This might be one of the weirdest moves in the game. 6H functions as a thirteen frame overhead during its first active hitbox, but becomes a low late into its active frames. This makes it a terrifying option that can come from nearly of any Zappa's normals, and it special cancels, usually into the swipe for knockdown. Keep in mind, though, that the second hit has too little hitstun to combo out of it, but it is still a good option to use occasionally.
6H will usually raise the sword a bit before dropping downwards at a 45 degree angle, towards the opponent. Keep this in mind, as if the sword is too high and the opponent is grounded, they may be able to low profile the move and escape your pressure, and it may whiff if used improperly. Its best uses are generally after a f.S, 2S, or 2H(1), leading to mixup or continuing a combo.
Startup to hit crouching opponent is 22F (tested on Sol). Opponent must guard HF from 13~28F, All from 29~36F, and LF from 37F onwards. Max 2 hits. Untechable for 18F.