System Mechanics

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NAH|Rei on Twitter
NAH|Rei on Twitter
Quick idea I had for whiff throws if your opponent jumps corrrectly. Using fast 8RC throw to make reacting harder. Useful for making your throw game a lot stronger/scarier when you have 50%+tension. pic.twitter.com/XizsgzCPq6— NAH|Rei (@ReiUnCo) June 12, 2021
mario050987·twitter.com·
NAH|Rei on Twitter
Guilty Gear Strive staggers don't work like you think they do | Stagger Tutorial / Guide
Guilty Gear Strive staggers don't work like you think they do | Stagger Tutorial / Guide

Summary of Video: "Guilty Gear Strive Staggers Don't Work Like You Think They Do" The video tutorial focuses on the mechanics of "staggers" in Guilty Gear Strive, explaining common misconceptions about stagger recovery, how to handle staggered situations in practice, and how players can avoid being tricked by "fake" combos. The main concepts include stagger timing, combo behavior, and the importance of precise button pressing to recover properly from staggers. Here's a breakdown of the video’s content:

Key Concepts and Takeaways

  1. Stagger Mechanics in Guilty Gear Strive

Stagger is a mechanic where a move causes the opponent to reel back, entering a staggered state.

Players can "shake" out of the stagger, but this requires pressing a button at the correct timing.

There are multiple stagger recovery speeds: slow, normal, and fast. The video focuses on how to achieve the "fast" recovery, which is crucial for proper defense and escaping from combos.

  1. The Common Misconception: Purple Combos

A purple combo counter indicates a combo where the opponent could block.

Many players mistakenly believe that a purple combo means they failed to escape the stagger or mistimed their button presses.

However, a purple combo merely means that the opponent was able to block during the combo. It does not necessarily mean that the player failed to escape the stagger.

  1. Stagger Recovery and Button Input

To recover from a stagger state, you need to press buttons at the right moment to achieve the "fast" recovery state.

The "gold halo" indicator (shown when pressing buttons correctly) helps confirm that the recovery is happening as intended.

Tapping buttons rapidly or consistently can help achieve this recovery, though some players prefer different methods (like tapping once or using a "piano" input).

  1. Invincible Reversal and Block Stagger State

During a stagger, players are locked into a "blocking only" state for a brief period (around 10 frames, but it may vary by character or move).

Players cannot use invincible reversals (such as a DP move) during this state because the stagger prevents input commands from being processed correctly.

Even if a player attempts to jump or press forward to attack, they will only be able to block due to the stagger's "jailing" effect.

  1. Practical Tips for Dealing with Staggers

Always set the training dummy to "fast" recovery to practice matching out of staggers efficiently.

Practice timing by pressing buttons correctly, ensuring that you consistently see the gold halo when recovering.

If a combo seems like a "true combo" because of stagger, remember that it might be avoidable if you press the right buttons.

Be aware of stagger states when trying to perform reversals or escape, as these states prevent most other actions.

Bullet Points for Quick Review

Stagger Explanation: Moves can cause stagger, which puts the opponent in a reeling state.

Purple Combo Misconception: Purple combos don’t mean you failed to escape. They indicate the opponent can block.

Stagger Recovery Timing: Achieve "fast" recovery by pressing buttons at the right moment (gold halo).

Invincible Reversals: Cannot perform invincible reversals during stagger; you're locked into blocking.

Training Mode Tips: Always use "fast" recovery for practice and focus on button timing.

Chunks and Breakdown Chunk 1: Understanding Stagger Mechanism

Stagger puts the opponent in a vulnerable state, and you must press buttons at the correct time to recover.

Comprehension Question: What does "stagger" mean in Guilty Gear Strive? Answer: Stagger is a state caused by certain moves where the opponent reels back and must recover by pressing buttons at the right time. Action Step: Practice staggering situations in training mode to familiarize yourself with how to recover.

Chunk 2: Misconception about Purple Combos

Purple combo counters are misleading; they don't mean the combo was "unbreakable."

Comprehension Question: What does a purple combo counter indicate? Answer: A purple combo counter shows that the opponent could have blocked at any point during the combo. Action Step: In training, set the dummy to block and practice pressing buttons at the right time to prevent a purple combo from landing.

Chunk 3: Recovery Timing and Button Input

Achieving fast recovery from stagger is about pressing the right button at the right time, often resulting in a gold halo to indicate correct timing.

Comprehension Question: How do you know you’ve recovered from a stagger correctly? Answer: You’ll see a gold halo indicating that you pressed the buttons correctly at the right time. Action Step: Test your timing by repeatedly pressing buttons in stagger situations and looking for the gold halo.

Chunk 4: Invincible Reversals and Stagger State

When staggered, you’re forced into a blocking state and cannot perform invincible reversals.

Comprehension Question: What happens if you try to perform a reversal during a stagger? Answer: You cannot perform a reversal during a stagger and will be forced to block. Action Step: Recognize stagger states in real matches to avoid trying invincible reversals when blocked.

Super-Summary In Guilty Gear Strive, stagger mechanics create a brief window where you must recover by pressing buttons at the right time. Misconceptions about stagger recovery, particularly with purple combos, can lead to confusion. The key to recovery is timing: pressing buttons correctly (indicated by a gold halo) helps achieve fast recovery and avoid combos that seem "unbreakable." Additionally, during stagger states, players are locked into a blocking-only condition, meaning invincible reversals and attacks won’t work. To improve, practice stagger timing in training mode and understand that purple combo counters just mean the opponent could block during the combo, not that it’s a true combo.

Optional Spaced Review Plan

Day 1: Focus on understanding stagger mechanics and practicing fast recovery. Use the gold halo indicator to check timing.

Day 2: Practice countering purple combos and recognizing when they can be blocked. Set the training dummy to block and practice your escape.

Day 3: Refine your timing and reinforce the habit of blocking during staggered states. Work on avoiding trying reversals during staggers.

This spaced review plan will help cement stagger mechanics and recovery timing, enabling better gameplay against stagger-based combos.

mario050987·youtube.com·
Guilty Gear Strive staggers don't work like you think they do | Stagger Tutorial / Guide
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
KenDeep — Today at 5:04 PM Soooooo Wallbreak is a value that is stored per player (not per wall). The value starts at 0. Each move does an initial damage value on hit, and THEN ticks every frame until the max damage value of that move has reached. For example: I-No 5P does an initial 305 damage, and then ticks for 5 damage per frame until 370 wallbreak damage has been added. Each attack has their own value (K starts at 305 and jumps to 380). So its not attack level bound. After an attack has finished being added to the damage sum, the wallbreak damage value starts to tick down (regardless if in hitstun or not). I am not sure yet how much it ticks down - I had instances where it ticks down 5 per frame, and instances where it ticks 10 per frame. The point of wallstick is 3000 damage. After the wallbreak has reached that value, any hit will cause wallstick. The value will jump to 10.000 and continue tick UP (this doesnt seem to have any point for us players but might as well mention it). After the opponent techs, the damage value will jump back to a value of 2500 and start ticking down in the same manner again. As soon as the opponent recovers from a wallbreak, the damage value will have decreased to zero. Supers cause wallbreak damage value-independently. Inos Super barely reaches 1000 wallbreak-damage but still wallbreaks, which leads me to believe that the wallbreak via supers is property based. That's all I found out concerning wallbreak values so far. @Sway probably very relevant for wiki/ressources/etc Saurok963 — Today at 5:06 PM you are my hero Alecahzam — Today at 5:06 PM GOD BLESS THIS WALLSTICK EXPLANATION TuneZz — Today at 5:06 PM Damm Alecahzam — Today at 5:06 PM somebody pin this shit I Potemkin Buster on Wakeup — Today at 5:10 PM I sent it to the dl server :chipplrd: PSN: Fragger-4645 — Today at 5:10 PM Let me know if this is the wrong channel, however I wanna ask a very basic question: is there no ranked/casual in this game? I basically see a "ranked" with the public rooms with floors and private rooms where I can invite friends I Potemkin Buster on Wakeup — Today at 5:10 PM (That's fine with you, right? I forgot to ask first) I Potemkin Buster on Wakeup — Today at 5:11 PM Parks aren't ranked, so you can fight anyone there without any consequences JustATomato — Today at 5:11 PM someone pin this KenDeep — Today at 5:11 PM for me its fine, they can contact me if they want, im always available I Potemkin Buster on Wakeup — Today at 5:11 PM (Also I'm pretty sure you can queue for unranked fights ?) oke PSN: Fragger-4645 — Today at 5:12 PM I dont know because there's only the "parks" or whatever There's nothing else, for public matches Sway pinned a message to this channel. See all pinned messages . — Today at 5:13 PM Noriko — Today at 5:13 PM I feel like it didn't take a datamine to figure that out, I've been saying that for a while now KenDeep — Today at 5:15 PM i doubt you knew that the damage value didnt add instantly MikeMuscles — Today at 5:15 PM I mean when people were doing the same combo twice and one wallstuck and the other didn't and the only difference is a 1 frame delay Then yeah It did :V Noriko — Today at 5:16 PM Well yeah, nobody could figure the details, but everyone knew that the wallbreak was a gauge per character that drained when not being hit KenDeep — Today at 5:16 PM but it also drains while being hit lol Noriko — Today at 5:16 PM It ticks down after the wallbreak damage has been added, not during MikeMuscles — Today at 5:17 PM "Everyone could figure out that it worked, but not how it worked" yeah that's... why we needed a datamine That's a part of... figuring how things work Noriko — Today at 5:17 PM :nervous: Alright, you're correct KenDeep — Today at 5:19 PM Its just funny if youre trying to tell me that you knew the damage value didnt add instantly but over time and then decreased even while in hitstun :valle: that shit was not obvious at all Nightish — Today at 5:19 PM Is this the right place to ask for any tips on landing those wacky motion inputs? Specifically 632146. On ps4 dualshock btw Noriko — Today at 5:19 PM What I was trying to say is that we already knew how to operate the wall how we need it to The details are cool, but they don't change how we interact with it KenDeep — Today at 5:20 PM But now we know WHY it behaves the way it does and we can now teach that much easier to other people who dont grasp it as much because now we can say more than just "well yeah thats how I feel lmao" and there were good players who didnt understand wallbreak fully yet Noriko — Today at 5:21 PM Which we won't go into detail about because we can't do anything more than say what we've already intuited from it
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Apples🍎 on Twitter
Apples🍎 on Twitter
It seems like there might be some sort of overlap on the timing of RRC after a big counter hit where you can sneak in projectiles without causing PRC. Real weird, no idea what applications this could end up having.#GGST pic.twitter.com/y86fRs246B— Apples🍎 (@TheApples_) June 11, 2021
mario050987·twitter.com·
Apples🍎 on Twitter
David Broweleit on Twitter
David Broweleit on Twitter
Just found something universal in GGSTIf you wall crack someone who is standing or crouching WITHOUT LAUNCHING them, they will force crumple and not be able to techThey can be hit on wall or in crumple state but it breaks ofcLikely reset options available but very low dmg🧐 pic.twitter.com/9Uw3p2SrP8— David Broweleit (@Dacidbro) June 11, 2021
mario050987·twitter.com·
David Broweleit on Twitter
Mal on Twitter
Mal on Twitter
Wall health is basically like stun:It has a threshold at 3000 where it will wallstick and a single 5P from May inflicts 305 damage on the first frame but for each frame Ky is near to the wall and in hitstun it increases higher up to 350. This is probably so they stick nicer?— Mal (@Malrodin) June 11, 2021
mario050987·twitter.com·
Mal on Twitter
ShinPhil on Twitter
ShinPhil on Twitter
so anyway. pic.twitter.com/jp2XHKOyxp— ShinPhil (@Shin_Phil) June 11, 2021
mario050987·twitter.com·
ShinPhil on Twitter
RKS | Blue on Twitter
RKS | Blue on Twitter
Korean backdash un Strive, I've seen everything#GGST pic.twitter.com/g2UJ8XqsYX— RKS | Blue (@tcmblue) June 11, 2021
mario050987·twitter.com·
RKS | Blue on Twitter
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Depending on where you are on the screen and land 5[D]8, you'll be given a certain amount of time and it varies. Screen advantage = Less time Screen disadvantage = More time Twitter: https://twitter.com/ShowYouCanSYC​​ Twitch: https://www.twitch.tv/showyoucan
mario050987·youtube.com·
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example
#ky #guiltygear #ggstrive So something I talked about when the game was first announced and have continued to do so is my RC vs you etc.. and even ghetto ways of using drift RC to punish etc.. so heres a example of using it as your almost alpha counter or reversal however you want to think of it.. of course what character punish what is always different but heres a example.. normally ky cant punish this from this distance with a normal(yes you can slide but for sake of video and example throw me a bone here), and if you do the normal alpha counter in the game obviously nothing, but if you stutter, then Drift RC you can use it as a bizarre punish.. of course mid screen another example where you normally have to IB at this distance as ky vs ky to punish, but with this you can even drift rc to punish.. and finally another ghetto way of using the drift RC to punish stuff in abnormal way. Anywho on that note honestly I think kys fireballs frame data is pretty ridiculous in this game for a simple game they really went to far with toning down this move and playing it safe. Oh ya on another note I suppose in terms of punishing this and that, this game seems to have much more so than others a pretty noticeable difference in terms of blocking and standing block when it comes to how far you are pushed back as well which effects what is punishable and what not
mario050987·youtube.com·
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example
I Hear Black on Twitter
I Hear Black on Twitter
You can use backdrift RC on certain buttons to bait as well #GGSThttps://t.co/HubfDgF0bu pic.twitter.com/l26zvUtVLf— I Hear Black (@X1Ashe) June 11, 2021
mario050987·twitter.com·
I Hear Black on Twitter
I Hear Black on Twitter
I Hear Black on Twitter
A well timed backdash can avoid guard cancel bubble as well. #GGSThttps://t.co/HubfDgF0bu pic.twitter.com/nAPhGYNg9e— I Hear Black (@X1Ashe) June 11, 2021
mario050987·twitter.com·
I Hear Black on Twitter
Space Jam Sakuga 作画 MAD on Twitter
Space Jam Sakuga 作画 MAD on Twitter
#GGST IMPORTANT TECH, Counter slowdown is not cosmetic it functions like RC slowdown andopens up new links pic.twitter.com/oQNWXNrb8p— Space Jam Sakuga 作画 MAD (@DocChutney) June 11, 2021
mario050987·twitter.com·
Space Jam Sakuga 作画 MAD on Twitter
The Most Important Attack in Guilty Gear Strive!
The Most Important Attack in Guilty Gear Strive!
The Most Important Attack in Guilty Gear Strive and How to Use it! You Need this Attack to Play Your Favorite Character as Effectively as Possible! Whether it is Online, Story Mode, or the Arcade You Need This Attack! Which Guide do You Want Next? Post in the Comments! You Must Watch this Giovanna Guide! https://www.youtube.com/watch?v=JMcWziyFeW8&ab_channel=TrueUnderDawgGaming _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Twitter - https://twitter.com/TrueUnderDawg1 Patreon - https://www.patreon.com/trueUnderDawgGaming Official T-Shirts - https://www.designbyhumans.com/shop/TrueUnderDawg Instagram - https://www.instagram.com/underdawggaming/ Intro & Outro Music Ahxello & Alex Skrindo: Rivalry - Copyright Free Music https://www.youtube.com/watch?v=K0ZTg1hMyc0 #GuiltyGearStrive #GuiltyGear #Trueunderdawggaming
mario050987·youtube.com·
The Most Important Attack in Guilty Gear Strive!
You Should Use the Dash Button (Don't Tell May Players) | Guilty Gear Strive
You Should Use the Dash Button (Don't Tell May Players) | Guilty Gear Strive
streamed June 9, 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 #GGST #GuiltyGear
mario050987·youtube.com·
You Should Use the Dash Button (Don't Tell May Players) | Guilty Gear Strive
burger time on Twitter
burger time on Twitter
You can plink dash macro into any move for a sliding pseudo-kara. Watch her feet and you'll see it. #GGST pic.twitter.com/meI3vC76cS— burger time (@burgertime__) June 10, 2021
mario050987·twitter.com·
burger time on Twitter
How to use Training Mode to improve & optimize your Guilty Gear Strive experience!
How to use Training Mode to improve & optimize your Guilty Gear Strive experience!

✅ SUMMARY – Main Concepts & Lessons

The video teaches how to use Guilty Gear Strive’s training mode efficiently and deliberately, focusing on:

Recording enemy behavior to simulate real match situations.

Using multiple recording slots with random playback to practice against uncertainty.

Reset position shortcuts for rapid iteration.

Display settings to view inputs, damage, wall break values, and hide HUD elements.

Opponent status settings to practice counter-hit confirms, blocking scenarios, crouch/stand interactions, and high/low testing.

Counterattack settings to simulate realistic opponent responses after block, hit, wakeup, throw break, or round start.

Character-specific settings (e.g., Zato Eddie infinite gauge; Kai Shock State always on).

Gauge settings to practice with/without resources.

General philosophy: Training mode is a powerful sandbox that becomes fun once you realize how much competitive advantage it creates.

📘 CHUNKED SUMMARY (with Questions, Answers, and Action Steps) Chunk 1 — The Purpose of Training Mode & Core Recording Tools Summary

Training mode is essential because it allows you to control every variable and repeat situations until mastery. Guilty Gear Strive has a robust system where you can record enemy actions using assigned record/play buttons. Recording allows simulation of jump-ins, throws, IAD pressure, etc. Multiple slots allow storing different behaviors.

Key Mechanic

Record (tap twice): records opponent actions.

Play: opponent repeats the action.

Use Case Example

Recording enemy instant air dash jump-in to learn all your anti-air options—forward punch, 6P, air-to-air, spacing-dependent anti-airs, etc.

Comprehension Questions

Why is training mode better than learning only from live matches?

What does double-tapping the record button do?

How can recording help you learn anti-air timing?

Answers

Because you can isolate, repeat, and analyze specific situations without chaos or randomness.

It begins the actual recording sequence for the opponent dummy.

By repeating the same IAD approach, you can test spacing, button choices, and timing consistency.

Action Steps

Create 3 recordings of common approach options: IAD > button, dash > throw, dash > strike.

Practice anti-airing each consistently until you can identify spacing requirements.

Integrate the results into your Coach Mode Anti-Air Conditioning section.

Chunk 2 — Using Multiple Recording Slots & Random Playback Summary

Training mode allows up to several recording slots. You can also weight their likelihood and set playback to Random. This introduces uncertainty and simulates real match adaptation.

Example: Slot 1 = IAD, Slot 2 = dash-throw. Set random playback → you must react properly to whichever option occurs.

Comprehension Questions

Why use random playback?

How does weighting recordings affect training?

What’s the benefit of storing multiple approach patterns?

Answers

It forces you to respond without knowing the option in advance—true match simulation.

It allows you to increase the frequency of particular options you want more practice against.

It expands your defensive pattern recognition and teaches option coverage.

Action Steps

Create a 5-slot random library of your opponent’s strongest openers.

Train responses with randomness to build Reaction Layer and Defensive Yomi Layer 1–2 skills.

Port this into your Behavioral Shift Detection system to identify opponent bias.

Chunk 3 — Reset Position Tools & Quality-of-Life Features Summary

Resetting positions instantly is crucial. Binding a reset button lets you warp back to mid-screen or corners by pressing directional inputs with the reset button. This accelerates practice dramatically.

Comprehension Questions

How do you quickly move yourself to the corner?

Why is position resetting essential?

Answers

Press reset + left/right direction.

Fast iteration is key to efficient training; positioning affects combo routes, defensive options, and pressure.

Action Steps

Bind reset to an easy button.

Drill 10 minutes of corner escape, corner pressure, and corner combos using instant resets.

Chunk 4 — Display Settings: Input History, Damage Info, HUD Off Summary

Display settings help visualize mistakes:

Input history shows execution errors.

Damage info shows combo optimization values.

HUD toggle allows clean visuals for content or focus.

Comprehension Questions

What can input history reveal?

Why is damage values display important?

Answers

Incorrect inputs, late cancels, extra buttons—root causes of execution errors.

It helps optimize combo routes and understand wall break value.

Action Steps

Turn on input history for all combo-learning sessions.

Compare damage routes and log optimal ones into your Codex.

Chunk 5 — Opponent Status: Counter Hit, Guarding, Stance Summary

Opponent status lets you create very specific situations:

Force Counter Hit / Random Counter Hit for confirm practice.

Guard after first hit, guard only first hit, random block—for pressure and stagger testing.

Standing/Crouching/Jumping for combo specificity.

High/low block switching to test mixups.

Comprehension Questions

Why practice with Random Counter Hit?

What does guard-after-first-hit simulate?

Why set opponent to crouch?

Answers

Trains visual confirmation reflexes.

Realistic blockstring pressure—the opponent blocks once you start hitting.

Some combos only work on crouching opponents.

Action Steps

Set Random Counter Hit and practice 30 minutes of confirm routes.

Create a “High/Low Integrity Check” drill for confirming whether the dummy blocks correctly.

Chunk 6 — Counterattack Settings: The Deep Simulation Engine Summary

This is the heart of high-level labbing. You can program opponent actions after block, after hit, after wakeup, after throw break, after position reset. Each has 3 possible actions or random selection.

Examples:

Check if your move is punishable on block by making dummy mash 5P after blocking.

Test meaties and wakeup pressure by having dummy wake up with mash or backdash.

Test round-start RPS by having dummy auto-perform its strongest round-start move whenever you reset.

This allows simulation of real match RPS trees.

Comprehension Questions

How do you test if a move is safe or punishable?

Why train wakeup options with mash/backdash/random?

What does position reset + action simulate?

Answers

Set dummy to mash a fast button after block; if it hits, you’re punishable.

To learn meaty timing and option coverage.

Round-start interactions—simulating early RPS.

Action Steps

Build a Wakeup Lab Cycle: Mash / Backdash / DP (if appropriate) / Throw tech.

Practice your meaty timing until you can beat all but invulnerable reversals.

Add these into Coach Mode’s Wakeup Conditioning Layer.

Chunk 7 — Character-Specific Settings Summary

Some characters have special states requiring constant reactivation. Training mode allows toggling them:

Kai: Shock State always active, Dragon Install permanent.

Zato: Eddie gauge infinite (so Eddie won’t disappear mid-test).

Other characters have similar unique toggles.

This drastically speeds up matchup learning.

Comprehension Questions

Why use Kai’s “Shock State Always On”?

Why enable infinite Eddie gauge for Zato?

Answers

To test shock-modified frame data, chip damage routes, and combo options without reapplying it.

So you can freely practice puppet setups without Eddie dying constantly.

Action Steps

When studying a matchup, immediately enable all relevant character-specific toggles.

Add notes from these experiments to your “Matchup Codex Nodes.”

Chunk 8 — Gauge Settings & Final Training Philosophy Summary

Gauge settings let you control:

HP regen

Tension regen or fixed tension

Burst status

Wall break behavior

The video emphasizes that training mode becomes fun once you treat it as exploration, not homework.

Comprehension Questions

Why would you set infinite meter?

What is the value of turning HP regen off?

Answers

To repeatedly test RC routes, supers, and resource-heavy setups.

To simulate real match damage accumulation and evaluate risk/reward.

Action Steps

Run a Meterless vs Metered optimization block to compare combo efficiency.

Do a personal “Training Mode Ritual” (music, playlist, focused intention) to build long-term consistency.

⭐ SUPER-SUMMARY (1 Page)

This video explains how to fully utilize Guilty Gear Strive’s training mode as a deliberate practice system. Core tools include recording enemy actions, using multiple slots, and introducing random playback to simulate match uncertainty. Reset-position shortcuts allow fast iteration, making practice efficient.

Display settings such as input history and damage values help analyze execution and optimize combos. Opponent status features allow practicing counter-hit confirms, high/low mixups, guard responses, and stance-specific combos. The heart of the labbing system lies in the counterattack settings, where you can script what the dummy does after block, hit, wakeup, throw break, or round start—allowing you to test move safety, meaty setups, option coverage, and round-start RPS.

Character-specific settings (Kai’s Shock State, Zato’s Eddie gauge) streamline complex matchup exploration. Gauge settings (meter, burst, health regen) allow scenario training under any resource constraints.

The final message: Training mode is not a chore—it's an engine of mastery. The more you explore, the more control you gain over your character, matchups, and competitive outcomes. Mastery emerges from repetition, curiosity, and structured practice.

📅 Optional 3-Day Spaced Review Plan Day 1 – Mechanics & Inputs

Review recording/playback.

Practice anti-air drill with 2–3 recordings.

Turn on display settings and study your input errors.

Day 2 – Defense & Counterattack System

Train Random Counter Hit confirms.

Build your wakeup RPS simulation.

Test move safety with post-block counterattacks.

Day 3 – Matchup

mario050987·youtube.com·
How to use Training Mode to improve & optimize your Guilty Gear Strive experience!
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
In my opinion this is a "must to know" mechanic on Guilty Gear Strive #GGSThttps://t.co/v7PcmLEuSr pic.twitter.com/WmJHprXPMh— NhurGG✩セルヒオ- 🥐👯‍♀️🚑 (@GgNhur) June 10, 2021
mario050987·twitter.com·
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
𝙀𝙡𝙞 on Twitter
𝙀𝙡𝙞 on Twitter
Apparently if you dash rc after a stagger you get a free throw + oki. Idk if this is common knowledge but I've never seen it #GGST pic.twitter.com/U8g4NfK3Ib— 𝙀𝙡𝙞 (@SurelyNotEli) June 10, 2021
mario050987·twitter.com·
𝙀𝙡𝙞 on Twitter
Magicrider / マジックライダー on Twitter
Magicrider / マジックライダー on Twitter
Probably an extremely unusual situation but.. if you wall splat someone just after wall break, it seems like the wall has 0 HP? #GGST pic.twitter.com/EJvPP5DN5N— Magicrider / マジックライダー (@Magicriderr) June 10, 2021
mario050987·twitter.com·
Magicrider / マジックライダー on Twitter
Guilty Gear Strive: Roman Cancels And Purple RC Showcase
Guilty Gear Strive: Roman Cancels And Purple RC Showcase
Taking a gander at what the new Roman Cancel system has to offer…and it’s scrumptious. A quick disclaimer as all this footage was recorded during the first open beta, so certain things may have changed. As far as I know, the RC system wasn’t adjusted too much, so you should all be dandy. 0:00 Intro 0:42 Blue RC 2:02 Red RC 2:47 Yellow RC 3:04 Purple RC 3:28 Purple RC Showcase Sol 3:39 Ky 3:49 May 4:11 Chipp 4:26 Potemkin 4:37 Axl 4:50 Faust 5:05 Millia 5:16 Zato 5:30 Leo 5:43 Nagoriyuki 5:55 Ramlethal 6:06 Giovanna
mario050987·youtube.com·
Guilty Gear Strive: Roman Cancels And Purple RC Showcase
Bram on Twitter
Bram on Twitter
Attacker/Defender meter situation.https://t.co/e2m6KibaXX pic.twitter.com/OzmtrCTbrt— Bram (@_bramcombo) June 9, 2021
mario050987·twitter.com·
Bram on Twitter
Everything you need to know about Roman Cancels in Guilty Gear Strive
Everything you need to know about Roman Cancels in Guilty Gear Strive
The Roman Cancel has always been the most important mechanic in the guilty gear franchise, and now even more so in Guilty Gear Strive as its simply the most complex and multi-faceted its ever been in the history of the series! This video will walk you through the core of what each roman cancel is, and then more advanced applications! 0:00 - Intro 1:18 - Red Roman Cancels 2:49 - Blue Roman Cancels 5:00 - Purple Roman Cancels 6:17 - Yellow Roman Cancels 7:10 - Sliding Roman Cancels 10:16 - Canceling Roman Cancels (quick RC) 14:04 - Now lets dive into the deep end 18:59 - In Closing --------------- --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·
Everything you need to know about Roman Cancels in Guilty Gear Strive
How to GET OUT OF COMBOS in Guilty Gear Strive
How to GET OUT OF COMBOS in Guilty Gear Strive
#lordknight #GuiltyGearStrive #GuiltyGear The damage in Guilty Gear Strive is too high (tm), so let's learn how to get out of them using burst! 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 to GET OUT OF COMBOS in Guilty Gear Strive
Dad Ninja on Twitter
Dad Ninja on Twitter
Different RC drifts make Red RC explosion pop up to different heights for whatever reason.#GGST #PS4share pic.twitter.com/X3kF1QL7AR— Dad Ninja (@Pen7Ninja) June 9, 2021
mario050987·twitter.com·
Dad Ninja on Twitter
ほーちゃん | Ho-chan on Twitter
ほーちゃん | Ho-chan on Twitter
they somehow made IB input window even shorter, its 2F now https://t.co/hxWjeI8Vb1— ほーちゃん | Ho-chan (@hc0519) June 9, 2021
mario050987·twitter.com·
ほーちゃん | Ho-chan on Twitter