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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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| * {{clr|4|DR}} cancel is delayed until after the 2nd active frame | | * {{clr|4|DR}} cancel is delayed until after the 2nd active frame |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| 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. | | 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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| | 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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| | 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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| * Chains into [[#5LP|{{clr|L|5LP}}]]/[[#2LP|{{clr|L|2LP}}]]/[[#5LK|{{clr|L|5LK}}]]/[[#2LK|{{clr|L|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 |
| * '''{{clr|4|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 4 frame normal move. Very important for frame trapping the opponent in low frame advantage situations such as after [[#Condor_Spire_(236K)|{{clr|10|Condor Spire}}]]. It doesn't leave a gap when chained into from itself or [[#2LK|{{clr|L|2LK}}]], which prevents it from being interrupted with a parry or reversal like other light chains. | | 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. It also has very poor frame advantage which means even on Punish Counter the only way to combo afterwards is to commit to a chain or cancel. | | Defensively, while this move can be used for mashing out of pressure, it is very liable to whiff due to its short range, making it vulnerable to a mid-string shimmy. 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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| | 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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| | 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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| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''{{clr|4|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> |
| 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> | | 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> |
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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 disjointed poke that's marginally faster than [[#5MP|{{clr|M|5MP}}]] but without quite as much range.<br> | | A disjointed poke that's marginally faster than [[#5MP|{{clr|M|5MP}}]] but without quite as much range.<br> |
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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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| * Special/{{clr|4|DR}} cancel is delayed until after the 4th active frame (2nd active frame of the 2nd hit) | | * Special/{{clr|4|DR}} cancel is delayed until after the 4th active frame (2nd active frame of the 2nd hit) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+13}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+13}} oB |
| | * Extends a hurtbox on whiff until end of recovery |
| <br> | | <br> |
| One of Lily's best buttons in its range, cancelability, confirmability, hitstun, and anti-air potential. It does basically everything. It is also the normal to use for generating Windclad stocks through [[Street_Fighter_6/Lily/Strategy#Condor_Wind|Condor Wind Pressure]]. | | One of Lily's best buttons in its range, cancelability, confirmability, hitstun, and anti-air potential. It does basically everything. It is also the normal to use for generating Windclad stocks through [[Street_Fighter_6/Lily/Strategy#Condor_Wind|Condor Wind Pressure]]. |
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| | 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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| {{AttackDataCargo-SF6/Query|lily_2lk}} | | {{AttackDataCargo-SF6/Query|lily_2lk}} |
| * Chains into [[#5LP|{{clr|L|5LP}}]]/[[#2LP|{{clr|L|2LP}}]]/[[#5LK|{{clr|L|5LK}}]]/[[#2LK|{{clr|L|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> |
| Useful for catching an opponent trying to jump or walk backwards out of a blockstring. Can be difficult to confirm into a combo as it is not cancelable and has more pushback than her other light attacks. | | Useful for catching an opponent trying to jump or walk backwards out of a blockstring. Can be difficult to confirm into a combo as it is not cancelable and has more pushback than her other light attacks. |
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| | 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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| | 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}} if 2nd hit whiffs as a long-range whiff punish) | | * 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> |
| Can be used to juggle the opponent if a {{clr|4|Windclad}} [[#Condor_Spire_(236K)|{{clr|10|Condor Spire}}]] hits them less than three times.<br> | | Can be used to juggle the opponent if a {{clr|4|Windclad}} [[#Condor_Spire_(236K)|{{clr|10|Condor Spire}}]] hits them less than three times.<br> |
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| | 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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| | 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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| | 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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| | 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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| | 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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| | 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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| | 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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| | 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=}} |
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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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| * Puts airborne opponents into {{sf6-jug|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> |
| The most useless target combo in the game.<br>
| | 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> |
| Canceling [[#6HP|{{clr|H|6HP}}]] into [[#Condor_Wind_Attack_(214P)|{{clr|10|Condor Wind}}]] does exactly the same job and is better in every way.
| | 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=}} |
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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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| | 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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| 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. | | 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. |
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| 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> | | 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}}]], Micro-walk [[#2HP|{{clr|H|2HP}}]], or walkup [[#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. | | 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. |
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|
| Other alternatives are meaty [[#Condor_Spire_(236K)|{{clr|M|236MK}}]] to become +4 on block, or {{clr|4|Windclad}} [[#Condor_Spire_(236K)|{{clr|L|236LK}}]] to become +3. While this is good for immediately getting close it is also very reactable, and will lose outright to a regular anti-air special. | | 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> |
Line 519: |
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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|{{clr|H|2HP}}]]: 4[0] (cancel can be delayed to avoid stun lock in burnout) | | * [[#2HP|{{clr|H|2HP}}]]: 4[0] (delay cancel to avoid Lock in Burnout) |
| * [[#6HP|{{clr|H|6HP}}]]: 6[2] | | * [[#6HP|{{clr|H|6HP}}]]: 6[2] |
| * [[#4HP|{{clr|H|4HP}}]]: 7[3] | | * [[#4HP|{{clr|H|4HP}}]]: 7[3] |
Line 538: |
Line 548: |
| * [[#2MK|{{clr|M|2MK}}]]: 13[9] | | * [[#2MK|{{clr|M|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 ≥ 10f can be jumped out of by Lily (9f for 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 |
| }} | | }} |
|
| |
|
Line 544: |
Line 564: |
| | 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=}} |
Line 552: |
Line 572: |
| {{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. |
| }} | | }} |
Line 560: |
Line 583: |
| | 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=}} |
Line 574: |
Line 597: |
| }} | | }} |
|
| |
|
| =====<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 {{clr|4|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 {{clr|4|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 {{clr|4|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> |
Line 601: |
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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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| | 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=}} |
Line 643: |
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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. |
Line 657: |
Line 686: |
| 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 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. |
|
| |
|
| Ending a combo with {{clr|M|214MP}} up close (e.g. after a {{clr|4|Drive Rush}} combo) leaves Lily ''just'' outside [[#Mexican_Typhoon_(360+P)|{{clr|10|Mexican Typhoon}}]] range from where it's possible to surprise the opponent with a micro-walk grab. Input it as 8426 and delay the {{clr|L|LP}} or {{clr|10|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. |
| }} | | }} |
|
| |
|
Line 665: |
Line 694: |
| | 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=}} |
Line 700: |
Line 727: |
| | 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=}} |
Line 745: |
Line 772: |
| | 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|hitbox=yes|imageHeight=150px|lily_623mp|caption=MP Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|lily_623pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_623hp|caption=HP Version}} |
| | hitboxes =
| | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_623lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_623pp|caption=OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_623lp}} | | {{AttackDataCargo-SF6/Query|lily_623lp}} |
Line 771: |
Line 802: |
| | 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}} |
Line 787: |
Line 818: |
| {{AttackDataCargo-SF6/Query|lily_623pp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623pp_1stock}} |
| * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) |
| | * 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) | | * '''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) |
Line 800: |
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 826: |
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 853: |
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 867: |
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 {{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. | | 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. |
Line 889: |
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 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> | | 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. |
| Unfortunately its slow startup makes it a poor reversal. It beat throws and medium normals, but is not fast enough to punish most light normals.
| |
| }} | | }} |
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Line 911: |
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=}} |
Line 921: |
Line 949: |
| * '''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 ({{FKD}} 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 [[#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. | | 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. |
Line 930: |
Line 960: |
| 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. | | 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|H|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: | | 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, Kimberly (delayed) | | * 1 bar: Cammy |
| * 2 bars: Honda, Zangief | | * 2 bars: E.Honda, Lily, Zangief |
| * 3 bars: Marisa, JP, Dee Jay, Dhalsim | | * 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 {{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. |
| }} | | }} |
| |-| | | |-| |
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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=}} |
Line 953: |
Line 983: |
| * '''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 ({{FKD}} state until landing); Armor Break | | * '''Full Invuln:''' 1-41f ({{FKD}} state until landing); Armor Break |
Line 958: |
Line 989: |
| * '''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> |
| 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. | | 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. |
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Line 995: |
| 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. | | 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|H|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: | | 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, Kimberly (delayed) | | * 1 bar: Cammy |
| * 2 bars: Honda, Zangief | | * 2 bars: E.Honda, Lily, Zangief |
| * 3 bars: Marisa, JP, Dee Jay, Dhalsim | | * 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 {{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 976: |
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 1,010: |
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 1,025: |
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 1,036: |
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!" ''}} |