Street Fighter 6/Lily

From SuperCombo Wiki


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.


Lily
SF6 Lily Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.042
Backward Walk Speed 0.027
Forward Dash Speed 21
Backward Dash Speed 24
Forward Dash Distance 1.154
Backward Dash Distance 0.939
Drive Rush Min. Distance (Throw) 0.434
Drive Rush Min. Distance (Block) 1.900
Drive Rush Max Distance 3.044
Jumping
Jump Speed 5+39+3
Jump Apex 2.139
Forward Jump Distance 1.95
Backward Jump Distance 1.56
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Lily 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 8 Chn Sp SA 350 LH +6 -1

A jab with incredible horizontal reach and decent advantage on block. Very good for checking and controlling the opponent's movement.

5MP
Standing Medium Punch
5MP
SF6 Lily 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 17 - 800 LH +1 -4

5HP
Standing Heavy Punch
5HP
SF6 Lily 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 22 Sp SA 900 LH 0 -5

5LK
Standing Light Kick
5LK
SF6 Lily 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Chn Sp SA 300 LH +5 -1

This is Lily's only 4F button, very important in tick throws and to frame trap people with after a Windclad Condor Spire. Without this, a lot of her strings are able to be mashed out of.

5MK
Standing Medium Kick
5MK
SF6 Lily 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 15 Sp SA 600 LH +2 -1

5HK
Standing Heavy Kick
5HK
SF6 Lily 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 4 21 - 1000 LH +1 -5

Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Lily 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 8 Chn Sp SA 300 LH +5 -1

A jab with good advantage for its range. Slightly less puhsback and range than 5LP.

2MP
Crouching Medium Punch
2MP
SF6 Lily 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 18 SA 700 LH +1 -3

2HP
Crouching Heavy Punch
2HP
SF6 Lily 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2,4 22 Sp SA (2nd) 500x2 LH 0 -2

One of Lily's best buttons in its range, cancelability, and advantage. 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.

2LK
Crouching Light Kick
2LK
SF6 Lily 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Chn 200 L +2 -2

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.

2MK
Crouching Medium Kick
2MK
SF6 Lily 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 Sp SA 500 L +1 -5

2HK
Crouching Heavy Kick
2HK
SF6 Lily 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2(6)2 24 - 450x2 L,L* HKD +32 -12


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Lily jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 9 3 land - 300 H +6(+9) +2(+5)

j.MP
Jumping Medium Punch
j.MP
SF6 Lily jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 3 land TC 700 H +5(+11) +1(+7)

j.HP
Jumping Heavy Punch
j.HP
SF6 Lily jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H +6(+15) +2(+11)

j.LK
Jumping Light Kick
j.LK
SF6 Lily jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 300 H +4(+10) 0(+6)

j.MK
Jumping Medium Kick
j.MK
SF6 Lily jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 3 land - 500 H +7(+13) +3(+9)

j.HK
Jumping Heavy Kick
j.HK
SF6 Lily jhk.png

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 6 3 land - 800 H +10(+15) +4(+9)

Command Normals

6HP
?
6HP
SF6 Lily 6hp.png

6HP
Desert Storm 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 2 24 TC Sp SA 900 LH +1 -5

3HP
Ridge Thrust
3HP
SF6 Lily 3hp.png

3HP
Ridge Thrust
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 3 18 - 900 H +2 -3

4HP
Horn Breaker
4HP
SF6 Lily 4hp.png

4HP
Horn Breaker
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 4 18 Sp SA 1000 LH +5 -2

j.2HP
Great Spin
j.2HP
SF6 Lily j2hp.png

j.2HP
Great Spin
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 11 3 land - 800 H +11(+15) +7(+11)

A unique cross-up button that is extremely active and difficult to whiff. If your opponent is letting you jump in on them, this is a great tool to have.

Target Combos

6HP~HP~HP
Desert Storm
6HP~HP~HP
SF6 Lily 6hp hp.png

SF6 Lily 6hp hp hp.png

6HP~HP
Desert Storm 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 2 27 TC 500 LH 0 -9
6HP~HP~HP
Desert Storm 3
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 5 42 - 500(400) LH KD +23 -26

j.MP~MP
Double Arrow
j.MP~MP
SF6 Lily jmp mp.png

j.MP~MP
Double Arrow
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 3 land SA2 700 H - -

Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Lily lplk.png

LPLK
Canyon Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +20 -

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Lily 4lplk.png

4LPLK
Falling Cliff
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +32 -

Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Lily hphk.png

HPHK
Earth's Rage
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • -
  • Note: gaps of 8f or less cannot be escaped by jumping

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Lily 6hphk.png

6HPHK
Cross Hammer (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Lily mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.

  • Notable Drive Rush cancel combo routes:
  • Notable Drive Rush cancel blockstring gaps:


Special Moves

Condor Wind Stock (214P)
Condor Wind (stock)
214P
SF6 Lily 214lp.png

SF6 Lily 214pp.png

214LP
Condor Wind (stock)
Startup Active Recovery Cancel Damage Guard On Hit On Block
46(71/90) - 1(19) - - - - -

No results

214[PP]
Condor Wind (stock)
Startup Active Recovery Cancel Damage Guard On Hit On Block
38 - 2 - - - - -

Each startup notes each charge level. After certain amount of time charging will always be a certain amount of startup frames

Condor Wind Attack (214P)
Condor Wind (attack)
214P
SF6 Lily 214mp.png

SF6 Lily 214pp hold.png

214MP (HOLD OK)
Condor Wind (attack)
Startup Active Recovery Cancel Damage Guard On Hit On Block
23(4) 4 25 SA3 900 LH +2 -8
214HP (HOLD OK)
Condor Wind (attack)
Startup Active Recovery Cancel Damage Guard On Hit On Block
25(4) 4 25 SA3* 1100 LH KD +30 -8
214PP (HOLD OK)
Condor Wind (attack)
Startup Active Recovery Cancel Damage Guard On Hit On Block
19(4) 4 23 SA2 SA3* 1200 LH KD +39 -5

Condor Spire (236K)

Condor Spire
236K
SF6 Lily 236lk.png

SF6 Lily 236kk.png

236LK
Condor Spire
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 13 2+14 land - 800 LH KD +33(+45) -8(+4)
236MK
Condor Spire
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 13 2+14 land - 900 LH KD +37(+49) -8(+4)
236HK
Condor Spire
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 13 2+14 land - 1000 LH KD +37(+49) -8(+4)
236KK
Condor Spire
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 13 2+14 land SA2 1000 LH KD +42(+54) -8(+4)

Condor Spire (Windclad)
236K
SF6 Lily 236lk 1stock.png

SF6 Lily 236kk 1stock.png

236LK (Windclad)
Condor Spire (Windclad)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5(6)11,7 2+12 land - 100x2,800 LH KD +47(+46~52) +1(+7)
236MK (Windclad)
Condor Spire (Windclad)
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 5(6)11,7 2+12 land - 100x2,900 LH KD +49(+47~53) +1(+7)
236HK (Windclad)
Condor Spire (Windclad)
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 5(6)11,7 2+12 land - 100x2,1000 LH KD +52(+50~56) +1(+7)
236KK (Windclad)
Condor Spire (Windclad)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 14,3,7 2+12 land SA2 100x2,1000 LH KD +56(+62) +2(+8)

Tomahawk Buster (623P)

Tomahawk Buster
623P
SF6 Lily 623lp.png

SF6 Lily 623pp.png

623LP
Tomahawk Buster
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 11 21+12 land - 900 LH KD +36(+41) -27
623MP
Tomahawk Buster
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 12 25+12 land - 1000 LH KD +36(+42) -32
623HP
Tomahawk Buster
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 13 26+12 land - 1200 LH KD +36(+41) -35
623PP
Tomahawk Buster
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3,9 28+15 land j.PPP (hit) 800,600 LH KD +32(+37) -35

Tomahawk Buster (Windclad)
623P
SF6 Lily 623lp 1stock.png

SF6 Lily 623pp 1stock.png

623LP (Windclad)
Tomahawk Buster (Windclad)
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 4,9 21+12 land - 400,600 LH KD +41(+43) -25
623MP (Windclad)
Tomahawk Buster (Windclad)
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4,10 25+12 land - 400,800 LH KD +41(+43) -30
623HP (Windclad)
Tomahawk Buster (Windclad)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4,12 26+12 land - 400,1000 LH KD +41(+43) -33
623PP (Windclad)
Tomahawk Buster (Windclad)
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2,2,10 28+15 land j.PPP (hit) 400,600x2 LH KD +33(+38) -35

Condor Dive (j.PP)

Condor Dive
j.PP
SF6 Lily jpp.png

SF6 Lily jppp.png

j.PP
Condor Dive
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 11(17) 5+19 land - 800 LH KD +32(+37) -24(-19)
j.PPP
Condor Dive
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 10(14) 5+19 land - 1400 LH KD +40(+46) -24(-19)

Condor Dive (Windclad)
j.PP
SF6 Lily jpp 1stock.png

SF6 Lily jppp 1stock.png

j.PP (Windclad)
Condor Dive (Windclad)
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 11(17) 5+19 land - 200,800 LH KD +33(+38) -24(-19)
j.PPP (Windclad)
Condor Dive (Windclad)
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 10(14) 5+19 land - 200,1400 LH KD +41(+47) -24(-19)

Mexican Typhoon (360+P)
Mexican Typhoon
360+P
SF6 Lily 360lp.png

SF6 Lily 360pp.png

360+LP
Mexican Typhoon
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 53 - 2000 (2300) T HKD +28 -
360+MP
Mexican Typhoon
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 53 - 2400 (2760) T HKD +28 -
360+HP
Mexican Typhoon
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 53 - 2800 (3220) T HKD +28 -
360+PP
Mexican Typhoon
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 53 - 2900 (3350) T HKD +28 -

Super Arts

Level 1 Super (236236P)
Breezing Hawk
Level 1 Super Art
236236P
SF6 Lily 236236p.png

236236P
Breezing Hawk
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2(5)2(7)2(8)2(8)2 54 - 2200 (1840) LH KD +27(+19) -36

Level 2 Super (236236K)
Thunderbird
Level 2 Super Art
236236K (AIR OK)
SF6 Lily 236236k.png

236236K
Thunderbird
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2(2)3x6(9)2 39+24 land - 2600 LH KD +42 -60(-66)
j.236236K
Soaring Thunderbird
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2(2)3x6(9)2 25 land - 2600 LH KD +36~42 -54(-66)

Thunderbird (Windclad)
Level 2 Super Art
236236K (AIR OK)
SF6 Lily 236236k 1stock.png

236236K
Thunderbird (Windclad)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2x11,3(6)2 39+24 land - 2900 LH KD +46 -59(-65)
j.236236K
Soaring Thunderbird (Windclad)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2x11,3(6)2 25 land - 2900 LH KD +39~45 -51(-65)

Level 3 Super (214214P)
Raging Typhoon
Level 3 Super Art
214214P
SF6 Lily 214214p.png

SF6 Lily 214214p(ca).png
CA version grants 500 extra damage

214214P
Raging Typhoon
Startup Active Recovery Cancel Damage Guard On Hit On Block
5+2 2 106 - 4500 T HKD +4 -
214214P
Raging Typhoon (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
5+2 2 106 - 5000 T HKD +4 -

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Lily 5pppkkk.png
"Okay smile... Good stuff!"

5PPPKKK (HOLD OK)
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
147(17) 3 217 - 1 LH -201 -206
  • Camera flash is a 1-hit low priority projectile

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Lily 6pppkkk.png
"Hey! Is there anyone that wants to duke it out with me? Oh wait, you're here."

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
338 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Lily 4pppkkk.png
"Come on! I'm ready to fight!"

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
144 (total) - - - - - - -



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