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| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5L~L | | | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5/2L~5L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|lily_5lp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_5lp|caption=}} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Condor Wind (stock) | | | title = Condor Wind (stock) |
| | subtitle = | | | subtitle = Wind Stock Charge |
| | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_214lp}} | | {{AttackDataCargo-SF6/Query|lily_214lp}} |
| * Windclad stock gained on each of frames 46, 71 and 90 depending on how long the button is held. | | * 1st Windclad stock gained on frame '''46'''; can hold the button to continue building more |
| * Each startup value refers to the minimum total duration for each stock gain. | | * 2nd Windclad stock gained on frame '''71'''; button must be held at least 59f |
| * 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. | | * 3rd Windclad stock gained on frame '''90'''; button must be held at least 89f |
| | * 19f recovery after releasing button; if held past minimum threshold for the next stock, recovery starts once stock is gained |
| {{AttackDataCargo-SF6/Query|lily_214pp_hold}} | | {{AttackDataCargo-SF6/Query|lily_214pp_hold}} |
| * Gains 1 Windclad stock on frame 38. | | * Gains 1 Windclad stock on frame 38; must hold buttons for at least 25f |
| | * 7f faster than {{clr|L|LP}} version (much safer in neutral or when canceled into) |
| <br> | | <br> |
| {{clr|L|214LP}} is an important tool for getting Windclad stocks without using resources. Mix it up with the [[#Condor_Wind_Attack_(214P)|{{clr|M|214MP}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|H|214HP}}]] on block, especially after [[#2HP|{{clr|H|2HP}}]]; the startup animation is identical but the punish is usually different. | | {{clr|L|214LP}} is an important tool for getting Windclad stocks without using resources. Mix it up with the [[#Condor_Wind_Attack_(214P)|{{clr|M|214MP}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|H|214HP}}]] on block, especially after [[#2HP|{{clr|H|2HP}}]]; the startup animation is identical but the punish is usually different. |
| * {{clr|H|2HP}} > {{clr|M|214MP}}/{{clr|H|HP}} needs to be countered with invincibility, Perfect Parry, or an armored move such as {{clr|DR|Drive Impact}}. | | * {{clr|H|2HP}} > {{clr|M|214MP}}/{{clr|H|HP}} needs to be countered with invincibility, Perfect Parry, or an armored move such as {{clr|DR|Drive Impact}}. |
| * {{clr|H|2HP}} > {{clr|L|214LP}} is a massive -25 on block but needs to be punished with a long ranged move. Importantly, {{clr|DR|Drive Impact}} is too slow and can be punished back. | | * {{clr|H|2HP}} > {{clr|L|214LP}} is a massive -25 on block but needs to be punished with a long ranged move. Importantly, {{clr|DR|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. | | 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 {{clr|SA|Super}}. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Condor Wind (attack) | | | title = Condor Wind (attack) |
| | subtitle = | | | subtitle = Wind Stock Attack |
| | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 4S (M) | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 4S (M) |
| | images = | | | images = |
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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, or on the first active frame if not held | | * Windclad stock is gained on the first active frame, or on frames 46, 71 and 90 if held |
| * '''Cancel Hitconfirm Window:''' 20f (Super, combos to SA3 vs. grounded opponents) | | * Startup is only 4f after releasing a partially held attack |
| | * Keeps opponent grounded on hit; puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * '''Cancel Hitconfirm Window:''' 20f (Super, combos to {{clr|SA|SA3}} vs. grounded opponents) |
| | * Head hurtbox shrinks during active frames and the first 16 recovery frames (can make close jump-ins whiff) |
| {{AttackDataCargo-SF6/Query|lily_214hp}} | | {{AttackDataCargo-SF6/Query|lily_214hp}} |
| * Windclad stock gained on each on each of frames 46, 71 and 90, or on the first active frame if not held | | * Windclad stock is gained on the first active frame, or on frames 46, 71 and 90 if held |
| * '''Cancel Hitconfirm Window:''' 20f (Super, only useful if armor absorbed) | | * Startup is only 4f after releasing a partially held attack |
| | * Puts opponents into {{sf6-jug|limited juggle}} state |
| | * '''Cancel Hitconfirm Window:''' 20f (Super, cannot land {{clr|SA|SA3}} unless armor absorbed) |
| | * Head hurtbox shrinks during active frames and the first 16 recovery frames (can make close jump-ins whiff) |
| {{AttackDataCargo-SF6/Query|lily_214pp}} | | {{AttackDataCargo-SF6/Query|lily_214pp}} |
| * '''Cancel Hitconfirm Window:''' 20f (Super, combos to SA2, SA3 only if armor absorbed) | | * Windclad stock is gained on the first active frame; holding the button for 16-24f increases the total startup (up to 28f) |
| | * Startup is only 4f after releasing a partially held attack |
| | * Puts opponents into {{sf6-jug|limited juggle}} state; in the corner, can juggle {{clr|DR|W.}}{{clr|L|623LP}}/{{clr|DR|W.}}{{clr|M|623MP}} |
| | * '''Cancel Hitconfirm Window:''' 20f (Super, combos to {{clr|SA|SA2}} vs. grounded opponents; cannot land {{clr|SA|SA3}} unless 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) | | * 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) |
| * Startup can be extended up to 28f total by delaying the button release. | | * Head hurtbox shrinks during active frames and the first 16 recovery frames (can make close jump-ins whiff) |
| <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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| Despite being {{sf6-adv|VM|-8}} on block, the {{clr|M|MP}} and {{clr|H|HP}} versions have a lot of pushback which makes them mostly safe when properly spaced. Unfortunately, all versions are very vulnerable to {{clr|DR|Drive Impact}}, which can be input on reaction to seeing the startup. There are several ways to counter this: | | Despite being {{sf6-adv|VM|-8}} on block, the {{clr|M|MP}} and {{clr|H|HP}} versions have a lot of pushback which makes them mostly safe when properly spaced. The {{clr|OD|OD}} version is almost always safe on block, except against long range 5-frame command grabs from Zangief and Lily. Unfortunately, all versions are very vulnerable to {{clr|DR|Drive Impact}}, which can be input on reaction to seeing the startup. There are several ways to counter this: |
| * Mix in {{clr|H|2HP}} > {{clr|L|214LP}}. This is safe against {{clr|DR|Drive Impact}} and allows for it to be punished. | | * Mix in {{clr|H|2HP}} > {{clr|L|214LP}}. This is safe against {{clr|DR|Drive Impact}} and allows for it to be punished. |
| * Use {{clr|H|2HP}} > {{clr|OD|214PP}}; a true blockstring that leaves no gap for the opponent to reversal through. | | * Use {{clr|H|2HP}} > {{clr|OD|214PP}}; a true blockstring that leaves no gap for the opponent to reversal through. |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Condor Spire | | | title = Condor Spire |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 236X or 2S (M) | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 236X or 2S (M) |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236lk}} | | {{AttackDataCargo-SF6/Query|lily_236lk}} |
| * '''Airborne''' 8-31f ({{FKD}} state) | | * '''Airborne''' 8-31f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| | ** Corner juggle follow-ups are only possible when hitting airborne opponents from longer ranges |
| {{AttackDataCargo-SF6/Query|lily_236mk}} | | {{AttackDataCargo-SF6/Query|lily_236mk}} |
| * '''Airborne''' 9-35f ({{FKD}} state) | | * '''Airborne''' 9-35f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| | ** Corner juggle follow-ups possible when hitting on active frame 10 or later |
| {{AttackDataCargo-SF6/Query|lily_236hk}} | | {{AttackDataCargo-SF6/Query|lily_236hk}} |
| * '''Airborne''' 11-39f ({{FKD}} state) | | * '''Airborne''' 11-39f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| | ** Corner juggle follow-ups possible when hitting on active frame 9 or later |
| {{AttackDataCargo-SF6/Query|lily_236kk}} | | {{AttackDataCargo-SF6/Query|lily_236kk}} |
| * '''Airborne''' 7-29f ({{FKD}} state) | | * '''Airborne''' 7-29f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 27f (SA2), as low as 14f at max range | | ** Corner juggle follow-ups possible when hitting on active frame 5 or later |
| | * '''Cancel Hitconfirm Window:''' 14~27f ({{clr|SA|SA2}}); less hitconfirm time from farther ranges |
| * 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) | | * 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 {{sf6-adv|VP|+4 on block}} even when not Windclad. On hit, Lily gets more knockdown advantage when hitting from longer ranges, but is also left farther from the opponent. Either way, she can always secure oki with a {{clr|DR|Drive Rush}}. |
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| Canceling from [[#2HP|{{clr|H|2HP}}]] into {{clr|L|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 {{clr|DR|Drive Impact}} (unless they do it before {{clr|H|2HP}}). This also works from [[#4HP|{{clr|H|4HP}}]], though not quite to the same extent. | | Canceling from [[#2HP|{{clr|H|2HP}}]] into {{clr|L|LK Condor Spire}} from a max range results in a frame trap that can be as good as {{sf6-adv|P|+1 on block}} and also safe against {{clr|DR|Drive Impact}} (unless they do it before {{clr|H|2HP}}). This also works from [[#4HP|{{clr|H|4HP}}]], though not quite to the same extent. |
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| {{clr|OD|OD Condor Spire}} has the same range as the {{clr|M|MK}} version but with a much faster startup that makes it less vulnerable to {{clr|DR|Drive Impact}} and other reactive options. It's a fun surprise to throw out in neutral or at round start. | | {{clr|OD|OD Condor Spire}} has similar range to the {{clr|M|MK}} version but with a much faster startup, making it less vulnerable to {{clr|DR|Drive Impact}} and other reactive options. It's a fun surprise to throw out in neutral or at round start. |
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| The {{clr|M|MK}} and {{clr|H|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. | | The {{clr|M|MK}} and {{clr|H|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. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236lk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236lk_1stock}} |
| * '''Airborne''' 9-39f ({{FKD}} state) | | * '''Airborne''' 9-39f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} 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) | | * 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 | | * Frame-kills after KD: '''{{clr|L|214LP}}:''' {{sf6-adv|E|±0}} / '''{{clr|OD|214PP}}:''' {{sf6-adv|VP|+7}} / '''Forward Dash x2:''' {{sf6-adv|VP|+5}} |
| {{AttackDataCargo-SF6/Query|lily_236mk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236mk_1stock}} |
| * '''Airborne''' 13-43f ({{FKD}} state) | | * '''Airborne''' 13-43f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} 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) | | * 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 | | * Frame-kills after KD: '''{{clr|L|214LP}}:''' {{sf6-adv|P|+2}} / '''Forward Dash x2:''' {{sf6-adv|VP|+7}} |
| {{AttackDataCargo-SF6/Query|lily_236hk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236hk_1stock}} |
| * '''Airborne''' 17-47f ({{FKD}} state) | | * '''Airborne''' 17-47f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} 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) | | * 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 | | * Frame-kills after KD: '''{{clr|L|214LP}}:''' {{sf6-adv|VP|+5}} / '''Forward Dash x2:''' {{sf6-adv|VP|+10}} |
| {{AttackDataCargo-SF6/Query|lily_236kk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236kk_1stock}} |
| * '''Airborne''' 9-34f ({{FKD}} state); '''Projectile Invuln''' 9-32f (all active frames) | | * '''Airborne''' 9-34f ({{FKD}} state); '''Projectile Invuln''' 9-32f (all active frames); puts opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 51f (SA2), as low as 14f at max range | | * '''Cancel Hitconfirm Window:''' 14~51f ({{clr|SA|SA2}}); less hitconfirm time from farther ranges |
| * 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) | | * 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 | | * Frame kills after KD: '''{{clr|L|214LP}}:''' {{sf6-adv|VP|+9}} / '''{{clr|M|214MP}}:''' {{sf6-adv|VP|+5}} / '''Forward Dash x2:''' {{sf6-adv|VP|+14}} |
| <br> | | <br> |
| 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|{{clr|L|5LK}}]] and [[#Forward_Throw_(LPLK)|{{clr|OD|Throw}}]] or [[#Mexican_Typhoon_(360+P)|{{clr|OD|Command Grab}}]]. It also hits 3 times which allows it to plow through {{clr|DR|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 {{clr|OD|OD}} version does not have. This can be worked around with proper conditioning but does change the RPS on block. | | One of the big reasons to play Lily. Depending on the available resources it's possible to bulldoze your way into a {{sf6-adv|P|+1}} or {{sf6-adv|P|+2}} on block situation from almost anywhere, which directly gives a mixup between [[#5LK|{{clr|L|5LK}}]] and [[#Forward_Throw_(LPLK)|{{clr|OD|Throw}}]] or [[#Mexican_Typhoon_(360+P)|{{clr|OD|Command Grab}}]]. It also hits 3 times which allows it to plow through {{clr|DR|Drive Impact}} when used from a close enough range for all 3 hits to land. The non-Drive versions being only {{sf6-adv|P|+1}} means that Lily's 5-frame throw options will lose to opponents mashing 4 frame attacks, a weakness that the {{sf6-adv|P|+2}} {{clr|OD|OD}} version does not have. This can be worked around with proper conditioning but does change the RPS on block. It's also possible to get better frame advantage by spacing it out so only the 3rd hit connects, but this also drastically increases the attack's startup time. |
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| In the corner, and with an additional Windclad stock, a {{clr|DR|Windclad}} Condor Spire combos directly into {{clr|DR|Windclad}} [[#Tomahawk_Buster_(623P)|Tomahawk Buster]] using the same strength button or faster (e.g. {{clr|DR|W.}}{{clr|M|236MK}} then {{clr|DR|W.}}{{clr|M|623MP}}). Alternatively, the used stock can be regained by using [[#Condor_Wind_Stock_(214P)|{{clr|L|214LP}}]] while the opponent is knocked down while staying ±0 after {{clr|L|L Spire}} and maintaining frame advantage from the others.<br> | | In the corner, and with an additional Windclad stock, a {{clr|DR|Windclad}} Condor Spire combos directly into {{clr|DR|Windclad}} [[#Tomahawk_Buster_(623P)|Tomahawk Buster]] using the same strength button or faster (e.g. {{clr|DR|W.}}{{clr|M|236MK}} then {{clr|DR|W.}}{{clr|M|623MP}}). Alternatively, the used stock can be regained by using [[#Condor_Wind_Stock_(214P)|{{clr|L|214LP}}]] while the opponent is knocked down while staying {{sf6-adv|E|±0}} after {{clr|L|L Spire}} and maintaining frame advantage from the others.<br> |
| The {{clr|OD|OD}} version can be canceled into [[#Level_2_Super_(236236K)|{{clr|SA|SA2}}]] for high damage anywhere on the screen, or in the corner it can be linked into [[#Level_1_Super_(236236P)|{{clr|SA|SA1}}]].<br> | | The {{clr|OD|OD}} version can be canceled into [[#Level_2_Super_(236236K)|{{clr|SA|SA2}}]] for high damage anywhere on the screen, or in the corner it can be linked into [[#Level_1_Super_(236236P)|{{clr|SA|SA1}}]].<br> |
| The {{clr|H|HK}} version in the corner also links into [[#Level_2_Super_(236236K)|{{clr|SA|SA2}}]]... or even [[#Level_1_Super_(236236P)|{{clr|SA|SA1}}]] if it hits the opponent while they're airborne. | | The {{clr|H|HK}} version in the corner also links into [[#Level_2_Super_(236236K)|{{clr|SA|SA2}}]]... or even [[#Level_1_Super_(236236P)|{{clr|SA|SA1}}]] if it hits the opponent while they're airborne. |
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| The main weakness of Windclad Spire is that it is weak to drive reversal. The opponent can swat the {{clr|OD|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. | | The main weakness of {{clr|DR|Windclad}} Spire is that it is weak to {{clr|DR|Drive Reversal}}. The opponent can swat the {{clr|OD|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. |
| }} | | }} |
| </tabber> | | </tabber> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Tomahawk Buster | | | title = Tomahawk Buster |
| | subtitle = | | | subtitle = Uppercut |
| | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (M) | | | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (M) |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_623lp}} | | {{AttackDataCargo-SF6/Query|lily_623lp}} |
| * '''Anti-Air Invuln''' 1-10f; '''Airborne''' 7-37f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''Airborne''' 7-37f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| {{AttackDataCargo-SF6/Query|lily_623mp}} | | {{AttackDataCargo-SF6/Query|lily_623mp}} |
| * '''Anti-Air Invuln''' 1-12f; '''Airborne''' 9-44f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-12f (cannot hit cross-up); '''Airborne''' 9-44f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| {{AttackDataCargo-SF6/Query|lily_623hp}} | | {{AttackDataCargo-SF6/Query|lily_623hp}} |
| * '''Anti-Air Invuln''' 1-14f; '''Airborne''' 11-49f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-14f (cannot hit cross-up); '''Airborne''' 11-49f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on a very high anti-air connect) |
| {{AttackDataCargo-SF6/Query|lily_623pp}} | | {{AttackDataCargo-SF6/Query|lily_623pp}} |
| * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) |
| * '''Cancel Hitconfirm Window:''' 58f (j.PPP, on hit only) | | * Puts opponents into a {{sf6-jug|limited juggle}} state (can juggle into {{clr|OD|j.PPP}}) |
| | * '''Cancel Hitconfirm Window:''' 58f ([[#Condor_Dive_(j.PP)|{{clr|OD|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) | | * 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|{{clr|H|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.<br> |
| | Solid anti-air for when [[#2HP|{{clr|H|2HP}}]] would be too slow, or for walking under a cross-up using a cross-cut DP motion.<br> |
| | Also good at dealing with characters who can alter their jump momentum.<br> |
| | On hit, Lily can get oki anywhere on the screen, usually with {{clr|DR|Drive Rush}} or Dash + {{clr|DR|Drive Rush}} into a strike/throw mixup. |
| }} | | }} |
| |-| | | |-| |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Tomahawk Buster (Windclad) | | | title = Tomahawk Buster (Windclad) |
| | subtitle = | | | subtitle = Windclad Uppercut |
| | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (M) | | | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (M) |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_623lp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623lp_1stock}} |
| * '''Anti-Air Invuln''' 1-10f; '''Airborne''' 7-37f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''Airborne''' 7-37f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| * 2nd hit launches standing opponents into higher juggle state (KD +48~52); allows midscreen follow-ups | | * 2nd hit launches standing opponents into higher juggle state (KD +48~52); allows midscreen follow-ups |
| {{AttackDataCargo-SF6/Query|lily_623mp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623mp_1stock}} |
| * '''Anti-Air Invuln''' 1-12f; '''Airborne''' 9-44f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-12f (cannot hit cross-up); '''Airborne''' 9-44f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| * 2nd hit launches standing opponents into higher juggle state (KD +47~50); allows corner follow-ups | | * 2nd hit launches standing opponents into higher juggle state (KD +47~50); allows corner follow-ups |
| {{AttackDataCargo-SF6/Query|lily_623hp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623hp_1stock}} |
| * '''Anti-Air Invuln''' 1-14f; '''Airborne''' 11-49f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-14f (cannot hit cross-up); '''Airborne''' 11-49f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| * 2nd hit launches standing opponents into higher juggle state (KD +46~49); allows corner follow-ups | | * 2nd hit launches standing opponents into higher juggle state (KD +46~49); allows corner follow-ups |
| {{AttackDataCargo-SF6/Query|lily_623pp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623pp_1stock}} |
| * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on a very high anti-air connect) |
| * 2nd active frame has extra range vs. grounded opponents only (for combo consistency) | | * 2nd active frame has extra range vs. grounded opponents only (for combo consistency) |
| * '''Cancel Hitconfirm Window:''' 69f ([[#Condor_Dive_(j.PP)|{{clr|OD|j.PPP}}]], on hit only) | | * '''Cancel Hitconfirm Window:''' 69f ([[#Condor_Dive_(j.PP)|{{clr|OD|j.PPP}}]], on hit only) |
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| <br> | | <br> |
| With {{clr|DR|Windclad}} stocked, it's possible to use this to juggle after [[#Condor_Spire_(236K)|Condor Spire]] in the corner for an expensive but damaging combo.<br> | | With {{clr|DR|Windclad}} stocked, it's possible to use this to juggle after [[#Condor_Spire_(236K)|Condor Spire]] in the corner for an expensive but damaging combo.<br> |
| The {{clr|L|LP}} and {{clr|OD|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.<br> | | On hit, Lily can get oki anywhere on the screen, usually with {{clr|DR|Drive Rush}} or Dash + {{clr|DR|Drive Rush}} into a strike/throw mixup.<br> |
| By setting up precise spacing so that the 2nd hit connects on a standing opponent, you can score a nice midscreen juggle after the {{clr|L|LP}} version. | | The {{clr|L|LP}} and {{clr|OD|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.<br> |
| | By setting up precise spacing so that the 2nd hit connects on a standing opponent, you can score a nice midscreen juggle after the {{clr|L|LP}} version, such as {{clr|SA|SA1/SA2}}, {{clr|H|2HK}}, or a {{clr|H|2HP}} reset. |
| }} | | }} |
| </tabber> | | </tabber> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Condor Dive | | | title = Condor Dive |
| | subtitle = | | | subtitle = Divebomb |
| | input = {{Classic_sf6}} j.PP<br>{{Modern_sf6}} j.XX or j.S | | | input = {{Classic_sf6}} j.PP<br>{{Modern_sf6}} j.XX or j.S |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jpp}} | | {{AttackDataCargo-SF6/Query|lily_jpp}} |
| * Forward/Neutral Jump only | | * Forward/Neutral Jump only; can hit cross-up |
| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| | * Final active frame expands downward to prevent whiff vs. low-profile |
| {{AttackDataCargo-SF6/Query|lily_jppp}} | | {{AttackDataCargo-SF6/Query|lily_jppp}} |
| * Forward/Neutral Jump only | | * Forward/Neutral Jump only (or canceled from {{clr|OD|623PP}} on hit); can hit cross-up |
| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| | * Final active frame expands downward to prevent whiff vs. low-profile |
| * Applies 10% immediate damage scaling when comboed into (stacks with [[#Tomahawk_Buster_(623P)|{{clr|OD|623PP}}]] damage scaling) | | * Applies 10% immediate damage scaling when comboed into (stacks with [[#Tomahawk_Buster_(623P)|{{clr|OD|623PP}}]] damage scaling) |
| <br> | | <br> |
| Can be used to punish fireballs from medium or close range. This is more effective when using the {{clr|OD|OD}} version as it moves significantly faster.<br> | | Can be used to punish fireballs from medium or close range. This is more effective when using the {{clr|OD|OD}} version as it moves significantly faster.<br> |
| The {{clr|DR|Windclad}} version hits twice, breaking armored moves. This makes it especially effective against Marisa. | | The {{clr|DR|Windclad}} version hits twice, breaking most armored moves. This makes it especially effective against Marisa.<br> |
| | On hit, Lily gets relatively poor midscreen oki off the meterless version, usually a spaced {{clr|DR|Drive Rush}} button at best.<br> |
| | The {{clr|OD|OD}} version has better knockdown advantage, giving her options like {{clr|DR|DR~}}{{clr|H|delay 3HP}} or Dash + {{clr|DR|DR~}}{{clr|H|2HP}}.<br> |
| | All characters can punish Lily as she bounces back, with {{clr|DR|Drive Rush}} into an 8-frame button being universal even at the best spacing. |
| }} | | }} |
| |-| | | |-| |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Condor Dive (Windclad) | | | title = Condor Dive (Windclad) |
| | subtitle = | | | subtitle = Windclad Divebomb |
| | input = {{Classic_sf6}} j.PP<br>{{Modern_sf6}} j.XX or j.S | | | input = {{Classic_sf6}} j.PP<br>{{Modern_sf6}} j.XX or j.S |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jpp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_jpp_1stock}} |
| * Forward/Neutral Jump only | | * Forward/Neutral Jump only; can hit cross-up |
| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| | * Final active frame expands downward to prevent whiff vs. low-profile |
| {{AttackDataCargo-SF6/Query|lily_jppp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_jppp_1stock}} |
| * Forward/Neutral Jump only | | * Forward/Neutral Jump only (or canceled from {{clr|DR|w.}}{{clr|OD|623PP}} on hit); can hit cross-up |
| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| * Applies 10% immediate damage scaling when comboed into (stacks with 623PP damage scaling) | | * Final active frame expands downward to prevent whiff vs. low-profile |
| | * Applies 10% immediate damage scaling when comboed into (stacks with [[#Tomahawk_Buster_(623P)|{{clr|OD|623PP}}]] damage scaling) |
| <br> | | <br> |
| Can be used to punish fireballs from medium or close range. This is more effective when using the {{clr|OD|OD}} version as it moves significantly faster.<br> | | Can be used to punish fireballs from medium or close range. This is more effective when using the {{clr|OD|OD}} version as it moves significantly faster.<br> |
| The {{clr|DR|Windclad}} version hits twice, breaking armored moves. This makes it especially effective against Marisa. | | The {{clr|DR|Windclad}} version hits twice, breaking most armored moves. This makes it especially effective against Marisa.<br> |
| | On hit, Lily gets relatively poor midscreen oki off the meterless version, usually a spaced {{clr|DR|Drive Rush}} button at best.<br> |
| | The {{clr|OD|OD}} version has better knockdown advantage, giving her options like {{clr|DR|DR~}}{{clr|H|delay 3HP}} or Dash + {{clr|DR|DR~}}{{clr|H|2HP}}.<br> |
| | The {{clr|DR|Windclad}} dives have much more pushback when blocked, making it harder for some characters to punish even with {{clr|DR|Drive Rush}}. These characters may have to settle for a weaker punish like a raw special or {{clr|SA|Super}}. |
| }} | | }} |
| </tabber> | | </tabber> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Mexican Typhoon | | | title = Mexican Typhoon |
| | subtitle = | | | subtitle = Command Grab |
| | input = {{Classic_sf6}} 360+P<br>{{Modern_sf6}} 360+X or 5S (H) | | | input = {{Classic_sf6}} 360+P<br>{{Modern_sf6}} 360+X or 5S (H) |
| | images = | | | images = |