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| {{AttackDataCargo-SF6/Query|lily_5lp}} | | {{AttackDataCargo-SF6/Query|lily_5lp}} |
| * Chains into [[#5LP|{{clr|7|5LP}}]]/[[#2LP|{{clr|7|2LP}}]]/[[#5LK|{{clr|7|5LK}}]]/[[#2LK|{{clr|7|2LK}}]] | | * Chains into [[#5LP|{{clr|L|5LP}}]]/[[#2LP|{{clr|L|2LP}}]]/[[#5LK|{{clr|L|5LK}}]]/[[#2LK|{{clr|L|2LK}}]] |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * DR cancel is delayed until after the 2nd active frame | | * {{clr|4|DR}} cancel is delayed until after the 2nd active frame |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| A jab with good horizontal reach. On Counter-hit it links into [[#5MK|{{clr|8|5MK}}]] or [[#2MP|{{clr|8|2MP}}]], and when done from {{clr|4|Drive Rush}} it links into both of those plus [[#2HP|{{clr|9|2HP}}]] if close enough for more damage. | | A jab with good horizontal reach and above average damage for a light. On Counter-hit it links into [[#5MK|{{clr|M|5MK}}]] or [[#2MP|{{clr|M|2MP}}]], and when done from {{clr|4|Drive Rush}} it links into both of those plus [[#2HP|{{clr|H|2HP}}]] if close enough for more damage. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|lily_5mp}} | | {{AttackDataCargo-SF6/Query|lily_5mp}} |
| An amazingly disjointed poke and neutral tool, but cannot be canceled which makes it vulnerable to Drive Impact. | | * Head hurtbox disappears on frames 8-25 |
| | <br> |
| | An amazingly disjointed poke and neutral tool, but cannot be canceled which makes it vulnerable to {{clr|4|Drive Impact}}. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|lily_5hp}} | | {{AttackDataCargo-SF6/Query|lily_5hp}} |
| * Punish Counter: Crumple (Standing +5, Juggle +28, KD +84) | | * Punish Counter: Crumple (Standing +5, Juggle +28, KD +84); {{sf6-jug|limited juggle}} state vs. airborne |
| | * Head hurtbox disappears on frames 10-35 |
| * '''Cancel Hitconfirm Window:''' 19f | | * '''Cancel Hitconfirm Window:''' 19f |
| * Special/DR cancel is delayed until after the 2nd active frame | | * Special/{{clr|4|DR}} cancel is delayed until after the 2nd active frame |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+9}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+9}} oB |
| | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| <br> | | <br> |
| A counterpoke that leads to a crumple on Punish Counter. This allows for a conversion into a full combo via [[#6HP|{{clr|9|6HP}}]], Dash [[#5MK|{{clr|8|5MK}}]], or {{clr|4|Drive Rush}}, depending on range. | | A counterpoke that leads to a crumple on Punish Counter. This allows for a conversion into a full combo via [[#6HP|{{clr|H|6HP}}]], Dash [[#5MK|{{clr|M|5MK}}]], or {{clr|4|Drive Rush}}, depending on range. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|lily_5lk}} | | {{AttackDataCargo-SF6/Query|lily_5lk}} |
| * Chains into [[#5LP|{{clr|7|5LP}}]]/[[#2LP|{{clr|7|2LP}}]]/[[#5LK|{{clr|7|5LK}}]]/[[#2LK|{{clr|7|2LK}}]] | | * Chains into [[#5LP|{{clr|L|5LP}}]]/[[#2LP|{{clr|L|2LP}}]]/[[#5LK|{{clr|L|5LK}}]]/[[#2LK|{{clr|L|2LK}}]] |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|P|+1}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|P|+1}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| This is Lily's only 4 frame normal move. Very important for frame trapping the opponent in low frame advantage situations such as after [[#Condor_Spire_(236K)|{{clr|10|Condor Spire}}]]. It doesn't leave a gap when chained into from itself or [[#2LK|{{clr|7|2LK}}]], which prevents it from being interrupted with a parry or reversal like other light chains. | | This is Lily's only 4 frame normal move. Very important for frame trapping the opponent in low frame advantage situations such as after [[#Condor_Spire_(236K)|{{clr|10|Condor Spire}}]]. It doesn't leave a gap when chained into from itself or [[#2LK|{{clr|L|2LK}}]], which prevents it from being interrupted with a parry or reversal like other light chains. |
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| Defensively, while this move can be used for mashing out of pressure, it is very liable to whiff due to its short range, making it vulnerable to a mid-string shimmy. It also has very poor frame advantage which means even on Punish Counter the only way to combo afterwards is to commit to a chain or cancel. | | Defensively, while this move can be used for mashing out of pressure, it is very liable to whiff due to its short range, making it vulnerable to a mid-string shimmy. It also has very poor frame advantage which means even on Punish Counter the only way to combo afterwards is to commit to a chain or cancel. |
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| {{AttackDataCargo-SF6/Query|lily_5mk}} | | {{AttackDataCargo-SF6/Query|lily_5mk}} |
| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+7}} oB |
| <br> | | <br> |
| Cancelable, combo-friendly normal that's useful in both Counter-hit confirms and juggles. Links into a combo after {{clr|4|Drive Rush}}/Counter-hit [[#2LP|{{clr|7|2LP}}]]/[[#5LP|{{clr|7|5LP}}]]/[[#4HP|{{clr|9|4HP}}]], or Punish Counter [[#5HP|{{clr|9|5HP}}]] with a dash.<br> | | Cancelable, combo-friendly normal that's useful in both Counter-hit confirms and juggles. Links into a combo after {{clr|4|Drive Rush}}/Counter-hit [[#2LP|{{clr|L|2LP}}]]/[[#5LP|{{clr|L|5LP}}]]/[[#4HP|{{clr|H|4HP}}]], or Punish Counter [[#5HP|{{clr|H|5HP}}]] with a dash.<br> |
| While its range isn't as impressive as Lily's other medium and heavy normals, the relatively fast startup makes it useful to use on reaction as a whiff punish into {{clr|4|Drive Rush}} [[#4HP|{{clr|9|4HP}}]].<br> | | While its range isn't as impressive as Lily's other medium and heavy normals, the relatively fast startup makes it useful to use on reaction as a whiff punish into {{clr|4|Drive Rush}} [[#4HP|{{clr|H|4HP}}]]. It can be effective against some low pokes since Lily doesn't extend a lower body hurtbox on startup.<br> |
| Finally, unlike Lily's other medium and heavy normal moves, this one recovers quickly enough to block a Drive Reversal. It's also the optimal combo starter for punishing a blocked Drive Reversal. | | Finally, unlike Lily's other medium and heavy normal moves, this one recovers quickly enough to block a Drive Reversal. It's also the optimal combo starter for punishing a blocked Drive Reversal. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|lily_5hk}} | | {{AttackDataCargo-SF6/Query|lily_5hk}} |
| * Punish Counter: KD +47 | | * Punish Counter: KD +47 (ground), {{sf6-jug|limited juggle}} state (air) |
| <br> | | <br> |
| Cannot be canceled and has a lot of startup and recovery. While it has a lot of range, walkup [[#5MP|{{clr|8|5MP}}]] is usually a better choice as it is much less vulnerable to being punished by Drive Impact and jump attacks, but {{clr|9|5HK}} does have some situational usefulness at the tip of its range: | | Cannot be canceled and has a lot of startup and recovery. While it has a lot of range, walkup [[#5MP|{{clr|M|5MP}}]] is usually a better choice as it is much less vulnerable to being punished by {{clr|4|Drive Impact}} and jump attacks, but [[#5HK|{{clr|H|5HK}}]] does have some situational usefulness at the tip of its range: |
| * It triggers proximity block from a longer range, making it harder for the opponent to create space to whiff punish. | | * It triggers proximity block from a longer range, making it harder for the opponent to create space to whiff punish. |
| * It covers long range punishes on moves that are -14 to -17 on block such as [[Street_Fighter_6/JP#3HP|JP's 3HP]] which would otherwise be safe. | | * It covers long range punishes on moves that are {{sf6-adv|VM|-14}} to {{sf6-adv|VM|-17}} on block such as [[Street_Fighter_6/JP#3HP|JP's 3HP]] which would otherwise be safe. |
| * On Punish Counter it causes a long range hard knockdown, providing an opportunity to take a free Windclad stock or {{clr|4|Drive Rush}} back in for pressure. | | * On Punish Counter it causes a long range hard knockdown, providing an opportunity to take a free Windclad stock or {{clr|4|Drive Rush}} back in for pressure. |
| * Maintains a lot of momentum from {{clr|4|Drive Rush}}, which allows it to interrupt the opponent from a surprising distance. | | * Maintains a lot of momentum from {{clr|4|Drive Rush}}, which allows it to interrupt the opponent from a surprising distance. |
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| {{AttackDataCargo-SF6/Query|lily_2lp}} | | {{AttackDataCargo-SF6/Query|lily_2lp}} |
| * Chains into [[#5LP|{{clr|7|5LP}}]]/[[#2LP|{{clr|7|2LP}}]]/[[#5LK|{{clr|7|5LK}}]]/[[#2LK|{{clr|7|2LK}}]] | | * Chains into [[#5LP|{{clr|L|5LP}}]]/[[#2LP|{{clr|L|2LP}}]]/[[#5LK|{{clr|L|5LK}}]]/[[#2LK|{{clr|L|2LK}}]] |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|E|0}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|E|0}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Lily's longest ranged light normal. It has less frame advantage than [[#5LP|{{clr|7|5LP}}]], but on Counter-hit it still links into [[#5MK|{{clr|8|5MK}}]], and when done from {{clr|4|Drive Rush}} it combos into [[#5MK|{{clr|8|5MK}}]] or [[#5MK|{{clr|8|2MP}}]].<br> | | Lily's longest ranged light normal. It has less frame advantage than [[#5LP|{{clr|L|5LP}}]], but on Counter-hit it still links into [[#5MK|{{clr|M|5MK}}]], and when done from {{clr|4|Drive Rush}} it combos into [[#5MK|{{clr|M|5MK}}]] or [[#2MP|{{clr|M|2MP}}]].<br> |
| It also has the least pushback of Lily's normals, making it ideal for hitconfirms into [[#Tomahawk_Buster_(623P)|{{clr|10|623P}}]], [[#Condor_Spire_(236K)|{{clr|10|236KK}}]], [[#Level_1_Super_(236236P)|{{clr|10|SA1}}]], [[#Level_3_Super_(214214P)|{{clr|10|SA3}}]], or {{clr|4|Drive Rush}}. | | It also has the least pushback of Lily's normals, making it ideal for hitconfirms into [[#Tomahawk_Buster_(623P)|{{clr|10|623P}}]], [[#Condor_Spire_(236K)|{{clr|10|236KK}}]], [[#Level_1_Super_(236236P)|{{clr|10|SA1}}]], [[#Level_3_Super_(214214P)|{{clr|10|SA3}}]], or {{clr|4|Drive Rush}}. |
| }} | | }} |
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| * '''Cancel Hitconfirm Window:''' 15f (Super) | | * '''Cancel Hitconfirm Window:''' 15f (Super) |
| <br> | | <br> |
| A disjointed poke that's marginally faster than [[#5MP|{{clr|8|5MP}}]] but without quite as much range.<br> | | A disjointed poke that's marginally faster than [[#5MP|{{clr|M|5MP}}]] but without quite as much range.<br> |
| Noteworthy for being cancelable into {{clr|10|Super Arts}}, especially [[#Level_1_Super_(236236P)|{{clr|10|SA1}}]] for good damage off a counter-poke or a {{clr|4|Drive Rush}} combo. | | Noteworthy for being cancelable into {{clr|10|Super Arts}}, especially [[#Level_1_Super_(236236P)|{{clr|10|SA1}}]] for good damage off a counter-poke or a {{clr|4|Drive Rush}} combo. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|lily_2hp}} | | {{AttackDataCargo-SF6/Query|lily_2hp}} |
| | * Counter-hit/Punish Counter puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Can anti-air cross-ups on the first 2 active frames |
| * '''Cancel Hitconfirm Window:''' 30f / 18f (2nd hit only) | | * '''Cancel Hitconfirm Window:''' 30f / 18f (2nd hit only) |
| * Special/DR cancel is delayed until after the 4th active frame (2nd active frame of the 2nd hit) | | * Special/{{clr|4|DR}} cancel is delayed until after the 4th active frame (2nd active frame of the 2nd hit) |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+13}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+13}} oB |
| <br> | | <br> |
| One of Lily's best buttons in its range, cancelability, confirmability, hitstun, and anti-air potential. It does basically everything. It is also the normal to use for generating Windclad stocks through [[Street_Fighter_6/Lily/Strategy#Condor_Wind|Condor Wind Pressure]]. | | One of Lily's best buttons in its range, cancelability, confirmability, hitstun, and anti-air potential. It does basically everything. It is also the normal to use for generating Windclad stocks through [[Street_Fighter_6/Lily/Strategy#Condor_Wind|Condor Wind Pressure]]. |
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| {{AttackDataCargo-SF6/Query|lily_2lk}} | | {{AttackDataCargo-SF6/Query|lily_2lk}} |
| * Chains into [[#5LP|{{clr|7|5LP}}]]/[[#2LP|{{clr|7|2LP}}]]/[[#5LK|{{clr|7|5LK}}]]/[[#2LK|{{clr|7|2LK}}]] | | * Chains into [[#5LP|{{clr|L|5LP}}]]/[[#2LP|{{clr|L|2LP}}]]/[[#5LK|{{clr|L|5LK}}]]/[[#2LK|{{clr|L|2LK}}]] |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Useful for catching an opponent trying to jump or walk backwards out of a blockstring. Can be difficult to confirm into a combo as it is not cancelable and has more pushback than her other light attacks. | | Useful for catching an opponent trying to jump or walk backwards out of a blockstring. Can be difficult to confirm into a combo as it is not cancelable and has more pushback than her other light attacks. |
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| Defensively, it is more consistent for interrupting blockstrings where [[#5LK|{{clr|7|5LK}}]] lacks the range to reach the opponent, but it isn't usually possible to reach the opponent to combo afterwards which somewhat limits its usefulness. | | Defensively, it is more consistent for interrupting blockstrings where [[#5LK|{{clr|L|5LK}}]] lacks the range to reach the opponent, but it isn't usually possible to reach the opponent to combo afterwards which somewhat limits its usefulness. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|lily_2mk}} | | {{AttackDataCargo-SF6/Query|lily_2mk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * Special/DR cancel is delayed until after the active frames | | * Special/{{clr|4|DR}} cancel is delayed until after the active frames |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+4}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+4}} oB |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
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| * Counter-hit/Punish Counter: HKD +47 | | * Counter-hit/Punish Counter: HKD +47 |
| * Has juggle potential; not a Hard Knockdown when juggled into | | * Has juggle potential; not a Hard Knockdown when juggled into |
| * 1st hit doesn't knock down ({{sf6-adv|VM|-15}} on long range whiff punish if 2nd hit whiffs) | | * 1st hit doesn't knock down ({{sf6-adv|VM|-15}} if 2nd hit whiffs as a long-range whiff punish) |
| <br> | | <br> |
| Can be used to juggle the opponent if a {{clr|4|Windclad}} [[#Condor_Spire_(236K)|{{clr|10|Condor Spire}}]] hits them less than three times.<br> | | Can be used to juggle the opponent if a {{clr|4|Windclad}} [[#Condor_Spire_(236K)|{{clr|10|Condor Spire}}]] hits them less than three times.<br> |
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| {{AttackDataCargo-SF6/Query|lily_jmp}} | | {{AttackDataCargo-SF6/Query|lily_jmp}} |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Chains into j.MP~MP Target Combo | | * Chains into [[#j.MP~MP|{{clr|M|j.MP~MP}}]] Target Combo |
| * Shifts Lily's hurtbox upward during startup | | * Shifts Lily's hurtbox upward during startup |
| <br> | | <br> |
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| * Shifts Lily's hurtbox upward during startup | | * Shifts Lily's hurtbox upward during startup |
| <br> | | <br> |
| A cross-up with a wide hitbox that extends far forward and backward. Much easier to space than j.LK, but the extra hitstun/blockstun gives the opponent more time to react to a tick throw setup. | | A cross-up with a wide hitbox that extends far forward and backward. Much easier to space than [[#j.LK|{{clr|L|j.LK}}]], but the extra hitstun/blockstun gives the opponent more time to react to a tick throw setup. |
| }} | | }} |
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