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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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| {{AttackDataCargo-SF6/Query|lily_2hp}} | | {{AttackDataCargo-SF6/Query|lily_2hp}} |
| * {{clr|PC|Counter-hit}}/{{clr|PC|Punish Counter}} puts airborne opponents into {{sf6-jug|limited juggle}} state | | * {{clr|PC|Counter-hit}}/{{clr|PC|Punish Counter}} puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Can anti-air cross-ups on the first 2 active frames | | * Cannot hit cross-up |
| * '''Cancel Hitconfirm Window:''' 30f / 18f (2nd hit only) | | * '''Cancel Hitconfirm Window:''' 30f / 18f (2nd hit only) |
| * Special/{{clr|DR|DR}} cancel is delayed until after the 4th active frame (2nd active frame of the 2nd hit) | | * Special/{{clr|DR|DR}} cancel is delayed until after the 4th active frame (2nd active frame of the 2nd hit) |
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| At longer ranges it spaces out various reversals, and can be used to start [[#Street_Fighter_6/Lily/Strategy#Condor_Spire|Condor Spire Pressure]] from an obscene distance. | | At longer ranges it spaces out various reversals, and can be used to start [[#Street_Fighter_6/Lily/Strategy#Condor_Spire|Condor Spire Pressure]] from an obscene distance. |
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| As an anti-air it will catch jumps a significant distance in front of Lily as well as above and even slightly behind her. On {{clr|PC|Counter-hit}} it juggles into [[#Condor_Wind_Attack_(214P)|{{clr|OD|Condor Wind}}]] or [[#Condor_Spire_(236K)|{{clr|OD|Condor Spire}}]], but this is risky to attempt as the opponent can punish with a reversal after an empty jump. | | As an anti-air it will catch jumps directly above Lily and a significant distance in front of her. On {{clr|PC|Counter-hit}} it juggles into [[#Condor_Wind_Attack_(214P)|{{clr|OD|Condor Wind}}]] or [[#Condor_Spire_(236K)|{{clr|OD|Condor Spire}}]], but this is risky to attempt as the opponent can punish with a reversal after an empty jump. |
| }} | | }} |
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| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Useful for catching an opponent trying to jump or walk backwards out of a blockstring. Can be difficult to confirm into a combo as it is not cancelable and has more pushback than her other light attacks. | | Useful for catching an opponent trying to jump or walk backwards out of a blockstring. Works well in 3-light hitconfirms as long as the 3rd button is [[#5LP|{{clr|L|5LP}}]]/[[#2LP|{{clr|L|2LP}}]]. After a [[#Condor_Wind_Attack_(214P)|{{clr|M|MP Condor Wind}}]] standing reset, [[#2LK|{{clr|L|2LK}}]] can catch opponents trying to escape a command grab, confirming into {{clr|DR|Windclad}} {{clr|M|MK}}/{{clr|OD|OD}} [[##Condor_Spire_(236K)|Condor Spire]]. |
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| Defensively, it is more consistent for interrupting blockstrings where [[#5LK|{{clr|L|5LK}}]] lacks the range to reach the opponent, but it isn't usually possible to reach the opponent to combo afterwards which somewhat limits its usefulness. | | Defensively, {{clr|L|2LK}} is more consistent for interrupting blockstrings where [[#5LK|{{clr|L|5LK}}]] lacks the range to reach the opponent, but these ranges it may be too far to chain into anything, limiting its usefulness. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_2hk}} | | {{AttackDataCargo-SF6/Query|lily_2hk}} |
| * {{clr|PC|Counter-hit/Punish Counter}}: HKD +47 | | * {{clr|PC|Punish Counter}}: HKD +47 |
| * Has juggle potential; not a Hard Knockdown when juggled into | | * Has juggle potential; not a Hard Knockdown when juggled into |
| * 1st hit doesn't knock down ({{sf6-adv|VM|-4}} if 2nd hit whiffs as a long-range whiff punish) | | * 1st hit doesn't knock down ({{sf6-adv|VM|-4}} if 2nd hit whiffs as a long-range whiff punish) |
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| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} -- | | | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} j.L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_jlp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_jlp|caption=}} |
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| {{AttackDataCargo-SF6/Query|lily_jmp}} | | {{AttackDataCargo-SF6/Query|lily_jmp}} |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Chains into [[#j.MP~MP|{{clr|M|j.MP~MP}}]] Target Combo | | * Chains into [[#j.MP~MP|{{clr|M|j.MP~MP}}]] Target Combo or cancels into [[#Condor_Dive_(j.PP)|Condor Dive]]/[[#Level_2_Super_(236236K)|{{clr|SA|Air SA2}}]] |
| * Shifts Lily's hurtbox upward during startup | | ** Special/{{clr|SA|Super}} cancel window is 5 frames longer, enabling juggles at angles that would otherwise whiff |
| | * '''Lower Body Projectile Invuln''' 9-22f |
| | ** If input immediately during ascent, can avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| Lily's longest ranged air normal. Connects as a jump-in from a deceptively long range. Leads to damaging juggle combos as an air-to-air, but can be a little difficult to use as such due to the somewhat long startup. | | Lily's longest ranged air normal. Connects as a jump-in from a deceptively long range. Leads to damaging juggle combos as an air-to-air, but can be a little difficult to use as such due to the somewhat long startup. |
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| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} -- | | | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} j.A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|lily_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_jhp|caption=}} |
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| {{AttackDataCargo-SF6/Query|lily_jhp}} | | {{AttackDataCargo-SF6/Query|lily_jhp}} |
| * Spike knockdown vs. airborne opponents | | * Spike knockdown vs. airborne opponents |
| | * '''Lower Body Projectile Invuln''' 10-15f |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| Hits sharply downward with a disjointed hitbox late in the active frames. With the right spacing, it can make anti-air DPs whiff underneath while hitting early enough to make late/cross-cut DP difficult or impossible to use. | | Hits sharply downward with a disjointed hitbox late in the active frames. With the right spacing, it can make anti-air DPs whiff underneath while hitting early enough to make late/cross-cut DP difficult or impossible to use. |
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| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} j.L | | | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} j.A[L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_jlk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_jlk|caption=}} |
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| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} -- | | | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} j.A[M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=130px|lily_jmk|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|lily_jmk|caption=}} |
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| {{AttackDataCargo-SF6/Query|lily_jmk}} | | {{AttackDataCargo-SF6/Query|lily_jmk}} |
| * Can hit cross-up | | * Can hit cross-up |
| * Shifts Lily's hurtbox upward during startup | | * '''Lower Body Projectile Invuln''' 8-22f (around foot hitbox 8-12f) |
| | ** If input immediately during ascent, can avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| A cross-up with a wide hitbox that extends far forward and backward. Much easier to space than [[#j.LK|{{clr|L|j.LK}}]], but the extra hitstun/blockstun gives the opponent more time to react to a tick throw setup. | | A cross-up with a wide hitbox that extends far forward and backward. Much easier to space than [[#j.LK|{{clr|L|j.LK}}]], but the extra hitstun/blockstun gives the opponent more time to react to a tick throw setup. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jhk}} | | {{AttackDataCargo-SF6/Query|lily_jhk}} |
| | * '''Lower Body Projectile Invuln''' 11-26f |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| | <br> |
| Has good range and a good hitbox; anti-air normals can trade if Lily connects with the tip of her feet. | | Has good range and a good hitbox; anti-air normals can trade if Lily connects with the tip of her feet. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_j2hp}} | | {{AttackDataCargo-SF6/Query|lily_j2hp}} |
| | * '''Lower Body Projectile Invuln''' 9-19f (extended backwards hurtbox only) |
| | <br> |
| A unique cross-up button that is extremely active and quite large. Lily can use this in conjunction with her cross-up {{clr|L|j.LK}} to mix up the opponent with different command grab timings upon landing. | | A unique cross-up button that is extremely active and quite large. Lily can use this in conjunction with her cross-up {{clr|L|j.LK}} to mix up the opponent with different command grab timings upon landing. |
| }} | | }} |
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| * {{clr|PC|Punish Counter}}: HKD +20 | | * {{clr|PC|Punish Counter}}: HKD +20 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | * Successful Throw Escape builds {{clr|DR|1 Drive Gauge}} and {{clr|SA|10% Super Gauge}} for defender |
| | ** Awarded to random player if Throws are input simultaneously |
| <br> | | <br> |
| While it has less damage and range than Mexican Typhoon, Lily's normal throw leaves the opponent much closer on the ground for significantly better followup options. It also allows Lily to recover in time to anti-air an opponent that jumps in anticipation of a command grab. | | While it has less damage and range than Mexican Typhoon, Lily's normal throw leaves the opponent much closer on the ground for significantly better followup options. It also allows Lily to recover in time to anti-air an opponent that jumps in anticipation of a command grab. |
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| * {{clr|PC|Punish Counter}}: HKD +32 | | * {{clr|PC|Punish Counter}}: HKD +32 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | * Successful Throw Escape builds {{clr|DR|1 Drive Gauge}} and {{clr|SA|10% Super Gauge}} for defender |
| | ** Awarded to random player if Throws are input simultaneously |
| <br> | | <br> |
| While this has a longer knockdown than forward throw it also leaves the opponent further away, so it's best to avoid sending them midscreen with it. | | While this has a longer knockdown than forward throw it also leaves the opponent further away, so it's best to avoid sending them midscreen with it. |
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| After throwing the opponent back into the corner, {{clr|DR|Drive Rush}} sets up another close range strike/throw mixup. Unlike forward throw, there is enough time to recover and block reversals.<br> | | After throwing the opponent back into the corner, {{clr|DR|Drive Rush}} sets up another close range strike/throw mixup. Unlike forward throw, there is enough time to recover and block reversals.<br> |
| Alternatively, performing a regular dash sets up a mixup between [[#4HP|{{clr|H|4HP}}]], microwalk [[#2HP|{{clr|H|2HP}}]], or walk-up [[#Mexican_Typhoon_(360+P)|{{clr|OD|Command Grab}}]]. Input 2486 or 8426 during the dash animation, then hold forwards and press punch just as the opponent stands up. | | Alternatively, performing a regular dash sets up a mixup between [[#4HP|{{clr|H|4HP}}]], microwalk [[#2HP|{{clr|H|2HP}}]], or walk-up [[#Mexican_Typhoon_(360+P)|{{clr|OD|Command Grab}}]]. Input 2486 or 8426 during the dash animation, then hold forwards and press punch just as the opponent stands up. |
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| }} | | }} |
| <br> | | <br> |
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| * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''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) | | * 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 +49~53); allows midscreen follow-ups |
| {{AttackDataCargo-SF6/Query|lily_623mp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623mp_1stock}} |
| * '''Anti-Air Invuln''' 1-12f (cannot hit cross-up); '''Airborne''' 9-44f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-12f (cannot hit cross-up); '''Airborne''' 9-44f ({{FKD}} state) |
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| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| * Final active frame expands downward to prevent whiff vs. low-profile | | * 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)
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| <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> |
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| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| * Final active frame expands downward to prevent whiff vs. low-profile | | * 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)
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| <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> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236236k}} | | {{AttackDataCargo-SF6/Query|lily_236236k}} |
| * '''Full Invuln:''' 1-41f; '''Airborne''' 7-80f ({{FKD}} state); Armor Break | | * '''Full Invuln:''' 1-12f; '''Projectile Invuln:''' 13-41f; '''Airborne''' 13-80f ({{FKD}} state); Armor Break |
| * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block); up to 0.7 bars vs. stand block | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block); up to 0.7 bars vs. stand block |
| * 40% minimum damage scaling | | * 40% minimum damage scaling; Damage distribution: 100x7,1800 |
| * Damage distribution: 100x7,1800
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| {{AttackDataCargo-SF6/Query|lily_j236236k}} | | {{AttackDataCargo-SF6/Query|lily_j236236k}} |
| * '''Full Invuln:''' 1-41f ({{FKD}} state until landing); Armor Break | | * '''Full Invuln:''' 1-12f; '''Projectile Invuln:''' 13-41f; ({{FKD}} state until landing); Armor Break |
| * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block) | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling; Damage distribution: 100x7,1800 |
| * 2f startup when canceled from [[#Condor_Spire_(236K)|{{clr|OD|236KK}}]]; Damage distribution: 100x7,1800 | | * 2f startup when canceled from [[#Condor_Spire_(236K)|{{clr|OD|236KK}}]] (this version remains '''Fully Invuln''' 1-41f) |
| <br> | | <br> |
| Can be canceled into from [[#Condor_Spire_(236K)|{{clr|OD|OD Condor Spire}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|OD|OD Condor Wind}}]]. The latter is especially potent as it builds {{clr|DR|Windclad}} for extra damage on the spot. | | Can be canceled into from [[#Condor_Spire_(236K)|{{clr|OD|OD Condor Spire}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|OD|OD Condor Wind}}]]. The latter is especially potent as it builds {{clr|DR|Windclad}} for extra damage on the spot. |
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| This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons as well as vertical jump. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction. | | This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction, and the full invincibility may run out against some attacks. |
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| The huge length of its invincibility makes it good at going for chip kills. The aerial version in particular hits more times against a crouching opponent, so it is usually good to cancel into it from {{clr|OD|OD Spire}}. However, it doesn't necessarily need to be confirmed from another blocked move because the long invincibility will outlast the opponent even if they try to counter with their own Super. You do need to be careful of some characters though, who can use their own Super Art to dodge Lily's. These are:
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| * 1 bar: Cammy
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| * 2 bars: E.Honda, Lily, Zangief
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| * 3 bars: Marisa, JP, Dee Jay, Dhalsim
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| The {{clr|DR|Windclad}} version has significantly more range and deals more damage, making it useful as an anti-projectile tool and as a long range punish. The suction effect will ensure it fully connects even against an extended hurtbox. | | The {{clr|DR|Windclad}} version has significantly more range and deals more damage, making it useful as an anti-projectile tool and as a long range punish. The suction effect will ensure it fully connects even against an extended hurtbox. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236236k_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236236k_1stock}} |
| * '''Full Invuln:''' 1-41f; '''Airborne''' 7-80f ({{FKD}} state); Armor Break | | * '''Full Invuln:''' 1-12f; '''Projectile Invuln:''' 13-41f; '''Airborne''' 13-80f ({{FKD}} state); Armor Break |
| * Consumes 1 Windclad stock | | * Consumes 1 Windclad stock |
| * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block); up to 0.825 bars vs. stand block | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block); up to 0.825 bars vs. stand block |
| * 40% minimum damage scaling | | * 40% minimum damage scaling; Damage distribution: 100x12,1600 |
| * Damage distribution: 100x12,1600
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| {{AttackDataCargo-SF6/Query|lily_j236236k_1stock}} | | {{AttackDataCargo-SF6/Query|lily_j236236k_1stock}} |
| * '''Full Invuln:''' 1-41f ({{FKD}} state until landing); Armor Break | | * '''Full Invuln:''' 1-12f; '''Projectile Invuln:''' 13-41f; ({{FKD}} state until landing); Armor Break |
| * Consumes 1 Windclad stock | | * Consumes 1 Windclad stock |
| * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block) | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling; Damage distribution: 100x12,1600 |
| * 2f startup when canceled from [[#Condor_Spire_(236K)|{{clr|OD|236KK}}]]; Damage distribution: 100x12,1600 | | * 2f startup when canceled from [[#Condor_Spire_(236K)|{{clr|OD|236KK}}]] (this version remains '''Fully Invuln''' 1-41f) |
| <br> | | <br> |
| Can be canceled into from [[#Condor_Spire_(236K)|{{clr|OD|OD Condor Spire}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|OD|OD Condor Wind}}]]. The latter is especially potent as it builds {{clr|DR|Windclad}} for extra damage on the spot. | | Can be canceled into from [[#Condor_Spire_(236K)|{{clr|OD|OD Condor Spire}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|OD|OD Condor Wind}}]]. The latter is especially potent as it builds {{clr|DR|Windclad}} for extra damage on the spot. |
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| This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons as well as vertical jump. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction. | | This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction, and the full invincibility may run out against some attacks. |
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| The huge length of its invincibility makes it good at going for chip kills. The aerial version in particular hits more times against a crouching opponent, so it is usually good to cancel into it from {{clr|OD|OD Spire}}. However, it doesn't necessarily need to be confirmed from another blocked move because the long invincibility will outlast the opponent even if they try to counter with their own Super. You do need to be careful of some characters though, who can use their own Super Art to dodge Lily's. These are:
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| * 1 bar: Cammy
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| * 2 bars: E.Honda, Lily, Zangief
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| * 3 bars: Marisa, JP, Dee Jay, Dhalsim
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| The {{clr|DR|Windclad}} version has significantly more range and deals more damage, making it useful as an anti-projectile tool and as a long range punish. The suction effect will ensure it fully connects even against an extended hurtbox. | | The {{clr|DR|Windclad}} version has significantly more range and deals more damage, making it useful as an anti-projectile tool and as a long range punish. The suction effect will ensure it fully connects even against an extended hurtbox. |