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.