6h Lvl 1:
Useless except for cancelling projectiles if you really must.
Very short amount of stagger on counterhit.
FRC point between frames 10-12.
6h Lvl 2 (pictured on left):
Decent range and +3 on block so it's good for poking, early anti-air, anti ground dash and lockdown.
If opponent is cornered, use in conjunction with blocked 2k or 5p for great pressure. If anything staggers (delayed 5hs FRC), 6p once to knockdown/get Heat and keep it going.
A blocked 2k slide into blocked 6h FRC, is a good setup for his command grab. If you have the same opportunity again, ditch the command grab & substitute a Level 2 Bazooka or well-timed Robo-Dash.
Combo into 2k or 5h if nearby.
Enough stagger on counterhit at stagger Lvl 2 to combo into 5d or command throw.
FRC point between frames 13-14.
6h Lvl 3:
Is -1 on block.
Even more stagger on counterhit so easier to combo into.
FRC point between frames 16-17.