System & General Resources
Chunked Summary Chunk 1: Introduction to 6P
Concepts:
6P is the universal anti-air in Guilty Gear Strive.
Unlike some fighting games where anti-airs outright beat jumps, 6P works by lowering your hurtbox to around knee level.
Every character has a 6P with slight differences in range, hitbox, and animation.
Understanding why 6P sometimes loses is key—it depends on where your hurtbox and their attack hit.
Examples:
Characters with disjointed hitboxes or high-priority air attacks may beat 6P.
Actionable Lessons:
Use 6P as your go-to anti-air, but know its limits.
Study hitbox interactions to predict when 6P may fail.
Comprehension Questions:
What makes 6P different from traditional anti-airs in other games?
Why might 6P get beaten by certain characters’ jumps?
Answers:
It lowers the player’s hurtbox rather than outright overpowering the attack.
Some attacks hit above or at the knees before the 6P connects, or use disjointed hitboxes.
Action Steps:
Test 6P with your main character against common jump attacks in training mode.
Observe which attacks bypass the lower hurtbox.
Chunk 2: 6P in Anti-Air Situations
Concepts:
6P is ideal for hitting airborne opponents.
In some cases, other normals (like Melia’s 5P) may also work, but 6P generally provides the best reliability.
If an air attack is difficult to counter, sometimes it’s better to evade and punish on landing.
Examples:
Jumping H attacks from Ramlethal are difficult for 6P to beat consistently.
Actionable Lessons:
Know when to commit to 6P versus when to create space for a safer punish.
Comprehension Questions:
When is it better to avoid using 6P and instead wait to punish an opponent?
What is the general advantage of 6P over other anti-air normals?
Answers:
When the opponent’s air attack is hard to anti-air, or when 6P might trade or lose.
It lowers your hurtbox to the knees, making it effective against most airborne attacks.
Action Steps:
Identify your character’s strongest anti-air normals and situations in training mode.
Practice evasion and punishes when 6P may fail.
Chunk 3: 6P in Ground/Neutral Situations
Concepts:
6P can be used in neutral to counter certain ground attacks that don’t hit below the knees.
Character-specific differences matter (e.g., Ramlethal’s far slash is punishable using 6P).
Properly targeting the hurtbox (not extended weapons) is crucial.
Examples:
Using dash momentum to hit Ramlethal’s hand instead of her sword.
Actionable Lessons:
Test 6P on specific normals in neutral to discover new punishes.
Understand each character’s attack hitboxes for precision.
Comprehension Questions:
How can 6P be applied to ground attacks in neutral?
Why is it important to aim for the actual hurtbox?
Answers:
If the attack doesn’t reach below the knees, 6P can counter it.
Hitting the wrong area (like a weapon) won’t connect with the attack.
Action Steps:
Analyze common moves from opponents’ characters in training mode.
Practice punishing attacks that miss low with 6P.
Chunk 4: Fireball Interaction and Special Moves
Concepts:
6P can sometimes go through fireballs when combined with character movement or dash momentum.
Slower characters with more upper-body frames may exploit this more effectively.
Examples:
Nagoriyuki can slide through a fireball and counterattack.
Actionable Lessons:
Use 6P to close distance safely through projectiles in some matchups.
Test your character’s ability to bypass fireballs using movement + 6P.
Comprehension Questions:
Which characters are better at using 6P to bypass fireballs?
How does movement influence 6P’s effectiveness against projectiles?
Answers:
Characters with slower movement and more upper-body frames.
Momentum from a dash or run can carry the character through the fireball.
Action Steps:
Test 6P against fireballs in training mode to learn distance and timing.
Apply in matches for safe counterplay when closing gaps.
Chunk 5: Option Selects with 6P
Concepts:
Option select allows linking 6P into two special moves: one safe on block, one used on counter-hit.
Input sequence: press the move safe on block first, then unsafe move fast after 6P.
Even if you can’t option select effectively yet, raw 6P provides hard knockdowns for offensive setups.
Examples:
Emilia’s command dash (safe) and hair card move (unsafe on block) executed rapidly after 6P.
Actionable Lessons:
Practice option selects to maximize punishes and safety.
Use raw 6P if unsure, focusing on consistent knockdowns.
Comprehension Questions:
What is the purpose of a 6P option select?
Why might a new player prefer raw 6P over an option select?
Answers:
To safely punish on block while gaining extra reward on counter-hit.
It’s simpler and ensures consistent hard knockdowns.
Action Steps:
Start with raw 6P in matches to build confidence.
Gradually practice option selects in training mode for advanced play.
Super-Summary (Concise)
6P is the universal anti-air in Guilty Gear Strive that lowers your hurtbox to the knees, making it effective against most airborne attacks. It can also be used in neutral to punish attacks that miss low and even bypass certain fireballs when combined with movement. Advanced use includes option selects, linking 6P into a safe move on block and an unsafe move on counter-hit. Beginners should focus on raw 6P for consistent knockdowns before attempting option selects. Key takeaways: know your character’s 6P range, practice hitbox awareness, and use momentum or spacing to maximize anti-air effectiveness.
Actionable Steps:
Test 6P against key opponent attacks in training mode.
Learn neutral punishes for attacks hitting above the knees.
Use movement + 6P to safely bypass fireballs.
Gradually practice option selects for advanced punishes.
Optional 3-Day Review Schedule
Day 1: Focus on 6P fundamentals: lowering hurtbox, anti-air usage, and common jump attacks.
Day 2: Neutral applications: ground punishes, hitting correct hurtboxes, and fireball interactions.
Day 3: Advanced techniques: option selects, momentum + 6P, and counter-hit setups in matches.
Chunked Summary Chunk 1: Introduction to 6P Anti-Air
Veterans often recommend pressing 6P (stand Heavy Punch) when opponents are airborne.
Advice can feel oversimplified, but the video demonstrates why, when, and how it works.
The focus is understanding hitboxes, hurtboxes, and timing in interactions between characters.
Comprehension Questions:
What is the common advice veterans give for airborne opponents? Answer: Press 6P to anti-air them.
Why can this advice seem insufficient? Answer: It doesn’t explain the timing, hitbox interactions, or reasoning behind it.
Action Steps:
Watch interactions carefully in training mode, focusing on hitboxes and hurtboxes.
Note how 6P interacts with different jumps to develop intuition.
Chunk 2: Kai vs. Mei Example
Kai’s 6P can reach Mei’s jump heavy despite the short apparent range.
Reasons:
Kai’s hurtbox disappears temporarily during 6P startup.
Mei’s hurtbox extends far below her attack animation.
Successful hits depend on timing and positioning.
Trades occur if 6P is pressed slightly late, causing hitboxes to overlap.
Comprehension Questions:
Why does Kai’s 6P reach Mei’s jump heavy? Answer: Kai’s upper body hurtbox disappears, and Mei’s hurtbox extends downward.
What causes a trade instead of a clean hit? Answer: Pressing 6P later, so hitboxes overlap.
Action Steps:
Practice frame-by-frame analysis of attacks to see how timing affects outcomes.
Experiment with pressing 6P earlier and later to observe clean hits versus trades.
Chunk 3: Targeting Hurtboxes
The key is hitting the extended hurtbox, not the visible collision box.
Even attacks that look like they’re out of reach can be countered if the hurtbox extends during their animation.
Example: Kai 6P can counter Mei jump heavy from further than expected.
Comprehension Questions:
What part of an attack should 6P aim to hit? Answer: The opponent’s extended hurtbox.
Can visually distant attacks still be countered by 6P? Answer: Yes, if the hurtbox extends into range.
Action Steps:
Use training mode to mark hurtboxes visually.
Practice spacing 6P so it intersects with the extended hurtbox, not just the attack’s hitbox.
Chunk 4: Other Characters and Exceptions
Most air normals have extended hurtboxes, but some are exceptions (e.g., Ramlethal jump S).
Timing is critical: too early or too late results in misses or trades.
Some attacks create tight windows where 6P must be precisely timed.
Comprehension Questions:
Do all air normals have extended hurtboxes? Answer: Most do, but some exceptions exist.
What happens if you press 6P too early or too late? Answer: Too early → miss; too late → trade or miss depending on distance.
Action Steps:
Identify exception moves in your matchups.
Practice timing 6P at different ranges to learn safe windows.
Chunk 5: Post-6P Recovery & Options
After landing or whiffing 6P, you often have time to block or punish follow-ups.
Can also counter double jumps or air dashes with practice.
Setting training mode to random air options helps improve reaction timing.
Risk is low without meter, as far-range attacks from the opponent are generally not threatening.
Comprehension Questions:
What can you do after 6P recovers? Answer: Block, punish, or press 6P again on their next airborne option.
How does meter affect the risk of 6P? Answer: With meter, opponents can convert into bigger punish; without meter, risk is low.
Action Steps:
Practice 6P followed by defensive or offensive options.
Use training mode recording to simulate double jumps, air dashes, and neutral jumps.
Chunk 6: Summary Insights
6P is reliable, safe, and versatile against airborne attacks.
Main considerations:
Timing relative to opponent’s attack
Positioning to target hurtbox
Awareness of exceptions
Post-6P recovery options
Risk is low if opponent has no meter; can be a strong anti-air tool.
Comprehension Questions:
Why is 6P considered reliable? Answer: It can target extended hurtboxes, trades are predictable, and risk is low without meter.
What must a player be aware of when using 6P? Answer: Timing, positioning, exceptions, and recovery options.
Action Steps:
Develop muscle memory for 6P timing across characters.
Use hurtbox analysis to improve anti-air decisions.
Super-Summary (Condensed)
6P in Guilty Gear Strive is a highly effective anti-air tool when used to target extended hurtboxes of airborne attacks. Its effectiveness relies on timing, positioning, and knowledge of hitbox interactions. Trades usually occur when 6P is pressed slightly late. Most air normals have extended hurtboxes, but exceptions exist, requiring careful attention. After 6P, players often have time to block, punish, or counter additional airborne options, with low risk when opponents lack meter. Practicing 6P in training mode with variable enemy options builds timing, spacing, and recovery awareness, making it a versatile and safe anti-air strategy.
Key Actionable Steps:
Analyze hitboxes/hurtboxes in training mode.
Time 6P to intersect extended hurtboxes, not just collision boxes.
Practice frame-precise 6P for exceptions.
Develop post-6P reactions: block, punish, or re-press.
Use random air options in training to simulate real scenarios.
Optional 3-Day Spaced Review Plan
Day 1: Watch examples of 6P vs various air normals; focus on timing and hurtboxes.
Day 2: Practice in training mode with different jump attacks and air dashes; note successes and misses.
Day 3: Test application in matches; review recordings to refine timing, spacing, and recovery awareness.