Marvel vs Capcom/Lilith: Difference between revisions

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===Command Normals===
===Command Normals===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">Air Dash</font>
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{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Air
|description=Aerial dash maneuver where Lilith can dash diagonally downwards, directly forwards, or in  a slight arc diagonally upwards. Very useful to help move Lilith around the stage at any point, and create aerial pressure whether for zoning or rushing in. Essential to learn to use to be harder to catch, if you intend on using her long term.
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">Shell Kick</font>
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|subtitle=Air 2MK
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===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">Shell Pierce</font>
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|subtitle=Air 2HK
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|name=Shell Pierce
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{{AttackData-Marvel vs Capcom
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===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">Mysterious Arc</font>
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===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">Necro Desire</font>
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|subtitle=6HK
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==Special Moves==
==Special Moves==

Revision as of 16:44, 28 December 2020

Mvc1lilith.gif

Introduction

Pros Cons
  • Speedy normals
  • Unique Hyper Combos
  • Air dashes like Morrigan
  • Low stamina, much like her counterpart
  • Worst special projectile in the game
  • Still meter hungry

Basic Tips

Launchers
D+FP

Magic Series Ground Chain-Combo Zig-Zag
Jump Chain-Combo Zig-Zag
Super Jump Chain-Combo Zig-Zag

Air Combo Finishers
FP
RK
D+RK
Soul Flash

Move List

Normals

Ground Normals

s.LP

s.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MP

s.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HP

s.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.LK

s.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MK

s.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HK

s.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground, Launcher

c.LP

c.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MP

c.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HP

c.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.LK

c.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MK

c.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HK

c.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Air Normals

j.LP

j.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MP

j.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HP

j.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.LK

j.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MK

j.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HK

j.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Command Normals

Air Dash

Air Dash
33/66/99 + 3p.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Aerial dash maneuver where Lilith can dash diagonally downwards, directly forwards, or in a slight arc diagonally upwards. Very useful to help move Lilith around the stage at any point, and create aerial pressure whether for zoning or rushing in. Essential to learn to use to be harder to catch, if you intend on using her long term.

Shell Kick

Shell Kick
Air 2MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Shell Pierce

Shell Pierce
Air 2HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Mysterious Arc

Mysterious Arc
3HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Necro Desire

Necro Desire
6HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Special Moves

Soul Flash (air)
QCF+P

Morrigan yells "Soul Fist!" and throws a bat ( or is it a skull? ) surrounded by flame. This is her projectile and it reaches all the way across the screen on all 3 versions. The jab version has slightly less recovery time but the Fierce stuns your opponent for a second if connected. While in air it travels in an angle and it also pushes Morrigan back up a little. A great keep-away move.

Shining Blade
DP+P

Morrigan yells "Shadow Blade!" and her bat cape opens as she do a dragon punch. It can hit up to 4 or 5 times and it has great horizontal and vertical range. She can do this in air too. Great for defense, but be careful if you miss.

Vector Drain
close HCB+P

Morrigan grabs her opponent and flies to the sky with him/her. She then spins, yells "Hoi J-cho!" and slams the opponent to the ground. This move does a lot of damage but it can be blocked. If Morrigan miss her opponent she will try to regain her balance by flapping her wings which will leave her vulnerable. Treat it as the same as Zangief's special throws.

Hyper Combos

Brilliant Shower
QCF+PP

This is the REAL potential of her shape-shifting bats unleashed! They'll all glow and fly towards the opponent, bursting on impact and dealing some damage in the process. It does a minimum of 20+ hits (as far as I've seen) and that can be increased to 30+ if you mash the buttons while she's at it. Cannot be done in mid-air unlike Ryu's Shinkuu Hadouken, but would cover more vertical range. See anyone who can't move for the moment? DO IT NOW!!! Added note: This super CAN be comboed from a D+HK, but you'll have random(or rather little) success since the bats come out at random and you need the first two to four bats to come out low for the whole super to connect. I usually wouldn't recommend that combo unless the opponent has little life left, where chipping would prove most useful


Luminous Illusion
(air)QCF+KK

As if one bombshell beating you up wasn't enough, now there are TWO of them! In this move, Morrigan's Lilith Mode glides toward the opponent, and if she connects, another Morrigan in the same mode will appear behind the victim, and they both will get to do a near twenty-hit combo which would register as 30+ since there are two of them. You can do this super in mid-air, but it can't be comboed from an air combo.


Splendor Love
DP+PP

Lilith flies to the sky while holding "Morrigan" in her arms with their bat wings extended. This move has okay horizontal range and it can be combo with her launcher but you have to be really quick. It can hit up to 10 times and it can be use as an anti-air attack .

Combos

Combo Damage Notes
d.c.MP, c.MK, s.HK
s.MP, s.HP, Soul Flash
s.MK, s.HK, Soul Flash
s.LP, s.LK, Shining Blade
s,LP, s.MP, Shining Blade
s.LK, s.MK, Shining Blade
d.LP(two-hit), d.LK, d.MK, d.HP, sj.LP, s.j.LK, s.j.MP, s.j.MK, Soul Fist
d.LP(two-hit), d.LK, d.MP, d.MK, d.HK, Brilliant Shower
d.s.LP, s.MP, s.MP, s.MK, s.HP, s.HK
d.s.LP, s.MP, s.MP, s.MK, Shadow Blade
j.LP, j.MP, d.c.MP, c.MK, c.HP, s.j.LP, s.j.MP, s.j.MP, s.j.MK, s.j.HK, HP, etc. or any air combo finisher
d.c.MP, c.MP, c.MK, c.HK, Luminous Illusion (OTG)
d.s.LP, s.MP, s.MP, Luminous Illusion