Arcade
Fight CPU opponents through a character-specific story. Routes and dialogue vary with results, and an ally can appear when you are struggling. Use it to learn movement under light pressure, not as proof a setup works against people.
Choose the right laboratory
Strive has no mandatory campaign ladder. Use each mode for a purpose: learn a rule, test a setup, fight a person, or explore its story and collection systems.
| Mode | Best use | Leave with |
|---|---|---|
| Tutorial | First contact with movement, attacks, and the game’s presentation. | Comfort moving and completing basic prompts. |
| Mission | Technique lessons arranged on a world map, including matchup counter-strategy missions. | One understood mechanic at a time; return after playing matches. |
| Training | Recreate a situation, practice confirms, record pressure, and test answers. | A reproducible setup and a pass/fail condition. |
| Combo Maker | Search, try, create, and share combo recipes. | A route you verified on your current version and common starter. |
Fight CPU opponents through a character-specific story. Routes and dialogue vary with results, and an ally can appear when you are struggling. Use it to learn movement under light pressure, not as proof a setup works against people.
A cinematic continuation of the series centered on Sol and Asuka. It is watched rather than fought, so this guide does not invent gameplay steps for it.
Local human or CPU matches with direct character/stage selection. Ideal for controller checks and low-friction sets.
A separate team format with Main and Assist roles. Treat its assists, role changes, and screen state as a distinct game plan from standard one-on-one play.
| Mode | Structure | Useful mindset |
|---|---|---|
| Ranked Match | A visible rank changes with results; matchmaking targets nearby strength. | Measure decision quality over a set, not the points from one game. |
| Duel Tower | Lobby floors gate stronger players and move you as results change. | Use the floor as a rough pool, not an identity or curriculum. |
| Open Park | Low-stakes lobby matches without Tower progression pressure. | Run longer sets and test one new option repeatedly. |
| Player Match | Custom-room play, including spectating and friend sets. | Agree on connection, set length, and feedback expectations. |