System & General Resources

System & General Resources

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CL | Novril on Twitter
CL | Novril on Twitter
"Strive has a 5F throw invincibility frames after waking up. Overhead Kiss has a 6F startup and 1-6F throw invincibility.Works against reversal throws, Shoryus, and 6F abare." https://t.co/2cu65CM5gq— CL | Novril (@novriltataki) June 13, 2021
mario050987·twitter.com·
CL | Novril on Twitter
CL | Novril on Twitter
CL | Novril on Twitter
"Strive has a 5F throw invincibility frames after waking up. Overhead Kiss has a 6F startup and 1-6F throw invincibility.Works against reversal throws, Shoryus, and 6F abare." https://t.co/2cu65CM5gq— CL | Novril (@novriltataki) June 13, 2021
mario050987·twitter.com·
CL | Novril on Twitter
CL | Novril on Twitter
CL | Novril on Twitter
"Strive has a 5F throw invincibility frames after waking up. Overhead Kiss has a 6F startup and 1-6F throw invincibility.Works against reversal throws, Shoryus, and 6F abare." https://t.co/2cu65CM5gq— CL | Novril (@novriltataki) June 13, 2021
mario050987·twitter.com·
CL | Novril on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】【日刊フレーム表】闇慈_簡易フレーム表_Ver.1.003諸事情で昨晩上げられなかった分です。https://t.co/eVDUn3yHTI#GGST #けだこフレーム表 #日刊フレーム表— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 12, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Blue RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Start-up: 7F Total Duration: 6F+super freeze 39F Blockstun: N/A Slowdown: 60F Proration: N/A Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 8~14F) Slowdown does not end if an attack hits or is blocked. Red RC: Tension Cost: 50% Attack Level: 2 CH Type: Unable to verify Start-up: 2F Total Duration: 1F+super freeze 44F Blockstun: 24F Slowdown: 40F (on hit), 20F (on block) Proration: Forced 80% Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 7~13F) If opponent is hit after slowdown ends, proration does not occur. On hit, launches and downs. Slowdown ends if an attack hits or is blocked. Purple RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Start-up: 7F Total Duration: 6F+super freeze 39F Blockstun: N/A Slowdown: 20F Proration: Forced 80% Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 14~20F) If opponent is hit after slowdown ends, proration does not occur. Slowdown does not end if an attack hits or is blocked. Yellow RC: Tension Cost: 50% Attack Level: 1 CH Type: Weak Start-up: 13F Total Duration: 12F+super freeze 28F+33F Slowdown: 12F Blockstun: 17F Proration: Forced 50% Invul: 1F~end of super freeze Dash Input RC: No RC Cancel: No On hit, causes guard crush state (ground: 43F/air: until landing/includes slowdown). After 55F, Burst becomes Gold Burst and RC becomes Blue RC.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Blue RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Start-up: 7F Total Duration: 6F+super freeze 39F Blockstun: N/A Slowdown: 60F Proration: N/A Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 8~14F) Slowdown does not end if an attack hits or is blocked. Red RC: Tension Cost: 50% Attack Level: 2 CH Type: Unable to verify Start-up: 2F Total Duration: 1F+super freeze 44F Blockstun: 24F Slowdown: 40F (on hit), 20F (on block) Proration: Forced 80% Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 7~13F) If opponent is hit after slowdown ends, proration does not occur. On hit, launches and downs. Slowdown ends if an attack hits or is blocked. Purple RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Start-up: 7F Total Duration: 6F+super freeze 39F Blockstun: N/A Slowdown: 20F Proration: Forced 80% Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 14~20F) If opponent is hit after slowdown ends, proration does not occur. Slowdown does not end if an attack hits or is blocked. Yellow RC: Tension Cost: 50% Attack Level: 1 CH Type: Weak Start-up: 13F Total Duration: 12F+super freeze 28F+33F Slowdown: 12F Blockstun: 17F Proration: Forced 50% Invul: 1F~end of super freeze Dash Input RC: No RC Cancel: No On hit, causes guard crush state (ground: 43F/air: until landing/includes slowdown). After 55F, Burst becomes Gold Burst and RC becomes Blue RC.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Blue RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Start-up: 7F Total Duration: 6F+super freeze 39F Blockstun: N/A Slowdown: 60F Proration: N/A Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 8~14F) Slowdown does not end if an attack hits or is blocked. Red RC: Tension Cost: 50% Attack Level: 2 CH Type: Unable to verify Start-up: 2F Total Duration: 1F+super freeze 44F Blockstun: 24F Slowdown: 40F (on hit), 20F (on block) Proration: Forced 80% Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 7~13F) If opponent is hit after slowdown ends, proration does not occur. On hit, launches and downs. Slowdown ends if an attack hits or is blocked. Purple RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Start-up: 7F Total Duration: 6F+super freeze 39F Blockstun: N/A Slowdown: 20F Proration: Forced 80% Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 14~20F) If opponent is hit after slowdown ends, proration does not occur. Slowdown does not end if an attack hits or is blocked. Yellow RC: Tension Cost: 50% Attack Level: 1 CH Type: Weak Start-up: 13F Total Duration: 12F+super freeze 28F+33F Slowdown: 12F Blockstun: 17F Proration: Forced 50% Invul: 1F~end of super freeze Dash Input RC: No RC Cancel: No On hit, causes guard crush state (ground: 43F/air: until landing/includes slowdown). After 55F, Burst becomes Gold Burst and RC becomes Blue RC.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Understanding how Damage, Health, Guts & more work in Guilty Gear Strive
Understanding how Damage, Health, Guts & more work in Guilty Gear Strive
So in Guilty Gear Strive its a bit more complex than simply X move does Y damage. Everyone has multiple layers of defensive modifiers, and everyone can take different damage from moves depending on where they are in their health bar, so lets go over all of it! 0:00 - Intro & how damage works 3:19 - Character damage values 5:52 - The concept of Guts 8:41 - Character guts values 10:09 - Putting it all together Make sure to check out the dustloop wiki @ https://www.dustloop.com/wiki/index.php?title=Guilty_Gear_-STRIVE- --------------- --On Twitter @ https://twitter.com/rooflemonger --On Twitch @ https://www.twitch.tv/rooflemonger --Rooflemonger monkey merch! @ https://teespring.com/stores/rooflemonger --Help support the Channel on Patreon! https://www.patreon.com/rooflemonger Anything helps! You can help me buy decent bread instead of the cheap flakey bread! #fgc #guiltygear #ggst
mario050987·youtube.com·
Understanding how Damage, Health, Guts & more work in Guilty Gear Strive
Guilty Gear -Strive- - Ultimate Charge Moves Guide
Guilty Gear -Strive- - Ultimate Charge Moves Guide
Want to know how to do charge special moves and use them in combos for Guilty Gear -Strive-? Here you go. Timestamps: 0:00 - Intro 0:19 - Charge Moves 2:52 - Leo's Charge Moves 5:23 - Axl Low's Charge Move 7:12 - Potemkin's Charge Move 7:57 - May's Charge Moves Follow me on Twitch: https://www.twitch.tv/lightningcayo #GGST_MA #GGST_LE #GGST_PO #GGST_AX
mario050987·youtube.com·
Guilty Gear -Strive- - Ultimate Charge Moves Guide
HOW TO GET STARTED WITH GUILTY GEAR | Guilty Gear -Strive
HOW TO GET STARTED WITH GUILTY GEAR | Guilty Gear -Strive
  1. 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.

  1. 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

  1. 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

  1. 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.

  1. 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

  1. 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.

  1. 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

mario050987·youtube.com·
HOW TO GET STARTED WITH GUILTY GEAR | Guilty Gear -Strive
BLM | ++PyncKBoii++ on Twitter
BLM | ++PyncKBoii++ on Twitter
#GGST_MI #GuiltyGearStrive #PS4shareKapel gives enough time to Backdash OS against 4P and DP pic.twitter.com/OARTJuat0s— BLM | ++PyncKBoii++ (@LameBabii) June 12, 2021
mario050987·twitter.com·
BLM | ++PyncKBoii++ on Twitter
Rooflemonger on Twitter
Rooflemonger on Twitter
Keeping with our Guilty Gear Strive guides series, todays video is all about how Damage/Health/Guts and all that works in GG Strive! Its a lot more complex than X move does Y damage so lets dig into it!>>>https://t.co/ttNrJ08oiGhttps://t.co/ttNrJ08oiG< pic.twitter.com/MirSYUCZ5W— Rooflemonger (@Rooflemonger) June 12, 2021
mario050987·twitter.com·
Rooflemonger on Twitter
Rooflemonger on Twitter
Rooflemonger on Twitter
Keeping with our Guilty Gear Strive guides series, todays video is all about how Damage/Health/Guts and all that works in GG Strive! Its a lot more complex than X move does Y damage so lets dig into it!>>>https://t.co/ttNrJ08oiGhttps://t.co/ttNrJ08oiG< pic.twitter.com/MirSYUCZ5W— Rooflemonger (@Rooflemonger) June 12, 2021
mario050987·twitter.com·
Rooflemonger on Twitter
Loïc *WydD* Petit on Twitter
Loïc *WydD* Petit on Twitter
#GGST I was wondering why I couldnt hit "reversal" easily in the missions and in matches. My stupid brain needed to have an answer... so I plugged my lab on.Reversal buffer is 3 frames.Measured using XInput injection.As a recall: SF4 is 6f, SF5 is 5f. No idea about other GG. pic.twitter.com/JQr9r8ADLl— Loïc *WydD* Petit (@WydD) June 12, 2021
mario050987·twitter.com·
Loïc *WydD* Petit on Twitter
Loïc *WydD* Petit on Twitter
Loïc *WydD* Petit on Twitter
#GGST I was wondering why I couldnt hit "reversal" easily in the missions and in matches. My stupid brain needed to have an answer... so I plugged my lab on.Reversal buffer is 3 frames.Measured using XInput injection.As a recall: SF4 is 6f, SF5 is 5f. No idea about other GG. pic.twitter.com/JQr9r8ADLl— Loïc *WydD* Petit (@WydD) June 12, 2021
mario050987·twitter.com·
Loïc *WydD* Petit on Twitter
Loïc *WydD* Petit on Twitter
Loïc *WydD* Petit on Twitter
#GGST I was wondering why I couldnt hit "reversal" easily in the missions and in matches. My stupid brain needed to have an answer... so I plugged my lab on.Reversal buffer is 3 frames.Measured using XInput injection.As a recall: SF4 is 6f, SF5 is 5f. No idea about other GG. pic.twitter.com/JQr9r8ADLl— Loïc *WydD* Petit (@WydD) June 12, 2021
mario050987·twitter.com·
Loïc *WydD* Petit on Twitter
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!
  1. 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.

  1. 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.

  1. 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.

  1. 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.”

  1. 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.

mario050987·youtube.com·
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!
  1. 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.

  1. 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.

  1. 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.

  1. 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.”

  1. 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.

mario050987·youtube.com·
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!