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| {{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}}
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| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{Character Top SF6 | chara={{SUBPAGENAME}} }} |
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| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = | | | subtitle = |
| | input = 5LP | | | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5/2L~5L |
| | images = | | | images = |
| {{MoveDataCargoImage|lily_5lp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_5lp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|lily_5lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_5lp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_5lp}} | | {{AttackDataCargo-SF6/Query|lily_5lp}} |
| A jab with incredible horizontal reach and decent advantage on block. Very good for checking and controlling the opponent's movement. On counterhit, it links into 5MK or 2MP, and after a Drive Rush, it links into 2HP. | | * Chains into [[#5LP|{{clr|L|5LP}}]]/[[#2LP|{{clr|L|2LP}}]]/[[#5LK|{{clr|L|5LK}}]]/[[#2LK|{{clr|L|2LK}}]] |
| | * '''Cancel Hitconfirm Window:''' 13f |
| | * {{clr|DR|DR}} cancel is delayed until after the 2nd active frame |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | A jab with good horizontal reach and above average damage for a light. On {{clr|PC|Counter-hit}} it links into [[#5MK|{{clr|M|5MK}}]] or [[#2MP|{{clr|M|2MP}}]], and when done from {{clr|DR|Drive Rush}} it links into both of those plus [[#2HP|{{clr|H|2HP}}]] if close enough for more damage. |
| }} | | }} |
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| | title = Standing Medium Punch | | | title = Standing Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 5MP | | | input = {{Classic_sf6}} 5MP<br>{{Modern_sf6}} 5M |
| | images = | | | images = |
| {{MoveDataCargoImage|lily_5mp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_5mp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|lily_5mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_5mp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_5mp}} | | {{AttackDataCargo-SF6/Query|lily_5mp}} |
| Amazingly disjointed poke and neutral tool, but cannot be cancelled which makes it vulnerable to Drive Impact.
| | * Head hurtbox disappears on frames 8-25 |
| | | <br> |
| | An amazingly disjointed poke and neutral tool, but cannot be canceled which makes it vulnerable to {{clr|DR|Drive Impact}}. |
| }} | | }} |
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| | title = Standing Heavy Punch | | | title = Standing Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 5HP | | | input = {{Classic_sf6}} 5HP<br>{{Modern_sf6}} 5H |
| | images = | | | images = |
| {{MoveDataCargoImage|lily_5hp|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|lily_5hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|lily_5hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=90px|lily_5hp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_5hp}} | | {{AttackDataCargo-SF6/Query|lily_5hp}} |
| A counterpoke that leads to a crumple on Punish Counter. This allows for full conversions via Drive Rush or a forward dash, depending on range. When canceled into EX Condor Wind, there's a gap large enough for the opponent to DI. It's possible to react to your move getting absorbed and cancel to level 2 if this happens though, so it's a good option when you have 2 bars | | * {{clr|PC|Punish Counter}}: Crumple (Standing +5, Juggle +28, KD +84); {{sf6-jug|limited juggle}} state vs. airborne |
| | * Head hurtbox disappears on frames 10-35 |
| | * '''Cancel Hitconfirm Window:''' 19f |
| | * Special/{{clr|DR|DR}} cancel is delayed until after the 2nd active frame |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+9}} oB |
| | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| | <br> |
| | A counterpoke that leads to a crumple on {{clr|PC|Punish Counter}}. This allows for a conversion into a full combo via [[#6HP|{{clr|H|6HP}}]], Dash [[#5MK|{{clr|M|5MK}}]], or {{clr|DR|Drive Rush}}, depending on range. |
| }} | | }} |
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| | title = Standing Light Kick | | | title = Standing Light Kick |
| | subtitle = | | | subtitle = |
| | input = 5LK | | | input = {{Classic_sf6}} 5LK<br>{{Modern_sf6}} 5L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_5lk|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|lily_5lk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_5lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_5lk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_5lk}} | | {{AttackDataCargo-SF6/Query|lily_5lk}} |
| 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. | | * Chains into [[#5LP|{{clr|L|5LP}}]]/[[#2LP|{{clr|L|2LP}}]]/[[#5LK|{{clr|L|5LK}}]]/[[#2LK|{{clr|L|2LK}}]] |
| | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|E|0}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | This is Lily's only 4 frame normal move. Very important for frame trapping the opponent in low frame advantage situations such as after [[#Condor_Spire_(236K)|{{clr|OD|Condor Spire}}]]. It doesn't leave a gap when chained into from [[#2LK|{{clr|L|2LK}}]], which prevents it from being interrupted with a parry or reversal like other light chains. |
| | |
| | Defensively, while this move can be used for mashing out of pressure, it is very liable to whiff due to its short range, making it vulnerable to a mid-string shimmy. If it lands as a {{clr|PC|Counter-hit}} or {{clr|PC|Punish Counter}}, Lily can reliably link into a cancelable [[#5MK|{{clr|M|5MK}}]] for extra damage. |
| }} | | }} |
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| | title = Standing Medium Kick | | | title = Standing Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 5MK | | | input = {{Classic_sf6}} 5MK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|lily_5mk|caption=}} | | {{MoveDataCargoImage|lily_5mk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_5mk}} | | {{AttackDataCargo-SF6/Query|lily_5mk}} |
| Cancellable, combo-friendly normal that's useful in both counterhit confirms and juggles alike. Examples include linking after a counterhit LP, a Punish Counter 5HP, or a Drive Rush 4HP.
| | * '''Cancel Hitconfirm Window:''' 15f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+7}} oB |
| | <br> |
| | Cancelable, combo-friendly normal that's useful in both {{clr|PC|Counter-hit}} confirms and juggles. Links into a combo after {{clr|DR|Drive Rush}}/{{clr|PC|Counter-hit}} [[#2LP|{{clr|L|2LP}}]]/[[#5LP|{{clr|L|5LP}}]]/[[#4HP|{{clr|H|4HP}}]], or {{clr|PC|Punish Counter}} [[#5HP|{{clr|H|5HP}}]] with a dash.<br> |
| | While its range isn't as impressive as Lily's other medium and heavy normals, the relatively fast startup makes it useful to use on reaction as a whiff punish into {{clr|DR|Drive Rush}} [[#4HP|{{clr|H|4HP}}]]. It can be effective against some low pokes since Lily doesn't extend a lower body hurtbox on startup.<br> |
| | Finally, unlike Lily's other medium and heavy normal moves, this one recovers quickly enough to block a Drive Reversal. |
| }} | | }} |
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| | title = Standing Heavy Kick | | | title = Standing Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 5HK | | | input = {{Classic_sf6}} 5HK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_5hk|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|lily_5hk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_5hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_5hk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_5hk}} | | {{AttackDataCargo-SF6/Query|lily_5hk}} |
| | | * {{clr|PC|Punish Counter}}: KD +47 (ground), {{sf6-jug|limited juggle}} state (air) |
| | <br> |
| | Cannot be canceled and has a lot of startup and recovery. While it has a lot of range, walkup [[#5MP|{{clr|M|5MP}}]] is usually a better choice as it is much less vulnerable to being punished by {{clr|DR|Drive Impact}} and jump attacks, but [[#5HK|{{clr|H|5HK}}]] does have some situational usefulness at the tip of its range: |
| | * It triggers proximity block from a longer range, making it harder for the opponent to create space to whiff punish. |
| | * It covers long range punishes on moves that are {{sf6-adv|VM|-14}} to {{sf6-adv|VM|-17}} on block such as [[Street_Fighter_6/JP#3HP|JP's 3HP]] which would otherwise be safe. |
| | * On {{clr|PC|Punish Counter}} it causes a long range hard knockdown, providing an opportunity to take a free Windclad stock or {{clr|DR|Drive Rush}} back in for pressure. |
| | * Maintains a lot of momentum from {{clr|DR|Drive Rush}}, which allows it to interrupt the opponent from a surprising distance. |
| | * It has a lot of pushback on block, which can be helpful when trying to push out of the corner. |
| }} | | }} |
| | <br> |
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| === Crouching Normals === | | === Crouching Normals === |
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| | title = Crouching Light Punch | | | title = Crouching Light Punch |
| | subtitle = | | | subtitle = |
| | input = 2LP | | | input = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} 2L |
| | images = | | | images = |
| {{MoveDataCargoImage|lily_2lp|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|lily_2lp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|lily_2lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_2lp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_2lp}} | | {{AttackDataCargo-SF6/Query|lily_2lp}} |
| 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.
| | * Chains into [[#5LP|{{clr|L|5LP}}]]/[[#2LP|{{clr|L|2LP}}]]/[[#5LK|{{clr|L|5LK}}]]/[[#2LK|{{clr|L|2LK}}]] |
| | * '''Cancel Hitconfirm Window:''' 13f |
| | * {{clr|DR|DR}} cancel is delayed until after the 2nd active frame |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * Topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| | <br> |
| | Lily's longest ranged light normal. When compared to [[#5LP|{{clr|L|5LP}}]], it deals slightly less damage and has the same frame advantage. <br> |
| | On {{clr|PC|Counter-hit}} it still links into [[#5MK|{{clr|M|5MK}}]], and when done from {{clr|DR|Drive Rush}} it combos into [[#5MK|{{clr|M|5MK}}]] or [[#2MP|{{clr|M|2MP}}]].<br> |
| | It also has the least pushback of Lily's normals, making it ideal for hitconfirms into [[#Tomahawk_Buster_(623P)|{{clr|OD|623P}}]], [[#Condor_Spire_(236K)|{{clr|OD|236KK}}]], [[#Level_1_Super_(236236P)|{{clr|SA|SA1}}]], [[#Level_3_Super_(214214P)|{{clr|SA|SA3}}]], or {{clr|DR|Drive Rush}}. |
| }} | | }} |
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| | title = Crouching Medium Punch | | | title = Crouching Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 2MP | | | input = {{Classic_sf6}} 2MP<br>{{Modern_sf6}} 2M |
| | images = | | | images = |
| {{MoveDataCargoImage|lily_2mp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|lily_2mp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|lily_2mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_2mp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_2mp}} | | {{AttackDataCargo-SF6/Query|lily_2mp}} |
| A poke with slightly better speed than 5MP. More notable is its ability to cancel into Supers. | | * '''Cancel Hitconfirm Window:''' 15f (Super) |
| | * Topmost hurtbox on frames 1-10 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| | <br> |
| | A disjointed poke that's marginally faster than [[#5MP|{{clr|M|5MP}}]] but without quite as much range.<br> |
| | Noteworthy for being cancelable into {{clr|SA|Super Arts}}, especially [[#Level_1_Super_(236236P)|{{clr|SA|SA1}}]] for good damage off a counter-poke or a {{clr|DR|Drive Rush}} combo. |
| }} | | }} |
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| | title = Crouching Heavy Punch | | | title = Crouching Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 2HP | | | input = {{Classic_sf6}} 2HP<br>{{Modern_sf6}} 2H or A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|lily_2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_2hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|lily_2hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|lily_2hp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|lily_2hp|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_2hp}} | | {{AttackDataCargo-SF6/Query|lily_2hp}} |
| One of Lily's best buttons in its range, cancelability, advantage, and especially anti-air potential. This normal will stop even close jumps and crossups, and leads to juggles on air connect. On block, going into MP/HP Condor Wind charge on block is an airtight and safe on block frame trap, but keep in mind that it will be consistently punished by Drive Impact. To prevent this, you can use LP Condor Wind after someone is conditioned to Drive Impact, bait it, and then punish it with your own. EX Condor Wind attack also cannot be interrupted by drive impact. If you have 3 bars of meter, you can use MP or HP condor wind attack with impunity, and cancel into level 3 if you see your opponent responding with a DI for big damage. | | * {{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 |
| | * '''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) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+13}} oB |
| | * Extends a hurtbox on whiff until end of recovery |
| | <br> |
| | One of Lily's best buttons in its range, cancelability, confirmability, hitstun, and anti-air potential. It does basically everything. It is also the normal to use for generating Windclad stocks through [[Street_Fighter_6/Lily/Strategy#Condor_Wind|Condor Wind Pressure]]. |
| | |
| | Against a grounded opponent, being close enough to connect both hits makes it very easy to hit-confirm into {{clr|DR|Drive Rush}}, {{clr|OD|Special}} or {{clr|SA|Super Art}}. It's also easy to visually confirm and counter {{clr|DR|Drive Impact}}. Even if the first hit is spaced to whiff it can still {{clr|PC|Counter-hit}} the opponent for both hits if they press a button.<br> |
| | |
| | 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. |
| | |
| | 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. |
| }} | | }} |
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| | title = Crouching Light Kick | | | title = Crouching Light Kick |
| | subtitle = | | | subtitle = |
| | input = 2LK | | | input = {{Classic_sf6}} 2LK<br>{{Modern_sf6}} A[L] |
| | images = | | | images = |
| {{MoveDataCargoImage|lily_2lk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_2lk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|lily_2lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_2lk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_2lk}} | | {{AttackDataCargo-SF6/Query|lily_2lk}} |
| 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.
| | * Chains into [[#5LP|{{clr|L|5LP}}]]/[[#2LP|{{clr|L|2LP}}]]/[[#5LK|{{clr|L|5LK}}]]/[[#2LK|{{clr|L|2LK}}]] |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <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. |
| | |
| | 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. |
| }} | | }} |
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| | title = Crouching Medium Kick | | | title = Crouching Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 2MK | | | input = {{Classic_sf6}} 2MK<br>{{Modern_sf6}} A[M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_2mk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|lily_2mk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_2mk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_2mk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_2mk}} | | {{AttackDataCargo-SF6/Query|lily_2mk}} |
| A special and DR cancellable 2MK. This is nice to have, even if Lily lacks the movement speed to make it as threatening as other 2MKs. | | * '''Cancel Hitconfirm Window:''' 13f |
| | * Special/{{clr|DR|DR}} cancel is delayed until after the active frames |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+4}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | A low attack that is mainly used as a hard read against an opponent that likes to walk backwards, comboing into {{clr|DR|Drive Rush}} or {{clr|DR|Windclad}} [[#Condor_Spire_(236K)|{{clr|OD|Condor Spire}}]].<br> |
| | This move is hugely limited by its slow startup and short range, with the lack of hit-confirmability making it virtually impossible to use with most of Lily's specials due to them being unsafe on block. |
| }} | | }} |
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| | title = Crouching Heavy Kick | | | title = Crouching Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 2HK | | | input = {{Classic_sf6}} 2HK<br>{{Modern_sf6}} 3H |
| | images = | | | images = |
| {{MoveDataCargoImage|lily_2hk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_2hk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|lily_2hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|lily_2hk|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|lily_2hk|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_2hk}} | | {{AttackDataCargo-SF6/Query|lily_2hk}} |
| The only impressive thing about this sweep is how stubby it is. | | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +47 |
| | * 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) |
| | * 2nd hit can be blocked high if the 1st hit was blocked. |
| | <br> |
| | Can be used to juggle the opponent if a {{clr|DR|Windclad}} [[#Condor_Spire_(236K)|{{clr|OD|Condor Spire}}]] hits them less than three times.<br> |
| | Otherwise it's pretty standard for a sweep. The two hits don't amount to much in a game where {{clr|DR|Drive Impact}} absorbs both of them. |
| }} | | }} |
| | <br> |
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| === Jumping Normals === | | === Jumping Normals === |
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| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = j.LP | | | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_jlp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_jlp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jlp}} | | {{AttackDataCargo-SF6/Query|lily_jlp}} |
| Lily's fastest air normal. Useful as an air-to-air on reaction or when backward jumping out of pressure. | | Lily's fastest air normal with good horizontal range. Useful as an air-to-air when jumping backwards out of pressure, or on reaction when both players jump at the same time. |
| }} | | }} |
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| | title = Jumping Medium Punch | | | title = Jumping Medium Punch |
| | subtitle = | | | subtitle = |
| | input = j.MP | | | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_jmp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|lily_jmp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_jmp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_jmp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jmp}} | | {{AttackDataCargo-SF6/Query|lily_jmp}} |
| * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | | * Chains into [[#j.MP~MP|{{clr|M|j.MP~MP}}]] Target Combo |
| | * Shifts Lily's hurtbox upward during startup |
| | <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 = j.HP | | | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_jhp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_jhp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_jhp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jhp}} | | {{AttackDataCargo-SF6/Query|lily_jhp}} |
| Hits very sharply downwards. With the right spacing it can make anti-air DPs whiff under it while hitting early enough that a late or cross-cut DP can be very difficult or even impossible to time. | | * Spike knockdown vs. airborne opponents |
| | <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. |
| }} | | }} |
|
| |
|
Line 224: |
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| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = j.LK | | | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} j.L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_jlk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_jlk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_jlk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_jlk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jlk}} | | {{AttackDataCargo-SF6/Query|lily_jlk}} |
| A crossup that deals a low amount of blockstun, making it good for tick throws. | | * Can hit cross-up |
| | <br> |
| | A cross-up with a narrow hitbox. Deals a low amount of blockstun, making it good for unexpected tick throws. |
| }} | | }} |
|
| |
|
Line 238: |
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| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = j.MK | | | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|lily_jmk|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|lily_jmk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|lily_jmk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|hitbox=yes|lily_jmk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jmk}} | | {{AttackDataCargo-SF6/Query|lily_jmk}} |
| A crossup with a very wide hitbox that hits far both in front of and behind Lily. | | * Can hit cross-up |
| | * Shifts Lily's hurtbox upward during startup |
| | <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. |
| }} | | }} |
|
| |
|
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| | title = Jumping Heavy Kick | | | title = Jumping Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = j.HK | | | input = {{Classic_sf6}} j.HK<br>{{Modern_sf6}} j.H |
| | images = | | | images = |
| {{MoveDataCargoImage|lily_jhk|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|lily_jhk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|lily_jhk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_jhk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jhk}} | | {{AttackDataCargo-SF6/Query|lily_jhk}} |
| Has good range and a good hitbox. Ideal for directly hitting the opponent out of forward moving moves like Honda Headbutt and Blanka Ball. | | Has good range and a good hitbox; anti-air normals can trade if Lily connects with the tip of her feet. |
| }} | | }} |
| | <br> |
|
| |
|
| == Command Normals == | | == Command Normals == |
| =====<font style="visibility:hidden; float:right">6HP</font>===== | | =====<font style="visibility:hidden; float:right">6HP</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = ? | | | title = Desert Storm |
| | subtitle = | | | subtitle = |
| | input = 6HP | | | input = {{Classic_sf6}} 6HP<br>{{Modern_sf6}} 6H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_6hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_6hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_6hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|lily_6hp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_6hp}} | | {{AttackDataCargo-SF6/Query|lily_6hp}} |
| An advancing heavy normal that can either cancel into specials or into its own unique target combo. Has enough blockstun for a cancel into H Wind Stock to be an airtight block string. | | * Has juggle potential; puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Forces Stand on hit |
| | * '''Cancel Hitconfirm Window:''' 16f / 21f (TC) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+11}} oB |
| | <br> |
| | An advancing heavy normal that can be canceled into either a special move or the more easily confirmable [[#6HP~HP~HP|Target Combo]].<br> |
| | Typically used as a followup after crumpling the opponent with {{clr|PC|Punish Counter}} [[#5HP|{{clr|H|5HP}}]] or {{clr|DR|Drive Impact}}, or after a {{clr|DR|Drive Impact}} wall splat.<br> |
| | It can juggle after some high launching single hits such as [[#j.HK|{{clr|H|j.HK}}]] out of a crumple, or the tip of [[#Condor_Spire_(236K)|Windclad OD Condor Spire]] in the corner.<br> |
| | {{clr|DR|Drive Rush}} {{clr|H|6HP}} can be used after whiff punishing a crouching attack with [[#2HP|{{clr|H|2HP}}]] or [[#4HP|{{clr|H|4HP}}]] to stand the opponent up into a late-hit [[#Tomahawk_Buster_(623P)|Windclad Tomahawk Buster]] combo. |
| | |
| | {{clr|H|6HP}} is good for gauge management as it builds more drive gauge than Lily's other heavy punches, and the Target Combo builds more drive and super meter than her special moves. |
| | |
| | Despite the upward swinging animation, it is not an effective anti-air. |
| }} | | }} |
|
| |
|
Line 281: |
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| | title = Ridge Thrust | | | title = Ridge Thrust |
| | subtitle = | | | subtitle = |
| | input = 3HP | | | input = {{Classic_sf6}} 3HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_3hp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|lily_3hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_3hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_3hp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|lily_3hp|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_3hp}} | | {{AttackDataCargo-SF6/Query|lily_3hp}} |
| An overhead with surprising range. After Drive Rush, it has advantage on block and combos into lights on hit. | | * '''Lower Body Invuln:''' 5-19f (hurtbox is slightly lower on frames 5-6) |
| | * Crouching state on frames 25-42 (only 3f standing recovery at the end) |
| | <br> |
| | An overhead with surprising range and hitbox disjoint. Can be used to hop over low attacks for a {{clr|PC|Punish Counter}}, which combos into light attacks.<br> |
| | When done after {{clr|DR|Drive Rush}} it also combos into light attacks, and is {{sf6-adv|P|+1}} on block. |
| }} | | }} |
|
| |
|
Line 295: |
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| | title = Horn Breaker | | | title = Horn Breaker |
| | subtitle = | | | subtitle = |
| | input = 4HP | | | input = {{Classic_sf6}} 4HP<br>{{Modern_sf6}} 4H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_4hp|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|lily_4hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_4hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|lily_4hp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_4hp}} | | {{AttackDataCargo-SF6/Query|lily_4hp}} |
| Yet another heavy poke. This one is special, as it has the most frame advantage on hit of any of Lily's normals, making it crucial for punishes and Drive Rush routes.
| | * '''Cancel Hitconfirm Window:''' 18f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB |
| | <br> |
| | This move is unique in that Lily's hurtbox does not move forwards at all until the attack hits. This makes it effective at fishing for {{clr|PC|Counter-hits}} with little risk of being counterpoked herself.<br> |
| | It will usually reach beyond and cleanly beat the low pokes that [[#2HP|{{clr|H|2HP}}]] typically loses to, complimenting it perfectly.<br> |
| | It is also indispensable as a combo tool due to its high damage and high frame advantage on hit, linking into standing medium kick after a drive rush. {{clr|DR|Drive Rush}}~[[#4HP|{{clr|H|4HP}}]] is Lily's optimal punish starter. |
| }} | | }} |
|
| |
|
Line 309: |
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| | title = Great Spin | | | title = Great Spin |
| | subtitle = | | | subtitle = |
| | input = j.2HP | | | input = {{Classic_sf6}} j.2HP<br>{{Modern_sf6}} j.2H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_j2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|lily_j2hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_j2hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=250px|lily_j2hp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_j2hp}} | | {{AttackDataCargo-SF6/Query|lily_j2hp}} |
| A unique cross-up button that is extremely active and difficult to whiff. If your opponent is letting you jump in on them, this is a great tool to have. | | 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. |
| }} | | }} |
| | <br> |
|
| |
|
| == Target Combos == | | == Target Combos == |
Line 324: |
Line 436: |
| | title = Desert Storm | | | title = Desert Storm |
| | subtitle = | | | subtitle = |
| | input = 6HP~HP~HP | | | input = {{Classic_sf6}} 6HP~HP~HP<br>{{Modern_sf6}} 6H~H~H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_6hp_hp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_6hp_hp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|lily_6hp_hp_hp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|lily_6hp_hp_hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_6hp_hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_6hp_hp|caption=}} |
Line 335: |
Line 447: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_6hp_hp}} | | {{AttackDataCargo-SF6/Query|lily_6hp_hp}} |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * '''Cancel Hitconfirm Window:''' 16f (single hit) / 52-55f (full TC) |
| | * Leaves a 3f blockstring gap before 2nd {{clr|H|HP}} |
| | <br> |
| {{AttackDataCargo-SF6/Query|lily_6hp_hp_hp}} | | {{AttackDataCargo-SF6/Query|lily_6hp_hp_hp}} |
| Low reward on hit. Incredibly punishable on block. Don't bother. Cancel into a special instead.
| | * Leaves a 1f blockstring gap before final {{clr|H|HP}} |
| | * () refers to scaled damage from {{clr|H|6HP}}~{{clr|H|HP}} combo starter |
| | <br> |
| | A Target Combo that deals similar damage to other resourceless options, but builds more super meter and drive gauge. This makes it useful in situations where gauge generation is more important than Windclad, such as when trying to get out of Burnout. |
| | |
| | The main benefit of this TC chain in neutral is that it's much easier to confirm directly from [[#6HP|{{clr|H|6HP}}]] due to having a longer cancel window than special moves.<br> |
| | Each hit is also a built-in frame trap if the opponent tries to take their turn back on block, though this is quite risky and doesn't work if the opponent is in Burnout. [[#Condor_Wind_Attack_(214P)|{{clr|OD|Condor Wind}}]] generally does the same job but better. |
| | |
| | The last hit knocks the opponent down quite far away, making it less effective midscreen. It's still possible to chase them down with {{clr|DR|Drive Rush}}, but throw options are not a major threat unless the opponent is knocked into the corner. |
| }} | | }} |
|
| |
|
Line 343: |
Line 467: |
| | title = Double Arrow | | | title = Double Arrow |
| | subtitle = | | | subtitle = |
| | input = j.MP~MP | | | input = {{Classic_sf6}} j.MP~MP<br>{{Modern_sf6}} j.M~M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_jmp_mp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_jmp_mp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_jmp_mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_jmp_mp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jmp_mp}} | | {{AttackDataCargo-SF6/Query|lily_jmp_mp}} |
| * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * '''Cancel Hitconfirm Window:''' 40-44f (Super) |
| | <br> |
| | A rewarding air-to-air option to complement her strong anti-airs.<br> |
| | Double Arrow allows Lily to heavily punish jumps by linking into [[#Tomahawk_Buster_(623P)|{{clr|OD|Tomahawk Buster}}]] upon landing or by canceling into [[#Level_2_Super_(236236K)|{{clr|SA|SA2}}]] in the air. |
| }} | | }} |
| | <br> |
|
| |
|
| == Throws == | | == Throws == |
Line 358: |
Line 487: |
| | title = Forward Throw | | | title = Forward Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK | | | input = {{Classic_sf6}} 5LPLK<br>{{Modern_sf6}} 5LM |
| | images = | | | images = |
| {{MoveDataCargoImage|lily_lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|lily_lplk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|lily_lplk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|lily_lplk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_lplk}} | | {{AttackDataCargo-SF6/Query|lily_lplk}} |
| | * {{clr|PC|Punish Counter}}: HKD +20 |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <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. |
|
| |
|
| | After throwing the opponent into the corner, they remain in range for a walkup [[#Mexican_Typhoon_(360+P)|{{clr|OD|Command Grab}}]]. Input 2486 or 8426 during end of the animation, then hold forwards and press punch just as the opponent stands up. It's possible to do this with any strength grab, but it is easier to time when using the longer ranged {{clr|L|LP}} or {{clr|OD|OD}} version. |
| | |
| | {{clr|DR|Drive Rush}} Throw can be used to loop the opponent in the corner. If they have access to a 6 frame invincible reversal they can use it on reaction, and will not be possible recover in time to bait it by blocking. Blanka, Honda, and Zangief can be looped using a frame-perfect walkup throw instead, but this is somewhat risky as missing the timing by a single frame in either direction causes the throw to lose to wakeup mashing. |
| | |
| | Midscreen, Lily can {{clr|DR|Drive Rush}} into a slightly delayed [[#4HP|{{clr|H|4HP}}]] or [[#2HP|{{clr|H|2HP}}]] and cancel into [[#Condor_Wind_Attack_(214P)|{{clr|M|214MP}}]] to grab a Windclad stock, with the extra blockstun making it safe against {{clr|DR|Drive Impact}}. The attack needs to be delayed because otherwise the opponent can avoid it by walking backwards and get a free whiff punish. |
| }} | | }} |
|
| |
|
Line 372: |
Line 510: |
| | title = Back Throw | | | title = Back Throw |
| | subtitle = | | | subtitle = |
| | input = 4LPLK | | | input = {{Classic_sf6}} 4LPLK<br>{{Modern_sf6}} 4LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_4lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|lily_4lplk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_4lplk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_4lplk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_4lplk}} | | {{AttackDataCargo-SF6/Query|lily_4lplk}} |
| | * Side switch |
| | * {{clr|PC|Punish Counter}}: HKD +32 |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <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. |
| | |
| | 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. |
|
| |
|
| }} | | }} |
| | <br> |
|
| |
|
| == Drive System == | | == Drive System == |
Line 387: |
Line 534: |
| | title = Drive Impact | | | title = Drive Impact |
| | subtitle = | | | subtitle = |
| | input = HPHK | | | input = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|lily_hphk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_hphk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_hphk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_hphk}} | | {{AttackDataCargo-SF6/Query|lily_hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] | | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.389 (1.489 movement + 0.90 hitbox) |
| | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| | * Combos when canceled from {{clr|H|6HP}}/{{clr|H|4HP}} or {{clr|PC|Punish Counter}} {{clr|H|2HP}}/{{clr|H|5HP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| | * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
| | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
| | |
| | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| | * [[#2HP|{{clr|H|2HP}}]]: 4[0] (delay cancel to avoid Lock in Burnout) |
| | * [[#6HP|{{clr|H|6HP}}]]: 6[2] |
| | * [[#4HP|{{clr|H|4HP}}]]: 7[3] |
| | * [[#5HP|{{clr|H|5HP}}]]: 8[4] |
| | * [[#5MK|{{clr|M|5MK}}]]: 10[6] |
| | * [[#2MK|{{clr|M|2MK}}]]: 13[9] |
| | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 10f can be jumped out of by Lily (9f for most characters) |
| | |
| | Against the following characters in Burnout: |
| | * '''JP (22K)''', frame 3 counter |
| | * '''Marisa (214K)''', frame 3 armor |
| | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
|
| |
|
| When cancelled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout
| | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on {{clr|PC|Counter-hit}}, allowing the opponent to escape a Stun by mashing on wakeup. |
| * - | | * {{clr|H|2HP}} > delay {{clr|DR|DI}}: delay allows a small blockstring gap to prevent opponent from absorbing the hit |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * {{clr|H|6HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|H|4HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| | * {{clr|DR|DR~}}{{clr|M|5MK}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| }} | | }} |
|
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| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK (in blockstun) | | | input = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_6hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|lily_6hphk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_6hphk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_6hphk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_6hphk}} | | {{AttackDataCargo-SF6/Query|lily_6hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
| | * '''Full Invuln:''' 1-22f; '''Range:''' 1.846; Armor Break |
| * '''Full Invuln:''' 1-22f; Armor Break | | * 5f extra recovery on hit; 4f screen freeze during startup |
| | {{AttackDataCargo-SF6/Query|lily_6hphk_recovery}} |
| | * '''Full Invuln:''' 1-20f; '''Range:''' 1.846; Armor Break |
| | * 5f extra recovery on hit; no screen freeze |
| | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
| }} | | }} |
|
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| | title = Drive Parry | | | title = Drive Parry |
| | subtitle = | | | subtitle = |
| | input = MPMK | | | input = {{Classic_sf6}} MPMK<br>{{Modern_sf6}} DP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|lily_mpmk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|lily_mpmk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_mpmk}} | | {{AttackDataCargo-SF6/Query|lily_mpmk}} |
| See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] | | See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] on the Gauges page for more details. |
| * Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack | | * Perfect Parry: |
| * Perfect Parry vs. projectiles puts you into a fixed 11f recovery | | ** Applies a 50% damage scaling multiplier to any punish afterwards |
| | ** vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack |
| | ** vs. projectiles, puts you into a fixed 11f recovery |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = 66 | | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|lily_66|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_mpmk_66_pdr|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|lily_66|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_mpmk_66_pdr|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_66}} | | {{AttackDataCargo-SF6/Query|lily_mpmk_66_pdr}} |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in (parentheses) refers to the version used after Parry. | | * 1-bar version performed out of Parry |
| * Notable Drive Rush cancel combo routes: | | * Startup is 1+8 immediately after successful Parry |
| ** | | {{AttackDataCargo-SF6/Query|lily_mpmk_66_drc}} |
| * Notable Drive Rush cancel blockstring gaps: | | * 3-bar version performed on hit/block from a cancelable normal |
| ** | | ** Can also be performed from whiffed cancelable light normals |
| | |
| | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Lily/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| | * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation |
| | * The first 15 recovery frames are cancelable into any attack |
| | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| | ** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo |
| | |
| | Distance: |
| | * 0.434 (min, cancel into immediate Throw) |
| | * 1.900 (min, earliest blocking/movement frame) |
| | * 3.044 (max, final {{clr|DR|DR}} frame) |
| }} | | }} |
| | | <br> |
|
| |
|
| == Special Moves == | | == Special Moves == |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Condor Wind (stock) | | | title = Condor Wind (stock) |
| | subtitle = | | | subtitle = Wind Stock Charge |
| | input = 214P | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|lily_214lp|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|lily_214lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|lily_214pp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_214lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|lily_214lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_214pp|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_214lp}} | | {{AttackDataCargo-SF6/Query|lily_214lp}} |
| | * 1st Windclad stock gained on frame '''46'''; can hold the button to continue building more |
| | * 2nd Windclad stock gained on frame '''71'''; button must be held at least 59f |
| | * 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}} |
| * 214LP gains a Windclad stock on each of frames 46, 71 and 90 depending on how long the button is held. | | * Gains 1 Windclad stock on frame 38; must hold buttons for at least 25f |
| * Each startup value refers to the minimum total duration for each stock gain.
| | * 7f faster than {{clr|L|LP}} version (much safer in neutral or when canceled into) |
| * 214[LP] takes 20 frames to recover after releasing LP, but if released between frames 60-70 then the recovery is delayed until the 2nd Windclad stock is gained on frame 71. | | <br> |
| * 214[PP] gains 1 Windclad stock on frame 38.
| | {{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. |
| Important tool for getting Windclad stocks in neutral. Mix it up with the M and H versions on block, they all have identical startup animations so if people are waiting for the hit it's easily to sneak one in.
| | * {{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. |
| | 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 = 214P | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 4S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|lily_214mp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|lily_214mp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=150px|lily_214pp_hold|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_214mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_214mp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_214pp_hold|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_214mp}} | | {{AttackDataCargo-SF6/Query|lily_214mp}} |
| | * Windclad stock is gained on the first active frame, or on frames 46, 71 and 90 if held |
| | * 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 is gained on the first active frame, or on frames 46, 71 and 90 if held |
| | * 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}} |
| * When held, hits on frame 4 of release. | | * Windclad stock is gained on the first active frame; holding the button for 16-24f increases the total startup (up to 28f) |
| * 214[MP] and 214[HP] gain a Windclad stock on each of frames 46, 71 and 90. Unlike 214[LP] there is no buffer window for the second stock.
| | * Startup is only 4f after releasing a partially held attack |
| * A Windclad stock is awarded on the first active frame of the attack only if no stocks were gained through charging. | | * 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}} |
| * OD version applies a 10% damage scaling penalty to the next hit of a combo. | | * '''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) |
| | * Head hurtbox shrinks during active frames and the first 16 recovery frames (can make close jump-ins whiff) |
| | <br> |
| | Windclad stocks are vital to Lily's game plan, so learning how to safely use this move is vital. |
| | |
| | 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. |
| | * Use {{clr|H|2HP}} > {{clr|OD|214PP}}; a true blockstring that leaves no gap for the opponent to reversal through. |
| | * Use {{clr|DR|Drive Rush}} {{clr|H|2HP}}, {{clr|H|4HP}} or {{clr|H|5HP}} canceled into {{clr|M|214MP}}. The extra blockstun from {{clr|L|Drive Rush}} makes it a true blockstring. |
| | * When midscreen, keep the button held. This takes the hit as a regular {{clr|PC|Counter-hit}} instead of a {{clr|PC|Punish Counter}}, which is pretty inconsequential outside the corner. |
| | * With 3 bars and good reflexes, hold it until the opponent presses a button, then release and cancel into [[#Level_3_Super_(214214P)|{{clr|SA|SA3}}]]. |
| | ** Modern mode's Heavy Assisted Combo does this automatically, performing {{clr|H|2HP}} > {{clr|M|214MP}} > ({{clr|SA|214214P}}) but only canceling into the Super on hit. |
| | ** Additionally, Assist + {{clr|H|H}} > {{clr|H|H}} > {{clr|M|[M]}}+{{clr|H|H}} causes Condor Wind to be held, but it still cancels into {{clr|SA|SA3}} upon hitting the opponent when {{clr|M|M}} is released. |
| | |
| | The attack gains Windclad stocks much earlier than {{clr|L|214LP}}, with the stock being kept even when punished. Slap a fireball with {{clr|M|214MP}} and take the hit in exchange for the stock. When releasing a partially charged Condor Wind, the startup is only 4 frames. |
|
| |
|
| Very important tool for safely getting wind stocks. The heavy version, although -8, has tons of pushback, making it effectively safe on block. Wind stocks are vital to Lily's game plan, so learning how to poke with this move in neutral and make block strings ending with it is vital.
| | Ending a combo with {{clr|M|214MP}} up close (e.g. after a {{clr|DR|Drive Rush}} combo) leaves Lily in range for [[#Mexican_Typhoon_(360+P)|Mexican Typhoon]]. The opponent can walk backwards out of range of {{clr|H|360HP}}, so only use that specific version in the corner. |
| }} | | }} |
|
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Condor Spire | | | title = Condor Spire |
| | subtitle = | | | subtitle = |
| | input = 236K | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 236X or 2S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_236lk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|lily_236lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|lily_236kk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_236lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_236lk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_236kk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_236kk|caption=Frame 1}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_236lk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236lk}} | | {{AttackDataCargo-SF6/Query|lily_236lk}} |
| | * '''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); 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); 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}} |
| Can be spaced to be safe or even as good as +4 on block even when not Windclad.
| | * '''Airborne''' 7-29f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| | ** 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) |
| | <br> |
| | 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}}. |
|
| |
|
| Cancelling from 2HP into LK Condor Spire from a max range results in a frametrap 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.
| | 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. |
|
| |
|
| OD Condor Spire has the same range as the MK version but with a much faster startup that makes it less vulnerable to 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. |
|
| |
|
| 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. | | 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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| | title = Condor Spire (Windclad) | | | title = Condor Spire (Windclad) |
| | subtitle = | | | subtitle = |
| | input = 236K | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 236X or 2S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|lily_236lk_1stock|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_236lk_1stock|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=200px|lily_236kk_1stock|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|lily_236kk_1stock|caption=How To Win Neutral In 2 Easy Steps}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|lily_236lk_1stock|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|lily_236lk_1stock|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=110px|lily_236lk_1stock|2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|lily_236kk_1stock|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|lily_236kk_1stock|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=250px|lily_236kk_1stock|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236lk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236lk_1stock}} |
| | * '''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) |
| | * 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); 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) |
| | * 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); 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) |
| | * 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}} |
| * Windclad 236KK is projectile invincible for the duration of its active frames (frame 9-32). | | * '''Airborne''' 9-34f ({{FKD}} state); '''Projectile Invuln''' 9-32f (all active frames); puts opponents into {{sf6-jug|limited juggle}} state |
| | * '''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) |
| | * 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> |
| | 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. |
|
| |
|
| 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 and Grab. It also hits 3 times which allows it to plow through Drive Impact when used from a close enough range.
| | 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|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. |
|
| |
|
| In the corner, and with an additional Windclad stock, a Windclad Condor Spire combos directly into Windclad Tomahawk Buster using the same strength button or faster (e.g. 236MK, 623MP).<br>
| | 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. |
| The OD version can be cancelled into Level 2 Super for high damage anywhere on the screen, or in the corner it can be linked into a Level 1 Super.<br> | |
| The HK version in the corner also links into Level 2 Super... or even a Level 1 Super if it hits the opponent high enough in the air.
| |
| }} | | }} |
| </tabber> | | </tabber> |
Line 560: |
Line 798: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Tomahawk Buster | | | title = Tomahawk Buster |
| | subtitle = | | | subtitle = Uppercut |
| | input = 623P | | | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_623lp|caption=}} | | {{MoveDataCargoImage|imageHeight=250px|lily_623lp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_623lp|caption=LP Version}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_623mp|caption=MP Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|lily_623pp|caption=}}
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_623hp|caption=HP Version}} |
| | hitboxes =
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_623lp|caption=}} | |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_623pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_623pp|caption=OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_623lp}} | | {{AttackDataCargo-SF6/Query|lily_623lp}} |
| | * '''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 (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 (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}} |
| * Invulnerable to airborne attacks during startup and for the first 5 active frames. | | * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) |
| * OD version can be cancelled into OD Condor Dive on hit. | | * Puts opponents into a {{sf6-jug|limited juggle}} state (can juggle into {{clr|OD|j.PPP}}) |
| * OD version applies a 10% damage scaling penalty to a followup OD Tomahawk Buster. | | * '''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) |
| | <br> |
| | 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. |
| }} | | }} |
| |-| | | |-| |
Line 583: |
Line 835: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Tomahawk Buster (Windclad) | | | title = Tomahawk Buster (Windclad) |
| | subtitle = | | | subtitle = Windclad Uppercut |
| | input = 623P | | | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|lily_623lp_1stock|caption=}} | | {{MoveDataCargoImage|imageHeight=250px|lily_623lp_1stock|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|lily_623pp_1stock|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|lily_623lp_1stock|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_623lp_1stock|caption=L/M/H Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|lily_623pp_1stock|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_623pp_1stock|caption=OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_623lp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623lp_1stock}} |
| | * '''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 |
| {{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) |
| | * 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 |
| {{AttackDataCargo-SF6/Query|lily_623hp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623hp_1stock}} |
| | * '''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 |
| {{AttackDataCargo-SF6/Query|lily_623pp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623pp_1stock}} |
| * Invulnerable to airborne attacks during startup and for the first 7 active frames. | | * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) |
| * OD version can be cancelled into OD Condor Dive or OD Condor Dive (Windclad) on hit. | | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on a very high anti-air connect) |
| * OD version applies a 10% damage scaling penalty to a followup OD Tomahawk Buster or OD Tomahawk Buster (Windclad). | | * 2nd active frame has extra range vs. grounded opponents only (for combo consistency) |
| Important for converting off lights without wind stocks, or drive gauge. With Windclad stocked, you can juggle this after Windclad spire in the corner for an expensive but damaging combo. The OD version, while not a proper DP, has throw invincibility.
| | * '''Cancel Hitconfirm Window:''' 69f ([[#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) |
| | <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> |
| | 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> |
| | 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> |
Line 609: |
Line 874: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Condor Dive | | | title = Condor Dive |
| | subtitle = | | | subtitle = Divebomb |
| | input = j.PP | | | input = {{Classic_sf6}} j.PP<br>{{Modern_sf6}} j.XX or j.S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_jpp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|lily_jpp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|lily_jppp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_jpp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_jpp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_jppp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_jpp|2|caption=Hitbox activates when close to the ground}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jpp}} | | {{AttackDataCargo-SF6/Query|lily_jpp}} |
| * Forward/Neutral Jump only | | * Forward/Neutral Jump only; can hit cross-up |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state | | * {{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}} |
| * Can be input during Back Jump with j.2PPP input | | * Forward/Neutral Jump only (or canceled from {{clr|OD|623PP}} on hit); can hit cross-up |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state | | * {{FKD}} state until landing |
| * Applies a 25% damage scaling penalty to the next hit of a combo when cancelled from 623PP
| | * 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) |
| All versions can be used to punish fireballs from medium or close range. This tactic is most effective with a Windclad stock.
| | <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 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. |
| }} | | }} |
| |-| | | |-| |
Line 634: |
Line 903: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Condor Dive (Windclad) | | | title = Condor Dive (Windclad) |
| | subtitle = | | | subtitle = Windclad Divebomb |
| | input = j.PP | | | input = {{Classic_sf6}} j.PP<br>{{Modern_sf6}} j.XX or j.S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_jpp_1stock|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|lily_jpp_1stock|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|lily_jppp_1stock|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_jpp_1stock|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_jpp_1stock|caption=}} |
| ----
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|lily_jpp_1stock|2|caption=Hitbox activates when close to the ground}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_jppp_1stock|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|lily_jpp_1stock|3|caption=Hitbox activates when in contact with the opponent}} |
| | 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 |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state | | * {{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}} |
| * Can be input during Back Jump with j.2PPP input | | * Forward/Neutral Jump only (or canceled from {{clr|DR|w.}}{{clr|OD|623PP}} on hit); can hit cross-up |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state | | * {{FKD}} state until landing |
| * Applies a 25% damage scaling penalty to the next hit of a combo when cancelled from 623PP. | | * 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) |
| All versions can be used to punish fireballs from medium or close range. This tactic is most effective with a Windclad stock.
| | <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 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> |
Line 660: |
Line 933: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Mexican Typhoon | | | title = Mexican Typhoon |
| | subtitle = | | | subtitle = Command Grab |
| | input = 360+P | | | input = {{Classic_sf6}} 360+P<br>{{Modern_sf6}} 360+X or 5S (H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_360lp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_360lp|caption=}} |
Line 667: |
Line 940: |
| {{MoveDataCargoImage|imageHeight=140px|lily_360pp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_360pp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_360lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_360lp|caption=Light/OD}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_360mp|caption=Medium}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_360pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_360hp|caption=Heavy}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_360lp}} | | {{AttackDataCargo-SF6/Query|lily_360lp}} |
| | * Range: 1.38; () refers to {{clr|PC|Punish Counter}} damage |
| | * Applies 10% immediate damage scaling when comboed into (e.g. after Crumple) |
| {{AttackDataCargo-SF6/Query|lily_360mp}} | | {{AttackDataCargo-SF6/Query|lily_360mp}} |
| | * Range: 1.23; () refers to {{clr|PC|Punish Counter}} damage |
| | * Applies 10% immediate damage scaling when comboed into (e.g. after Crumple) |
| {{AttackDataCargo-SF6/Query|lily_360hp}} | | {{AttackDataCargo-SF6/Query|lily_360hp}} |
| | * Range: 0.98; () refers to {{clr|PC|Punish Counter}} damage |
| | * Applies 10% 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 EX, EX wind clad condor spire makes for a +8 on block meaty. Also gives you enough time to use a Condor Wind.
| | * Range: 1.38; () refers to {{clr|PC|Punish Counter}} damage |
| | * Applies 10% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <br> |
| | A command grab, the backbone of Lily's mixups. The {{clr|H|HP}} version does the most damage, hitting harder than a typical meterless combos, but has the shortest range. The {{clr|L|LP}} version has the longest range, but the lowest damage. The {{clr|OD|OD}} version combines the range of the {{clr|L|LP}} version with even more damage than the {{clr|H|HP}} version. |
| | |
| | Every version of the command grab leaves the opponent the same long distance away, but it's possible to {{clr|DR|Drive Rush}} back in with a delayed [[#2HP|{{clr|H|2HP}}]]. The ideal timing will connect with the 2nd hit somewhere close to their 5th recovery frame. This leaves a small enough gap that the opponent can't jump out, and gets close enough such that they can't walk backwards out of the way, and can't interrupt it with a 4-5 frame normal because the first hit whiffs just close enough to connect as a {{clr|PC|Counter-hit}} if they try. |
|
| |
|
| | Mexican Typhoon is Lily's main punish for a blocked {{clr|DR|Drive Reversal}}, as she does not have a medium or heavy combo starter with 6-frame startup. The {{clr|H|HP}} version will reach in nearly all cases, but if you somehow block one at absolute max range, you can use {{clr|M|MP}} or {{clr|OD|OD}} instead. |
| }} | | }} |
| | <br> |
|
| |
|
| == Super Arts == | | == Super Arts == |
Line 684: |
Line 972: |
| | title = Breezing Hawk | | | title = Breezing Hawk |
| | subtitle = Level 1 Super Art | | | subtitle = Level 1 Super Art |
| | input = 236236P | | | input = {{Classic_sf6}} 236236P<br>{{Modern_sf6}} 236236L or 5HS or 6HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|lily_236236p|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|lily_236236p|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|lily_236236p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_236236p|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236236p}} | | {{AttackDataCargo-SF6/Query|lily_236236p}} |
| 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. | | * '''Strike/Throw Invuln:''' 1-11f; Armor Break |
| | | * First 2 hits give full animation; partial connect gives reduced damage and KD Advantage |
| | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| | ** Partial connect: maximum of 0.46 bars (hit) |
| | * 30% minimum damage scaling |
| | * Damage distribution: 80x13,1160 (full) / 80x2,1680 (partial) |
| | <br> |
| | Offers good damage off of lights without burning drive gauge or Windclad stocks. Also useful as a juggle after {{clr|DR|Windclad}} [[#Condor_Spire_(236K)|{{clr|OD|236KK}}]] near the corner to go for the kill.<br>As a reversal it can lose to some well-timed meaty light normals, but the startup is fast enough to punish slower attacks or to interrupt the opponent's chained light normals on block. |
| }} | | }} |
|
| |
|
Line 700: |
Line 994: |
| | title = Thunderbird | | | title = Thunderbird |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 236236K (AIR OK) | | | input = {{Classic_sf6}} 236236K<br>{{Modern_sf6}} 236236M or 4HS<br>(AIR OK) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_236236k|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|lily_236236k|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_236236k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=250px|lily_236236k|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236236k}} | | {{AttackDataCargo-SF6/Query|lily_236236k}} |
| | * '''Full Invuln:''' 1-41f; '''Airborne''' 7-80f ({{FKD}} state); Armor Break |
| | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block); up to 0.7 bars vs. stand block |
| | * 40% minimum damage scaling |
| | * Damage distribution: 100x7,1800 |
| {{AttackDataCargo-SF6/Query|lily_j236236k}} | | {{AttackDataCargo-SF6/Query|lily_j236236k}} |
| Can be canceled into from EX 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. | | * '''Full Invuln:''' 1-41f ({{FKD}} state until landing); Armor Break |
| | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block) |
| | * 40% minimum damage scaling |
| | * 2f startup when canceled from [[#Condor_Spire_(236K)|{{clr|OD|236KK}}]]; Damage distribution: 100x7,1800 |
| | <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. |
| | |
| | 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. |
| | |
| | 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: |
| | * 1 bar: Cammy |
| | * 2 bars: E.Honda, Lily, Zangief |
| | * 3 bars: Marisa, JP, Dee Jay, Dhalsim |
| | |
| | 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. |
| }} | | }} |
| |-| | | |-| |
Line 715: |
Line 1,027: |
| | title = Thunderbird (Windclad) | | | title = Thunderbird (Windclad) |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 236236K (AIR OK) | | | input = {{Classic_sf6}} 236236K<br>{{Modern_sf6}} 236236M or 4HS<br>(AIR OK) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_236236k_1stock|caption=}} | | {{MoveDataCargoImage|imageHeight=260px|lily_236236k_1stock|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_236236k_1stock|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=270px|lily_236236k_1stock|caption=}} |
| | 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 |
| | * Consumes 1 Windclad stock |
| | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block); up to 0.825 bars vs. stand block |
| | * 40% minimum damage scaling |
| | * Damage distribution: 100x12,1600 |
| {{AttackDataCargo-SF6/Query|lily_j236236k_1stock}} | | {{AttackDataCargo-SF6/Query|lily_j236236k_1stock}} |
| Can be canceled into from EX 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. | | * '''Full Invuln:''' 1-41f ({{FKD}} state until landing); Armor Break |
| | * Consumes 1 Windclad stock |
| | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block) |
| | * 40% minimum damage scaling |
| | * 2f startup when canceled from [[#Condor_Spire_(236K)|{{clr|OD|236KK}}]]; Damage distribution: 100x12,1600 |
| | <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. |
| | |
| | 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. |
| | |
| | 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: |
| | * 1 bar: Cammy |
| | * 2 bars: E.Honda, Lily, Zangief |
| | * 3 bars: Marisa, JP, Dee Jay, Dhalsim |
| | |
| | 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. |
| }} | | }} |
| </tabber> | | </tabber> |
Line 731: |
Line 1,063: |
| | title = Raging Typhoon | | | title = Raging Typhoon |
| | subtitle = Level 3 Super Art | | | subtitle = Level 3 Super Art |
| | input = 214214P | | | input = {{Classic_sf6}} 214214P<br>{{Modern_sf6}} 214214H or 2HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|lily_214214p|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|lily_214214p|caption=}} |
Line 737: |
Line 1,069: |
| {{MoveDataCargoImage|imageHeight=140px|lily_214214p(ca)|caption=CA version grants 500 extra damage}} | | {{MoveDataCargoImage|imageHeight=140px|lily_214214p(ca)|caption=CA version grants 500 extra damage}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_214214p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_214214p|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|lily_214214p(ca)|caption=CA version grants 500 extra damage}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_214214p}} | | {{AttackDataCargo-SF6/Query|lily_214214p}} |
| | * '''Full Invuln:''' 1-8f |
| | * Range: 1.73 (2nd active frame: 1.76) |
| | * '''Drive Gauge Depletion:''' 1.5 bars (hit) |
| | ** Cinematic time regenerates ~1.7 Drive bars for Lily |
| | * 50% minimum damage scaling; applies 10% immediate damage scaling when comboed into |
| {{AttackDataCargo-SF6/Query|lily_214214p(ca)}} | | {{AttackDataCargo-SF6/Query|lily_214214p(ca)}} |
| Lily's command grab level 3. Unfortunately, jumpable after the screen freeze. Can be combo'd into, but the routes are limited. You either do Medium Condor Wind cancelled to Level 3, or cancel straightt into it from a normal. Will not connect in juggles due to it being a command grab. | | * '''Full Invuln:''' 1-8f |
| | * Range: 1.73 (2nd active frame: 1.76) |
| | * Available at 25% HP or below |
| | * '''Drive Gauge Depletion:''' 2 bars (hit) |
| | ** Cinematic time regenerates ~2.4 Drive bars for Lily |
| | * 50% minimum damage scaling; applies 10% immediate damage scaling when comboed into |
| | <br> |
| | Lily's grab super. Unfortunately it can be jumped after the screen freeze, but that doesn't make it bad by any means.<br> |
| | It does not work in juggle combos, but it combos against a grounded opponent from [[#Condor_Wind_Attack_(214P)|{{clr|M|214MP}}]], or straight from any cancelable normal move.<br> |
| | The range is significantly longer than [[#Mexican_Typhoon_(360+P)|{{clr|OD|Mexican Typhoon}}]], making it useful as a punish against some characters.<br> |
| | Also, because this is a grab, it can be used to whiff punish an opponent's parry for half of their health bar. |
| }} | | }} |
| | <br> |
|
| |
|
| == Taunts == | | == Taunts == |
Line 751: |
Line 1,097: |
| | title = Neutral Taunt | | | title = Neutral Taunt |
| | subtitle = | | | subtitle = |
| | input = 5PPPKKK | | | input = {{Classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|lily_5pppkkk|caption='' "Okay smile... Good stuff!" ''}} | | {{MoveDataCargoImage|imageHeight=160px|lily_5pppkkk|caption='' "Okay smile... Good stuff!" ''}} |
Line 759: |
Line 1,105: |
| {{AttackDataCargo-SF6/Query|lily_5pppkkk}} | | {{AttackDataCargo-SF6/Query|lily_5pppkkk}} |
| * Camera flash is a 1-hit low priority projectile | | * Camera flash is a 1-hit low priority projectile |
| | * Hold any button to delay the camera flash indefinitely |
| }} | | }} |
|
| |
|
Line 765: |
Line 1,112: |
| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = | | | subtitle = |
| | input = 6PPPKKK | | | input = {{Classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|lily_6pppkkk|caption='' "Hey! Is there anyone that wants to duke it out with me? Oh wait, you're here." ''}} | | {{MoveDataCargoImage|imageHeight=180px|lily_6pppkkk|caption='' "Hey! Is there anyone that wants to duke it out with me? Oh wait, you're here." ''}} |
| | hitboxes =
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|lily_6pppkkk|caption='' "Hey! Is there anyone that wants to duke it out with me? Oh wait, you're here." ''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_6pppkkk}} | | {{AttackDataCargo-SF6/Query|lily_6pppkkk}} |
Line 778: |
Line 1,123: |
| | title = Back Taunt | | | title = Back Taunt |
| | subtitle = | | | subtitle = |
| | input = 4PPPKKK | | | input = {{Classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|lily_4pppkkk|caption='' "Come on! I'm ready to fight!" ''}} | | {{MoveDataCargoImage|imageHeight=160px|lily_4pppkkk|caption='' "Come on! I'm ready to fight!" ''}} |
| | hitboxes =
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|lily_4pppkkk|caption='' "Come on! I'm ready to fight!" ''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_4pppkkk}} | | {{AttackDataCargo-SF6/Query|lily_4pppkkk}} |
| }} | | }} |
| | | <br> |
|
| |
|
| {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} | | {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} |