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| {{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}} | | {{New Patch Warning SF6}} |
| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{Character Top SF6 | chara={{SUBPAGENAME}} }} |
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| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = | | | subtitle = |
| | input = 5LP | | | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5L~L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|lily_5lp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_5lp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_5lp}} | | {{AttackDataCargo-SF6/Query|lily_5lp}} |
| * Chains into 5LP/2LP/5LK/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|M|-1}} oB | | * {{clr|4|DR}} cancel is delayed until after the 2nd active frame |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| A jab with incredible horizontal reach and decent advantage on block. Very good for checking and controlling the opponent's movement. On counter-hit, it links into 5MK or 2MP, and after a Drive Rush, it links into 2HP. | | 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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| | title = Standing Medium Punch | | | title = Standing Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 5MP | | | input = {{Classic_sf6}} 5MP<br>{{Modern_sf6}} 5M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_5mp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_5mp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_5mp}} | | {{AttackDataCargo-SF6/Query|lily_5mp}} |
| 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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| | title = Standing Heavy Punch | | | title = Standing Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 5HP | | | input = {{Classic_sf6}} 5HP<br>{{Modern_sf6}} 5H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|lily_5hp|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|lily_5hp|caption=}} |
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| | info = | | | info = |
| {{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 |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+9}} oB | | * Special/{{clr|4|DR}} cancel is delayed until after the 2nd active frame |
| | * '''{{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 full conversions via Drive Rush or a forward dash, depending on range. When canceled into OD Condor Wind, there's a gap large enough for the opponent to DI. It's possible to react to your move getting absorbed and cancel to Level 2 if this happens though, so it's a good option when you have 2 bars | | 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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| | title = Standing Light Kick | | | title = Standing Light Kick |
| | subtitle = | | | subtitle = |
| | input = 5LK | | | input = {{Classic_sf6}} 5LK<br>{{Modern_sf6}} 5L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|lily_5lk|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|lily_5lk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_5lk}} | | {{AttackDataCargo-SF6/Query|lily_5lk}} |
| * Chains into 5LP/2LP/5LK/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|E|0}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| This is Lily's only 4F button. Very important in tick throws and to frame trap people with after a Windclad Condor Spire, and is a true blockstring when chained after 2LK or 5LK. Without this, a lot of her strings are able to be mashed out of. It also has horrible range (which makes it unable to punish certain things, like Juri's Light Fuhajin) and frame advantage, leading to no unique links even on Punish Counter. | | 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 [[#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. If it lands as a counter-hit or Punish Counter, Lily can reliably link into a cancelable [[#5MK|{{clr|M|5MK}}]] for extra damage. |
| }} | | }} |
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| | title = Standing Medium Kick | | | title = Standing Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 5MK | | | input = {{Classic_sf6}} 5MK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|lily_5mk|caption=}} | | {{MoveDataCargoImage|lily_5mk|caption=}} |
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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 alike. Examples include linking after a counter-hit LP, a Punish Counter 5HP, or a Drive Rush 4HP. | | 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|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. |
| }} | | }} |
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| | title = Standing Heavy Kick | | | title = Standing Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 5HK | | | input = {{Classic_sf6}} 5HK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|lily_5hk|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|lily_5hk|caption=}} |
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| | info = | | | info = |
| {{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> |
| Has a lot of pushback on block, so it can set up a spacing trap with her 5HP against opponents who are too hasty to press a button after blocking this. However, the long startup and recovery on this button means you shouldn't rely on it on its own too much in neutral, as it's very susceptible to well timed jumps or drive impact attempts.
| | 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: |
| On punish counter, this button knocks the opponent to the other end of the screen, so you can get a free wind stock afterwards.
| | * 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 {{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. |
| | * Maintains a lot of momentum from {{clr|4|Drive Rush}}, which allows it to interrupt the opponent from a surprising distance. |
| | * It has a lot of pushback on block, which can be helpful when trying to push out of the corner. |
| }} | | }} |
| <br> | | <br> |
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| | title = Crouching Light Punch | | | title = Crouching Light Punch |
| | subtitle = | | | subtitle = |
| | input = 2LP | | | input = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} 2L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|lily_2lp|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|lily_2lp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_2lp}} | | {{AttackDataCargo-SF6/Query|lily_2lp}} |
| * Chains into 5LP/2LP/5LK/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 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * Topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| <br> | | <br> |
| Has the most range and least pushback out of all of Lily's light normals, making it incredibly good for hitconfirms into 623P, 236KK, 236236P, and Drive Rush. Unfortunately has slightly less damage and frame advantage than 5LP, which makes it not quite as capable of linking into higher damage moves.
| | 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}}. |
| }} | | }} |
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| | title = Crouching Medium Punch | | | title = Crouching Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 2MP | | | input = {{Classic_sf6}} 2MP<br>{{Modern_sf6}} 2M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=130px|lily_2mp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|lily_2mp|caption=}} |
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| {{AttackDataCargo-SF6/Query|lily_2mp}} | | {{AttackDataCargo-SF6/Query|lily_2mp}} |
| * '''Cancel Hitconfirm Window:''' 15f (Super) | | * '''Cancel Hitconfirm Window:''' 15f (Super) |
| | * Topmost hurtbox on frames 1-10 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| <br> | | <br> |
| A poke with slightly better speed than 5MP. More notable is its ability to cancel into Supers. | | 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. |
| }} | | }} |
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| | title = Crouching Heavy Punch | | | title = Crouching Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 2HP | | | input = {{Classic_sf6}} 2HP<br>{{Modern_sf6}} 2H or A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_2hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|lily_2hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|lily_2hp|caption=}} |
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| | info = | | | info = |
| {{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) |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+13}} oB | | * Special/{{clr|4|DR}} cancel is delayed until after the 4th active frame (2nd active frame of the 2nd hit) |
| | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+13}} oB |
| | * Extends a hurtbox on whiff until end of recovery |
| <br> | | <br> |
| One of Lily's best buttons in its range, cancelability, advantage, and especially anti-air potential. This normal will stop even close jumps and cross-ups, and leads to juggles on air connect. On block, going into MP/HP Condor Wind charge on block is an airtight and safe on block frame trap, but keep in mind that it will be consistently punished by Drive Impact. To prevent this, you can use LP Condor Wind after someone is conditioned to Drive Impact, bait it, and then punish it with your own. OD Condor Wind attack also cannot be interrupted by drive impact. If you have 3 bars of meter, you can use MP or HP condor wind attack with impunity, and cancel into level 3 if you see your opponent responding with a DI for big damage. | | 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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| | Against a grounded opponent, being close enough to connect both hits makes it very easy to hit-confirm into {{clr|4|Drive Rush}}, {{clr|10|Special}} or {{clr|10|Super Art}}. It's also easy to visually confirm and counter {{clr|4|Drive Impact}}. Even if the first hit is spaced to whiff it can still Counter-hit the opponent for both hits if they press a button.<br> |
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| | At longer ranges it spaces out various reversals, and can be used to start [[#Street_Fighter_6/Lily/Strategy#Condor_Spire|Condor Spire Pressure]] from an obscene distance. |
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| | As an anti-air it will catch jumps a significant distance in front of Lily as well as above and even slightly behind her. On Counter-hit it juggles into [[#Condor_Wind_Attack_(214P)|{{clr|10|Condor Wind}}]] or [[#Condor_Spire_(236K)|{{clr|10|Condor Spire}}]], but this is risky to attempt as the opponent can punish with a reversal after an empty jump. |
| }} | | }} |
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| | title = Crouching Light Kick | | | title = Crouching Light Kick |
| | subtitle = | | | subtitle = |
| | input = 2LK | | | input = {{Classic_sf6}} 2LK<br>{{Modern_sf6}} A[L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_2lk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_2lk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_2lk}} | | {{AttackDataCargo-SF6/Query|lily_2lk}} |
| * Chains into 5LP/2LP/5LK/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 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| As Lily's other lows are remarkably slow, this button is important for catching people who are trying to jump out of your strings. Also has slightly more pushback than her other lights.
| | 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. |
| | |
| | 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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| | title = Crouching Medium Kick | | | title = Crouching Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 2MK | | | input = {{Classic_sf6}} 2MK<br>{{Modern_sf6}} A[M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_2mk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|lily_2mk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_2mk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_2mk|caption=}} |
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| {{AttackDataCargo-SF6/Query|lily_2mk}} | | {{AttackDataCargo-SF6/Query|lily_2mk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+4}} oB | | * Special/{{clr|4|DR}} cancel is delayed until after the active frames |
| | * '''{{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> |
| A special and DR cancelable 2MK. This is nice to have, even if Lily lacks the movement speed to make it as threatening as other 2MKs. | | A low attack that is mainly used as a hard read against an opponent that likes to walk backwards, comboing into {{clr|4|Drive Rush}} or {{clr|4|Windclad}} [[#Condor_Spire_(236K)|{{clr|10|Condor Spire}}]].<br> |
| | This move is hugely limited by its slow startup and short range, with the lack of hit-confirmability making it virtually impossible to use with most of Lily's specials due to them being unsafe on block. |
| }} | | }} |
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| | title = Crouching Heavy Kick | | | title = Crouching Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 2HK | | | input = {{Classic_sf6}} 2HK<br>{{Modern_sf6}} 3H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_2hk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_2hk|caption=}} |
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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|-4}} if 2nd hit whiffs as a long-range whiff punish) |
| | * 2nd hit can be blocked high if the 1st hit was blocked. |
| <br> | | <br> |
| The only impressive thing about this sweep is how stubby it is. | | 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> |
| | Otherwise it's pretty standard for a sweep. The two hits don't amount to much in a game where {{clr|4|Drive Impact}} absorbs both of them. |
| }} | | }} |
| <br> | | <br> |
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| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = j.LP | | | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_jlp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_jlp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jlp}} | | {{AttackDataCargo-SF6/Query|lily_jlp}} |
| Lily's fastest air normal. Useful as a horizontal air-to-air on reaction when jumping backward out of pressure. | | Lily's fastest air normal with good horizontal range. Useful as an air-to-air when jumping backwards out of pressure, or on reaction when both players jump at the same time. |
| }} | | }} |
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| | title = Jumping Medium Punch | | | title = Jumping Medium Punch |
| | subtitle = | | | subtitle = |
| | input = j.MP | | | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=130px|lily_jmp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|lily_jmp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jmp}} | | {{AttackDataCargo-SF6/Query|lily_jmp}} |
| * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|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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| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = j.HP | | | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|lily_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_jhp|caption=}} |
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| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = j.LK | | | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} j.L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_jlk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_jlk|caption=}} |
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| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = j.MK | | | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=130px|lily_jmk|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|lily_jmk|caption=}} |
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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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| | title = Jumping Heavy Kick | | | title = Jumping Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = j.HK | | | input = {{Classic_sf6}} j.HK<br>{{Modern_sf6}} j.H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=130px|lily_jhk|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|lily_jhk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jhk}} | | {{AttackDataCargo-SF6/Query|lily_jhk}} |
| Has good range and a good hitbox; even strong anti-air normals can easily trade if Lily connects with the tip of her feet. | | Has good range and a good hitbox; anti-air normals can trade if Lily connects with the tip of her feet. |
| }} | | }} |
| <br> | | <br> |
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| | title = Desert Storm | | | title = Desert Storm |
| | subtitle = | | | subtitle = |
| | input = 6HP | | | input = {{Classic_sf6}} 6HP<br>{{Modern_sf6}} 6H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|lily_6hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_6hp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_6hp}} | | {{AttackDataCargo-SF6/Query|lily_6hp}} |
| * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 16f / 21f (TC) | | * '''Cancel Hitconfirm Window:''' 16f / 21f (TC) |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+11}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+11}} oB |
| <br> | | <br> |
| An advancing heavy normal that can either cancel into specials or into its own unique target combo. Has enough blockstun for a cancel into H Wind Stock to be an airtight block string. | | An advancing heavy normal that can be canceled into either a special move, or the much less useful (but more easily confirmable) Target Combo.<br> |
| | Typically used as a followup after crumpling the opponent with Punish Counter [[#5HP|{{clr|H|5HP}}]] or a {{clr|4|Drive Impact}} wall splat.<br> |
| | Despite the upward swinging animation, this is not an effective anti-air. |
| }} | | }} |
|
| |
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| | title = Ridge Thrust | | | title = Ridge Thrust |
| | subtitle = | | | subtitle = |
| | input = 3HP | | | input = {{Classic_sf6}} 3HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=130px|lily_3hp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|lily_3hp|caption=}} |
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| {{AttackDataCargo-SF6/Query|lily_3hp}} | | {{AttackDataCargo-SF6/Query|lily_3hp}} |
| * '''Lower Body Invuln:''' 5-19f (hurtbox is slightly lower on frames 5-6) | | * '''Lower Body Invuln:''' 5-19f (hurtbox is slightly lower on frames 5-6) |
| An overhead with surprising range. After Drive Rush, it has advantage on block and combos into lights on hit. | | * Crouching state on frames 25-42 (only 3f standing recovery at the end) |
| | <br> |
| | An overhead with surprising range and hitbox disjoint. Can be used to hop over low attacks for a Punish Counter, which combos into light attacks.<br> |
| | When done after {{clr|4|Drive Rush}} it also combos into light attacks, and is {{sf6-adv|P|+1}} on block. |
| }} | | }} |
|
| |
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| | title = Horn Breaker | | | title = Horn Breaker |
| | subtitle = | | | subtitle = |
| | input = 4HP | | | input = {{Classic_sf6}} 4HP<br>{{Modern_sf6}} 4H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|lily_4hp|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|lily_4hp|caption=}} |
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| {{AttackDataCargo-SF6/Query|lily_4hp}} | | {{AttackDataCargo-SF6/Query|lily_4hp}} |
| * '''Cancel Hitconfirm Window:''' 18f | | * '''Cancel Hitconfirm Window:''' 18f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB |
| <br> | | <br> |
| Yet another heavy poke. This one is special, as it has the most frame advantage on hit of any of Lily's normals, making it crucial for punishes and Drive Rush routes.
| | This move is unique in that Lily's hurtbox does not move forwards at all until the attack hits. This makes it effective at fishing for Counter-hits with little risk of being counterpoked herself.<br> |
| | It will usually reach beyond and cleanly beat the low pokes that [[#2HP|{{clr|H|2HP}}]] typically loses to, complimenting it perfectly.<br> |
| | It is also indispensable as a combo tool due to its high damage and high frame advantage on hit. {{clr|4|Drive Rush}}~[[#4HP|{{clr|H|4HP}}]] is Lily's optimal punish starter. |
| }} | | }} |
|
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| | title = Great Spin | | | title = Great Spin |
| | subtitle = | | | subtitle = |
| | input = j.2HP | | | input = {{Classic_sf6}} j.2HP<br>{{Modern_sf6}} j.2H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_j2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|lily_j2hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=250px|lily_j2hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=250px|lily_j2hp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_j2hp}} | | {{AttackDataCargo-SF6/Query|lily_j2hp}} |
| A unique cross-up button that is extremely active and quite large. Lily can use this in conjunction with her cross-up j.LK to mix up the opponent with different command grab timings upon landing. | | A unique cross-up button that is extremely active and quite large. Lily can use this in conjunction with her cross-up {{clr|L|j.LK}} to mix up the opponent with different command grab timings upon landing. |
| }} | | }} |
| <br> | | <br> |
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| | title = Desert Storm | | | title = Desert Storm |
| | subtitle = | | | subtitle = |
| | input = 6HP~HP~HP | | | input = {{Classic_sf6}} 6HP~HP~HP<br>{{Modern_sf6}} 6H~H~H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_6hp_hp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_6hp_hp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|lily_6hp_hp_hp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|lily_6hp_hp_hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_6hp_hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_6hp_hp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_6hp_hp}} | | {{AttackDataCargo-SF6/Query|lily_6hp_hp}} |
| * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 16f (single hit) / 52-55f (full TC) | | * '''Cancel Hitconfirm Window:''' 16f (single hit) / 52-55f (full TC) |
| * 2f gap between hits on block | | * Leaves a 3f blockstring gap before 2nd {{clr|H|HP}} |
| <br> | | <br> |
| {{AttackDataCargo-SF6/Query|lily_6hp_hp_hp}} | | {{AttackDataCargo-SF6/Query|lily_6hp_hp_hp}} |
| * True blockstring from 6HP~HP | | * Leaves a 1f blockstring gap before final {{clr|H|HP}} |
| | * () refers to scaled damage from {{clr|H|6HP}}~{{clr|H|HP}} combo starter |
| <br> | | <br> |
| A low reward Target Combo off of Lily's advancing 6HP. Generally less useful than opting for a cancel into M or H Condor Wind (214P), but the second hit does allow for a frame trap vs delayed strike vs delayed throw RPS on block, albeit a weak one. | | A Target Combo that is rarely used, since canceling [[#6HP|{{clr|H|6HP}}]] into [[#Condor_Wind_Attack_(214P)|{{clr|10|Condor Wind}}]] does more damage while building a wind stock.<br> |
| | The main benefit of this TC chain is that it's much easier to confirm directly from [[#6HP|{{clr|H|6HP}}]] in neutral. Each hit is also a built-in frame trap if the opponent tries to take their turn back on block, though this is quite risky and doesn't work if the opponent is in Burnout. |
| }} | | }} |
|
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| | title = Double Arrow | | | title = Double Arrow |
| | subtitle = | | | subtitle = |
| | input = j.MP~MP | | | input = {{Classic_sf6}} j.MP~MP<br>{{Modern_sf6}} j.M~M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_jmp_mp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_jmp_mp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_jmp_mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_jmp_mp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jmp_mp}} | | {{AttackDataCargo-SF6/Query|lily_jmp_mp}} |
| * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 40-44f (Super) | | * '''Cancel Hitconfirm Window:''' 40-44f (Super) |
| <br> | | <br> |
| A rewarding air-to-air option to complement her strong anti-airs, Double Arrow allows Lily to heavily punish jumps as she can link into Tomahawk Buster (623P) upon landing or cancel into air Thunderbird (j.236236K) immediately. | | A rewarding air-to-air option to complement her strong anti-airs.<br> |
| | Double Arrow allows Lily to heavily punish jumps by linking into [[#Tomahawk_Buster_(623P)|{{clr|10|Tomahawk Buster}}]] upon landing or by canceling into [[#Level_2_Super_(236236K)|{{clr|10|SA2}}]] in the air. |
| }} | | }} |
| <br> | | <br> |
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| | title = Forward Throw | | | title = Forward Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK | | | input = {{Classic_sf6}} 5LPLK<br>{{Modern_sf6}} 5LM |
| | images = | | | images = |
| {{MoveDataCargoImage|lily_lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|lily_lplk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|lily_lplk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|lily_lplk|caption=}} |
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| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| While it has less damage and range than Mexican Typhoon, Lily's normal throw grants much better oki, especially in the corner. It also allows Lily to punish opponents attempting to jump out of command throws frequently. | | While it has less damage and range than Mexican Typhoon, Lily's normal throw leaves the opponent much closer on the ground for significantly better followup options. It also allows Lily to recover in time to anti-air an opponent that jumps in anticipation of a command grab. |
|
| |
|
| After a corner throw, Lily can use Drive Rush to create a throw loop. Characters with invincible reversals can react to this, so it shouldn't be relied on in all matchups. Against Blanka, E. Honda, and Zangief, she can walk forward with frame-perfect to achieve a true throw loop, though it's risky to attempt this since she can be punished for throwing too early or too late. | | After throwing the opponent into the corner, they remain in range for a walkup [[#Mexican_Typhoon_(360+P)|{{clr|10|Command Grab}}]]. Input 2486 or 8426 during end of the animation, then hold forwards and press punch just as the opponent stands up. It's possible to do this with any strength grab, but it is easier to time when using the longer ranged {{clr|L|LP}} or {{clr|10|OD}} version. |
|
| |
|
| Midscreen, Lily can Drive Rush into 4HP or 2HP and cancel into MP Condor Wind (214MP) to space out most wakeup options and safely gain a wind stock. The extra block advantage from Drive Rush allows 214MP to remain a true blockstring, preventing them from using Drive Impact to absorb it. Note that if the opponent stand blocks, 214MP will hit slightly later, leading to an interruptible gap in the blockstring; to avoid this, Lily can slightly delay her 4HP or 2HP after Drive Rush. | | {{clr|4|Drive Rush}} Throw can be used to loop the opponent in the corner. If they have access to a 6 frame invincible reversal they can use it on reaction, and will not be possible recover in time to bait it by blocking. Blanka, Honda, and Zangief can be looped using a frame-perfect walkup throw instead, but this is somewhat risky as missing the timing by a single frame in either direction causes the throw to lose to wakeup mashing. |
| | |
| | Midscreen, Lily can {{clr|4|Drive Rush}} into a slightly delayed [[#4HP|{{clr|H|4HP}}]] or [[#2HP|{{clr|H|2HP}}]] and cancel into [[#Condor_Wind_Attack_(214P)|{{clr|M|214MP}}]] to grab a Windclad stock, with the extra blockstun making it safe against {{clr|4|Drive Impact}}. The attack needs to be delayed because otherwise the opponent can avoid it by walking backwards and get a free whiff punish. |
| }} | | }} |
|
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| | title = Back Throw | | | title = Back Throw |
| | subtitle = | | | subtitle = |
| | input = 4LPLK | | | input = {{Classic_sf6}} 4LPLK<br>{{Modern_sf6}} 4LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_4lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|lily_4lplk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_4lplk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_4lplk|caption=}} |
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| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| After throwing the opponent back into the corner, Lily can Drive Rush to set up another strike/throw mixup; a regular dash only allows her to pressure with a ranged meaty normal. She can also use a meaty 236MK to become +4 on block, or Windclad 236LK to become +3; while great for oki, it also gives the opponent an opportunity to react with an anti-air invincible special. | | While this has a longer knockdown than forward throw it also leaves the opponent further away, so it's best to avoid sending them midscreen with it. |
| | |
| | After throwing the opponent back into the corner, {{clr|4|Drive Rush}} sets up another close range strike/throw mixup. Unlike forward throw, there is enough time to recover and block reversals.<br> |
| | Alternatively, performing a regular dash sets up a mixup between [[#4HP|{{clr|H|4HP}}]], microwalk [[#2HP|{{clr|H|2HP}}]], or walk-up [[#Mexican_Typhoon_(360+P)|{{clr|10|Command Grab}}]]. Input 2486 or 8426 during the dash animation, then hold forwards and press punch just as the opponent stands up. |
| | |
| | Other alternatives are meaty [[#Condor_Spire_(236K)|{{clr|M|236MK}}]] to become {{sf6-adv|VP|+4}} on block, or {{clr|4|Windclad}} [[#Condor_Spire_(236K)|{{clr|L|236LK}}]] to become {{sf6-adv|P|+3}}. While this is good for immediately getting close it is also very reactable, and will lose outright to a meterless anti-air special. |
| }} | | }} |
| <br> | | <br> |
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| | title = Drive Impact | | | title = Drive Impact |
| | subtitle = | | | subtitle = |
| | input = HPHK | | | input = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|lily_hphk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_hphk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_hphk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_hphk}} | | {{AttackDataCargo-SF6/Query|lily_hphk}} |
| * '''Armor (2-hit):''' 1-27f | | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.389 (1.489 movement + 0.90 hitbox) |
| * Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block) | | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| | * Combos when canceled from {{clr|H|6HP}}/{{clr|H|4HP}} or Punish Counter {{clr|H|2HP}}/{{clr|H|5HP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| | * A blocked {{clr|4|DI}} can combo into another {{clr|4|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| | ** This happens because a blocked {{clr|4|DI}} is not considered a "hit" for combo purposes |
| | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
|
| |
|
| When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout | | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| * 2HP: 4[0] | | * [[#2HP|{{clr|H|2HP}}]]: 4[0] (delay cancel to avoid Lock in Burnout) |
| ** DI cancel can be manually delayed to allow stun in Burnout
| | * [[#6HP|{{clr|H|6HP}}]]: 6[2] |
| * 6HP: 6[2] | | * [[#4HP|{{clr|H|4HP}}]]: 7[3] |
| * 4HP: 7[3] | | * [[#5HP|{{clr|H|5HP}}]]: 8[4] |
| * 5HP: 8[4] | | * [[#5MK|{{clr|M|5MK}}]]: 10[6] |
| * 5MK: 10[6] | | * [[#2MK|{{clr|M|2MK}}]]: 13[9] |
| * 2MK: 13[9] | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 10f can be jumped out of by Lily (9f for most characters) |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | |
| | Against the following characters in Burnout: |
| | * '''JP (22K)''', frame 3 counter |
| | * '''Marisa (214K)''', frame 3 armor |
| | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|10|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. |
| | * {{clr|H|2HP}} > delay {{clr|4|DI}}: delay allows a small blockstring gap to prevent opponent from absorbing the hit |
| | * {{clr|H|6HP}}{{clr|10|*}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|H|4HP}}{{clr|10|*}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| | * {{clr|4|DR~}}{{clr|M|5MK}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| }} | | }} |
|
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| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK (in blockstun) | | | input = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_6hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|lily_6hphk|caption=}} |
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| {{AttackDataCargo-SF6/Query|lily_6hphk}} | | {{AttackDataCargo-SF6/Query|lily_6hphk}} |
| * '''Full Invuln:''' 1-22f; Armor Break | | * '''Full Invuln:''' 1-22f; Armor Break |
| * 5f extra recovery on hit | | * 5f extra recovery on hit; 4f screen freeze during startup |
| | {{AttackDataCargo-SF6/Query|lily_6hphk_recovery}} |
| | * '''Full Invuln:''' 1-20f; Armor Break |
| | * 5f extra recovery on hit; no screen freeze |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
| }} | | }} |
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| | title = Drive Parry | | | title = Drive Parry |
| | subtitle = | | | subtitle = |
| | input = MPMK | | | input = {{Classic_sf6}} MPMK<br>{{Modern_sf6}} DP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|lily_mpmk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|lily_mpmk|caption=}} |
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| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = 66 | | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|lily_66|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_mpmk_66_pdr|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|lily_66|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_mpmk_66_pdr|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_66}} | | {{AttackDataCargo-SF6/Query|lily_mpmk_66_pdr}} |
| | * 1-bar version performed out of Parry |
| | * Startup is 1+8 immediately after successful Parry |
| | {{AttackDataCargo-SF6/Query|lily_mpmk_66_drc}} |
| | * 3-bar version performed on hit/block from a cancelable normal |
| | ** Can also be performed from whiffed cancelable light normals |
| | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Lily/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| | * Startup refers to minimum time before an attack can cancel the {{clr|4|Drive Rush}} animation |
| | * The first 15 recovery frames are cancelable into any attack |
| | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| ** Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo | | ** Only applies scaling once per combo; does not apply when a {{clr|4|Drive Rush}} enhanced attack starts the combo |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.
| | |
| * Distance:
| | Distance: |
| ** 0.434 (min, cancel into immediate Throw)
| | * 0.434 (min, cancel into immediate Throw) |
| ** 1.900 (min, earliest blocking/movement frame)
| | * 1.900 (min, earliest blocking/movement frame) |
| ** 3.044 (max, final DR frame)
| | * 3.044 (max, final {{clr|4|DR}} frame) |
| * See Strategy page for [[Street_Fighter_6/Lily/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]]
| |
| }} | | }} |
| <br> | | <br> |
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| | title = Condor Wind (stock) | | | title = Condor Wind (stock) |
| | subtitle = | | | subtitle = |
| | input = 214P | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|lily_214lp|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|lily_214lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|lily_214pp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|lily_214lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|lily_214lp|caption=}} |
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| * Gains 1 Windclad stock on frame 38. | | * Gains 1 Windclad stock on frame 38. |
| <br> | | <br> |
| 214LP is an important tool for getting Windclad stocks without using resources. Mix it up with the M and H versions on block, especially after 2HP; the startup animation is identical but the punish is usually different. | | {{clr|L|214LP}} is an important tool for getting Windclad stocks without using resources. Mix it up with the [[#Condor_Wind_Attack_(214P)|{{clr|M|214MP}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|H|214HP}}]] on block, especially after [[#2HP|{{clr|H|2HP}}]]; the startup animation is identical but the punish is usually different. |
| * 2HP > 214MP/HP needs to be countered with invincibility, Perfect Parry, or an armored move such as Drive Impact. | | * {{clr|H|2HP}} > {{clr|M|214MP}}/{{clr|H|HP}} needs to be countered with invincibility, Perfect Parry, or an armored move such as {{clr|4|Drive Impact}}. |
| * 2HP > 214LP is a massive -25 on block but needs to be punished with a long ranged move. Importantly, Drive Impact is too slow and can be punished back. | | * {{clr|H|2HP}} > {{clr|L|214LP}} is a massive -25 on block but needs to be punished with a long ranged move. Importantly, {{clr|4|Drive Impact}} is too slow and can be punished back. |
| However, try not to rely on this against characters with a move that ticks all the boxes for punishing both, such as a long ranged Super. | | However, try not to rely on this against characters with a move that ticks all the boxes for punishing both, such as a long ranged Super. |
| }} | | }} |
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| | title = Condor Wind (attack) | | | title = Condor Wind (attack) |
| | subtitle = | | | subtitle = |
| | input = 214P | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 4S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|lily_214mp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|lily_214mp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=150px|lily_214pp_hold|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_214mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_214mp|caption=}} |
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| * '''Cancel Hitconfirm Window:''' 20f (Super, combos to SA2, SA3 only if armor absorbed) | | * '''Cancel Hitconfirm Window:''' 20f (Super, combos to SA2, SA3 only if armor absorbed) |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| | * Startup can be extended up to 28f total by delaying the button release. |
| <br> | | <br> |
| Windclad stocks are vital to Lily's game plan, so learning how to safely use this move is vital. | | Windclad stocks are vital to Lily's game plan, so learning how to safely use this move is vital. |
|
| |
|
| Despite being -8 on block, the MP and HP versions have a lot of pushback which makes them mostly safe when properly spaced. Unfortunately, all versions are very vulnerable to Drive Impact, which can be input on reaction to seeing the startup. There are several ways to counter this: | | Despite being {{sf6-adv|VM|-8}} on block, the {{clr|M|MP}} and {{clr|H|HP}} versions have a lot of pushback which makes them mostly safe when properly spaced. Unfortunately, all versions are very vulnerable to {{clr|4|Drive Impact}}, which can be input on reaction to seeing the startup. There are several ways to counter this: |
| * Mix in 2HP > 214LP. This is safe against Drive Impact and leads to a counter Drive Impact. | | * Mix in {{clr|H|2HP}} > {{clr|L|214LP}}. This is safe against {{clr|4|Drive Impact}} and allows for it to be punished. |
| * Use 2HP > 214PP; a true blockstring that leaves no gap for the opponent to reversal through. | | * Use {{clr|H|2HP}} > {{clr|10|214PP}}; a true blockstring that leaves no gap for the opponent to reversal through. |
| * Use Drive Rush 2HP, 4HP or 5HP canceled into 214MP. The extra blockstun from Drive Rush makes it a true blockstring. | | * Use {{clr|4|Drive Rush}} {{clr|H|2HP}}, {{clr|H|4HP}} or {{clr|H|5HP}} canceled into {{clr|M|214MP}}. The extra blockstun from {{clr|L|Drive Rush}} makes it a true blockstring. |
| * When midscreen, keep the button held. This takes the hit as a regular Counter Hit instead of a Punish Counter, which is pretty inconsequential outside the corner. | | * When midscreen, keep the button held. This takes the hit as a regular Counter-hit instead of a Punish Counter, which is pretty inconsequential outside the corner. |
| * With 3 bars and good reflexes, hold it until the opponent presses a button, then release and cancel into Level 3 Super. | | * With 3 bars and good reflexes, hold it until the opponent presses a button, then release and cancel into [[#Level_3_Super_(214214P)|{{clr|10|SA3}}]]. |
| ** Modern mode's Heavy Assisted Combo does this automatically, performing 2HP > 214MP > (214214P) but only canceling into the Super on hit. | | ** Modern mode's Heavy Assisted Combo does this automatically, performing {{clr|H|2HP}} > {{clr|M|214MP}} > ({{clr|10|214214P}}) but only canceling into the Super on hit. |
| ** Additionally, Assist + H > H > [M]+H causes Condor Wind to be held, but it still cancels into Level 3 upon hitting the opponent when M is released. | | ** Additionally, Assist + {{clr|H|H}} > {{clr|H|H}} > {{clr|M|[M]}}+{{clr|H|H}} causes Condor Wind to be held, but it still cancels into {{clr|10|SA3}} upon hitting the opponent when {{clr|M|M}} is released. |
|
| |
|
| The attack gains Windclad stocks much earlier than 214LP, with the stock being kept even when punished. Slap a fireball with 214MP and take the hit in exchange for the stock. When releasing a partially charged Condor Wind, the startup is only 4 frames. | | The attack gains Windclad stocks much earlier than {{clr|L|214LP}}, with the stock being kept even when punished. Slap a fireball with {{clr|M|214MP}} and take the hit in exchange for the stock. When releasing a partially charged Condor Wind, the startup is only 4 frames. |
|
| |
|
| The MP version when done up close (e.g. after a Drive Rush combo) leaves Lily ''just'' outside command grab range from where it's possible to surprise the opponent with a micro-walk command grab. Input it as 8426 and delay the LP or PP button press by at least 1 frame. This is especially potent in the corner where the opponent can't walk backwards out of range.
| | Ending a combo with {{clr|M|214MP}} up close (e.g. after a {{clr|4|Drive Rush}} combo) leaves Lily in range for [[#Mexican_Typhoon_(360+P)|Mexican Typhoon]]. The opponent can walk backwards out of range of {{clr|H|360HP}}, so only use that specific version in the corner. |
| }} | | }} |
|
| |
|
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| | title = Condor Spire | | | title = Condor Spire |
| | subtitle = | | | subtitle = |
| | input = 236K | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 236X or 2S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_236lk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|lily_236lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|lily_236kk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_236lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_236lk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236lk}} | | {{AttackDataCargo-SF6/Query|lily_236lk}} |
| * '''Airborne''' 8-31f | | * '''Airborne''' 8-31f ({{FKD}} state) |
| {{AttackDataCargo-SF6/Query|lily_236mk}} | | {{AttackDataCargo-SF6/Query|lily_236mk}} |
| * '''Airborne''' 9-35f | | * '''Airborne''' 9-35f ({{FKD}} state) |
| {{AttackDataCargo-SF6/Query|lily_236hk}} | | {{AttackDataCargo-SF6/Query|lily_236hk}} |
| * '''Airborne''' 11-39f | | * '''Airborne''' 11-39f ({{FKD}} state) |
| {{AttackDataCargo-SF6/Query|lily_236kk}} | | {{AttackDataCargo-SF6/Query|lily_236kk}} |
| * '''Airborne''' 7-29f | | * '''Airborne''' 7-29f ({{FKD}} state) |
| * '''Cancel Hitconfirm Window:''' 27f (SA2), as low as 14f at max range | | * '''Cancel Hitconfirm Window:''' 27f (SA2), as low as 14f at max range |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
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| All versions can be spaced to be safe or even as good as +4 on block even when not Windclad. | | All versions can be spaced to be safe or even as good as +4 on block even when not Windclad. |
|
| |
|
| Canceling from 2HP into LK Condor Spire from a max range results in a frame trap that can be as good as +1 on block and also safe against Drive Impact (unless they do it before 2HP). This also works from 4HP, though not quite to the same extent. | | Canceling from [[#2HP|{{clr|H|2HP}}]] into {{clr|L|LK Condor Spire}} from a max range results in a frame trap that can be as good as +1 on block and also safe against {{clr|4|Drive Impact}} (unless they do it before {{clr|H|2HP}}). This also works from [[#4HP|{{clr|H|4HP}}]], though not quite to the same extent. |
|
| |
|
| OD Condor Spire has the same range as the MK version but with a much faster startup that makes it less vulnerable to Drive Impact and other reactive options. It's a fun surprise to throw out in neutral or at round start. | | {{clr|10|OD Condor Spire}} has the same range as the {{clr|M|MK}} version but with a much faster startup that makes it less vulnerable to {{clr|4|Drive Impact}} and other reactive options. It's a fun surprise to throw out in neutral or at round start. |
|
| |
|
| The MK and HK versions aren't quite as good outside of combos due to the longer distance and slower startup making them easier to space out and react to with big punishes. | | The {{clr|M|MK}} and {{clr|H|HK}} versions aren't quite as good outside of combos due to the longer distance and slower startup making them easier to space out and react to with big punishes. |
| }} | | }} |
| |-| | | |-| |
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| | title = Condor Spire (Windclad) | | | title = Condor Spire (Windclad) |
| | subtitle = | | | subtitle = |
| | input = 236K | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 236X or 2S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|lily_236lk_1stock|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_236lk_1stock|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=200px|lily_236kk_1stock|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|lily_236kk_1stock|caption=How To Win Neutral In 2 Easy Steps}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|lily_236lk_1stock|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|lily_236lk_1stock|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236lk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236lk_1stock}} |
| * '''Airborne''' 9-39f | | * '''Airborne''' 9-39f ({{FKD}} state) |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| * Frame-kills after KD: '''214LP:''' ±0 / '''214PP:''' +7 / '''66,66:''' +5 | | * Frame-kills after KD: '''214LP:''' ±0 / '''214PP:''' +7 / '''Forward Dash x2:''' +5 |
| {{AttackDataCargo-SF6/Query|lily_236mk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236mk_1stock}} |
| * '''Airborne''' 13-43f | | * '''Airborne''' 13-43f ({{FKD}} state) |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| * Frame-kills after KD: '''214LP:''' +2 / '''66,66:''' +7 | | * Frame-kills after KD: '''214LP:''' +2 / '''Forward Dash x2:''' +7 |
| {{AttackDataCargo-SF6/Query|lily_236hk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236hk_1stock}} |
| * '''Airborne''' 17-47f | | * '''Airborne''' 17-47f ({{FKD}} state) |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| * Frame-kills after KD: '''214LP:''' +5 / '''66,66:''' +10 | | * Frame-kills after KD: '''214LP:''' +5 / '''Forward Dash x2:''' +10 |
| {{AttackDataCargo-SF6/Query|lily_236kk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236kk_1stock}} |
| * '''Airborne''' 9-34f; '''Projectile Invuln''' 9-32f (all active frames) | | * '''Airborne''' 9-34f ({{FKD}} state); '''Projectile Invuln''' 9-32f (all active frames) |
| * '''Cancel Hitconfirm Window:''' 51f (SA2), as low as 14f at max range | | * '''Cancel Hitconfirm Window:''' 51f (SA2), as low as 14f at max range |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| * Frame-kills after KD: '''214LP:''' +9 / '''214MP:''' +5 / '''66,66:''' +14 | | * Frame kills after KD: '''214LP:''' +9 / '''214MP:''' +5 / '''Forward Dash x2:''' +14 |
| <br> | | <br> |
| One of the big reasons to play Lily. Depending on the available resources it's possible to bulldoze your way into a +1 or +2 on block situation from almost anywhere, which directly gives a mixup between 5LK and Grab. It also hits 3 times which allows it to plow through Drive Impact when used from a close enough range. At farther ranges it only hits twice, putting it more in line with other special moves. The non-Drive versions being only +1 means that Lily's 5-frame throw options will lose to opponents mashing 4f buttons, a weakness that the +2 OD version does not have. This can be worked around with proper conditioning but does change the RPS on block. Notably weak to drive reversal. | | One of the big reasons to play Lily. Depending on the available resources it's possible to bulldoze your way into a +1 or +2 on block situation from almost anywhere, which directly gives a mixup between [[#5LK|{{clr|L|5LK}}]] and [[#Forward_Throw_(LPLK)|{{clr|10|Throw}}]] or [[#Mexican_Typhoon_(360+P)|{{clr|10|Command Grab}}]]. It also hits 3 times which allows it to plow through {{clr|4|Drive Impact}} when used from a close enough range for all 3 hits to land. The non-Drive versions being only +1 means that Lily's 5-frame throw options will lose to opponents mashing 4 frame attacks, a weakness that the +2 {{clr|10|OD}} version does not have. This can be worked around with proper conditioning but does change the RPS on block. |
| | |
| | In the corner, and with an additional Windclad stock, a {{clr|4|Windclad}} Condor Spire combos directly into {{clr|4|Windclad}} [[#Tomahawk_Buster_(623P)|Tomahawk Buster]] using the same strength button or faster (e.g. {{clr|4|W.}}{{clr|M|236MK}} then {{clr|4|W.}}{{clr|M|623MP}}). Alternatively, the used stock can be regained by using [[#Condor_Wind_Stock_(214P)|{{clr|L|214LP}}]] while the opponent is knocked down while staying ±0 after {{clr|L|L Spire}} and maintaining frame advantage from the others.<br> |
| | The {{clr|10|OD}} version can be canceled into [[#Level_2_Super_(236236K)|{{clr|10|SA2}}]] for high damage anywhere on the screen, or in the corner it can be linked into [[#Level_1_Super_(236236P)|{{clr|10|SA1}}]].<br> |
| | The {{clr|H|HK}} version in the corner also links into [[#Level_2_Super_(236236K)|{{clr|10|SA2}}]]... or even [[#Level_1_Super_(236236P)|{{clr|10|SA1}}]] if it hits the opponent while they're airborne. |
|
| |
|
| In the corner, and with an additional Windclad stock, a Windclad Condor Spire combos directly into Windclad Tomahawk Buster using the same strength button or faster (e.g. 236MK, 623MP). Alternatively, Lily can regain her spent stock with L Condor Wind (214LP) and still remain plus after M, H, or OD Windclad Condor Spire. If it connects with your opponent cornered and you don't want to spend the extra stock, immediately using L condor wind will leave you +2 and one wind stock richer.<br>
| | The main weakness of Windclad Spire is that it is weak to drive reversal. The opponent can swat the {{clr|10|OD}} version away every time to spend an equal amount of drive gauge while the Windclad stock remains spent. On the other hand when Windclad stocks are plentiful and the opponent has less drive gauge, it isn't unreasonable to just keep doing it and trading drive gauge until the opponent runs out. |
| The OD version can be canceled into Level 2 Super for high damage anywhere on the screen, or in the corner it can be linked into a Level 1 Super.<br>
| |
| The HK version in the corner also links into Level 2 Super... or even a Level 1 Super if it hits the opponent while they're airborne.
| |
| }} | | }} |
| </tabber> | | </tabber> |
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| | title = Tomahawk Buster | | | title = Tomahawk Buster |
| | subtitle = | | | subtitle = |
| | input = 623P | | | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_623lp|caption=}} | | {{MoveDataCargoImage|imageHeight=250px|lily_623lp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_623lp|caption=LP Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|lily_623pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_623mp|caption=MP Version}} |
| | hitboxes = | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_623lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_623hp|caption=HP Version}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_623pp|caption=OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_623lp}} | | {{AttackDataCargo-SF6/Query|lily_623lp}} |
| * '''Anti-Air Invuln''' 1-10f; '''Airborne''' 7-37f | | * '''Anti-Air Invuln''' 1-10f; '''Airborne''' 7-37f ({{FKD}} state) |
| {{AttackDataCargo-SF6/Query|lily_623mp}} | | {{AttackDataCargo-SF6/Query|lily_623mp}} |
| * '''Anti-Air Invuln''' 1-12f; '''Airborne''' 9-44f | | * '''Anti-Air Invuln''' 1-12f; '''Airborne''' 9-44f ({{FKD}} state) |
| {{AttackDataCargo-SF6/Query|lily_623hp}} | | {{AttackDataCargo-SF6/Query|lily_623hp}} |
| * '''Anti-Air Invuln''' 1-14f; '''Airborne''' 11-49f | | * '''Anti-Air Invuln''' 1-14f; '''Airborne''' 11-49f ({{FKD}} state) |
| {{AttackDataCargo-SF6/Query|lily_623pp}} | | {{AttackDataCargo-SF6/Query|lily_623pp}} |
| * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f | | * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) |
| * '''Cancel Hitconfirm Window:''' 58f (j.PPP, on hit only) | | * '''Cancel Hitconfirm Window:''' 58f (j.PPP, on hit only) |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| Important for converting off lights without wind stocks or drive gauge. Solid anti-air for when 2HP would be too slow, also good at dealing with characters who can alter their jump momentum. | | Important for converting off lights without wind stocks or drive gauge. Solid anti-air for when [[#2HP|{{clr|H|2HP}}]] would be too slow, also good at dealing with characters who can alter their jump momentum. |
| }} | | }} |
| |-| | | |-| |
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| | title = Tomahawk Buster (Windclad) | | | title = Tomahawk Buster (Windclad) |
| | subtitle = | | | subtitle = |
| | input = 623P | | | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|lily_623lp_1stock|caption=}} | | {{MoveDataCargoImage|imageHeight=250px|lily_623lp_1stock|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_623lp_1stock|caption=L/M/H Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=200px|lily_623pp_1stock|caption=}}
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_623pp_1stock|caption=OD Version}} |
| | hitboxes =
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_623lp_1stock|caption=}} | |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_623lp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623lp_1stock}} |
| * '''Anti-Air Invuln''' 1-10f; '''Airborne''' 7-37f | | * '''Anti-Air Invuln''' 1-10f; '''Airborne''' 7-37f ({{FKD}} state) |
| {{AttackDataCargo-SF6/Query|lily_623mp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623mp_1stock}} |
| * '''Anti-Air Invuln''' 1-12f; '''Airborne''' 9-44f | | * '''Anti-Air Invuln''' 1-12f; '''Airborne''' 9-44f ({{FKD}} state) |
| {{AttackDataCargo-SF6/Query|lily_623hp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623hp_1stock}} |
| * '''Anti-Air Invuln''' 1-14f; '''Airborne''' 11-49f | | * '''Anti-Air Invuln''' 1-14f; '''Airborne''' 11-49f ({{FKD}} state) |
| {{AttackDataCargo-SF6/Query|lily_623pp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623pp_1stock}} |
| * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f | | * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) |
| * '''Cancel Hitconfirm Window:''' 69f (j.PPP, on hit only) | | * 2nd active frame has extra range vs. grounded opponents only (for combo consistency) |
| | * '''Cancel Hitconfirm Window:''' 69f [[#Condor_Dive_(j.PP)]|({{clr|10|j.PPP}}]], on hit only) |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| With Windclad stocked, it's possible to use this to juggle after Windclad Condor Spire in the corner for an expensive but damaging combo.<br> | | With {{clr|4|Windclad}} stocked, it's possible to use this to juggle after [[#Condor_Spire_(236K)|Condor Spire]] in the corner for an expensive but damaging combo.<br> |
| The LP and OD versions hit on frame 4, which makes them impossible to safe-jump. The opponent has to hard bait it with an empty-jump instead. | | The {{clr|L|LP}} and {{clr|10|OD}} versions hit on frame 4, which makes them impossible to safe-jump. The opponent has to bait it by doing an empty-jump instead. |
| }} | | }} |
| </tabber> | | </tabber> |
Line 753: |
Line 832: |
| | title = Condor Dive | | | title = Condor Dive |
| | subtitle = | | | subtitle = |
| | input = j.PP | | | input = {{Classic_sf6}} j.PP<br>{{Modern_sf6}} j.XX or j.S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_jpp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|lily_jpp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|lily_jppp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_jpp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_jpp|caption=}} |
Line 765: |
Line 842: |
| {{AttackDataCargo-SF6/Query|lily_jpp}} | | {{AttackDataCargo-SF6/Query|lily_jpp}} |
| * Forward/Neutral Jump only | | * Forward/Neutral Jump only |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state | | * {{FKD}} state until landing |
| {{AttackDataCargo-SF6/Query|lily_jppp}} | | {{AttackDataCargo-SF6/Query|lily_jppp}} |
| * Forward/Neutral Jump only | | * Forward/Neutral Jump only |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state | | * {{FKD}} state until landing |
| * Applies 10% immediate damage scaling when comboed into (stacks with 623PP damage scaling) | | * Applies 10% immediate damage scaling when comboed into (stacks with [[#Tomahawk_Buster_(623P)|{{clr|10|623PP}}]] damage scaling) |
| <br> | | <br> |
| All versions can be used to punish fireballs from medium or close range. This tactic is most effective with a Windclad stock.
| | Can be used to punish fireballs from medium or close range. This is more effective when using the {{clr|10|OD}} version as it moves significantly faster.<br> |
| | The {{clr|4|Windclad}} version hits twice, breaking armored moves. This makes it especially effective against Marisa. |
| }} | | }} |
| |-| | | |-| |
Line 778: |
Line 856: |
| | title = Condor Dive (Windclad) | | | title = Condor Dive (Windclad) |
| | subtitle = | | | subtitle = |
| | input = j.PP | | | input = {{Classic_sf6}} j.PP<br>{{Modern_sf6}} j.XX or j.S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_jpp_1stock|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|lily_jpp_1stock|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|lily_jppp_1stock|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_jpp_1stock|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_jpp_1stock|caption=}} |
Line 790: |
Line 866: |
| {{AttackDataCargo-SF6/Query|lily_jpp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_jpp_1stock}} |
| * Forward/Neutral Jump only | | * Forward/Neutral Jump only |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state | | * {{FKD}} state until landing |
| {{AttackDataCargo-SF6/Query|lily_jppp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_jppp_1stock}} |
| * Forward/Neutral Jump only | | * Forward/Neutral Jump only |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state | | * {{FKD}} state until landing |
| * Applies 10% immediate damage scaling when comboed into (stacks with 623PP damage scaling) | | * Applies 10% immediate damage scaling when comboed into (stacks with 623PP damage scaling) |
| <br> | | <br> |
| All versions can be used to punish fireballs from medium or close range. This tactic is most effective with a Windclad stock.
| | Can be used to punish fireballs from medium or close range. This is more effective when using the {{clr|10|OD}} version as it moves significantly faster.<br> |
| | The {{clr|4|Windclad}} version hits twice, breaking armored moves. This makes it especially effective against Marisa. |
| }} | | }} |
| </tabber> | | </tabber> |
Line 804: |
Line 881: |
| | title = Mexican Typhoon | | | title = Mexican Typhoon |
| | subtitle = | | | subtitle = |
| | input = 360+P | | | input = {{Classic_sf6}} 360+P<br>{{Modern_sf6}} 360+X or 5S (H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_360lp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_360lp|caption=}} |
Line 818: |
Line 895: |
| {{AttackDataCargo-SF6/Query|lily_360lp}} | | {{AttackDataCargo-SF6/Query|lily_360lp}} |
| * Range: 1.38 | | * Range: 1.38 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 10% immediate damage scaling when comboed into (e.g. after Crumple) |
| {{AttackDataCargo-SF6/Query|lily_360mp}} | | {{AttackDataCargo-SF6/Query|lily_360mp}} |
| * Range: 1.23 | | * Range: 1.23 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 10% immediate damage scaling when comboed into (e.g. after Crumple) |
| {{AttackDataCargo-SF6/Query|lily_360hp}} | | {{AttackDataCargo-SF6/Query|lily_360hp}} |
| * Range: 0.98 | | * Range: 0.98 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 10% immediate damage scaling when comboed into (e.g. after Crumple) |
| {{AttackDataCargo-SF6/Query|lily_360pp}} | | {{AttackDataCargo-SF6/Query|lily_360pp}} |
| * Range: 1.38 | | * Range: 1.38 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 10% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| A command grab, the backbone of Lily's mixups. The HP grab does the most damage, hitting harder than any of her normal hit meterless combos, but has the shortest range. LP has the longest range, but the lowest damage. The OD version combines the range of LP with even more damage than HP. All of the command grabs send you to full screen, but if you have a wind stock and enough Drive gauge, OD Windclad Condor Spire makes for a +8 on block meaty. Alternatively, if you have your opponent cornered, drive rush 2HP will meaty and allow for strike/throw mix. Also gives you enough time to use a Condor Wind. | | A command grab, the backbone of Lily's mixups. The {{clr|H|HP}} version does the most damage, hitting harder than a typical meterless combos, but has the shortest range. The {{clr|L|LP}} version has the longest range, but the lowest damage. The {{clr|10|OD}} version combines the range of the {{clr|L|LP}} version with even more damage than the {{clr|H|HP}} version. |
| | |
| | Every version of the command grab leaves the opponent the same long distance away, but it's possible to {{clr|4|Drive Rush}} back in with a delayed [[#2HP|{{clr|H|2HP}}]]. The ideal timing will connect with the 2nd hit somewhere close to their 5th recovery frame. This leaves a small enough gap that the opponent can't jump out, and gets close enough such that they can't walk backwards out of the way, and can't interrupt it with a 4-5 frame normal because the first hit whiffs just close enough to connect as a Counter-hit if they try. |
| }} | | }} |
| <br> | | <br> |
Line 838: |
Line 917: |
| | title = Breezing Hawk | | | title = Breezing Hawk |
| | subtitle = Level 1 Super Art | | | subtitle = Level 1 Super Art |
| | input = 236236P | | | input = {{Classic_sf6}} 236236P<br>{{Modern_sf6}} 236236L or 5HS or 6HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|lily_236236p|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|lily_236236p|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_236236p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_236236p|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236236p}} | | {{AttackDataCargo-SF6/Query|lily_236236p}} |
| * '''Full Invuln:''' 1f; '''Strike/Throw Invuln:''' 2-14f; Armor Break | | * '''Strike/Throw Invuln:''' 1-11f; Armor Break |
| * First 2 hits give full animation; partial connect gives reduced damage and KD Advantage | | * First 2 hits give full animation; partial connect gives reduced damage and KD Advantage |
| * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) | | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| ** Partial connect: maximum of 0.46 bars (hit) | | ** Partial connect: maximum of 0.46 bars (hit) |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| | * Damage distribution: 80x13,1160 (full) / 80x2,1680 (partial) |
| <br> | | <br> |
| Offers good damage off of lights without 2 bars of drive gauge or a wind clad stock, so if you're lacking both of those this is a great option. Decent move to juggle into. Slow speed for a super makes it an inconsistent reversal. | | Offers good damage off of lights without burning drive gauge or Windclad stocks. Also useful as a juggle after {{clr|4|Windclad}} [[#Condor_Spire_(236K)|{{clr|10|236KK}}]] near the corner to go for the kill.<br>As a reversal it can lose to some well-timed meaty light normals, but the startup is fast enough to punish slower attacks or to interrupt the opponent's chained light normals on block. |
| }} | | }} |
|
| |
|
Line 859: |
Line 939: |
| | title = Thunderbird | | | title = Thunderbird |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 236236K (AIR OK) | | | input = {{Classic_sf6}} 236236K<br>{{Modern_sf6}} 236236M or 4HS<br>(AIR OK) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_236236k|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|lily_236236k|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=250px|lily_236236k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=250px|lily_236236k|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236236k}} | | {{AttackDataCargo-SF6/Query|lily_236236k}} |
| * '''Full Invuln:''' 1-41f; '''Airborne''' 7-80f (Forced Knockdown state); Armor Break | | * '''Full Invuln:''' 1-41f; '''Airborne''' 7-80f ({{FKD}} state); Armor Break |
| * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block); up to 0.7 bars vs. stand block | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block); up to 0.7 bars vs. stand block |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| | * Damage distribution: 100x7,1800 |
| {{AttackDataCargo-SF6/Query|lily_j236236k}} | | {{AttackDataCargo-SF6/Query|lily_j236236k}} |
| * '''Full Invuln:''' 1-41f; Forced Knockdown state until landing; Armor Break | | * '''Full Invuln:''' 1-41f ({{FKD}} state until landing); Armor Break |
| * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block) | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| | * 2f startup when canceled from [[#Condor_Spire_(236K)|{{clr|10|236KK}}]]; Damage distribution: 100x7,1800 |
| <br> | | <br> |
| Can be canceled into from OD Condor Spire, due to being Air OK. Important for certain juggles and a good antiair. If you have Windclad stocks, it will consume one to do more damage. Both the normal and Windclad versions have surprising reach and can be used as midscreen anti-fireball tools, although the Windclad version is much better for this purpose. | | Can be canceled into from [[#Condor_Spire_(236K)|{{clr|10|OD Condor Spire}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|10|OD Condor Wind}}]]. The latter is especially potent as it builds {{clr|4|Windclad}} for extra damage on the spot. |
|
| |
|
| If the opponent has low HP and Drive gauge, Lily can cancel an attack into SA2; the first hit can put the opponent into Burnout, followed by 2 hits of chip damage vs. crouch block. However, the opponent can react to the Super freeze with Drive Reversal to prevent this. Due to Lily's upward motion and massive invincibility window, the SA2 and Drive Reversal whiff through each other, giving the opponent a full punish.
| | This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons as well as vertical jump. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction. |
| | |
| | The huge length of its invincibility makes it good at going for chip kills. The aerial version in particular hits more times against a crouching opponent, so it is usually good to cancel into it from {{clr|10|OD Spire}}. However, it doesn't necessarily need to be confirmed from another blocked move because the long invincibility will outlast the opponent even if they try to counter with their own Super. You do need to be careful of some characters though, who can use their own Super Art to dodge Lily's. These are: |
| | * 1 bar: Cammy |
| | * 2 bars: E.Honda, Lily, Zangief |
| | * 3 bars: Marisa, JP, Dee Jay, Dhalsim |
| | |
| | The {{clr|4|Windclad}} version has significantly more range and deals more damage, making it useful as an anti-projectile tool and as a long range punish. The suction effect will ensure it fully connects even against an extended hurtbox. |
| }} | | }} |
| |-| | | |-| |
Line 883: |
Line 972: |
| | title = Thunderbird (Windclad) | | | title = Thunderbird (Windclad) |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 236236K (AIR OK) | | | input = {{Classic_sf6}} 236236K<br>{{Modern_sf6}} 236236M or 4HS<br>(AIR OK) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_236236k_1stock|caption=}} | | {{MoveDataCargoImage|imageHeight=260px|lily_236236k_1stock|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=270px|lily_236236k_1stock|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=270px|lily_236236k_1stock|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236236k_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236236k_1stock}} |
| * '''Full Invuln:''' 1-41f; '''Airborne''' 7-80f (Forced Knockdown state); Armor Break | | * '''Full Invuln:''' 1-41f; '''Airborne''' 7-80f ({{FKD}} state); Armor Break |
| * Consumes 1 Windclad stock | | * Consumes 1 Windclad stock |
| * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block); up to 0.825 bars vs. stand block | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block); up to 0.825 bars vs. stand block |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| | * Damage distribution: 100x12,1600 |
| {{AttackDataCargo-SF6/Query|lily_j236236k_1stock}} | | {{AttackDataCargo-SF6/Query|lily_j236236k_1stock}} |
| * '''Full Invuln:''' 1-41f; Forced Knockdown state until landing; Armor Break | | * '''Full Invuln:''' 1-41f ({{FKD}} state until landing); Armor Break |
| * Consumes 1 Windclad stock | | * Consumes 1 Windclad stock |
| * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block) | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| | * 2f startup when canceled from [[#Condor_Spire_(236K)|{{clr|10|236KK}}]]; Damage distribution: 100x12,1600 |
| <br> | | <br> |
| The Windclad version deals 300 more damage when used raw (2800 to non-Windclad 2500); at minimum scaling, this is only an increase of 120 damage. The extra range makes this an excellent anti-projectile tool at mid range, as long as Lily is close enough to reach the opponent's extended hurtbox to trigger the vacuum effect. | | Can be canceled into from [[#Condor_Spire_(236K)|{{clr|10|OD Condor Spire}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|10|OD Condor Wind}}]]. The latter is especially potent as it builds {{clr|4|Windclad}} for extra damage on the spot. |
| | |
| | This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons as well as vertical jump. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction. |
| | |
| | The huge length of its invincibility makes it good at going for chip kills. The aerial version in particular hits more times against a crouching opponent, so it is usually good to cancel into it from {{clr|10|OD Spire}}. However, it doesn't necessarily need to be confirmed from another blocked move because the long invincibility will outlast the opponent even if they try to counter with their own Super. You do need to be careful of some characters though, who can use their own Super Art to dodge Lily's. These are: |
| | * 1 bar: Cammy |
| | * 2 bars: E.Honda, Lily, Zangief |
| | * 3 bars: Marisa, JP, Dee Jay, Dhalsim |
|
| |
|
| If the opponent has low HP and Drive gauge, Lily can cancel an attack into SA2; the first hit can put the opponent into Burnout, followed by 2 hits of chip damage vs. crouch block. However, the opponent can react to the Super freeze with Drive Reversal to prevent this. Due to Lily's upward motion and massive invincibility window, the SA2 and Drive Reversal whiff through each other, giving the opponent a full punish.
| | The {{clr|4|Windclad}} version has significantly more range and deals more damage, making it useful as an anti-projectile tool and as a long range punish. The suction effect will ensure it fully connects even against an extended hurtbox. |
| }} | | }} |
| </tabber> | | </tabber> |
Line 910: |
Line 1,008: |
| | title = Raging Typhoon | | | title = Raging Typhoon |
| | subtitle = Level 3 Super Art | | | subtitle = Level 3 Super Art |
| | input = 214214P | | | input = {{Classic_sf6}} 214214P<br>{{Modern_sf6}} 214214H or 2HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_214214p|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_214214p|caption=}} |
Line 919: |
Line 1,017: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_214214p}} | | {{AttackDataCargo-SF6/Query|lily_214214p}} |
| * '''Full Invuln:''' 1-8f; Armor Break | | * '''Full Invuln:''' 1-8f |
| * Range: 1.73 (2nd active frame: 1.76) | | * Range: 1.73 (2nd active frame: 1.76) |
| * '''Drive Gauge Depletion:''' 1.5 bars (hit) | | * '''Drive Gauge Depletion:''' 1.5 bars (hit) |
Line 925: |
Line 1,023: |
| * 50% minimum damage scaling; applies 10% immediate damage scaling when comboed into | | * 50% minimum damage scaling; applies 10% immediate damage scaling when comboed into |
| {{AttackDataCargo-SF6/Query|lily_214214p(ca)}} | | {{AttackDataCargo-SF6/Query|lily_214214p(ca)}} |
| * '''Full Invuln:''' 1-8f; Armor Break | | * '''Full Invuln:''' 1-8f |
| * Range: 1.73 (2nd active frame: 1.76) | | * Range: 1.73 (2nd active frame: 1.76) |
| * Available at 25% HP or below | | * Available at 25% HP or below |
Line 932: |
Line 1,030: |
| * 50% minimum damage scaling; applies 10% immediate damage scaling when comboed into | | * 50% minimum damage scaling; applies 10% immediate damage scaling when comboed into |
| <br> | | <br> |
| Lily's command grab SA3. Unfortunately, it can be jumped after the screen freeze. Can be comboed into, but the routes are limited. You either do Medium Condor Wind canceled to Level 3, or cancel straight into it from a normal. Will not connect in juggles due to it being a command grab. The range is significantly longer than Mexican Typhoon, making it useful as a punish against some characters. | | Lily's grab super. Unfortunately it can be jumped after the screen freeze, but that doesn't make it bad by any means.<br> |
| | It does not work in juggle combos, but it combos against a grounded opponent from [[#Condor_Wind_Attack_(214P)|{{clr|M|214MP}}]], or straight from any cancelable normal move.<br> |
| | The range is significantly longer than [[#Mexican_Typhoon_(360+P)|{{clr|10|Mexican Typhoon}}]], making it useful as a punish against some characters.<br> |
| | Also, because this is a grab, it can be used to whiff punish an opponent's parry for half of their health bar. |
| }} | | }} |
| <br> | | <br> |
Line 941: |
Line 1,042: |
| | title = Neutral Taunt | | | title = Neutral Taunt |
| | subtitle = | | | subtitle = |
| | input = 5PPPKKK | | | input = {{Classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|lily_5pppkkk|caption='' "Okay smile... Good stuff!" ''}} | | {{MoveDataCargoImage|imageHeight=160px|lily_5pppkkk|caption='' "Okay smile... Good stuff!" ''}} |
Line 956: |
Line 1,057: |
| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = | | | subtitle = |
| | input = 6PPPKKK | | | input = {{Classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_6pppkkk|caption='' "Hey! Is there anyone that wants to duke it out with me? Oh wait, you're here." ''}} | | {{MoveDataCargoImage|imageHeight=180px|lily_6pppkkk|caption='' "Hey! Is there anyone that wants to duke it out with me? Oh wait, you're here." ''}} |
Line 967: |
Line 1,068: |
| | title = Back Taunt | | | title = Back Taunt |
| | subtitle = | | | subtitle = |
| | input = 4PPPKKK | | | input = {{Classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|lily_4pppkkk|caption='' "Come on! I'm ready to fight!" ''}} | | {{MoveDataCargoImage|imageHeight=160px|lily_4pppkkk|caption='' "Come on! I'm ready to fight!" ''}} |