efficient training mode work in Guilty Gear Strive. You must map key functions: Record, Playback, and Reset Position. Resetting positions (left, right, up) lets you quickly relocate to corner/midscreen and switch sides. These fundamentals dramatically speed up testing.

Key Concepts:

Map Record, Playback, and Reset Position buttons.

Reset can place you in left corner, right corner, or flip sides (position switch).

Use Reset constantly when practicing combos, corner routes, or spacing.

Action Steps (Chunk 1)

Go to button settings and manually bind Record, Play, and Reset to comfortable buttons.

Practice using Reset to quickly jump between the corner and midscreen.

Build the habit: before testing anything → press Reset → start clean.

Comprehension Questions (Chunk 1)

Q1: Why is the Reset Position button essential in training mode? Q2: What does holding up during reset do? Q3: How does mapping Record/Playback speed up training?

Answers: A1: It instantly moves you to controlled positions (corner/midscreen), preventing wasted time walking back. A2: It switches sides, letting you practice from the opposite orientation. A3: It allows quick creation/testing of opponent actions without menu navigation.

Chunk 2 — Recommended Opponent Block Settings

Main Ideas: You need the training dummy to behave realistically for combo testing and offense practice. Best settings:

Guard After First Hit → The dummy blocks if the sequence isn’t a true combo.

Block Switching: Enabled → Dummy blocks highs/lows correctly.

This ensures accurate feedback about whether your strings actually work.

Example: If your move doesn’t combo, the dummy blocks → you instantly know you need to adjust your route.

Action Steps (Chunk 2)

Set Guard: After First Hit.

Turn Block Switching ON.

Test a combo route to confirm: hits → combo; drops → dummy blocks.

Comprehension Questions (Chunk 2)

Q1: Why use "Guard After First Hit"? Q2: What is the purpose of Block Switching? Q3: What would happen without Block Switching if you test lows/overheads?

Answers: A1: To detect real combos versus strings with gaps. A2: It makes the dummy block highs/lows appropriately, simulating real opponents. A3: The dummy would get hit incorrectly, giving false results.

Chunk 3 — Recording Dummy Actions

Main Ideas: Recording and replaying actions is one of the most powerful parts of training mode.

You can:

Record a jump-in, special move, or poke.

Save multiple slots.

Set random playback to rotate between recordings.

This allows realistic scenario testing: anti-airs, defense, punishing moves, and matchup exploration.

Example: Record j.S in slot 1 and j.H in slot 2 → set random → practice anti-airing both.

Action Steps (Chunk 3)

Record 2–3 common opponent jump-ins or pokes.

Set playback to Random.

Practice choosing correct anti-air options on reaction.

Comprehension Questions (Chunk 3)

Q1: What does random playback simulate? Q2: How do you test anti-airs with recordings? Q3: Why use multiple recording slots?

Answers: A1: The unpredictability of real match situations. A2: Record the opponent jumping and attacking → replay → practice answers. A3: To test multiple options or branches of an opponent’s toolkit.

Chunk 4 — Counterattack & Defensive Scenario Testing

Main Ideas: You can program the dummy to counterattack after blocking or recovering:

Examples:

Reversal Throw

Reversal 5P/2P

Reversal DP

Moves after wake-up

Moves after throw break

This lets you test:

Frame traps

Throw baits

Safe jumps

Meaty timing

Punish windows

You can also turn on Forced Counter Hit to evaluate counter-hit-specific combos.

Action Steps (Chunk 4)

Set dummy to Reversal Throw → test your frame traps and throw baits.

Set After Recovery = Throw → practice wake-up attack punishes.

Turn Forced Counter Hit ON → practice your CH combo routes.

Comprehension Questions (Chunk 4)

Q1: What does setting “Reversal Throw” help you test? Q2: When should you enable "Forced Counter Hit"? Q3: How can wake-up counterattacks help your offense?

Answers: A1: Throw baits, pressure gaps, and strike/throw timing. A2: When practicing combos that only work from counter hits. A3: They teach safe meaty timing and how to avoid getting wake-up thrown.

Chunk 5 — Round Start & Throw Break Testing

Main Ideas: Training mode can simulate very specific states:

Round Start Testing

Enable:

Round Call Reset → “Duel 1, Let’s Rock!” every time.

You can test:

Which moves beat your opponent’s round-start button.

Whether backdash avoids it.

If your poke loses or trades.

Throw Break Testing

Set:

After Throw Clash / Break → Dummy presses s.S or another move.

You can test:

Who wins after a throw tech.

Jump/backdash options.

Fastest buttons.

Action Steps (Chunk 5)

Turn Round Call ON → test your character's strongest round-start options.

Simulate throw breaks → test your fastest counter option.

Comprehension Questions (Chunk 5)

Q1: Why simulate round start? Q2: What does throw-break testing show? Q3: How does position reset help with round-start labs?

Answers: A1: To discover which moves win or lose in common opening scenarios. A2: Whether your character wins the scramble after a throw tech. A3: Reset instantly returns you to round-start spacing.

Chunk 6 — Using Command Lists & Testing Specific Matchups

Main Ideas: You can:

Switch characters on the fly.

Open their command list.

Watch built-in move demonstration videos.

Record key moves (e.g., May Dolphin).

Test punish options, spacing, and counterplay.

This helps you learn opponent matchups efficiently.

Action Steps (Chunk 6)

Switch to an opponent you struggle with.

Record 1–2 signature moves (e.g., Ram 5H, Leo DP, May Dolphin).

Experiment with your anti-options: backdash, 6P, jump, punish combos.

Comprehension Questions (Chunk 6)

Q1: How can command list videos help? Q2: What is the value of recording an opponent’s iconic move? Q3: Why does this accelerate matchup learning?

Answers: A1: They show animation, timing, and properties visually. A2: Lets you repeatedly test punishments and interactions. A3: You quickly identify what works and remove guesswork.

🔥 Bullet-Point Mega Condensed Summary

Map Record, Playback, Reset buttons.

Use Reset Position for corner/midscreen practice.

Set dummy to Guard After First Hit + Block Switching.

Record opponent actions → test anti-airs, punishes, pressure.

Use Reversal Counterattacks to test pressure (throw, DP, buttons).

Use After Recovery options to test meaties and wake-up pressure.

Enable Round Start Reset for opening move analysis.

Test throw break scenarios to learn scramble options.

Enable Forced Counter Hit to practice CH routes.

Switch characters → record their signature moves → study matchups.

📘 SUPER-SUMMARY (Under 1 Page)

This video teaches a structured, efficient approach to mastering Guilty Gear Strive’s training mode. You begin by binding Record, Playback, and Reset buttons. Resetting lets you instantly return to corner or midscreen, speeding your workflow dramatically. To ensure accurate combo and pressure data, set the dummy to "Guard After First Hit" and enable Block Switching so the dummy blocks correctly.

Next, recording dummy behavior is essential—record jump-ins, pokes, or specials, and use multiple slots with random playback to simulate real opponents. This teaches reliable anti-airs, spacing, and decision-making.

Training mode also allows powerful defensive simulation: you can program the dummy to use reversal throws, jabs, DPs, or attacks after wake-up, enabling you to practice meaties, frame traps, safe jumps, and throw baits. Forced Counter Hit mode helps develop CH combo routes.

The system also supports highly specific state testing: round-start simulations allow you to test which moves win at "Let’s Rock!", while throw-break scenarios help you understand post-tech scramble interactions. These tests reveal optimal openers and fastest defensive options.

Finally, you can switch characters, use the command list videos, and record key problem moves (like May Dolphin) to learn matchup counterplay quickly. This transforms training mode into a structured laboratory for mastering situational awareness, punish windows, and offensive/defensive systems.

Used properly, these tools turn training mode from a casual playground into a high-level engine for competitive improvement.

📅 Optional 3-Day Spaced Review Plan Day 1 — Understanding (20 minutes)

Review Chunks 1–3 (setup + recording).

Practice recording and anti-air tests.

Day 2 — Application (20 minutes)

Review Chunks 4–5 (reversal testing + round start).

Practice pressure traps, meaties, and throw-break scenarios.

Day 3 — Integration (20 minutes)

Review Chunk 6 (matchup testing).

Pick one bad matchup and run punish tests for their key moves.

mario050987·youtube.com·
How to Use Training Mode to Test Things | Guilty Gear Strive
5 Tips to Git Good at Guilty Gear Strive
5 Tips to Git Good at Guilty Gear Strive
It's ya man's SumOfMan ouchere for some tips on how you can be the best player you can be in Guilty Gear Strive. Have a great time. Let me know if you find this useful and what you would add. Bless up!
mario050987·youtube.com·
5 Tips to Git Good at Guilty Gear Strive
0-2 on Twitter
0-2 on Twitter
You can kara cancel a forward dash into a backdash by inputting back in the first 5F of dash startup (4F window).Inputting a RC within 9F of the forward dash input gives you 66BRC (even when holding back). A Fast Roman Cancel will then retain the backdash momentum.#GGST pic.twitter.com/iU9vBoUzWW— 0-2 (@bearhugprime) November 29, 2021
mario050987·twitter.com·
0-2 on Twitter
Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
streamed June 23, 2021 A Primer on how and why to use fuzzy jump as a defensive option & other general defense tips https://glossary.infil.net/?t=Fuzzy https://glossary.infil.net/?t=Fuzzy%20Guard 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·youtube.com·
Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
𝙆𝙀𝙄-𝙢𝙠𝟭 on Twitter
𝙆𝙀𝙄-𝙢𝙠𝟭 on Twitter
なるほど、BCシルカンが天敵だったのか。どーりで負けまくる訳だ…。これを知っているか否かで、だいぶ変わりそうだな #メルブラ #MBTL #MBTL_CI https://t.co/c6htVzO04Q— 𝙆𝙀𝙄-𝙢𝙠𝟭 (@VaN_HouteN164) November 24, 2021
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𝙆𝙀𝙄-𝙢𝙠𝟭 on Twitter
Lonely Black Man on Twitter
Lonely Black Man on Twitter
Tekken 8 looks sick #GGST #GGST_CH #PS4sharehttps://t.co/PewtVA5Fxy pic.twitter.com/W9vxZ8jIPF— Lonely Black Man (@Theholymemesag1) November 23, 2021
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Lonely Black Man on Twitter
Beating Wakeup Options (Guilty Gear Strive)
Beating Wakeup Options (Guilty Gear Strive)
Someone in chat asked me how to deal with the common wakeup options in Guilty Gear Strive. Here's my answer! Twitch https://www.twitch.tv/baccpack Twitter https://www.twitter.com/baccpackFGC Join the community discord! https://discord.gg/6PDEuYmysw Support my work by joining my Patreon! https://www.patreon.com/baccpack Song: Simple Step by Slenderbeats (YouTube Audio Library) #guiltygearstrive #guiltygear #FGC #ggst
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Beating Wakeup Options (Guilty Gear Strive)