Gameplay Concepts
Summary
This text outlines Nage’s thought process for approaching and countering dash blocking as Faust, focusing on layered offensive options chosen based on opponent reactions. The core idea is graduated escalation: start with simple, reliable options (throw, c.S), then move into checks (5P/2K), spacing control (f.S), and finally unconventional mental-pressure tools (IAD j.HS). Each option targets a specific defensive habit—jumping, backdashing, dash blocking, abusing plus frames, or freezing under uncertainty—rather than aiming for raw damage. The strategy emphasizes RISC build, mental damage, spacing control, and conditioning over immediate reward.
Bullet-Point Quick Review
Dash blocking is beaten by targeted counters, not one universal answer
Start with run-up throw and c.S as baseline options
Use 5P / 2K to check plus-frame abusers and dash blockers
f.S halts momentum and causes hesitation through non-standard follow-ups
IAD j.HS functions as a surprise, high-mental-pressure option
Many choices trade damage for positioning, RISC, and conditioning
Escalation is intentional: simple → safe → disruptive → wacky
Chunked Breakdown Chunk 1: Run-Up Throw (Level 1 Threat)
Concept The simplest and most direct answer to dash blocking. If the opponent wants to move forward, meet them with a throw.
Key Points
Very low execution barrier
High psychological threat
Sets the tone early
Comprehension Questions
Why is run-up throw considered a “level 1” option? → Because it’s simple, fast, and forces immediate respect.
When is this most effective? → When opponents dash mindlessly or hesitate defensively.
Action Steps
Practice reacting to forward movement with instant run-up throw
Use early in matches to establish fear
Track how opponents adjust after getting thrown
Chunk 2: Run-In c.S (Anti-Reaction & RISC Builder)
Concept A safe, flexible pressure tool aimed at opponents who jump or backdash in response to your dash.
Key Points
Beats slower mashes
Safe on block
Converts into multiple pressure routes
Low damage, high RISC value
Comprehension Questions
Why is c.S good even when blocked? → It maintains pressure and builds RISC.
What reactions does it punish? → Jumping, backdashing, slow buttons.
Action Steps
Drill c.S pressure strings (c.S → f.S / 2D / 2S 5HS)
Focus on RISC awareness instead of hit confirms
Use when you want stability over volatility
Chunk 3: Run 5P or 2K (Dash-Block & Plus-Frame Check)
Concept Fast pokes that interrupt opponents who dash in to abuse safe pressure.
Key Points
5P = easy confirms
2K = low check for sloppy dash blocking
2K can lead into 6P mix if confirmed
Safer once you’re confident in your reward
Comprehension Questions
Why does 2K test dash blocking? → It hits low and exposes poor guard transitions.
Why not start with this option? → Requires confidence in conversion and awareness.
Action Steps
Practice confirming 2K into 6P routes
Use 5P when unsure, 2K when reading defense
Layer this after throws and c.S are respected
Chunk 4: Stop Them with f.S (Mental Freeze Tool)
Concept A spacing-based option that halts opponent momentum and disrupts expectations.
Key Points
Minimal cancels
Repetition creates hesitation
Maintains distance
High mental impact, situational effectiveness
Comprehension Questions
Why does f.S “freeze” opponents? → Expected follow-ups never come.
What is the main risk? → Immediate re-entry via air dash.
Action Steps
Use sparingly to disrupt rhythm
Watch for air dash retaliation
Practice delayed 5HS or thrust responses
Chunk 5: IAD j.HS (Unorthodox Mental Damage)
Concept A deliberately strange option that works because opponents don’t expect Faust to jump in this way.
Key Points
No air dash visual indicator
Forces hesitation and panic blocking
Risky and spacing-sensitive
Pure conditioning tool
Comprehension Questions
Why does this option work despite being disadvantageous? → Surprise and lack of visual cues.
What are its limitations? → Can whiff on crouchers; spacing is strict.
Action Steps
Use only after establishing grounded pressure
Test opponent awareness before committing
Treat as a mental reset, not a main approach
Super-Summary (1 Page)
Nage’s approach to fighting dash blocking as Faust is built on layered decision-making, not brute-force offense. The strategy begins with simple, universal threats like run-up throw and c.S to establish control and force respect. Once opponents adjust, Faust introduces fast interruption tools (5P, 2K) to challenge dash blocking and plus-frame abuse. For spacing and tempo control, f.S halts forward momentum and creates hesitation through expectation-breaking. Finally, IAD j.HS serves as a high-risk, high-mental-impact option designed to disrupt awareness entirely. Across all options, the emphasis is on conditioning, RISC build, mental pressure, and controlled escalation, rather than immediate damage.
Optional 3-Day Spaced Review Plan
Day 1 – Understanding
Re-read all chunks
Visualize opponent reactions for each option
Shadow-play decision trees mentally
Day 2 – Application
Focus on only 2 options per match (e.g., throw + c.S)
Note opponent adaptations
Avoid overusing wacky options
Day 3 – Integration
Layer in 5P/2K and f.S
Use IAD j.HS once per set max
Review which options caused hesitation or freezes
Chunk 1 – What this tier list is really about Summary
SQ ranks every far slash (f.S) in Guilty Gear Strive, but does it in a very specific way:
He judges each f.S in a vacuum, not as part of the full character kit.
He focuses on raw button quality: hitbox, startup, recovery, range, disjoint, active frames, frame advantage, and vertical coverage.
He notes that almost all f.S buttons are “good” in this game; the tier list is mostly about which ones are exceptional vs underwhelming compared to other f.S, not about “good vs trash moves.”
He highlights how round-start, space control, and risk (whiff punishability / low-profile) change how strong a far slash really is.
Key evaluation criteria he keeps returning to:
Startup speed – 9f is top-tier, 10–11f is standard, 12+ is slow and a real weakness.
Recovery – Under 20f = good; 19–21 = okay; above that is bad (easy to whiff punish).
Hitbox & disjoint – Big, disjointed buttons are much safer to swing.
Active frames – More active frames = better for catching approaches and harder to whiff punish.
Vertical coverage – f.S that hit high make jumping vs that character worse.
Frame advantage on block – Safer (or plus) moves are better for pressure.
Extra properties / follow-ups – Some f.S have follow-ups (e.g., Nago, Bridget) that change their value.
Quick bullet points
Tier list is only about the far slash itself, not the whole character.
Nearly all f.S are functional and decent; the list is about relative strength.
Strong f.S usually have: fast startup, good range, disjoint, lots of active frames, decent frame advantage, and good vertical reach.
Weak f.S tend to be: slow, non-disjointed, easy to low profile, or very punishable on block/whiff.
Round start and neutral control are huge factors in judging them.
Comprehension questions
Why does SQ evaluate far slashes “in a vacuum”?
What startup values does he consider especially strong or especially weak for f.S?
Why do active frames matter for a neutral tool like far slash?
What are two big weaknesses that can make an f.S bad even if it has range?
Answers
To see how good the button itself is and how many other characters would want that move, rather than being biased by a character’s whole kit.
About 9f is top-tier; 10–11f is normal/solid; 12f+ is slow and considered a real downside.
More active frames means the move stays out longer, which makes it easier to catch approaches or jumps and harder to whiff punish because you’re less likely to swing into empty air.
Being non-disjointed with a big hurtbox (gets stuffed easily) and having bad recovery / frame disadvantage, which makes it easy to whiff-punish or punish on block.
Action steps for you
When you lab a character, open the frame data and answer:
Startup?
Recovery?
Active frames?
Is it disjointed?
In training mode, record the dummy doing whiff f.S, then practice:
Whiff punishing with your own far slash or 5H.
Low profiling it if possible (2K/2S/2D).
At round start, consciously ask: → “Is my f.S good enough to contest here, or do I need a faster/safer button?”
Chunk 2 – Solid / strong but not top 5 far slashes Summary
SQ identifies a big “good but not broken” blob of far slashes that are strong but not quite top 5:
Ky – “Top of mid-tier” f.S.
Slight disjoint, minus 5, 13f recovery; decent but shorter range than it looks.
Not bad at all, just overshadowed by his 2S / 6H and by stronger f.S in the cast.
Faust – Huge range but fragile.
Long reach and somewhat disjoint during active frames.
Weakness: extended hurtbox on startup, only 2 active frames, minus 8 on block. Easy to stuff or whiff punish if mistimed.
Giovanna – One of the best “frame data” f.S.
9f startup, only -4 on block, 16f recovery, and 3 hits → very active & hard to whiff punish.
Short range and not disjointed, but on a fast dash character this is terrifying.
Chipp – Very strong, but with risk.
9f, great range and hits high (good vs jumps).
Non-disjoint with extended hurtbox and only 2 active frames; theoretically stuffable but hard to contest because Chipp is so fast.
Goldlewis – Surprisingly good.
10f startup, disjointed, decent range, and plus good combos into Behemoth.
Weakness: doesn’t hit low, can be low profiled and loses to some 2S/2K/2D.
Bridget – Very strong space control f.S with caveats.
10f, 5 active frames, long range, plus a follow-up that knocks down.
Only the very tip of the yo-yo is disjointed; the rest is fragile and easy to stuff.
May – Big anchor button.
Gigantic disjointed f.S with strong vertical reach, great at swatting jumps.
Downsides: 12f startup (slow) and 19f recovery, so more whiff risk.
Happy Chaos – Powerful but extremely punishable.
10f, slightly disjointed, 7 active frames, excellent range and high vertical reach.
Huge downside: 21f recovery, -14 on block, extremely whiff-punishable.
Millia – Better in the new patch.
9f startup, decent frame data (-7, average recovery).
Not disjoint, and range is modest; carried a bit by her movement speed, not pure button quality.
These are all desirable buttons, but each has a clear drawback: range vs fragility, frame data vs reach, etc.
Quick bullet points
Ky / Faust – Good but overshadowed or fragile.
Gio / Chipp / Millia – Fast 9f f.S, strong in scrambles and round start, but range or disjoint issues.
Goldlewis / Bridget / May / Chaos – Big, long-range buttons with either recovery issues or hurtbox problems.
These are the “most characters would be happy to have this” buttons, but they’re not quite top 5.
Comprehension questions
What makes Giovanna’s far slash so strong on paper?
Why is Faust’s f.S considered fragile despite its range?
What tradeoff does Happy Chaos’s far slash have between strengths and weaknesses?
How do characters like Chipp and Millia “patch up” their f.S weaknesses?
Answers
It has 9f startup, is -4 on block, has low recovery, and is a multi-hit move with lots of active frames, making it difficult to whiff punish.
It has an extended hurtbox on startup and only 2 active frames, so it’s easy to stuff or whiff punish even though it reaches far.
It has great range, slight disjoint, and 7 active frames, but is -14 on block with 21f recovery, making it extremely whiff punishable if baited.
They have very fast movement, so they can quickly get into range where their otherwise modest f.S becomes very strong in scrambles and round-start.
Action steps for you
For your main(s), identify:
Are you in the “fast f.S” group (Gio/Chipp/Millia style) or “long-range but risky” group (Faust/Chaos/Bridget/May)?
In training:
Practice round-start scripts:
f.S vs jump, vs backdash, vs mash, vs block.
Practice whiff punishes specifically vs Bridget/Chaos/Faust/May f.S.
Write a note: → “My f.S is best used at [close / mid / long] range and is weak to [low profile / jump / whiff punish].” Use this note before matches as a reminder.
Chunk 3 – The clear “weaker” far slashes Summary
Even though most f.S are good, a few stand out as underwhelming compared to the rest:
Jack-O
11f startup, -9 on block, average range, not disjointed.
No standout trait: not especially fast, safe, big, or active.
Feels like the most “generic, nothing-special” f.S in the game.
Zato
10f startup and hits high (good vs jumps), but:
Big hurtbox, -12 on block, 23f recovery → very punishable and fragile.
Slightly better than Jack-O’s because it hits the air better, but still weak relative to others.
Anji
11f startup, 21f recovery, -9 on block, only 2 active frames, slightly disjoint but not much.
SQ calls it almost “unredeeming”—it exists but doesn’t excel at anything.
Leo
12f startup, not disjoint, 21f recovery, -13 on block.
Has some range, but overall slow, unsafe, and unremarkable.
In Leo’s neutral, other buttons (5K, 6P, 2D, 5H) are preferred.
Potemkin
Big button (of course), but non-disjointed, slow, and very low-profileable.
Hits high (punishes jumps) but loses badly to low buttons and gets stuffed easily.
Very whiff punishable.
I-No
Long, disjointed and 8 active frames (these are nice).
But 13f startup (slowest in the cast) and narrow hitbox.
Only niche; if you want a big disjointed f.S, other characters have better versions.
These f.S aren’t useless—they still serve their role—but in a world where many characters have crazy strong f.S, these feel average or outright bad by comparison.
Quick bullet points
Weak f.S are usually:
Slow (12–13f)
Non-disjointed with big hurtboxes
Very negative on block
High recovery and/or low active frames
Jack-O, Anji, Leo, Potemkin, Zato, and I-No fall here for different mixes of those reasons.
They still work as far slashes—but other characters’ f.S do the same job better and safer.
Comprehension questions
What makes Jack-O’s far slash “painfully average”?
Why is Potemkin’s f.S punished so easily despite being big?
Which two main weaknesses make I-No’s otherwise long, disjointed f.S underwhelming?
Why does SQ rank Leo’s f.S so low despite Leo being a strong character?
Answers
It has no standout positive: average startup, average range, not disjointed, bad on block, and nothing it does better than other f.S.
It is not disjointed, gets low profiled by many crouching moves, and is slow and whiff-punishable; he sticks his hand into other buttons and loses.
Its 13f startup (very slow) and thin hitbox, which makes it bad in scrambles and easy to dash-block or contest, even though it has good range and disjoint.
Because the button’s frame data and hitbox are poor: 12f startup, non-disjoint, 21f recovery, -13 on block. Leo’s strength comes from other normals and his stance mix, not from f.S.
Action steps for you
If you play one of these characters:
Treat f.S as situational, not your main neutral tool.
Identify your real neutral buttons (e.g., Leo 5K/2D, Potemkin 2S, Zato 2S, I-No strokes, etc.).
Lab counterplay vs these f.S:
Practice low profiling Pot’s & Goldlewis’s f.S with your lows.
Practice punishing
Summary of "Definitive Guide to Defense in GGST" This video covers advanced defensive techniques in Guilty Gear Strive (GGST), focusing on how to handle mix-ups, reversals, safe jumps, and frame traps during the defense phase of a match. The speaker provides a detailed explanation on how to defend against common offensive strategies and how to regain control through defensive options such as faultless defense, fuzzy guarding, and correct punishes. Here’s the summary broken down into chunks:
Chunk 1: Knockdown & Safe Jumps
Key Concepts:
When knocked down, opponents often set up safe jumps that give them a mix-up advantage (e.g., Mei’s four-way throw mix-ups or Amelia’s jump-low setups).
Reversals (e.g., DPs) can sometimes be countered if the opponent uses a safe jump that blocks or punishes them.
The best time to use reversals is when the opponent chooses a mix-up instead of a safe jump.
Comprehension Question:
Why are reversals risky during a safe jump setup?
Action Steps:
Practice blocking and recognizing safe jump setups to avoid using reversals incorrectly.
Chunk 2: Faultless Defense on Wake-Up
Key Concepts:
Using Faultless Defense (FD) on wake-up is key for creating space and mitigating pressure.
FD pushes the opponent back, making it harder for them to continue their pressure string.
It’s better to block than to mash buttons when on defense, especially in lower-level play.
Comprehension Question:
How does Faultless Defense contribute to defensive success on wake-up?
Action Steps:
Focus on practicing FD in training mode to get comfortable using it during wake-ups.
Chunk 3: Fuzzy Guarding (High/Low Mix-ups)
Key Concepts:
Fuzzy guarding involves blocking high when the opponent’s attack is high, then quickly switching to block low when they land.
Characters like Amelia and Eno are strong at creating high/low mix-ups.
There’s a way to practice fuzzy guards through the game’s mission mode, specifically for blocking a low or dust attack.
Comprehension Question:
What is fuzzy guarding, and why is it important against high/low mix-ups?
Action Steps:
Practice fuzzy guarding in training mode, specifically to block both low and high attacks in quick succession.
Chunk 4: Fuzzy Back-Dash & Grab Defense
Key Concepts:
Fuzzy back-dashing and fuzzy grabbing are key to defending against grab-heavy mix-ups after a knockdown.
Use a backdash or grab to avoid being caught by command grabs or normal grabs after the opponent lands.
Comprehension Question:
How can you defend against grabs after an opponent’s knockdown?
Action Steps:
Learn to recognize when to backdash or grab to avoid mix-ups in match situations.
Chunk 5: Frame Traps & Faultless Defense
Key Concepts:
After an opponent’s attack (e.g., Mei’s close slash), Faultless Defense can give you enough space to block their follow-up attacks.
Frame traps (e.g., Mei’s 5H) are hard to escape without proper spacing or countering, so FD helps to avoid them.
Blocking a frame trap often opens up opportunities to punish the opponent if they overextend.
Comprehension Question:
How can Faultless Defense help you avoid frame traps and create opportunities for punishment?
Action Steps:
Use FD on attacks like close slashes to gain space and create opportunities to punish frame traps.
Chunk 6: Defending Against Special Moves & Reset Pressure
Key Concepts:
Special moves like Mei’s Heavy Slash Dolphin or Giovana’s Drill Kick are often used to reset pressure after a frame trap.
React to fast special moves by blocking and punishing slower special moves with a quick counter.
Special moves can be punished by throwing or countering with specific normals, depending on the move.
Comprehension Question:
What is the best way to react to a fast special move like Mei’s Heavy Slash Dolphin?
Action Steps:
Learn to block fast special moves and quickly react with a punish on slower ones.
Chunk 7: The Stagger Phase & Defensive Adaptation
Key Concepts:
The stagger phase occurs when an opponent cancels into a special move or resets pressure.
To defend successfully, mix up how you take your turn back: jump, backdash, or mash at the right times.
Constantly adapt to the opponent’s mix-ups and frame traps, and keep the pressure on them to make them overextend.
Comprehension Question:
What are some ways to adapt to an opponent’s stagger phase pressure?
Action Steps:
Practice mixing up your responses to stagger pressure, such as jumping, backdashing, or mashing, depending on the opponent's strategy.
Super-Summary: In GGST, successful defense hinges on understanding and reacting to the opponent's mix-ups, frame traps, and special moves. Key strategies include:
Using Faultless Defense to gain space and avoid pressure.
Practicing fuzzy guarding to handle high/low mix-ups.
Defending against grabs with fuzzy back-dashing or fuzzy grabs.
Blocking frame traps and punishing overextensions.
Reacting to special moves and resets by either blocking or countering.
By mastering these techniques, you can mitigate the opponent’s pressure, create opportunities to punish, and ultimately regain control in the match. Practice and adaptation are crucial to becoming proficient in these defensive strategies.
Optional Spaced Review Plan:
Day 1: Review the concepts of Faultless Defense and Fuzzy Guarding.
Day 2: Focus on Frame Traps and defending against special moves.
Day 3: Practice Stagger Phase defense and reacting to resets in a real match.
This spaced review plan will reinforce the concepts over three days and help build muscle memory for defensive play.
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.