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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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| {{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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| {{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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| {{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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| * '''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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236236k}} | | {{AttackDataCargo-SF6/Query|lily_236236k}} |
| * '''Full Invuln:''' 1-12f; '''Projectile Invuln:''' 13-41f; '''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:''' 1-12f; '''Projectile Invuln:''' 13-41f; ({{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. 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 {{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:''' 1-12f; '''Projectile Invuln:''' 13-41f; '''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:''' 1-12f; '''Projectile Invuln:''' 13-41f; ({{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. 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 {{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. |