Gameplay Concepts
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.
Summary:
In this video, the creator discusses the importance of rotating your round start options in Guilty Gear Strive, and the decision-making process involved in adapting to your opponent's behavior at the start of a round. The video emphasizes understanding the Rock-Paper-Scissors (RPS) dynamic of round start interactions and how to counter your opponent's choices by changing your own approach.
Key Concepts:
Importance of Rotating Round Start Options:
Players who use the same option repeatedly at the start of rounds can be easily countered. Rotating between different options keeps your approach unpredictable.
Example of Round Start Interactions:
Far Slash vs. 6P: The player opens with far slash, but their opponent counters it with 6P, a powerful anti-air move, demonstrating how round start choices interact.
After being hit, the player adjusts their strategy by choosing different options in subsequent rounds, testing out counters like 2S and 2D to beat the 6P.
Adjusting to Opponent's RPS Choices:
Players can react to what their opponents do at round start and adapt. The opponent's use of 6P is countered by 2S, and later, the player avoids the predictable 6P by using dash up 2D.
The opponent, in turn, changes their approach by jumping and air dashing, keeping the round start RPS cycle dynamic.
Training Mode Tips:
The video suggests using Training Mode's Position Reset to test and practice different round start options. By selecting different opponent responses (like 6P or crouching attacks), players can experiment and learn which options are most effective against specific scenarios.
Specific Advice for Certain Characters:
The player mentions May's 2S as a particularly strong round start option, joking about how some players don’t use her great buttons effectively.
Safe Options:
Walking back is recommended as a safe option for round start, since it doesn't commit you to an unsafe position but still allows you to respond to the opponent’s actions.
Bullet Points for Quick Review:
Rotate your round start options to avoid being predictable.
Use RPS interactions (e.g., 6P vs. far slash) to understand the best counters.
Adjust your strategy based on the opponent's previous choices (e.g., use 2D to counter 6P).
Use Training Mode's Position Reset feature to practice different round start interactions.
May’s 2S is a powerful tool and should be utilized more often by May players.
Walking back is a safe round start option that doesn’t expose you to major risks.
Chunks Breakdown: Chunk 1: Rotating Round Start Options
Key Point: Repeating the same round start option leads to predictability and easy counters.
Comprehension Question: Why is it important to rotate your round start options? Answer: Rotating options prevents your opponent from easily countering you by making your actions less predictable.
Action Step: In your next gameplay session, consciously rotate through different round start options (e.g., far slash, 6P, jump, walk back) to keep your opponent guessing.
Chunk 2: Round Start Interactions and Adjusting to Opponents
Key Point: Observing and adjusting to your opponent’s round start option is essential.
Comprehension Question: What happens when a player keeps using the same round start option, like 6P? Answer: The opponent can adapt and find counters, like 2S or 2D, to beat it.
Action Step: Pay attention to what your opponent chooses at round start and adapt your options accordingly, changing up your strategy if they consistently counter you.
Chunk 3: Training Mode for Testing Round Start Options
Key Point: Training Mode’s Position Reset feature is a great tool for testing various round start interactions.
Comprehension Question: How can you use Training Mode to improve your round start decisions? Answer: By resetting the position and setting up your opponent to use specific moves (like 6P or crouching attacks), you can practice countering different round start options.
Action Step: Use the Position Reset feature in Training Mode to practice different round start situations and experiment with what options beat your opponent’s typical choices.
Chunk 4: Specific Character Advice and Safe Options
Key Point: May’s 2S is a strong option for round start, and walking back is a safe, low-risk choice.
Comprehension Question: What is the benefit of walking back at round start? Answer: Walking back is safe because it doesn’t commit you to a risky move and allows you to react to your opponent’s choices.
Action Step: If you're unsure what to do at round start, try walking back and analyzing the opponent’s response before committing to an aggressive move.
Super-Summary:
This video highlights the importance of rotating your round start options to avoid predictability in Guilty Gear Strive. By adapting to your opponent’s choices (e.g., countering a 6P with 2S or 2D), you can break the cycle of easy counters and create a more dynamic start to the round. Using Training Mode's Position Reset allows players to practice different round start situations and refine their strategies. The video also provides specific advice on using May’s 2S and the benefit of walking back as a safe, non-committal round start option.
Optional Spaced Review Plan:
Day 1: Review key concepts about rotating options and observing your opponent’s choices.
Day 2: Practice rotating round start options in actual gameplay and use Training Mode’s Position Reset to test various counters.
Day 3: Focus on safe options (like walking back) and character-specific strategies (e.g., May’s 2S). Revisit the video for additional insights.
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.