System & General Resources
Training Room Tutorial #1 – Covering Mashing and Recovery Options High-Level Summary
This video explains how to use the training room properly—not just for combos, but for pressure testing, frame traps, and covering opponent recovery options. The core lesson is learning how to simulate real opponent behavior (mashing, wake-up jabs, blocking) so you can lab answers to common defensive habits and reliably enforce your offense.
Condensed Bullet-Point Overview
Most players misuse training mode by only practicing combos.
You should recreate real defensive behaviors (blocking, mashing, wake-up jabs).
Use guard recovery + recorded actions to simulate mashing.
Test which attacks beat fast jabs and create counter-hits.
Record wake-up actions to learn how to cover recovery options.
Lab knockdown situations so your offense doesn’t get jabbed out.
The process applies to Street Fighter and anime fighters alike.
Chunked Breakdown Chunk 1: Using Training Mode for Real Pressure Practice Core Idea
Training mode should simulate actual opponent behavior, not passive dummies. To learn how to open people up, you must lab against blocking and mashing, not idle targets.
Key Concepts
Set the dummy to crouch + guard all to simulate a turtling opponent.
Use guard recovery / reversal recording to check if setups are real.
Proper setup ensures the dummy performs actions as soon as block stun ends.
Why This Matters
If your pressure works only on non-mashing dummies, it won’t work in real matches.
Comprehension Questions
Why is setting the dummy to “guard all” important?
What does guard recovery/reversal recording help you test?
Answers
It ensures you’re testing real pressure instead of fake strings.
It shows whether your offense loses to mashing or reversal timing.
Action Steps
In your main game, set the dummy to crouch + guard all.
Enable guard recovery / reversal recording.
Practice blockstrings and observe where pressure breaks.
Chunk 2: Training Against Mashing (Frame Traps & Counter-Hits) Core Idea
Simulate opponents who mash jab after blocking to learn which buttons and delays beat fast options.
Key Concepts
Record the dummy to block everything → mash jab.
This recreates common defensive habits.
Use fast jabs (e.g., Balrog’s jab) to stress-test your offense.
Learn where counter-hits and crush counters occur.
Why This Matters
You discover:
Which strings are fake
Where to delay for frame traps
What beats fast defensive buttons
Comprehension Questions
Why record the dummy to jab after blocking?
What information do counter-hits give you?
Answers
It simulates real defensive mashing habits.
They confirm your pressure beats mash timing.
Action Steps
Record dummy: block → immediate jab.
Test:
Tight strings
Delayed buttons
Throw timings
Note which options beat mash cleanly.
Chunk 3: Covering Recovery Options After Knockdowns Core Idea
Many players lose momentum after knockdowns because they don’t cover wake-up actions properly.
Key Concepts
Record the dummy to mash jab on wake-up.
Set wake-up interval to 1 for immediate action.
Recreate real knockdown situations.
Test spacing, timing, and meaty options.
Example
Sakura heavy DP knockdown:
Poor spacing → opponent jabs you out
Proper labbing → clean counter-hit punish
Why This Matters
You learn how to:
Enforce offense safely
Stop wake-up mashing
Start your game plan consistently
Comprehension Questions
Why do players often get jabbed after knockdowns?
How does recording wake-up actions fix this?
Answers
They don’t test real wake-up behavior.
It reveals which setups lose or beat wake-up buttons.
Action Steps
Record dummy: wake-up → crouch jab.
Knock them down repeatedly.
Adjust:
Timing
Spacing
Meaty attacks
Identify setups that consistently counter-hit.
Super-Summary (Under 1 Page)
This tutorial teaches how to use training mode like a real lab, not a combo sandbox. By recording blocking, mashing, and wake-up actions, you can simulate real opponent behavior and test whether your pressure, frame traps, and knockdown setups actually work. The key is forcing the dummy to act immediately after blockstun or on wake-up, revealing which options beat fast jabs and which ones fail. This process helps you build reliable pressure, stop mashing, and maintain momentum across Street Fighter and anime fighters alike.
Optional 3-Day Spaced Review Plan
Day 1 – Pressure vs Mashing
Set dummy to block → mash jab
Test blockstrings and delays
Day 2 – Knockdown Coverage
Record wake-up jab
Practice meaties and spacing
Day 3 – Integration
Combine pressure + knockdown setups
Identify your strongest, safest offensive sequences