System & General Resources
Summary: "THE DEFINITIVE STAGGER PRESSURE GUIDE"
This video explores the concept of staggered strikes in fighting games, particularly in the context of high-level play. The key lesson is that staggered strikes are a safer, more strategic way of maintaining offensive pressure and breaking an opponent’s defense, compared to relying solely on throws. The speaker uses the character May from Guilty Gear as an example to illustrate how staggered strikes can be used to set up frame traps, counter opponent actions, and create mental pressure.
Main Concepts:
Staggered Strikes vs. Throws:
Staggered strikes involve intentionally leaving gaps in your block strings, creating situations where the opponent might attempt a counterattack, but you still have options to punish them if they do.
Throws can also be effective, but they carry more risk because they can be countered by fuzzy mashing, backdashing, or jumping. Staggered strikes have a better chance of countering these responses.
Frame Traps:
A staggered strike can lead to frame traps. For example, after a close slash, the player can immediately follow up with a 6H (a heavy attack), which could result in a punishing combo if the opponent attempts to attack or mash buttons out of fear of a throw.
Mental and Risk Pressure:
Staggered strikes increase the opponent's mental stack, making them more likely to make mistakes under pressure. They also cranks up the opponent's risk gauge, forcing them to react faster or risk being hit by a counter.
The focus is on risk management, as staggered strikes allow players to force the opponent into tough decisions without exposing themselves to as much risk.
Example with May’s Dolphin:
The speaker uses May’s Dolphin attack as an example, explaining that players can stagger their strikes after a Dolphin or a heavy attack (like 6H or 5H). If the opponent anticipates a follow-up strike and tries to counter, they might get caught by a 2K or a counter-hit attack.
Creating a Mental Advantage:
A major benefit of staggered strikes is that they give you the mental upper hand, keeping the opponent guessing about what will come next. Even if you attempt a Dolphin, your turn doesn’t necessarily end, as you can follow up with additional staggered attacks and keep pressuring.
Synergy Between Strikes and Throws:
While staggered strikes are safer and more flexible than throws, the two can complement each other. A player can switch between throws and staggered strikes to keep the opponent uncertain and off balance.
Bullet-Point Summary:
Staggered Strikes: Intentionally leaving gaps in block strings to punish opponents who try to attack or reversal.
Frame Traps: After staggered strikes, you can set up frame traps (e.g., close slash → 6H) to punish opponents who try to retaliate.
Mental Pressure: Staggered strikes increase the opponent’s mental stack, leading to mistakes and punishing responses.
Throws vs. Staggered Strikes: Throws are riskier but offer immediate damage and mix-up potential, while staggered strikes are safer and provide more long-term pressure.
May’s Dolphin Example: May’s Dolphin attack sets up staggered strikes and frame traps, making it difficult for opponents to know when to respond.
Risk Management: Staggered strikes reduce your exposure to counters like fuzzy mashing or jumping, giving you control over the offensive flow.
Synergy: Strikes and throws can be used together, as staggered strikes counter responses to throws.
Chunks: Chunk 1: Introduction to Staggered Strikes
Summary: The video begins by explaining how high-level players use staggered strikes to create pressure on their opponents. A staggered strike involves leaving a gap in a block string, inviting the opponent to counter, but still giving the attacker enough time to punish if they do.
Comprehension Questions:
What is the purpose of staggered strikes in fighting games?
How does leaving a gap in a block string work strategically?
Answers:
Staggered strikes force the opponent into risky decisions by leaving them open to counter-punishment.
It invites the opponent to make a move (e.g., attack or reversal), but punishes them if they do.
Action Steps: Try practicing staggered strikes in a fighting game to learn the timing of leaving gaps and punishing opponent actions.
Chunk 2: Frame Traps and Risk Management
Summary: The speaker explains the concept of frame traps and how staggered strikes can set them up. A frame trap forces an opponent to either block or risk getting hit if they try to attack. This increases their risk of making a mistake while you maintain offensive control.
Comprehension Questions:
What is a frame trap in the context of staggered strikes?
How does staggered strikes increase the opponent’s risk?
Answers:
A frame trap is when you intentionally leave a gap in your block string to punish the opponent if they try to retaliate.
It pressures the opponent into making a fast decision, where a wrong move could lead to a heavy punishment.
Action Steps: Incorporate frame traps into your gameplay to pressure your opponent into mistakes. Use staggered strikes after heavy attacks to catch counter-attacks.
Chunk 3: Throws and Mental Pressure
Summary: The video discusses the difference between throws and staggered strikes. Throws can be countered, but staggered strikes are better at handling common responses like mashing, jumping, or backdashing. Staggered strikes build mental pressure, making the opponent second-guess their options.
Comprehension Questions:
Why are staggered strikes safer than throws?
How do staggered strikes affect the opponent mentally?
Answers:
Staggered strikes are safer because they counter more options (e.g., mashing or jumping) and don’t carry the same risks as throws.
They create mental pressure, making the opponent more likely to panic and make a mistake.
Action Steps: Use staggered strikes in combination with throws to keep your opponent off balance and prevent them from predicting your next move.
Super-Summary:
Staggered strikes are an effective offensive tool in fighting games that increase pressure on opponents without exposing the player to excessive risk. By leaving gaps in block strings, players can invite counterattacks, but punish the opponent with frame traps and counter-hits when they try to retaliate. These strikes create mental pressure and disrupt the opponent’s rhythm, forcing them to make difficult decisions. Staggered strikes also work well in synergy with throws, offering a more adaptable and safer approach compared to relying solely on throws. The key takeaway is to use staggered strikes to keep opponents guessing, manage risk effectively, and punish mistakes.
Optional Spaced Review Plan:
Day 1:
Review the main concept of staggered strikes and their advantages.
Practice staggered strikes in a fighting game.
Day 2:
Focus on integrating frame traps into your gameplay.
Experiment with how staggered strikes lead into successful frame traps.
Day 3:
Review how staggered strikes complement throws and mental pressure.
Practice mixing up throws and staggered strikes in real matches.
Summary
The video is a tier-list analysis of the 6P moves (standing heavy punches) in Guilty Gear Strive. The host evaluates every character’s 6P based on hitbox, frame data, counterpoke utility, anti-air effectiveness, recovery, and block safety, while also considering reward potential (knockdowns or combos, though secondary to move properties). Characters are grouped into tiers: Yikes, It’s a 6P, Juiced, and Top 5.
The main takeaway is that not all 6Ps are created equal, even though they serve similar purposes; differences in startup, range, recovery, and reward drastically affect their effectiveness in neutral and as anti-airs.
Chunked Summary Chunk 1: Evaluating Low-Tier 6Ps (“Yikes” / bottom of good)
Anji 6P:
Pros: Ten-frame startup (average), decent hitbox.
Cons: Poor range, extremely unsafe on block (-17), weak as a counterpoke.
Verdict: Bottom of good tier; canceling necessary to avoid punishment.
Baiken 6P:
Pros: Average startup.
Cons: Very limited range, poor counterpoke, easy to whiff or empty jump punish.
Verdict: Low end of good tier; unreliable in neutral.
Comprehension Questions:
Why is Anji’s 6P considered unsafe?
Answer: It is -17 on block, making it easily punishable.
What makes Baiken’s 6P unreliable as a counterpoke?
Answer: Limited horizontal reach and weak hitbox allow easy whiff or empty jump punish.
Action Steps:
Practice recognizing unsafe 6Ps in matches to punish effectively.
Focus on spacing to exploit low-range moves.
Chunk 2: Mid-Tier / Standard “It’s a 6P” Moves
Kai 6P: Nine-frame startup, high hitbox, -8 on block, low reward.
May 6P: Slower 12-frame startup, decent hitbox, usable as anti-air but limited reward due to charge character mechanics.
Soul 6P: Nine-frame startup, decent reach, high hitbox, -11 on block, slightly lower tier due to recovery and block vulnerability.
Milia 6P: Nine-frame startup, long active frames, vulnerable to low counter hits, moderate range.
Comprehension Questions:
What makes Kai’s 6P strong but not top-tier?
Answer: Fast startup and good hitbox, but low reward limits its overall impact.
Why does Milia’s 6P have vulnerability despite long active frames?
Answer: Longer active frames increase exposure to low counter hits.
Action Steps:
Use mid-tier 6Ps strategically for neutral control rather than high-reward combos.
Practice timing anti-air moves to exploit gaps in long active frame attacks.
Chunk 3: High-Tier / “Juiced” 6Ps
Eno 6P: Nine-frame startup, long reach, minimal recovery (18 frames), high reward (combo into knockdowns).
Ram 6P: Similar to Eno; fast, deceptive hitbox, high counterpoke utility, excellent reward.
Leo 6P: Safe on block (-5), good reach, integrates well with character’s mix-up pressure.
Jack-O 6P: Nine-frame startup, good reach, solid counterpoke.
Bridget 6P: Good anti-air, height and hitbox strong, moderate counterpoke utility.
Zato 6P & Nagor 6P: Top five tier; extremely fast, large reach, strong anti-air, excellent reward potential.
Comprehension Questions:
What attributes make Eno’s 6P high-tier?
Answer: Fast startup, long reach, low recovery, and high reward off counter hits.
Why is Leo’s 6P considered strong beyond its frame data?
Answer: Integrates with character-specific vortex/mix-up potential and is very safe on block.
Action Steps:
Prioritize using juiced 6Ps for both neutral control and punishing jumps.
Understand character-specific rewards to maximize damage from counter hits.
Train to recognize top-tier 6Ps for defensive planning in matches.
Chunk 4: Worst 6Ps / “Yikes” Tier
Goldlewis 6P: 12-frame startup, 27 recovery, -19 on block; almost no redeeming qualities.
Potemkin 6P: Slow startup, poor reach, limited utility due to character mobility issues.
Faust 6P: 9-frame startup, blind spot above character, long recovery (32 frames), poor punishing utility.
Happy Chaos 6P: Average; weak without relying on character’s kit.
Comprehension Questions:
Why is Goldlewis’ 6P considered the worst?
Answer: Very slow, long recovery, unsafe on block, and minimal reward.
How does character mobility affect Potemkin’s 6P effectiveness?
Answer: Limited movement prevents him from compensating for slow startup and poor range.
Action Steps:
Focus on punishing weak 6Ps effectively in matches.
Exploit mobility advantages against characters with slow or unsafe 6Ps.
Chunk 5: General Observations & Ranking Criteria
Ranking is based primarily on hitbox, range, startup, recovery, and block safety, with reward as secondary.
Anti-air effectiveness and counterpoke utility are crucial in tier placement.
Top 5 6Ps are extremely fast, have large reach, minimal recovery, and integrate well with combos or knockdowns.
Certain mid-tier 6Ps may be situationally strong but lack overall consistency.
Action Steps:
When analyzing or practicing 6Ps, consider neutral control and punish windows over just raw damage.
Study opponents’ 6P frame data to develop better spacing and timing strategies.
Super-Summary (All Chunks Combined)
The video ranks Guilty Gear Strive’s 6Ps from worst to best based on startup speed, hitbox, range, recovery, block safety, and utility.
Worst / Yikes: Goldlewis, Potemkin, Faust, Happy Chaos — slow, unsafe, poor reach, minimal reward.
Standard / “It’s a 6P”: Anji, Baiken, Kai, May, Soul, Milia — functional, situationally useful, but limited reward or range.
High / Juiced: Eno, Ram, Leo, Jack-O, Bridget — fast, good hitbox, low recovery, high counterpoke and anti-air potential.
Top 5: Zato, Nagor — fast, massive reach, strong anti-air, high reward, hard to punish.
Key Insights:
Startup matters: Fast 6Ps (9–10 frames) dominate neutral and anti-air.
Hitbox & range: Bigger hitboxes increase counterpoke effectiveness; height matters for anti-air.
Recovery & block safety: Low recovery and safe on block increases practical utility.
Reward is secondary but impactful: Moves that lead to knockdowns or combos are more threatening.
Actionable Steps:
Practice punishing unsafe 6Ps in matches.
Exploit spacing and mobility to avoid top-tier 6Ps.
Focus on timing and recognizing high-reward 6Ps for counterplay.
Integrate knowledge of 6Ps into neutral strategy to improve both defense and offense.
Optional 3-Day Spaced Review Plan
Day 1:
Review Yikes and standard 6Ps; memorize their weaknesses and punish opportunities.
Day 2:
Study Juiced 6Ps and Top 5; focus on hitbox, range, and counterpoke utility.
Watch a few gameplay clips to see them in action.
Day 3:
Practice applying this knowledge in training mode: punishing unsafe 6Ps, spacing against juiced 6Ps, and testing anti-air reactions.
Summary
The video is a tier-list analysis of the 6P moves (standing heavy punches) in Guilty Gear Strive. The host evaluates every character’s 6P based on hitbox, frame data, counterpoke utility, anti-air effectiveness, recovery, and block safety, while also considering reward potential (knockdowns or combos, though secondary to move properties). Characters are grouped into tiers: Yikes, It’s a 6P, Juiced, and Top 5.
The main takeaway is that not all 6Ps are created equal, even though they serve similar purposes; differences in startup, range, recovery, and reward drastically affect their effectiveness in neutral and as anti-airs.
Chunked Summary Chunk 1: Evaluating Low-Tier 6Ps (“Yikes” / bottom of good)
Anji 6P:
Pros: Ten-frame startup (average), decent hitbox.
Cons: Poor range, extremely unsafe on block (-17), weak as a counterpoke.
Verdict: Bottom of good tier; canceling necessary to avoid punishment.
Baiken 6P:
Pros: Average startup.
Cons: Very limited range, poor counterpoke, easy to whiff or empty jump punish.
Verdict: Low end of good tier; unreliable in neutral.
Comprehension Questions:
Why is Anji’s 6P considered unsafe?
Answer: It is -17 on block, making it easily punishable.
What makes Baiken’s 6P unreliable as a counterpoke?
Answer: Limited horizontal reach and weak hitbox allow easy whiff or empty jump punish.
Action Steps:
Practice recognizing unsafe 6Ps in matches to punish effectively.
Focus on spacing to exploit low-range moves.
Chunk 2: Mid-Tier / Standard “It’s a 6P” Moves
Kai 6P: Nine-frame startup, high hitbox, -8 on block, low reward.
May 6P: Slower 12-frame startup, decent hitbox, usable as anti-air but limited reward due to charge character mechanics.
Soul 6P: Nine-frame startup, decent reach, high hitbox, -11 on block, slightly lower tier due to recovery and block vulnerability.
Milia 6P: Nine-frame startup, long active frames, vulnerable to low counter hits, moderate range.
Comprehension Questions:
What makes Kai’s 6P strong but not top-tier?
Answer: Fast startup and good hitbox, but low reward limits its overall impact.
Why does Milia’s 6P have vulnerability despite long active frames?
Answer: Longer active frames increase exposure to low counter hits.
Action Steps:
Use mid-tier 6Ps strategically for neutral control rather than high-reward combos.
Practice timing anti-air moves to exploit gaps in long active frame attacks.
Chunk 3: High-Tier / “Juiced” 6Ps
Eno 6P: Nine-frame startup, long reach, minimal recovery (18 frames), high reward (combo into knockdowns).
Ram 6P: Similar to Eno; fast, deceptive hitbox, high counterpoke utility, excellent reward.
Leo 6P: Safe on block (-5), good reach, integrates well with character’s mix-up pressure.
Jack-O 6P: Nine-frame startup, good reach, solid counterpoke.
Bridget 6P: Good anti-air, height and hitbox strong, moderate counterpoke utility.
Zato 6P & Nagor 6P: Top five tier; extremely fast, large reach, strong anti-air, excellent reward potential.
Comprehension Questions:
What attributes make Eno’s 6P high-tier?
Answer: Fast startup, long reach, low recovery, and high reward off counter hits.
Why is Leo’s 6P considered strong beyond its frame data?
Answer: Integrates with character-specific vortex/mix-up potential and is very safe on block.
Action Steps:
Prioritize using juiced 6Ps for both neutral control and punishing jumps.
Understand character-specific rewards to maximize damage from counter hits.
Train to recognize top-tier 6Ps for defensive planning in matches.
Chunk 4: Worst 6Ps / “Yikes” Tier
Goldlewis 6P: 12-frame startup, 27 recovery, -19 on block; almost no redeeming qualities.
Potemkin 6P: Slow startup, poor reach, limited utility due to character mobility issues.
Faust 6P: 9-frame startup, blind spot above character, long recovery (32 frames), poor punishing utility.
Happy Chaos 6P: Average; weak without relying on character’s kit.
Comprehension Questions:
Why is Goldlewis’ 6P considered the worst?
Answer: Very slow, long recovery, unsafe on block, and minimal reward.
How does character mobility affect Potemkin’s 6P effectiveness?
Answer: Limited movement prevents him from compensating for slow startup and poor range.
Action Steps:
Focus on punishing weak 6Ps effectively in matches.
Exploit mobility advantages against characters with slow or unsafe 6Ps.
Chunk 5: General Observations & Ranking Criteria
Ranking is based primarily on hitbox, range, startup, recovery, and block safety, with reward as secondary.
Anti-air effectiveness and counterpoke utility are crucial in tier placement.
Top 5 6Ps are extremely fast, have large reach, minimal recovery, and integrate well with combos or knockdowns.
Certain mid-tier 6Ps may be situationally strong but lack overall consistency.
Action Steps:
When analyzing or practicing 6Ps, consider neutral control and punish windows over just raw damage.
Study opponents’ 6P frame data to develop better spacing and timing strategies.
Super-Summary (All Chunks Combined)
The video ranks Guilty Gear Strive’s 6Ps from worst to best based on startup speed, hitbox, range, recovery, block safety, and utility.
Worst / Yikes: Goldlewis, Potemkin, Faust, Happy Chaos — slow, unsafe, poor reach, minimal reward.
Standard / “It’s a 6P”: Anji, Baiken, Kai, May, Soul, Milia — functional, situationally useful, but limited reward or range.
High / Juiced: Eno, Ram, Leo, Jack-O, Bridget — fast, good hitbox, low recovery, high counterpoke and anti-air potential.
Top 5: Zato, Nagor — fast, massive reach, strong anti-air, high reward, hard to punish.
Key Insights:
Startup matters: Fast 6Ps (9–10 frames) dominate neutral and anti-air.
Hitbox & range: Bigger hitboxes increase counterpoke effectiveness; height matters for anti-air.
Recovery & block safety: Low recovery and safe on block increases practical utility.
Reward is secondary but impactful: Moves that lead to knockdowns or combos are more threatening.
Actionable Steps:
Practice punishing unsafe 6Ps in matches.
Exploit spacing and mobility to avoid top-tier 6Ps.
Focus on timing and recognizing high-reward 6Ps for counterplay.
Integrate knowledge of 6Ps into neutral strategy to improve both defense and offense.
Optional 3-Day Spaced Review Plan
Day 1:
Review Yikes and standard 6Ps; memorize their weaknesses and punish opportunities.
Day 2:
Study Juiced 6Ps and Top 5; focus on hitbox, range, and counterpoke utility.
Watch a few gameplay clips to see them in action.
Day 3:
Practice applying this knowledge in training mode: punishing unsafe 6Ps, spacing against juiced 6Ps, and testing anti-air reactions.