Street Fighter 6/Lily/Introduction: Difference between revisions

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A descendant of the Thunderfoot tribe, Lily speaks with the spirits of nature, trusting in their guidance as she travels the globe. Don't judge a book by its cover—her small stature conceals truly titanic power.
A descendant of the Thunderfoot tribe, Lily speaks with the spirits of nature, trusting in their guidance as she travels the globe. Don't judge a book by its cover—her small stature conceals truly titanic power.


Lily is the protégé of series veteran T.Hawk, and as such, plays a lot like him, even sharing many of his normals. She is a poke-focused grappler who prods opponents and looks for an opening to exploit with her gap-closing Condor Dive and Condor Spire. When she gets that opening, she sticks to the opponent like glue and forces them to guess with her command grab.


{{ ProConTable
What sets Lily apart from T.Hawk, however, is her unique Windclad mechanic. With this, Lily uses her Condor Wind special to power up her other strike specials, giving them extra damage, frame advantage, and combo potential. Building up one or multiple Windclad stocks and landing one good hit can quickly swing a round in Lily’s favor, putting the opponent in sticky situations where they have to commit to risky options or face an endless loop of mixups and punishment.
| pros=
 
* '''Great Punches:''' Lily's war clubs act as fantastic poking tools, giving her a wide variety of ways to check and punish opponents' movements.  
Lily has her struggles in neutral, as her tools to get up close are reliant on her getting a Windclad stock, which not every opponent will allow. Her walkspeed is below average, making her play more like a heavyweight character despite her small size. She makes up for all of this with her great pokes that lead into her strike-throw mix, tick throws, anti-airs, spacing traps, and—most importantly—her fearsome Mexican Typhoon command grab.
* '''Wind Power:''' Windclad greatly powers up Lily's special moves. Most notably, Condor Spire becomes much faster and is always plus on block, vastly improving her pressure.
 
* '''Command Grab:''' A long reaching and damaging command grab lets Lily punish opponents who are conditioned not to press on her pokes.
Don’t let her small stature and cheery demeanor fool you—Lily is a high-risk, high-return character who devastates health bars with both strikes ''and'' throws. Though she may struggle in neutral against some characters, all Lily needs is one good opening and a Windclad stock to ride a tailwind of momentum straight to victory. If you enjoy the thrill of a vortex character but also like playing with good pokes, then be sure to give Lily a try!
| cons=
 
* '''Poor Kicks:''' In contrast to her punches, Lily's kicks tend to have notably short range and flawed frame data.
 
* '''No DP:''' Even with both Windclad and OD, Tomahawk Buster is not fully strike invincible on startup, forcing Lily to rely on her Supers for reversal.
{{ ReasonsToPick
* '''Slow:''' Despite her small size, Lily's walk and dash speeds are below average, impeding her ability to pressure, approach, and force opponents to whiff.
| pick=
* '''Charge Reliant:''' Lily's special moves are pretty underwhelming without Windclad, which is difficult to get charges of in some situations.
* Large pokes and reliable anti-airs for playing an effective keepout game
* A long-ranged command grab that enables a powerful strike/throw mixup
* Advancing attacks that lead directly into pressure with the right setup
| avoid=
* Juggling an extra resource that can be difficult to build in certain matchups
* Relying on sluggish movement when left without resources
* Utilizing a simple, straightforward gameplan with few gimmicks
}}
}}
<br>
===Classic & Modern Versions Comparison===
{| class="wikitable" style="margin-left: auto; margin-right: auto;"
|+ style="text-align:center;" | List of differences with Modern Lily
|-
! style="text-align:left;" | Missing Normals
|
* Standing Medium Kick {{clr|M|(5MK)}}
* Jumping Light Punch {{clr|L|(j.LP)}}
* Jumping Medium Kick {{clr|M|(j.MK)}}
* Jumping Heavy Punch {{clr|H|(j.HP)}}
|-
! style="text-align:left;" | Missing Command Normals
|
* Ridge Thrust {{clr|H|(3HP)}}
|-
! style="text-align:left;" | Shortcut-Only Specials
|
* None
|-
! style="text-align:left;" | Miscellaneous Changes
|
* Standing Light Punch {{clr|L|(5LP)}} is only available as a chained normal, replacing {{clr|L|(5LK)}}.
* Crouching Light Kick {{clr|L|(2LK)}} is only available as the starter for L Auto Combo.
** The above means neither {{clr|L|(5LK)}} or {{clr|L|(2LK)}} can be chained into.
* H Auto Combo performs Medium Condor Wind {{clr|M|(214MP)}} as the second hit, which is subject to some quirks.
** It can be held like the regular version by holding {{clr|M|M}} during the startup.
** Inputting {{clr|H|H}} during the startup causes it to cancel into SA3 on hit no matter how long it is held for.
|}


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<noinclude>

Latest revision as of 13:40, 3 August 2023

Introduction

A descendant of the Thunderfoot tribe, Lily speaks with the spirits of nature, trusting in their guidance as she travels the globe. Don't judge a book by its cover—her small stature conceals truly titanic power.

Lily is the protégé of series veteran T.Hawk, and as such, plays a lot like him, even sharing many of his normals. She is a poke-focused grappler who prods opponents and looks for an opening to exploit with her gap-closing Condor Dive and Condor Spire. When she gets that opening, she sticks to the opponent like glue and forces them to guess with her command grab.

What sets Lily apart from T.Hawk, however, is her unique Windclad mechanic. With this, Lily uses her Condor Wind special to power up her other strike specials, giving them extra damage, frame advantage, and combo potential. Building up one or multiple Windclad stocks and landing one good hit can quickly swing a round in Lily’s favor, putting the opponent in sticky situations where they have to commit to risky options or face an endless loop of mixups and punishment.

Lily has her struggles in neutral, as her tools to get up close are reliant on her getting a Windclad stock, which not every opponent will allow. Her walkspeed is below average, making her play more like a heavyweight character despite her small size. She makes up for all of this with her great pokes that lead into her strike-throw mix, tick throws, anti-airs, spacing traps, and—most importantly—her fearsome Mexican Typhoon command grab.

Don’t let her small stature and cheery demeanor fool you—Lily is a high-risk, high-return character who devastates health bars with both strikes and throws. Though she may struggle in neutral against some characters, all Lily needs is one good opening and a Windclad stock to ride a tailwind of momentum straight to victory. If you enjoy the thrill of a vortex character but also like playing with good pokes, then be sure to give Lily a try!


Pick if you like: Avoid if you dislike:
  • Large pokes and reliable anti-airs for playing an effective keepout game
  • A long-ranged command grab that enables a powerful strike/throw mixup
  • Advancing attacks that lead directly into pressure with the right setup
  • Juggling an extra resource that can be difficult to build in certain matchups
  • Relying on sluggish movement when left without resources
  • Utilizing a simple, straightforward gameplan with few gimmicks


Classic & Modern Versions Comparison

List of differences with Modern Lily
Missing Normals
  • Standing Medium Kick (5MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Ridge Thrust (3HP)
Shortcut-Only Specials
  • None
Miscellaneous Changes
  • Standing Light Punch (5LP) is only available as a chained normal, replacing (5LK).
  • Crouching Light Kick (2LK) is only available as the starter for L Auto Combo.
    • The above means neither (5LK) or (2LK) can be chained into.
  • H Auto Combo performs Medium Condor Wind (214MP) as the second hit, which is subject to some quirks.
    • It can be held like the regular version by holding M during the startup.
    • Inputting H during the startup causes it to cancel into SA3 on hit no matter how long it is held for.

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