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
SF6 Lily 5lp hitbox.png
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5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 8 Chn Sp SA 350 LH +6 -1
  • Chains into 5LP/2LP/5LK/2LK
  • Cancel Hitconfirm Window: 13f
  • DR cancel is delayed until after the 2nd active frame
  • Drive Rush cancel advantage: +6 oH / -1 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A jab with good horizontal reach and above average damage for a light. On Counter-hit it links into 5MK or 2MP, and when done from Drive Rush it links into both of those plus 2HP if close enough for more damage.

5MP
Standing Medium Punch
5MP
SF6 Lily 5mp.png
SF6 Lily 5mp hitbox.png
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5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 17 - 800 LH +1 -4
  • Head hurtbox disappears on frames 8-25


An amazingly disjointed poke and neutral tool, but cannot be canceled which makes it vulnerable to Drive Impact.

5HP
Standing Heavy Punch
5HP
SF6 Lily 5hp.png
SF6 Lily 5hp hitbox.png
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5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 22 Sp SA 900 LH 0 -5
  • Punish Counter: Crumple (Standing +5, Juggle +28, KD +84); limited juggle state vs. airborne
  • Head hurtbox disappears on frames 10-35
  • Cancel Hitconfirm Window: 19f
  • Special/DR cancel is delayed until after the 2nd active frame
  • Drive Rush cancel advantage: +14 oH / +9 oB
  • Extends a hurtbox 1f before active that is vulnerable to projectiles


A counterpoke that leads to a crumple on Punish Counter. This allows for a conversion into a full combo via 6HP, Dash 5MK, or Drive Rush, depending on range.

5LK
Standing Light Kick
5LK
SF6 Lily 5lk.png
SF6 Lily 5lk hitbox.png
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5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 12 Chn Sp SA 300 LH +1 -4
  • Chains into 5LP/2LP/5LK/2LK
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +6 oH / +1 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


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. It doesn't leave a gap when chained into from itself or 2LK, which prevents it from being interrupted with a parry or reversal like other light chains.

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.

5MK
Standing Medium Kick
5MK
SF6 Lily 5mk.png
SF6 Lily 5mk hitbox.png
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5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 15 Sp SA 600 LH +2 -1
  • Cancel Hitconfirm Window: 15f
  • Drive Rush cancel advantage: +10 oH / +7 oB


Cancelable, combo-friendly normal that's useful in both Counter-hit confirms and juggles. Links into a combo after Drive Rush/Counter-hit 2LP/5LP/4HP, or Punish Counter 5HP with a dash.
While its range isn't as impressive as Lily's other medium and heavy normals, the relatively fast startup makes it useful to use on reaction as a whiff punish into Drive Rush 4HP. It can be effective against some low pokes since Lily doesn't extend a lower body hurtbox on startup.
Finally, unlike Lily's other medium and heavy normal moves, this one recovers quickly enough to block a Drive Reversal. It's also the optimal combo starter for punishing a blocked Drive Reversal.

5HK
Standing Heavy Kick
5HK
SF6 Lily 5hk.png
SF6 Lily 5hk hitbox.png
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5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 4 21 - 1000 LH +1 -5


Cannot be canceled and has a lot of startup and recovery. While it has a lot of range, walkup 5MP is usually a better choice as it is much less vulnerable to being punished by Drive Impact and jump attacks, but 5HK does have some situational usefulness at the tip of its range:

  • It triggers proximity block from a longer range, making it harder for the opponent to create space to whiff punish.
  • It covers long range punishes on moves that are -14 to -17 on block such as JP's 3HP which would otherwise be safe.
  • On Punish Counter it causes a long range hard knockdown, providing an opportunity to take a free Windclad stock or Drive Rush back in for pressure.
  • Maintains a lot of momentum from Drive Rush, which allows it to interrupt the opponent from a surprising distance.
  • It has a lot of pushback on block, which can be helpful when trying to push out of the corner.


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Lily 2lp.png
SF6 Lily 2lp hitbox.png
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2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 8 Chn Sp SA 300 LH +5 -1
  • Chains into 5LP/2LP/5LK/2LK
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +6 oH / 0 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Lily's longest ranged light normal. It has less frame advantage than 5LP, but on Counter-hit it still links into 5MK, and when done from Drive Rush it combos into 5MK or 2MP.
It also has the least pushback of Lily's normals, making it ideal for hitconfirms into 623P, 236KK, SA1, SA3, or Drive Rush.

2MP
Crouching Medium Punch
2MP
SF6 Lily 2mp.png
SF6 Lily 2mp hitbox.png
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2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 18 SA 700 LH +1 -3
  • Cancel Hitconfirm Window: 15f (Super)


A disjointed poke that's marginally faster than 5MP but without quite as much range.
Noteworthy for being cancelable into Super Arts, especially SA1 for good damage off a counter-poke or a Drive Rush combo.

2HP
Crouching Heavy Punch
2HP
SF6 Lily 2hp.png
SF6 Lily 2hp hitbox.png
SF6 Lily 2hp hitbox2.png
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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
  • Counter-hit/Punish Counter puts airborne opponents into limited juggle state
  • Can anti-air cross-ups on the first 2 active frames
  • Cancel Hitconfirm Window: 30f / 18f (2nd hit only)
  • Special/DR cancel is delayed until after the 4th active frame (2nd active frame of the 2nd hit)
  • Drive Rush cancel advantage: +15 oH / +13 oB


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 Condor Wind Pressure.

Against a grounded opponent, being close enough to connect both hits makes it very easy to hit-confirm into Drive Rush, Special or Super Art. It's also easy to visually confirm and counter Drive Impact. Even if the first hit is spaced to whiff it can still Counter-hit the opponent for both hits if they press a button.

At longer ranges it spaces out various reversals, and can be used to start Condor Spire Pressure from an obscene distance.

As an anti-air it will catch jumps a significant distance in front of Lily as well as above and even slightly behind her. On Counter-hit it juggles into Condor Wind or Condor Spire, but this is risky to attempt as the opponent can punish with a reversal after an empty jump.

2LK
Crouching Light Kick
2LK
SF6 Lily 2lk.png
SF6 Lily 2lk hitbox.png
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2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Chn 200 L +2 -2
  • Chains into 5LP/2LP/5LK/2LK
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Useful for catching an opponent trying to jump or walk backwards out of a blockstring. Can be difficult to confirm into a combo as it is not cancelable and has more pushback than her other light attacks.

Defensively, it is more consistent for interrupting blockstrings where 5LK lacks the range to reach the opponent, but it isn't usually possible to reach the opponent to combo afterwards which somewhat limits its usefulness.

2MK
Crouching Medium Kick
2MK
SF6 Lily 2mk.png
SF6 Lily 2mk hitbox.png
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2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 18 Sp SA 500 L +1 -5
  • Cancel Hitconfirm Window: 13f
  • Special/DR cancel is delayed until after the active frames
  • Drive Rush cancel advantage: +10 oH / +4 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A low attack that is mainly used as a hard read against an opponent that likes to walk backwards, comboing into Drive Rush or Windclad Condor Spire.
This move is hugely limited by its slow startup and short range, with the lack of hit-confirmability making it virtually impossible to use with most of Lily's specials due to them being unsafe on block.

2HK
Crouching Heavy Kick
2HK
SF6 Lily 2hk.png
SF6 Lily 2hk hitbox.png
SF6 Lily 2hk hitbox2.png
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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
  • Counter-hit/Punish Counter: HKD +47
  • Has juggle potential; not a Hard Knockdown when juggled into
  • 1st hit doesn't knock down (-15 if 2nd hit whiffs as a long-range whiff punish)


Can be used to juggle the opponent if a Windclad Condor Spire hits them less than three times.
Otherwise it's pretty standard for a sweep. The two hits don't amount to much in a game where Drive Impact absorbs both of them.


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Lily jlp.png
SF6 Lily jlp hitbox.png
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j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 9 3 land - 300 H +9 +5

Lily's fastest air normal with good horizontal range. Useful as an air-to-air when jumping backwards out of pressure, or on reaction when both players jump at the same time.

j.MP
Jumping Medium Punch
j.MP
SF6 Lily jmp.png
SF6 Lily jmp hitbox.png
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j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 3 land TC 700 H +11 +7
  • Puts airborne opponents into limited juggle state
  • Chains into j.MP~MP Target Combo
  • Shifts Lily's hurtbox upward during startup


Lily's longest ranged air normal. Connects as a jump-in from a deceptively long range. Leads to damaging juggle combos as an air-to-air, but can be a little difficult to use as such due to the somewhat long startup.

j.HP
Jumping Heavy Punch
j.HP
SF6 Lily jhp.png
SF6 Lily jhp hitbox.png
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j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H +15 +11
  • Spike knockdown vs. airborne opponents


Hits sharply downward with a disjointed hitbox late in the active frames. With the right spacing, it can make anti-air DPs whiff underneath while hitting early enough to make late/cross-cut DP difficult or impossible to use.

j.LK
Jumping Light Kick
j.LK
SF6 Lily jlk.png
SF6 Lily jlk hitbox.png
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j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 300 H +9 +5
  • Can hit cross-up


A cross-up with a narrow hitbox. Deals a low amount of blockstun, making it good for unexpected tick throws.

j.MK
Jumping Medium Kick
j.MK
SF6 Lily jmk.png
SF6 Lily jmk hitbox.png
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j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 3 land - 500 H +13 +9
  • Can hit cross-up
  • Shifts Lily's hurtbox upward during startup


A cross-up with a wide hitbox that extends far forward and backward. Much easier to space than j.LK, but the extra hitstun/blockstun gives the opponent more time to react to a tick throw setup.

j.HK
Jumping Heavy Kick
j.HK
SF6 Lily jhk.png
SF6 Lily jhk hitbox.png
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j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 6 3 land - 800 H +15 +9

Has good range and a good hitbox; anti-air normals can trade if Lily connects with the tip of her feet.


Command Normals

6HP
Desert Storm
6HP
SF6 Lily 6hp.png
SF6 Lily 6hp hitbox.png
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6HP
Desert Storm 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 2 24 TC Sp SA 900 LH +1 -5
  • Puts airborne opponents into limited juggle state
  • Cancel Hitconfirm Window: 16f / 21f (TC)
  • Drive Rush cancel advantage: +17 oH / +11 oB


An advancing heavy normal that can be canceled into either a special move, or the much less useful (but more easily confirmable) Target Combo.
Typically used as a followup after crumpling the opponent with Punish Counter 5HP or a Drive Impact wall splat.
Despite the upward swinging animation, this is not an effective anti-air.

3HP
Ridge Thrust
3HP
SF6 Lily 3hp.png
SF6 Lily 3hp hitbox.png
SF6 Lily 3hp hitbox2.png
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3HP
Ridge Thrust
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 3 18 - 900 H +2 -3
  • Lower Body Invuln: 5-19f (hurtbox is slightly lower on frames 5-6)
  • Crouching state on frames 25-42 (only 3f standing recovery at the end)


An overhead with surprising range and hitbox disjoint. Can be used to hop over low attacks for a Punish Counter, which combos into light attacks.
When done after Drive Rush it also combos into light attacks, and is +1 on block.

4HP
Horn Breaker
4HP
SF6 Lily 4hp.png
SF6 Lily 4hp hitbox.png
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4HP
Horn Breaker
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 4 18 Sp SA 1000 LH +5 -2
  • Cancel Hitconfirm Window: 18f
  • Drive Rush cancel advantage: +17 oH / +10 oB


This move is unique in that Lily's hurtbox does not move forwards at all until the attack hits. This makes it effective at fishing for Counter-hits with little risk of being counterpoked herself.
It will usually reach beyond and cleanly beat the low pokes that 2HP typically loses to, complimenting it perfectly.
It is also indispensable as a combo tool due to its high damage and high frame advantage on hit. Drive Rush~4HP is Lily's optimal punish starter.

j.2HP
Great Spin
j.2HP
SF6 Lily j2hp.png
SF6 Lily j2hp hitbox.png
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j.2HP
Great Spin
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 11 3 land - 800 H +15 +11

A unique cross-up button that is extremely active and quite large. Lily can use this in conjunction with her cross-up j.LK to mix up the opponent with different command grab timings upon landing.


Target Combos

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

SF6 Lily 6hp hp hp.png
SF6 Lily 6hp hp hitbox.png

SF6 Lily 6hp hp hp hitbox.png
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Hitboxes On

6HP~HP
Desert Storm 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 2 27 TC 500 LH 0 -9
  • Puts airborne opponents into limited juggle state
  • Cancel Hitconfirm Window: 16f (single hit) / 52-55f (full TC)
  • Leaves a 3f blockstring gap before 2nd HP


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
  • Leaves a 1f blockstring gap before final HP
  • () refers to scaled damage from 6HP~HP combo starter


A Target Combo that is rarely used, since canceling 6HP into Condor Wind does more damage while building a wind stock.
The main benefit of this TC chain is that it's much easier to confirm directly from 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.

j.MP~MP
Double Arrow
j.MP~MP
SF6 Lily jmp mp.png
SF6 Lily jmp mp hitbox.png
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j.MP~MP
Double Arrow
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 3 land SA2 700 H - -
  • Puts airborne opponents into limited juggle state
  • Cancel Hitconfirm Window: 40-44f (Super)


A rewarding air-to-air option to complement her strong anti-airs.
Double Arrow allows Lily to heavily punish jumps by linking into Tomahawk Buster upon landing or by canceling into SA2 in the air.


Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Lily lplk.png
SF6 Lily lplk hitbox.png
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LPLK
Canyon Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +20 -
  • Punish Counter: HKD +20
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


While it has less damage and range than Mexican Typhoon, Lily's normal throw leaves the opponent much closer on the ground for significantly better followup options. It also allows Lily to recover in time to anti-air an opponent that jumps in anticipation of a command grab.

After throwing the opponent into the corner, they remain in range for a walkup Command Grab. Input 2486 or 8426 during end of the animation, then hold forwards and press punch just as the opponent stands up. It's possible to do this with any strength grab, but it is easier to time when using the longer ranged LP or OD version.

Drive Rush Throw can be used to loop the opponent in the corner. If they have access to a 6 frame invincible reversal they can use it on reaction, and will not be possible recover in time to bait it by blocking. Blanka, Honda, and Zangief can be looped using a frame-perfect walkup throw instead, but this is somewhat risky as missing the timing by a single frame in either direction causes the throw to lose to wakeup mashing.

Midscreen, Lily can Drive Rush into a slightly delayed 4HP or 2HP and cancel into 214MP to grab a Windclad stock, with the extra blockstun making it safe against Drive Impact. The attack needs to be delayed because otherwise the opponent can avoid it by walking backwards and get a free whiff punish.

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Lily 4lplk.png
SF6 Lily 4lplk hitbox.png
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4LPLK
Falling Cliff
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +32 -
  • Side switch
  • Punish Counter: HKD +32
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


While this has a longer knockdown than forward throw it also leaves the opponent further away, so it's best to avoid sending them midscreen with it.

After throwing the opponent back into the corner, Drive Rush sets up another close range strike/throw mixup. Unlike forward throw, there is enough time to recover and block reversals.
Alternatively, performing a regular dash sets up a mixup between 4HP, microwalk 2HP, or walk-up Command Grab. Input 2486 or 8426 during the dash animation, then hold forwards and press punch just as the opponent stands up.

Other alternatives are meaty 236MK to become +4 on block, or Windclad 236LK to become +3. While this is good for immediately getting close it is also very reactable, and will lose outright to a meterless anti-air special.


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Lily hphk.png
SF6 Lily hphk hitbox.png
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Hitboxes On

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
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Combos when canceled from 6HP/4HP or Punish Counter 2HP/5HP (no corner wallsplat)
    • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See 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

  • 2HP: 4[0] (cancel can be delayed to avoid stun lock in burnout)
  • 6HP: 6[2]
  • 4HP: 7[3]
  • 5HP: 8[4]
  • 5MK: 10[6]
  • 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)

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (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. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.

  • 2HP > delay DI: delay allows a small blockstring gap to prevent opponent from absorbing the hit
  • 6HP > DI: 2f blockstring gap prevents opponent from absorbing the hit
  • 4HP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~5MK > DI: 2f blockstring gap prevents opponent from absorbing the hit

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Lily 6hphk.png
SF6 Lily 6hphk hitbox.png
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6HPHK
Cross Hammer
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -8
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Lily mpmk.png
SF6 Lily mpmk hitbox.png
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MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 8 or until released 29(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Lily 66.png
SF6 Lily 66 hitbox.png
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66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(3+8) 46(45) total 24(23) total - - - - -
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 0.434 (min, cancel into immediate Throw)
    • 1.900 (min, earliest blocking/movement frame)
    • 3.044 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

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

SF6 Lily 214pp.png
SF6 Lily 214lp hitbox.png
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214LP
Condor Wind (stock)
Startup Active Recovery Cancel Damage Guard On Hit On Block
46(71/90) - 1(19) - - - - -
  • Windclad stock gained on each of frames 46, 71 and 90 depending on how long the button is held.
  • Each startup value refers to the minimum total duration for each stock gain.
  • Takes 20 frames to recover after releasing the button, but if released between frames 60-70 then the recovery is delayed until the 2nd Windclad stock is gained on frame 71.
214[PP]
Condor Wind (stock)
Startup Active Recovery Cancel Damage Guard On Hit On Block
38 - 2 - - - - -
  • Gains 1 Windclad stock on frame 38.


214LP is an important tool for getting Windclad stocks without using resources. Mix it up with the 214MP and 214HP on block, especially after 2HP; the startup animation is identical but the punish is usually different.

  • 2HP > 214MP/HP needs to be countered with invincibility, Perfect Parry, or an armored move such as Drive Impact.
  • 2HP > 214LP is a massive -25 on block but needs to be punished with a long ranged move. Importantly, Drive Impact is too slow and can be punished back.

However, try not to rely on this against characters with a move that ticks all the boxes for punishing both, such as a long ranged Super.

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

SF6 Lily 214pp hold.png
SF6 Lily 214mp hitbox.png
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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
  • Windclad stock gained on each on each of frames 46, 71 and 90, or on the first active frame if not held
  • Cancel Hitconfirm Window: 20f (Super, combos to SA3 vs. grounded opponents)
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
  • Windclad stock gained on each on each of frames 46, 71 and 90, or on the first active frame if not held
  • Cancel Hitconfirm Window: 20f (Super, only useful if armor absorbed)
214PP (HOLD OK)
Condor Wind (attack)
Startup Active Recovery Cancel Damage Guard On Hit On Block
21(4) 4 23 SA2 SA3* 1200 LH KD +39 -5
  • 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)


Windclad stocks are vital to Lily's game plan, so learning how to safely use this move is vital.

Despite being -8 on block, the MP and HP versions have a lot of pushback which makes them mostly safe when properly spaced. Unfortunately, all versions are very vulnerable to Drive Impact, which can be input on reaction to seeing the startup. There are several ways to counter this:

  • Mix in 2HP > 214LP. This is safe against Drive Impact and allows for it to be punished.
  • Use 2HP > 214PP; a true blockstring that leaves no gap for the opponent to reversal through.
  • Use Drive Rush 2HP, 4HP or 5HP canceled into 214MP. The extra blockstun from Drive Rush makes it a true blockstring.
  • When midscreen, keep the button held. This takes the hit as a regular Counter-hit instead of a Punish Counter, which is pretty inconsequential outside the corner.
  • With 3 bars and good reflexes, hold it until the opponent presses a button, then release and cancel into SA3.
    • Modern mode's Heavy Assisted Combo does this automatically, performing 2HP > 214MP > (214214P) but only canceling into the Super on hit.
    • Additionally, Assist + H > H > [M]+H causes Condor Wind to be held, but it still cancels into SA3 upon hitting the opponent when M is released.

The attack gains Windclad stocks much earlier than 214LP, with the stock being kept even when punished. Slap a fireball with 214MP and take the hit in exchange for the stock. When releasing a partially charged Condor Wind, the startup is only 4 frames.

Ending a combo with 214MP up close (e.g. after a Drive Rush combo) leaves Lily just outside Mexican Typhoon range from where it's possible to surprise the opponent with a micro-walk grab. Input it as 8426 and delay the LP or PP button press by at least 1 frame. This is especially potent in the corner where the opponent can't walk backwards out of range.

Condor Spire (236K)
Condor Spire
236K
SF6 Lily 236lk.png

SF6 Lily 236kk.png
SF6 Lily 236lk hitbox.png

SF6 Lily 236kk hitbox.png
Frame 1
SF6 Lily 236lk hitbox.png
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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)
  • Airborne 7-29f (Forced Knockdown state)
  • Cancel Hitconfirm Window: 27f (SA2), as low as 14f at max range
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)


All versions can be spaced to be safe or even as good as +4 on block even when not Windclad.

Canceling from 2HP into LK Condor Spire from a max range results in a frame trap that can be as good as +1 on block and also safe against Drive Impact (unless they do it before 2HP). This also works from 4HP, though not quite to the same extent.

OD Condor Spire has the same range as the MK version but with a much faster startup that makes it less vulnerable to Drive Impact and other reactive options. It's a fun surprise to throw out in neutral or at round start.

The MK and HK versions aren't quite as good outside of combos due to the longer distance and slower startup making them easier to space out and react to with big punishes.

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

SF6 Lily 236kk 1stock.png
SF6 Lily 236lk 1stock hitbox.png
SF6 Lily 236lk 1stock hitbox2.png

SF6 Lily 236kk 1stock hitbox.png
SF6 Lily 236kk 1stock hitbox2.png
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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)
  • Airborne 9-39f (Forced Knockdown state)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
  • Frame-kills after KD: 214LP: ±0 / 214PP: +7 / Forward Dash x2: +5
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)
  • Airborne 13-43f (Forced Knockdown state)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
  • Frame-kills after KD: 214LP: +2 / Forward Dash x2: +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)
  • Airborne 17-47f (Forced Knockdown state)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
  • Frame-kills after KD: 214LP: +5 / Forward Dash x2: +10
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)
  • Airborne 9-34f (Forced Knockdown state); Projectile Invuln 9-32f (all active frames)
  • Cancel Hitconfirm Window: 51f (SA2), as low as 14f at max range
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
  • Frame kills after KD: 214LP: +9 / 214MP: +5 / Forward Dash x2: +14


One of the big reasons to play Lily. Depending on the available resources it's possible to bulldoze your way into a +1 or +2 on block situation from almost anywhere, which directly gives a mixup between 5LK and Throw or Command Grab. It also hits 3 times which allows it to plow through Drive Impact when used from a close enough range for all 3 hits to land. The non-Drive versions being only +1 means that Lily's 5-frame throw options will lose to opponents mashing 4 frame attacks, a weakness that the +2 OD version does not have. This can be worked around with proper conditioning but does change the RPS on block.

In the corner, and with an additional Windclad stock, a Windclad Condor Spire combos directly into Windclad Tomahawk Buster using the same strength button or faster (e.g. W.236MK then W.623MP). Alternatively, the used stock can be regained by using 214LP while the opponent is knocked down while staying ±0 after L Spire and maintaining frame advantage from the others.
The OD version can be canceled into SA2 for high damage anywhere on the screen, or in the corner it can be linked into SA1.
The HK version in the corner also links into SA2... or even SA1 if it hits the opponent while they're airborne.

The main weakness of Windclad Spire is that it is weak to drive reversal. The opponent can swat the OD version away every time to spend an equal amount of drive gauge while the Windclad stock remains spent. On the other hand when Windclad stocks are plentiful and the opponent has less drive gauge, it isn't unreasonable to just keep doing it and trading drive gauge until the opponent runs out.

Tomahawk Buster (623P)
Tomahawk Buster
623P
SF6 Lily 623lp.png

SF6 Lily 623pp.png
SF6 Lily 623lp hitbox.png
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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
  • Anti-Air Invuln 1-10f; Throw Invuln 1-10f; Airborne 7-45f (Forced Knockdown state)
  • Cancel Hitconfirm Window: 58f (j.PPP, on hit only)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)


Important for converting off lights without wind stocks or drive gauge. Solid anti-air for when 2HP would be too slow, also good at dealing with characters who can alter their jump momentum.

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

SF6 Lily 623pp 1stock.png
SF6 Lily 623lp 1stock hitbox.png
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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
  • Anti-Air Invuln 1-10f; Throw Invuln 1-10f; Airborne 7-45f (Forced Knockdown state)
  • Cancel Hitconfirm Window: 69f [[#Condor_Dive_(j.PP)]|(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)


With Windclad stocked, it's possible to use this to juggle after Condor Spire in the corner for an expensive but damaging combo.
The LP and OD versions hit on frame 4, which makes them impossible to safe-jump. The opponent has to bait it by doing an empty-jump instead.

Condor Dive (j.PP)
Condor Dive
j.PP
SF6 Lily jpp.png

SF6 Lily jppp.png
SF6 Lily jpp hitbox.png

SF6 Lily jpp hitbox2.png
Hitbox activates when close to the ground
Hitboxes Off
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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)
  • Forward/Neutral Jump only
  • Forced Knockdown state until landing
  • Applies 10% immediate damage scaling when comboed into (stacks with 623PP damage scaling)


Can be used to punish fireballs from medium or close range. This is more effective when using the OD version as it moves significantly faster.
The Windclad version hits twice, breaking armored moves. This makes it especially effective against Marisa.

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

SF6 Lily jppp 1stock.png
SF6 Lily jpp 1stock hitbox.png
SF6 Lily jpp 1stock hitbox2.png
Hitbox activates when close to the ground
SF6 Lily jpp 1stock hitbox3.png
Hitbox activates when in contact with the opponent
Hitboxes Off
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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)
  • Forward/Neutral Jump only
  • Forced Knockdown state until landing
  • Applies 10% immediate damage scaling when comboed into (stacks with 623PP damage scaling)


Can be used to punish fireballs from medium or close range. This is more effective when using the OD version as it moves significantly faster.
The Windclad version hits twice, breaking armored moves. This makes it especially effective against Marisa.

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

SF6 Lily 360pp.png
SF6 Lily 360lp hitbox.png
Light/OD

SF6 Lily 360mp hitbox.png
Medium

SF6 Lily 360hp hitbox.png
Heavy
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360+LP
Mexican Typhoon
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 53 - 2000 (2300) T HKD +28 -
  • Range: 1.38
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
360+MP
Mexican Typhoon
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 53 - 2400 (2760) T HKD +28 -
  • Range: 1.23
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
360+HP
Mexican Typhoon
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 53 - 2800 (3220) T HKD +28 -
  • Range: 0.98
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
360+PP
Mexican Typhoon
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 53 - 2900 (3350) T HKD +28 -
  • Range: 1.38
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


A command grab, the backbone of Lily's mixups. The HP version does the most damage, hitting harder than a typical meterless combos, but has the shortest range. The LP version has the longest range, but the lowest damage. The OD version combines the range of the LP version with even more damage than the HP version.

Every version of the command grab leaves the opponent the same long distance away, but it's possible to Drive Rush back in with a delayed 2HP. The ideal timing will connect with the 2nd hit somewhere close to their 5th recovery frame. This leaves a small enough gap that the opponent can't jump out, and gets close enough such that they can't walk backwards out of the way, and can't interrupt it with a 4-5 frame normal because the first hit whiffs just close enough to connect as a Counter-hit if they try.


Super Arts

Level 1 Super (236236P)
Breezing Hawk
Level 1 Super Art
236236P
SF6 Lily 236236p.png
SF6 Lily 236236p hitbox.png
Hitboxes Off
Hitboxes On

236236P
Breezing Hawk
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2(5)2(7)2(8)2(8)2 54 - 2200 (1840) LH KD +27(+19) -36
  • Full Invuln: 1f; Strike/Throw Invuln: 2-14f; Armor Break
  • 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)
    • Partial connect: maximum of 0.46 bars (hit)
  • 30% minimum damage scaling


Offers good damage off of lights without burning drive gauge or Windclad stocks. Also useful as a juggle after Windclad 236KK near the corner to go for the kill.
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.

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

236236K
Thunderbird
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2(2)3x6(9)2 39+24 land - 2500 LH KD +42 -60(-66)
  • Full Invuln: 1-41f; Airborne 7-80f (Forced Knockdown state); Armor Break
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block); up to 0.7 bars vs. stand block
  • 40% minimum damage scaling
j.236236K
Soaring Thunderbird
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2(2)3x6(9)2 25 land - 2500 LH KD +36~42 -54(-66)
  • Full Invuln: 1-41f (Forced Knockdown state until landing); Armor Break
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
  • 40% minimum damage scaling


Can be canceled into from OD Condor Spire and OD Condor Wind. The latter is especially potent as it builds Windclad for extra damage on the spot.

This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons as well as vertical jump. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction.

The huge length of its invincibility makes it good at going for chip kills. The aerial version in particular hits more times against a crouching opponent, so it is usually good to cancel into it from 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)
  • 2 bars: Honda, Zangief
  • 3 bars: Marisa, JP, Dee Jay, Dhalsim

The Windclad version has significantly more range and deals more damage, making it useful as an anti-projectile tool and as a long range punish.

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

236236K
Thunderbird (Windclad)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2x11,3(6)2 39+24 land - 2800 LH KD +46 -59(-65)
  • Full Invuln: 1-41f; Airborne 7-80f (Forced Knockdown state); Armor Break
  • Consumes 1 Windclad stock
  • Drive Gauge Depletion: 1 bar (hit) / 0.6 bars (block); up to 0.825 bars vs. stand block
  • 40% minimum damage scaling
j.236236K
Soaring Thunderbird (Windclad)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2x11,3(6)2 25 land - 2800 LH KD +39~45 -51(-65)
  • Full Invuln: 1-41f (Forced Knockdown state until landing); Armor Break
  • Consumes 1 Windclad stock
  • Drive Gauge Depletion: 1 bar (hit) / 0.6 bars (block)
  • 40% minimum damage scaling


Can be canceled into from OD Condor Spire and OD Condor Wind. The latter is especially potent as it builds Windclad for extra damage on the spot.

This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons as well as vertical jump. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction.

The huge length of its invincibility makes it good at going for chip kills. The aerial version in particular hits more times against a crouching opponent, so it is usually good to cancel into it from 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)
  • 2 bars: Honda, Zangief
  • 3 bars: Marisa, JP, Dee Jay, Dhalsim

The Windclad version has significantly more range and deals more damage, making it useful as an anti-projectile tool and as a long range punish.

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
SF6 Lily 214214p hitbox.png
Hitboxes Off
Hitboxes On

214214P
Raging Typhoon
Startup Active Recovery Cancel Damage Guard On Hit On Block
5+2 2 106 - 4500 T HKD +4 -
  • Full Invuln: 1-8f
  • Range: 1.73 (2nd active frame: 1.76)
  • Drive Gauge Depletion: 1.5 bars (hit)
    • Cinematic time regenerates ~1.7 Drive bars for Lily
  • 50% minimum damage scaling; applies 10% immediate damage scaling when comboed into
214214P
Raging Typhoon (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
5+2 2 106 - 5000 T HKD +4 -
  • Full Invuln: 1-8f
  • Range: 1.73 (2nd active frame: 1.76)
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit)
    • Cinematic time regenerates ~2.4 Drive bars for Lily
  • 50% minimum damage scaling; applies 10% immediate damage scaling when comboed into


Lily's grab super. Unfortunately it can be jumped after the screen freeze, but that doesn't make it bad by any means.
It does not work in juggle combos, but it combos against a grounded opponent from 214MP, or straight from any cancelable normal move.
The range is significantly longer than Mexican Typhoon, making it useful as a punish against some characters.
Also, because this is a grab, it can be used to whiff punish an opponent's parry for half of their health bar.


Taunts

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

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
  • Hold any button to delay the camera flash indefinitely

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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