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| * Chains into 5LP/2LP/5LK/2LK | | * Chains into 5LP/2LP/5LK/2LK |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| A jab with incredible horizontal reach and decent advantage on block. Very good for checking and controlling the opponent's movement. On counter-hit, it links into 5MK or 2MP, and after a Drive Rush, it links into 2HP. | | A jab with incredible horizontal reach and decent advantage on block. Very good for checking and controlling the opponent's movement. On counter-hit, it links into 5MK or 2MP, and after a Drive Rush, it links into 2HP. |
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| * Chains into 5LP/2LP/5LK/2LK | | * Chains into 5LP/2LP/5LK/2LK |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| This is Lily's only 4F button. Very important in tick throws and to frame trap people with after a Windclad Condor Spire, and is a true blockstring when chained after 2LK or 5LK. Without this, a lot of her strings are able to be mashed out of. It also has horrible range (which makes it unable to punish certain things, like Juri's Light Fuhajin) and frame advantage, leading to no unique links even on Punish Counter. | | This is Lily's only 4F button. Very important in tick throws and to frame trap people with after a Windclad Condor Spire, and is a true blockstring when chained after 2LK or 5LK. Without this, a lot of her strings are able to be mashed out of. It also has horrible range (which makes it unable to punish certain things, like Juri's Light Fuhajin) and frame advantage, leading to no unique links even on Punish Counter. |
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| * Chains into 5LP/2LP/5LK/2LK | | * Chains into 5LP/2LP/5LK/2LK |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Has the most range and least pushback out of all of Lily's light normals, making it incredibly good for hitconfirms into 623P, 236KK, 236236P, and Drive Rush. Unfortunately has slightly less damage and frame advantage than 5LP, which makes it not quite as capable of linking into higher damage moves. | | Has the most range and least pushback out of all of Lily's light normals, making it incredibly good for hitconfirms into 623P, 236KK, 236236P, and Drive Rush. Unfortunately has slightly less damage and frame advantage than 5LP, which makes it not quite as capable of linking into higher damage moves. |
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| {{AttackDataCargo-SF6/Query|lily_2lk}} | | {{AttackDataCargo-SF6/Query|lily_2lk}} |
| * Chains into 5LP/2LP/5LK/2LK | | * Chains into 5LP/2LP/5LK/2LK |
| | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| | <br> |
| As Lily's other lows are remarkably slow, this button is important for catching people who are trying to jump out of your strings. Also has slightly more pushback than her other lights. | | As Lily's other lows are remarkably slow, this button is important for catching people who are trying to jump out of your strings. Also has slightly more pushback than her other lights. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|lily_2mk}} | | {{AttackDataCargo-SF6/Query|lily_2mk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| A special and DR cancelable 2MK. This is nice to have, even if Lily lacks the movement speed to make it as threatening as other 2MKs. | | A special and DR cancelable 2MK. This is nice to have, even if Lily lacks the movement speed to make it as threatening as other 2MKs. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_214mp}} | | {{AttackDataCargo-SF6/Query|lily_214mp}} |
| * Windclad stock gained on each on each of frames 46, 71 and 90 | | * 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) | | * '''Cancel Hitconfirm Window:''' 20f (Super, combos to SA3 vs. grounded opponents) |
| {{AttackDataCargo-SF6/Query|lily_214hp}} | | {{AttackDataCargo-SF6/Query|lily_214hp}} |
| * Windclad stock gained on each on each of frames 46, 71 and 90 | | * 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) | | * '''Cancel Hitconfirm Window:''' 20f (Super, only useful if armor absorbed) |
| {{AttackDataCargo-SF6/Query|lily_214pp}} | | {{AttackDataCargo-SF6/Query|lily_214pp}} |
| * '''Cancel Hitconfirm Window:''' 20f (Super, combos to SA2, SA3 only if armor absorbed) | | * '''Cancel Hitconfirm Window:''' 20f (Super, combos to SA2, SA3 only if armor absorbed) |
| * OD version applies a 10% damage scaling penalty to the next hit of a combo. | | * 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, when held, hit on frame 4 of release
| |
| * Windclad stock gained on the first active frame of the attack only if no stocks were gained through charging
| |
| <br> | | <br> |
| Windclad stocks are vital to Lily's game plan, so learning how to safely use this move is vital. | | Windclad stocks are vital to Lily's game plan, so learning how to safely use this move is vital. |
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| ** Additionally, Assist + H > H > [M]+H causes Condor Wind to be held, but it still cancels into Level 3 upon hitting the opponent when M is released. | | ** Additionally, Assist + H > H > [M]+H causes Condor Wind to be held, but it still cancels into Level 3 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. | | 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. |
|
| |
|
| The MP version when done up close (e.g. after a Drive Rush combo) leaves Lily ''just'' outside command grab range from where it's possible to surprise the opponent with a micro-walk command 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. | | The MP version when done up close (e.g. after a Drive Rush combo) leaves Lily ''just'' outside command grab range from where it's possible to surprise the opponent with a micro-walk command 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. |
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| * '''Airborne''' 7-29f | | * '''Airborne''' 7-29f |
| * '''Cancel Hitconfirm Window:''' 27f (SA2), as low as 14f at max range | | * '''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) |
| <br> | | <br> |
| All versions can be spaced to be safe or even as good as +4 on block even when not Windclad. | | All versions can be spaced to be safe or even as good as +4 on block even when not Windclad. |
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| {{AttackDataCargo-SF6/Query|lily_236lk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236lk_1stock}} |
| * '''Airborne''' 9-39f | | * '''Airborne''' 9-39f |
| | * 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 / '''66,66:''' +5 | | * Frame-kills after KD: '''214LP:''' ±0 / '''214PP:''' +7 / '''66,66:''' +5 |
| {{AttackDataCargo-SF6/Query|lily_236mk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236mk_1stock}} |
| * '''Airborne''' 13-43f | | * '''Airborne''' 13-43f |
| | * 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 / '''66,66:''' +7 | | * Frame-kills after KD: '''214LP:''' +2 / '''66,66:''' +7 |
| {{AttackDataCargo-SF6/Query|lily_236hk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236hk_1stock}} |
| * '''Airborne''' 17-47f | | * '''Airborne''' 17-47f |
| | * 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 / '''66,66:''' +10 | | * Frame-kills after KD: '''214LP:''' +5 / '''66,66:''' +10 |
| {{AttackDataCargo-SF6/Query|lily_236kk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236kk_1stock}} |
| * '''Airborne''' 9-34f; '''Projectile Invuln''' 9-32f (all active frames) | | * '''Airborne''' 9-34f; '''Projectile Invuln''' 9-32f (all active frames) |
| * '''Cancel Hitconfirm Window:''' 51f (SA2), as low as 14f at max range | | * '''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 / '''66,66:''' +14 | | * Frame-kills after KD: '''214LP:''' +9 / '''214MP:''' +5 / '''66,66:''' +14 |
| <br> | | <br> |
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| * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f | | * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f |
| * '''Cancel Hitconfirm Window:''' 58f (j.PPP, on hit only) | | * '''Cancel Hitconfirm Window:''' 58f (j.PPP, on hit only) |
| * OD version applies a 10% damage scaling penalty to a follow-up OD Tomahawk Buster | | * 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) |
| <br> | | <br> |
| 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. | | 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. |
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| * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f | | * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f |
| * '''Cancel Hitconfirm Window:''' 69f (j.PPP, on hit only) | | * '''Cancel Hitconfirm Window:''' 69f (j.PPP, on hit only) |
| * OD version applies a 10% damage scaling penalty to a follow-up OD Tomahawk Buster or OD Tomahawk Buster (Windclad). | | * 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) |
| <br> | | <br> |
| With Windclad stocked, it's possible to use this to juggle after Windclad Condor Spire in the corner for an expensive but damaging combo.<br> | | With Windclad stocked, it's possible to use this to juggle after Windclad Condor Spire in the corner for an expensive but damaging combo.<br> |
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| * Forward/Neutral Jump only | | * Forward/Neutral Jump only |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state | | * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state |
| * Applies a 25% damage scaling penalty to the next hit of a combo when canceled from 623PP | | * Applies 10% immediate damage scaling when comboed into (stacks with 623PP damage scaling) |
| | | <br> |
| All versions can be used to punish fireballs from medium or close range. This tactic is most effective with a Windclad stock. | | All versions can be used to punish fireballs from medium or close range. This tactic is most effective with a Windclad stock. |
| }} | | }} |
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| * Forward/Neutral Jump only | | * Forward/Neutral Jump only |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state | | * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state |
| * Applies a 25% damage scaling penalty to the next hit of a combo when canceled from 623PP. | | * Applies 10% immediate damage scaling when comboed into (stacks with 623PP damage scaling) |
| | | <br> |
| All versions can be used to punish fireballs from medium or close range. This tactic is most effective with a Windclad stock. | | All versions can be used to punish fireballs from medium or close range. This tactic is most effective with a Windclad stock. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_360lp}} | | {{AttackDataCargo-SF6/Query|lily_360lp}} |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| {{AttackDataCargo-SF6/Query|lily_360mp}} | | {{AttackDataCargo-SF6/Query|lily_360mp}} |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| {{AttackDataCargo-SF6/Query|lily_360hp}} | | {{AttackDataCargo-SF6/Query|lily_360hp}} |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| {{AttackDataCargo-SF6/Query|lily_360pp}} | | {{AttackDataCargo-SF6/Query|lily_360pp}} |
| Her command grab, the backbone of her mixups. H command grab does the most damage, hitting harder than any of her normal hit meterless combos, but has the shortest range. Light has the longest range, but the lowest damage. All of the command grabs send you to full screen, but if you have a wind stock and enough drive for an OD, OD Windclad Condor Spire makes for a +8 on block meaty. Also gives you enough time to use a Condor Wind.
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | | <br> |
| | A command grab, the backbone of Lily's mixups. The HP grab does the most damage, hitting harder than any of her normal hit meterless combos, but has the shortest range. LP has the longest range, but the lowest damage. All of the command grabs send you to full screen, but if you have a wind stock and enough Drive gauge, OD Windclad Condor Spire makes for a +8 on block meaty. Also gives you enough time to use a Condor Wind. |
| }} | | }} |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236236p}} | | {{AttackDataCargo-SF6/Query|lily_236236p}} |
| * '''Strike/Throw Invuln:''' 1-14f; Armor Break | | * '''Full Invuln:''' 1f; '''Strike/Throw Invuln:''' 2-14f; Armor Break |
| * Depletes 1/2 Drive bar from opponent on hit | | * Depletes 1/2 Drive bar from opponent on hit |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| <br> | | <br> |
| Offers good damage off of lights without 2 bars of drive gauge or a wind clad stock, so if you're lacking both of those this is a great option. Decent move to juggle into. Slow speed for a super makes it an inconsistent reversal. | | Offers good damage off of lights without 2 bars of drive gauge or a wind clad stock, so if you're lacking both of those this is a great option. Decent move to juggle into. Slow speed for a super makes it an inconsistent reversal. |
|
| |
| }} | | }} |
|
| |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236236k}} | | {{AttackDataCargo-SF6/Query|lily_236236k}} |
| * '''Full Invuln:''' 1-41f; Armor Break | | * '''Full Invuln:''' 1-41f; '''Airborne''' 7-80f (Forced Knockdown state); Armor Break |
| * Depletes 1 Drive bar from opponent on hit | | * Depletes 1 Drive bar from opponent on hit |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| {{AttackDataCargo-SF6/Query|lily_j236236k}} | | {{AttackDataCargo-SF6/Query|lily_j236236k}} |
| * '''Full Invuln:''' 1-41f; Armor Break | | * '''Full Invuln:''' 1-41f; Forced Knockdown state until landing; Armor Break |
| * Depletes 1 Drive bar from opponent on hit | | * Depletes 1 Drive bar from opponent on hit |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state while airborne
| |
| <br> | | <br> |
| Can be canceled into from OD Condor Spire, due to being Air OK. Important for certain juggles and a good antiair. If you have Windclad stocks, it will consume one to do more damage. Both the normal and Windclad versions have surprising reach and can be used as midscreen anti-fireball tools, although the Windclad version is better for this purpose. | | Can be canceled into from OD Condor Spire, due to being Air OK. Important for certain juggles and a good antiair. If you have Windclad stocks, it will consume one to do more damage. Both the normal and Windclad versions have surprising reach and can be used as midscreen anti-fireball tools, although the Windclad version is much better for this purpose. |
| }} | | }} |
| |-| | | |-| |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236236k_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236236k_1stock}} |
| * '''Full Invuln:''' 1-41f; Armor Break | | * '''Full Invuln:''' 1-41f; '''Airborne''' 7-80f (Forced Knockdown state); Armor Break |
| | * Consumes 1 Windclad stock |
| * Depletes 1 Drive bar from opponent on hit | | * Depletes 1 Drive bar from opponent on hit |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| {{AttackDataCargo-SF6/Query|lily_j236236k_1stock}} | | {{AttackDataCargo-SF6/Query|lily_j236236k_1stock}} |
| * '''Full Invuln:''' 1-41f; Armor Break | | * '''Full Invuln:''' 1-41f; Forced Knockdown state until landing; Armor Break |
| | * Consumes 1 Windclad stock |
| * Depletes 1 Drive bar from opponent on hit | | * Depletes 1 Drive bar from opponent on hit |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state while airborne
| |
| <br> | | <br> |
| The Windclad version deals 300 more damage when used raw (2800 to non-Windclad 2500). This translates to a minimum damage increase of 120 (1120 to non-Windclad 1000). | | The Windclad version deals 300 more damage when used raw (2800 to non-Windclad 2500); at minimum scaling, this is only an increase of 120 damage. The extra range makes this an excellent anti-projectile tool at mid range, as long as Lily is close enough to reach the opponent's extended hurtbox to trigger the vacuum effect. |
| }} | | }} |
| </tabber> | | </tabber> |