Street Fighter 6/Lily/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Lily HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Lily Portrait.png 10000 0.8 0.042 0.027 21 24 1.154 0.939 5+39+3 1.95 1.56 2.139

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 350 6 3 8 16 +6 -1 LH Chn Sp SA 13
5MP 800 9 4 17 29 +1 -4 LH -
5HP 900 11 3 22 35 0 -5 LH Sp SA 19
5LK 300 4 3 12 18 +1 -4 LH Chn Sp SA 13
5MK 600 7 3 15 24 +2 -1 LH Sp SA 15
5HK 1000 14 4 21 38 +1 -5 LH -
2LP 300 6 3 8 16 +5 -1 LH Chn Sp SA 13
2MP 700 8 3 18 28 +1 -3 LH SA 15 (SA)
2HP 500x2 10 2,4 22 37 0 -2 LH Sp SA (2nd) 30(18)
2LK 200 5 2 12 18 +2 -2 L Chn
2MK 500 10 3 18 30 +1 -5 L Sp SA 13
2HK 450x2 11 2(6)2 24 44 HKD +32 -12 L,L -
j.LP 300 5 9 3 land - +9 +5 H -
j.MP 700 9 4 3 land - +11 +7 H TC 21 TC
j.HP 800 10 6 3 land - +15 +11 H -
j.LK 300 6 6 3 land - +9 +5 H -
j.MK 500 8 5 3 land - +13 +9 H -
j.HK 800 11 6 3 land - +15 +9 H -
6HP 900 18 2 24 43 +1 -5 LH TC Sp SA 16 (21 TC)
4HP 1000 14 4 18 35 +5 -2 LH Sp SA 18
3HP 900 25 3 18 45 +2 -3 H -
j.2HP 800 9 11 3 land - +15 +11 H -
6HP~HP 500 20 2 27 48 0 -9 LH TC 52-55(16)
6HP~HP~HP 500(400) 20 5 42 64 KD +23 -26 LH -
j.MP~MP 700 10 3 3 land - - - H SA2 40-44

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +10 -9 +6 -1 17 10 9
5MP +5 -19 22 17 11
5HP HKD +84 Crumple -23 +14 +9 25 20 13
5LK 10% Starter +5 -13 +6 +1 16 11 9
5MK +6 -16 +10 +7 20 17 11
5HK KD +47 -23 26 20 13
2LP 10% Starter +9 -9 +6 0 16 10 9
2MP +5 -19 22 18 11
2HP +4 -26(-24) +15 +13 28(26) 26(24) 10,13
2LK 10% Starter +6 -12 16 12 9
2MK 20% Starter +5 -19 +10 +4 22 16 9
2HK HKD +47 -24 15,- 22(14) 8,13
j.LP +13 -2 13 9 9
j.MP +15 -2 15 11 11
j.HP +19 -2 19 15 13
j.LK +13 -2 13 9 9
j.MK +17 -2 17 13 11
j.HK +19 -2 19 15 13
6HP +5 -24 +17 +11 27 21 13
4HP +9 -20 +17 +10 27 20 13
3HP +6 -19 23 18 13
j.2HP +19 -2 19 15 13
6HP~HP +4 -27 29 20 13
6HP~HP~HP KD +23 -43 19 13
j.MP~MP 11

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 4000 [6000] 2000 500 (350) 250 (125)
5HP 5000 [8000] 2000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 3000 [4000] 1500 700 (490) 350 (175)
5HK 6000 [10000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 4000 [6000] 2000 500 (350) 250 (125)
2HP 2500x2 [4000x2] 1000x2 500x2 (350x2) 250x2 (125x2)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 2000 [4000] 1000 600 (420) 300 (150)
2HK 2000x2 [5000x2] 1500x2 500x2 (350x2) 250x2 (125x2)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 2500 [4000] 1000 500 (350) 250 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
6HP 5000 [8000] 2000 1000 (700) 500 (250)
4HP 5000 [8000] 2000 1000 (700) 500 (250)
3HP 5000 [5000] 2000 1000 (700) 500 (250)
j.2HP 4000 [5000] 2000 1000 (700) 500 (250)
6HP~HP 2000 [5000] 2000 1000 (700) 500 (250)
6HP~HP~HP 2000 [5000] 2000 1000 (700) 500 (250)
j.MP~MP 1000 500 (350)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP 1 1 0
5MP 1 1 0
5HP 1 1 0
5LK 1 1 0
5MK 1 1 0
5HK 1 1 0
2LP 1 1 0
2MP 1 1 0
2HP 1,1 0,1 0,1
2LK 1 1 0
2MK 1 1 0
2HK 1,1 1,1 5,6
j.LP 1 1 0
j.MP 1 1 2
j.HP 1 0 0
j.LK 1 1 0
j.MK 1 1 0
j.HK 1 1 0
6HP 1 1 0
4HP 1 1 0
3HP 5-19 Lower Body 1 1 0
j.2HP 1 1 0
6HP~HP 1 1 1
6HP~HP~HP 1 1 3
j.MP~MP 1 1 2

input Notes
input Notes
5LP Chains into 5LP/5LK/2LP/2LK; more damage than other light attacks; DR cancel is delayed until after 2nd active frame
5MP Strong poke with great range and hitbox priority; no head hurtbox on frames 8-25
5HP Punish Counter crumple state is +5 before opponent becomes airborne and +28 to land a juggle follow-up; Punish Counter puts airborne opponents into limited juggle state; extends a hurtbox 1f before active that is vulnerable to projectiles; no head hurtbox on frames 10-35; special/DR cancel is delayed until after 2nd active frame
5LK Chains into 5LP/5LK/2LP/2LK; true blockstring when chained into itself; Lily's fastest button but incredibly short range
5MK Combo tool (primarily for counter-hit links); decent neutral buffer that can go over low pokes and has low whiff recovery
5HK Solid poke with good range and high pushback; useful whiff punish due to the Punish Counter knockdown; Punish Counter puts airborne opponents into limited juggle state
2LP Chains into 5LP/5LK/2LP/2LK; great range for a light attack
2MP Strong poke with great hitbox priority; can buffer into Super Arts (SA2 is likely to whiff if buffered as a counterpoke)
2HP Counter-hit/Punish Counter puts airborne opponents into limited juggle state; incredible anti-air hitbox that can hit cross-up on first 2 active frames; ; special/DR cancel is delayed until after 4th active frame (2nd active frame of 2nd hit)
2LK Chains into 5LP/5LK/2LP/2LK
2MK Slow and stubby compared to most cancelable 2MKs in the game; Range: 1.364; special/DR cancel is delayed until after active frames
2HK 2 hits; 1st hit doesn't knock down (2nd hit can whiff on long range whiff punishes, becoming -15 on Punish Counter); has juggle potential (not a Hard Knockdown when juggled into)
j.LP Decent horizontal air-to-air
j.MP Puts airborne opponents into limited juggle state; decent hitbox priority for horizontal jump-in approaches (longest horizontal range of all Lily's air normals); shifts Lily's hurtbox upward during startup
j.HP Causes spike knockdown vs. airborne opponents; good downward hitbox priority for close range jump-ins
j.LK Cross-up
j.MK Cross-up; shifts Lily's hurtbox upward during startup
j.HK
6HP Cancelable to Desert Storm target combo (can frame trap opponents if not in Burnout); good range and incredible hitbox priority for a cancelable normal, but slow startup; not a useful anti-air despite the animation; puts airborne opponents into limited juggle state (can juggle full TC sequence)
4HP Good range, strong hitbox priority (strong bufferable neutral tool)
3HP Good range and hitbox priority for an overhead; Lily is in a crouching state on frames 25-42 (only the final 3f of recovery has a standing hurtbox)
j.2HP Cross-up; can be used from any jump direction
6HP~HP 2f gap on block between 1st/2nd hits of TC (can frame trap opponents if not in Burnout); puts airborne opponents into limited juggle state (can juggle full TC sequence)
6HP~HP~HP () refers to scaled damage when starting a combo with 6HP~HP; 1f gap on block between 2nd and 3rd hits of TC (can frame trap opponents if not in Burnout); full TC sequence can juggle vs. airborne opponents
j.MP~MP Puts airborne opponents into limited juggle state

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +20 - T
4LPLK 1200 (2040) 5 3 23 30 KD +32 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(3+8) 46(45) total 24(23) total - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +20
4LPLK 20% Immediate HKD +32
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK Can Drive Rush for a corner strike/throw mixup; has a true walking throw loop vs. Blanka/E.Honda/Zangief that requires frame perfect timing
4LPLK Side switch; requires Drive Rush to land another meaty throw after cornering opponent; can also use immediate 236MK to become +4 on block for a mixup (or Windclad 236LK to become +3); forward dash can set up a meaty normal but no real throw mixup
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; see Drive Reversal.
MPMK See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66 See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.434 (min/throw), 1.900 (min/block), 3.044 (max/final DR frame)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
214LP - 46(71/90) - 1(19) 47(90/109) - - - -
214MP (HOLD OK) 900 23(4) 4 25 51 +2 -8 LH SA3 20
214HP (HOLD OK) 1100 25(4) 4 25 53 KD +30 -8 LH SA3* 20*
214PP (HOLD OK) 1200 21(4) 4 23 47 KD +39 -5 LH SA2 SA3* 20
214[PP] - 38 - 2 40 - - - -
236LK 800 17 13 2+14 land 45 KD +33(+45) -8(+4) LH -
236MK 900 21 13 2+14 land 49 KD +37(+49) -8(+4) LH -
236HK 1000 25 13 2+14 land 53 KD +37(+49) -8(+4) LH -
236KK 1000 15 13 2+14 land 43 KD +42(+54) -8(+4) LH SA2 27(14)
236LK (Windclad) 100x2,800 9 5(6)11,7 2+12 land 51 KD +47(+46~52) +1(+7) LH -
236MK (Windclad) 100x2,900 13 5(6)11,7 2+12 land 55 KD +49(+47~53) +1(+7) LH -
236HK (Windclad) 100x2,1000 17 5(6)11,7 2+12 land 59 KD +52(+50~56) +1(+7) LH -
236KK (Windclad) 100x2,1000 9 14,3,7 2+12 land 46 KD +56(+62) +2(+8) LH SA2 51(14)
623LP 900 6 11 21+12 land 49 KD +36(+41) -27 LH -
623MP 1000 8 12 25+12 land 56 KD +36(+42) -32 LH -
623HP 1200 10 13 26+12 land 61 KD +36(+41) -35 LH -
623PP 800,600 6 3,9 28+15 land 60 KD +32(+37) -35 LH j.PPP (hit) 58
623LP (Windclad) 400,600 4 4,9 21+12 land 49 KD +41(+43) -25 LH -
623MP (Windclad) 400,800 6 4,10 25+12 land 56 KD +41(+43) -30 LH -
623HP (Windclad) 400,1000 8 4,12 26+12 land 61 KD +41(+43) -33 LH -
623PP (Windclad) 400,600x2 4 2,2,10 28+15 land 60 KD +33(+38) -35 LH j.PPP (hit) 69
j.PP 800 12 11(17) 5+19 land - KD +32(+37) -24(-19) LH -
j.PPP 1400 12 10(14) 5+19 land - KD +40(+46) -24(-19) LH -
j.PP (Windclad) 200,800 12 11(17) 5+19 land - KD +33(+38) -24(-19) LH -
j.PPP (Windclad) 200,1400 12 10(14) 5+19 land - KD +41(+47) -24(-19) LH -
360+LP 2000 (2300) 5 3 53 60 HKD +28 - T -
360+MP 2400 (2760) 5 3 53 60 HKD +28 - T -
360+HP 2800 (3220) 5 3 53 60 HKD +28 - T -
360+PP 2900 (3350) 5 3 53 60 HKD +28 - T -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
214LP
214MP (HOLD OK) 225 +6 -27 21 15
214HP (HOLD OK) 275 KD +30 -27 21 15
214PP (HOLD OK) 300 20% Starter; Combo (2 hits) KD +39 -25 22 15
214[PP]
236LK 200 KD +33(+45) -27(-15) 21 15
236MK 225 KD +37(+49) -27(-15) 21 15
236HK 250 KD +37(+49) -27(-15) 21 15
236KK 250 20% Starter; Combo (2 hits) KD +42(+54) -27(-15) 21 13
236LK (Windclad) 25x2,200 20% Starter; Combo (2 hits) KD +47(+46~52) -19(-13) 44(22) 7,7,9
236MK (Windclad) 25x2,225 20% Starter; Combo (2 hits) KD +49(+47~53) -19(-13) 44(22) 7,7,9
236HK (Windclad) 25x2,250 20% Starter; Combo (2 hits) KD +52(+50~56) -19(-13) 44(22) 7,7,9
236KK (Windclad) 25x2,250 20% Starter; Combo (2 hits) KD +56(+62) -19(-13) 40(23) 7,7,12
623LP 225 KD +36(+41) -42 17 15
623MP 250 KD +36(+42) -47 17 15
623HP 300 KD +36(+41) -50 17 20
623PP 200,150 20% Starter; Combo (2 hits) KD +32(+37) -53 20(17) 15,15
623LP (Windclad) 100,150 KD +41(+43) -37(-44) 21(17) 15,12
623MP (Windclad) 100,200 KD +41(+43) -42(-49) 21(17) 15,12
623HP (Windclad) 100,250 KD +41(+43) -45(-52) 21(17) 15,12
623PP (Windclad) 100,150x2 20% Starter; Combo (2 hits) KD +33(+38) -48(-55) 22(20)(18) 15,12,12
j.PP 200 KD +32(+37) -35(-41) 18 15
j.PPP 350 10% Immediate KD +40(+46) -35(-41) 18 15
j.PP (Windclad) 50,200 KD +33(+38) -36(-41) 19 total 7,15
j.PPP (Windclad) 50,350 10% Immediate KD +41(+47) -36(-41) 19 total 7,15
360+LP 20% Immediate HKD +28
360+MP 20% Immediate HKD +28
360+HP 20% Immediate HKD +28
360+PP 20% Immediate HKD +28

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
214LP
214MP (HOLD OK) 4000 [8000] 2000 1000 (700) 500 (250)
214HP (HOLD OK) 4000 [8000] 2000 1000 (700) 500 (250)
214PP (HOLD OK) 4000 [8000] -20000 1000 (700) 500 (250)
214[PP] -20000
236LK 5000 [7000] 2000 1000 (700) 500 (250)
236MK 5000 [7000] 2000 1000 (700) 500 (250)
236HK 5000 [7000] 2000 1000 (700) 500 (250)
236KK 5000 [7000] -20000 1000 (700) 500 (250)
236LK (Windclad) 1500x2,2000 [500x2,6000] 600,700x2 250x2,600 (175x2,420) 125x2,300 (62x2,150)
236MK (Windclad) 1500x2,2000 [500x2,6000] 600,700x2 250x2,600 (175x2,420) 125x2,300 (62x2,150)
236HK (Windclad) 1500x2,2000 [500x2,6000] 600,700x2 250x2,600 (175x2,420) 125x2,300 (62x2,150)
236KK (Windclad) 1500x2,2000 [7000] -20000 250x2,600 (175x2,420) 125x2,300 (62x2,150)
623LP 4000 [5000] 2000 1000 (700) 500 (250)
623MP 4000 [5000] 2000 1000 (700) 500 (250)
623HP 4000 [5000] 2000 1000 (700) 500 (250)
623PP 2000x2 [5000] -20000 500x2 (350x2) 250x2 (125x2)
623LP (Windclad) 2000x2 [5000] 1000x2 500,600 (350,420) 250,300 (125,150)
623MP (Windclad) 2000x2 [5000] 1000x2 500,600 (350,420) 250,300 (125,150)
623HP (Windclad) 2000x2 [5000] 1000x2 500,600 (350,420) 250,300 (125,150)
623PP (Windclad) 2000,1000x2 [5000] -20000 200,400,500 (140,280,350) 100,200,250 (50,100,125)
j.PP 4000 [5000] 2000 1000 (700) 500 (250)
j.PPP 4000 [5000] -20000 1000 (700) 500 (250)
j.PP (Windclad) 2500x2 [2500x2] 1000,2000 500,600 (350,420) 250,300 (125,150)
j.PPP (Windclad) 2500x2 [2500x2] -20000 500,600 (350,420) 250,300 (125,150)
360+LP [10000] 5000 3000 (2100)
360+MP [10000] 5000 3000 (2100)
360+HP [10000] 5000 3000 (2100)
360+PP [10000] -20000 3000 (2100)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
214LP
214MP (HOLD OK) 1 1 2
214HP (HOLD OK) 1 1 2
214PP (HOLD OK) 1 1 3
214[PP]
236LK 8-31 (FKD) 1 1 3
236MK 9-35 (FKD) 1 1 3
236HK 11-39 (FKD) 1 1 3
236KK 7-29 (FKD) 1 1 3
236LK (Windclad) 9-39 (FKD) 3,3,1 3,3,1 5,9,12
236MK (Windclad) 13-43 (FKD) 3,3,1 3,3,1 5,9,12
236HK (Windclad) 17-47 (FKD) 3,3,1 3,3,1 5,9,12
236KK (Windclad) 9-32 Projectile 9-34 (FKD) 3,3,1 3,3,1 5,9,12
623LP 1-10 Air 7-37 (FKD) 1 1 3
623MP 1-12 Air 9-44 (FKD) 1 1 3
623HP 1-14 Air 11-49 (FKD) 1 1 3
623PP 1-10 Throw, 1-10 Air 7-45 (FKD) 1 1 5,6
623LP (Windclad) 1-10 Air 7-37 (FKD) 1,1 1,1 12,13
623MP (Windclad) 1-12 Air 9-44 (FKD) 1,1 1,1 12,13
623HP (Windclad) 1-14 Air 11-49 (FKD) 1,1 1,1 12,13
623PP (Windclad) 1-10 Throw, 1-10 Air 7-45 (FKD) 1,1,1 1,1,1 12,15,16
j.PP Until Land (FKD) 10 10 50
j.PPP Until Land (FKD) 10 10 50
j.PP (Windclad) Until Land (FKD) 10 10,10 50,50
j.PPP (Windclad) Until Land (FKD) 10 10,10 50,50
360+LP
360+MP
360+HP
360+PP

input Notes
input Notes
214LP Windclad stock gained on frame 46 (frames 71 and 90 if held); LP must be held for 59f/89f for Lv.2/Lv.3 versions (releasing too early extends the animation without building a stock); can build up to 3 Windclad stocks; stocks can be spent for enhanced versions of Condor Spire, Tomahawk Buster, or Condor Dive
214MP (HOLD OK) Windclad stock gained on the first active frame (or frames 46, 71 and 90 if held); can delay the attack by holding MP (attack comes out 4f after button release); cancels and self-hitstop do not occur until after the 2nd active frame; useful for comboing into SA3 as it leaves the opponent grounded on hit; puts airborne opponents into limited juggle state on hit; head hurtbox shrinks during active frames and the first 16 recovery frames
214HP (HOLD OK) Windclad stock gained on the first active frame (or frames 46, 71 and 90 if held); can delay the attack by holding HP (attack comes out 4f after button release); puts opponents into limited juggle state on hit; cancel into SA3 does not combo (only useful when absorbed by armor); cancels and self-hitstop do not occur until after the 2nd active frame; head hurtbox shrinks during active frames and the first 16 recovery frames
214PP (HOLD OK) Windclad stock gained on the 1st active frame; holding the buttons for 18-24f increases the startup (attack comes out 4f after button release); puts opponents into limited juggle state on hit (can land a follow-up juggle with up to 6f startup); holding for 25f or longer results in non-attack version instead; SA3 cancel does not combo on hit (only useful when absorbed by armor); cancels and self-hitstop do not occur until after the 2nd active frame; head hurtbox shrinks during active frames and the first 16 recovery frames
214[PP] Windclad stock gained on frame 38; buttons must be held 25f for the non-attack version to come out; can built up to 3 Windclad stocks; stocks can be spent for enhanced versions of Condor Spire, Tomahawk Buster, or Condor Dive; 7f faster than the LP version, making it much safer to use in neutral
236LK Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (juggle follow-up is possible at certain ranges)
236MK Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (juggle follow-up is possible at certain ranges)
236HK Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (juggle follow-up is possible at certain ranges)
236KK Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (juggle follow-up is possible at certain ranges); SA2 hitconfirm time decreases when connecting from longer ranges
236LK (Windclad) Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 5f startup (up to 10f startup on max range connect)
236MK (Windclad) Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 7f startup (up to 11f startup on max range connect)
236HK (Windclad) Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 10f startup (up to 14f startup on max range connect)
236KK (Windclad) Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 16f startup (up to 22f startup on max range connect); SA2 hitconfirm time decreases when connecting from longer ranges
623LP Puts opponent into limited juggle state on hit
623MP Puts opponent into limited juggle state on hit
623HP Puts opponent into limited juggle state on hit
623PP Puts opponent into limited juggle state on hit (cancelable into OD Condor Dive for extra damage at the cost of 2 Drive bars)
623LP (Windclad) Consumes 1 Windclad Stock (2f faster, 100 more damage, better juggles and KD Adv.); puts opponents into limited juggle state; 4f startup means this move cannot be safe jumped unless jump-in is spaced out to make it whiff
623MP (Windclad) Consumes 1 Windclad Stock (2f faster, 200 more damage, better juggles and KD Adv.); puts opponents into limited juggle state
623HP (Windclad) Consumes 1 Windclad Stock (2f faster, 200 more damage, better juggles and KD Adv.); puts opponents into limited juggle state
623PP (Windclad) Consumes 1 Windclad Stock (2f faster, 200 more damage, better juggles and KD Adv.); puts opponents into limited juggle state; 4f startup means this move cannot be safe jumped unless jump-in is spaced out to make it whiff; cancelable into OD Condor Dive on hit (if 623PP hits grounded opponents, the final cancel frame into j.PPP will not connect)
j.PP Usable during neutral/forward jump; final active frame has an expanded downward hitbox; can hit cross-up
j.PPP Usable during neutral/forward jump, or canceled from 623PP on hit; final active frame has an expanded downward hitbox; can hit cross-up
j.PP (Windclad) Consumes 1 Windclad Stock; usable during neutral/forward jump; final active frame has an expanded downward hitbox; can hit cross-up
j.PPP (Windclad) Consumes 1 Windclad Stock; usable during neutral/forward jump, or canceled from 623PP on hit; final active frame has an expanded downward hitbox; can hit cross-up
360+LP Puts Lily fullscreen after successful grab; no head hurtbox on frames 11-42 (while Lily is hunched over); Range: 1.38
360+MP Puts Lily fullscreen after successful grab; no head hurtbox on frames 11-42 (while Lily is hunched over); Range: 1.23
360+HP Puts Lily fullscreen after successful grab; no head hurtbox on frames 11-42 (while Lily is hunched over); Range: 0.98
360+PP Puts Lily fullscreen after successful grab; no head hurtbox on frames 11-42 (while Lily is hunched over); Range: 1.38

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236P 2200 (1840) 13 2(5)2(7)2(8)2(8)2 54 104 KD +27(+19) -36 LH
236236K 2500 9 2(2)3x6(9)2 39+24 land 104 KD +42 -60(-66) LH
236236K 2800 9 2x11,3(6)2 39+24 land 104 KD +46 -59(-65) LH
j.236236K 2500 9 2(2)3x6(9)2 25 land - KD +36~42 -54(-66) LH
j.236236K 2800 9 2x11,3(6)2 25 land - KD +39~45 -51(-65) LH
214214P 4500 5+2 2 106 114 HKD +4 - T
214214P 5000 5+2 2 106 114 HKD +4 - T

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236P 100x5 (500) 30% Minimum KD +27(+19) -54 57 total 3x4,10
236236K 550,50xN (750~850) 40% Minimum KD +42 -87(-80) 36 total 0,3x6
236236K 225x2,50xN (750~900) 40% Minimum KD +46 -87(-80) 37 total 1x11
j.236236K 552,33x6 (684~750) 40% Minimum KD +36~42 -67(-94) 36 total 0,3x6
j.236236K 225x2,30x10 (375~750) 40% Minimum KD +39~45 -67(-94) 39 total 0,1x10
214214P 50% Minimum; 10% Immediate HKD +4
214214P 50% Minimum; 10% Immediate HKD +4

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236P 500x5 (2500) 200x13,2400(5000) / 200x2,4200(4600) -10000 -10000
236236K 1000x5~7 (5000~7000) 500x7,6500 (10000) -20000 -20000
236236K 750x8~11 (6000~8250) 500x12,4000 (10000) -20000 -20000
j.236236K 800,700x6 (5000) 500x12,4000 (10000) -20000 -20000
j.236236K 500x12 (6000) 500x12,4000 (10000) -20000 -20000
214214P 15000 -30000
214214P 20000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236P 1 Full, 2-14 Strike/Throw Break 1 1xN 99
236236K 1-41 Full Break 7-80 (FKD) 1 1xN 99
236236K 1-41 Full Break 7-80 (FKD) 1 1xN 99
j.236236K 1-41 Full Break Until Land (FKD) 1 1xN 99
j.236236K 1-41 Full Break Until Land (FKD) 1 1xN 99
214214P 1-8 Full
214214P 1-8 Full

input Notes
input Notes
236236P First 2 hits give full animation; partial connect gives reduced damage and KD advantage; Dmg distribution: 80x13,1160 (full animation), 80x2,1680 (partial animation)
236236K Connects 7 times vs. stand block, 5 times vs. crouch block (affects Block Adv, Chip Damage, and Drive Damage); hits on both sides of Lily (good anti-air against cross-ups); must be Perfect Parried twice (3 times for tall standing characters); suction effect on hit (can be used against extended projectile hurtboxes); Dmg distribution: 100x7,1800
236236K Consumes 1 Windclad stock (+300 damage, +4 KD Adv, better horizontal range in both directions); connects 11 times vs. stand block, 8 times vs. crouch block (affects Block Adv, Chip Damage, and Drive Damage); hits on both sides of Lily (good anti-air against cross-ups); must be Perfect Parried twice (3 times for tall standing characters); suction effect on hit (can be used against extended projectile hurtboxes); Dmg distribution: 100x12,1600
j.236236K Total recovery time before landing depends on activation height; hits on both sides of Lily; if input after a cross-up jump, Lily turns to face the opponent (can be used to escape anti-air punish after jumping out of corner); Dmg distribution: 100x7,1800
j.236236K Consumes 1 Windclad stock (+300 damage, +4 KD Adv, better horizontal range in both directions); total recovery time before landing depends on activation height; hits on both sides of Lily; if input after a cross-up jump, Lily turns to face the opponent (can be used to escape anti-air punish after jumping out of corner); Dmg distribution: 100x12,1600
214214P Can be jumped out of during startup; can be comboed into like a hit-grab (immediate damage scaling applies to any combo into SA3); cinematic time regenerates ~1.7 Drive bars for Lily; Range: 1.73 (1.76 on 2nd active frame)
214214P Can be jumped out of during startup; can be comboed into like a hit-grab (immediate damage scaling applies to any combo into SA3); available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Lily; Range: 1.73 (1.76 on 2nd active frame)



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