Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 13 | 2+14 land | - | 800 | LH | KD +33(+45) | -8(+4) |
- Airborne 8-31f (Forced Knockdown state); puts opponents into limited juggle state
- Corner juggle follow-ups are only possible when hitting airborne opponents from longer ranges
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 13 | 2+14 land | - | 900 | LH | KD +37(+49) | -8(+4) |
- Airborne 9-35f (Forced Knockdown state); puts opponents into limited juggle state
- Corner juggle follow-ups possible when hitting on active frame 10 or later
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
25 | 13 | 2+14 land | - | 1000 | LH | KD +37(+49) | -8(+4) |
- Airborne 11-39f (Forced Knockdown state); puts opponents into limited juggle state
- Corner juggle follow-ups possible when hitting on active frame 9 or later
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); puts opponents into limited juggle state
- Corner juggle follow-ups possible when hitting on active frame 5 or later
- Cancel Hitconfirm Window: 14~27f (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)
All versions can be spaced to be safe or even as good as +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 Drive Rush.
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 similar range to the MK version but with a much faster startup, making 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.