✅ 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.