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| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5L~L | | | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5/2L~5L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|lily_5lp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|lily_5lp|caption=}} |
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| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| A jab with good horizontal reach and above average damage for a light. On 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. | | 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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| * Extends a hurtbox 1f before active that is vulnerable to projectiles | | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| <br> | | <br> |
| A counterpoke that leads to a crumple on 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. | | 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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| 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. | | 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. |
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| 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 counter-hit or Punish Counter, Lily can reliably link into a cancelable [[#5MK|{{clr|M|5MK}}]] for extra damage. | | 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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| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+7}} oB |
| <br> | | <br> |
| Cancelable, combo-friendly normal that's useful in both Counter-hit confirms and juggles. Links into a combo after {{clr|DR|Drive Rush}}/Counter-hit [[#2LP|{{clr|L|2LP}}]]/[[#5LP|{{clr|L|5LP}}]]/[[#4HP|{{clr|H|4HP}}]], or Punish Counter [[#5HP|{{clr|H|5HP}}]] with a dash.<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> | | 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. It's also the optimal combo starter for punishing a blocked Drive Reversal. | | Finally, unlike Lily's other medium and heavy normal moves, this one recovers quickly enough to block a Drive Reversal. |
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| * It triggers proximity block from a longer range, making it harder for the opponent to create space to whiff punish. | | * 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. | | * 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 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. | | * 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. | | * 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. | | * It has a lot of pushback on block, which can be helpful when trying to push out of the corner. |
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| <br> | | <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> | | 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 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> | | 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}}. | | 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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_2hp}} | | {{AttackDataCargo-SF6/Query|lily_2hp}} |
| * Counter-hit/Punish Counter puts airborne opponents into {{sf6-jug|limited juggle}} state | | * {{clr|PC|Counter-hit}}/{{clr|PC|Punish Counter}} puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Can anti-air cross-ups on the first 2 active frames | | * Can anti-air cross-ups on the first 2 active frames |
| * '''Cancel Hitconfirm Window:''' 30f / 18f (2nd hit only) | | * '''Cancel Hitconfirm Window:''' 30f / 18f (2nd hit only) |
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| 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]]. | | 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]]. |
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| 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 Counter-hit the opponent for both hits if they press a button.<br> | | 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> |
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| At longer ranges it spaces out various reversals, and can be used to start [[#Street_Fighter_6/Lily/Strategy#Condor_Spire|Condor Spire Pressure]] from an obscene distance. | | At longer ranges it spaces out various reversals, and can be used to start [[#Street_Fighter_6/Lily/Strategy#Condor_Spire|Condor Spire Pressure]] from an obscene distance. |
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| As an anti-air it will catch jumps a significant distance in front of Lily as well as above and even slightly behind her. On Counter-hit it juggles into [[#Condor_Wind_Attack_(214P)|{{clr|OD|Condor Wind}}]] or [[#Condor_Spire_(236K)|{{clr|OD|Condor Spire}}]], but this is risky to attempt as the opponent can punish with a reversal after an empty jump. | | As an anti-air it will catch jumps 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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_6hp}} | | {{AttackDataCargo-SF6/Query|lily_6hp}} |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Has juggle potential; puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Forces Stand on hit | | * Forces Stand on hit |
| * '''Cancel Hitconfirm Window:''' 16f / 21f (TC) | | * '''Cancel Hitconfirm Window:''' 16f / 21f (TC) |
| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+11}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+11}} oB |
| <br> | | <br> |
| An advancing heavy normal that can be canceled into either a special move, or the much less useful (but more easily confirmable) Target Combo.<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 Punish Counter [[#5HP|{{clr|H|5HP}}]] or a {{clr|DR|Drive Impact}} wall splat.<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> |
| Despite the upward swinging animation, this is not an effective anti-air. | | 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. |
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| | {{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. |
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| | Despite the upward swinging animation, it is not an effective anti-air. |
| }} | | }} |
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| * Crouching state on frames 25-42 (only 3f standing recovery at the end) | | * Crouching state on frames 25-42 (only 3f standing recovery at the end) |
| <br> | | <br> |
| An overhead with surprising range and hitbox disjoint. Can be used to hop over low attacks for a Punish Counter, which combos into light attacks.<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. | | When done after {{clr|DR|Drive Rush}} it also combos into light attacks, and is {{sf6-adv|P|+1}} on block. |
| }} | | }} |
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| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB |
| <br> | | <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 Counter-hits with little risk of being counterpoked herself.<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 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. | | 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. |
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| * () refers to scaled damage from {{clr|H|6HP}}~{{clr|H|HP}} combo starter | | * () refers to scaled damage from {{clr|H|6HP}}~{{clr|H|HP}} combo starter |
| <br> | | <br> |
| A Target Combo that is rarely used, since canceling [[#6HP|{{clr|H|6HP}}]] into [[#Condor_Wind_Attack_(214P)|{{clr|OD|Condor Wind}}]] does more damage while building a wind stock.<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 is that it's much easier to confirm directly from [[#6HP|{{clr|H|6HP}}]] in neutral. 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. | | |
| | 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. |
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| | 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. |
| }} | | }} |
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| Alternatively, performing a regular dash sets up a mixup between [[#4HP|{{clr|H|4HP}}]], microwalk [[#2HP|{{clr|H|2HP}}]], or walk-up [[#Mexican_Typhoon_(360+P)|{{clr|OD|Command Grab}}]]. Input 2486 or 8426 during the dash animation, then hold forwards and press punch just as the opponent stands up. | | Alternatively, performing a regular dash sets up a mixup between [[#4HP|{{clr|H|4HP}}]], microwalk [[#2HP|{{clr|H|2HP}}]], or walk-up [[#Mexican_Typhoon_(360+P)|{{clr|OD|Command Grab}}]]. Input 2486 or 8426 during the dash animation, then hold forwards and press punch just as the opponent stands up. |
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| Other alternatives are meaty [[#Condor_Spire_(236K)|{{clr|M|236MK}}]] to become {{sf6-adv|VP|+4}} on block, or {{clr|DR|Windclad}} [[#Condor_Spire_(236K)|{{clr|L|236LK}}]] to become {{sf6-adv|P|+3}}. While this is good for immediately getting close it is also very reactable, and will lose outright to a meterless anti-air special.
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| }} | | }} |
| <br> | | <br> |
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| * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo | | * 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 | | * 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 Punish Counter {{clr|H|2HP}}/{{clr|H|5HP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) | | * 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) | | * 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 | | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
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| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
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| 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 Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. | | 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 | | * {{clr|H|2HP}} > delay {{clr|DR|DI}}: delay allows a small blockstring gap to prevent opponent from absorbing the hit |
| * {{clr|H|6HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit | | * {{clr|H|6HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Condor Wind (stock) | | | title = Condor Wind (stock) |
| | subtitle = | | | subtitle = Wind Stock Charge |
| | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_214lp}} | | {{AttackDataCargo-SF6/Query|lily_214lp}} |
| * Windclad stock gained on each of frames 46, 71 and 90 depending on how long the button is held. | | * 1st Windclad stock gained on frame '''46'''; can hold the button to continue building more |
| * Each startup value refers to the minimum total duration for each stock gain. | | * 2nd Windclad stock gained on frame '''71'''; button must be held at least 59f |
| * Takes 20 frames to recover after releasing the button, but if released between frames 60-70 then the recovery is delayed until the 2nd Windclad stock is gained on frame 71. | | * 3rd Windclad stock gained on frame '''90'''; button must be held at least 89f |
| | * 19f recovery after releasing button; if held past minimum threshold for the next stock, recovery starts once stock is gained |
| {{AttackDataCargo-SF6/Query|lily_214pp_hold}} | | {{AttackDataCargo-SF6/Query|lily_214pp_hold}} |
| * Gains 1 Windclad stock on frame 38. | | * Gains 1 Windclad stock on frame 38; must hold buttons for at least 25f |
| | * 7f faster than {{clr|L|LP}} version (much safer in neutral or when canceled into) |
| <br> | | <br> |
| {{clr|L|214LP}} is an important tool for getting Windclad stocks without using resources. Mix it up with the [[#Condor_Wind_Attack_(214P)|{{clr|M|214MP}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|H|214HP}}]] on block, especially after [[#2HP|{{clr|H|2HP}}]]; the startup animation is identical but the punish is usually different. | | {{clr|L|214LP}} is an important tool for getting Windclad stocks without using resources. Mix it up with the [[#Condor_Wind_Attack_(214P)|{{clr|M|214MP}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|H|214HP}}]] on block, especially after [[#2HP|{{clr|H|2HP}}]]; the startup animation is identical but the punish is usually different. |
| * {{clr|H|2HP}} > {{clr|M|214MP}}/{{clr|H|HP}} needs to be countered with invincibility, Perfect Parry, or an armored move such as {{clr|DR|Drive Impact}}. | | * {{clr|H|2HP}} > {{clr|M|214MP}}/{{clr|H|HP}} needs to be countered with invincibility, Perfect Parry, or an armored move such as {{clr|DR|Drive Impact}}. |
| * {{clr|H|2HP}} > {{clr|L|214LP}} is a massive -25 on block but needs to be punished with a long ranged move. Importantly, {{clr|DR|Drive Impact}} is too slow and can be punished back. | | * {{clr|H|2HP}} > {{clr|L|214LP}} is a massive -25 on block but needs to be punished with a long ranged move. Importantly, {{clr|DR|Drive Impact}} is too slow and can be punished back. |
| However, try not to rely on this against characters with a move that ticks all the boxes for punishing both, such as a long ranged Super. | | However, try not to rely on this against characters with a move that ticks all the boxes for punishing both, such as a long ranged {{clr|SA|Super}}. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Condor Wind (attack) | | | title = Condor Wind (attack) |
| | subtitle = | | | subtitle = Wind Stock Attack |
| | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 4S (M) | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 4S (M) |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_214mp}} | | {{AttackDataCargo-SF6/Query|lily_214mp}} |
| * Windclad stock gained on each on each of frames 46, 71 and 90, or on the first active frame if not held | | * Windclad stock is gained on the first active frame, or on frames 46, 71 and 90 if held |
| * '''Cancel Hitconfirm Window:''' 20f (Super, combos to SA3 vs. grounded opponents) | | * Startup is only 4f after releasing a partially held attack |
| | * Keeps opponent grounded on hit; puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * '''Cancel Hitconfirm Window:''' 20f (Super, combos to {{clr|SA|SA3}} vs. grounded opponents) |
| | * Head hurtbox shrinks during active frames and the first 16 recovery frames (can make close jump-ins whiff) |
| {{AttackDataCargo-SF6/Query|lily_214hp}} | | {{AttackDataCargo-SF6/Query|lily_214hp}} |
| * Windclad stock gained on each on each of frames 46, 71 and 90, or on the first active frame if not held | | * Windclad stock is gained on the first active frame, or on frames 46, 71 and 90 if held |
| * '''Cancel Hitconfirm Window:''' 20f (Super, only useful if armor absorbed) | | * Startup is only 4f after releasing a partially held attack |
| | * Puts opponents into {{sf6-jug|limited juggle}} state |
| | * '''Cancel Hitconfirm Window:''' 20f (Super, cannot land {{clr|SA|SA3}} unless armor absorbed) |
| | * Head hurtbox shrinks during active frames and the first 16 recovery frames (can make close jump-ins whiff) |
| {{AttackDataCargo-SF6/Query|lily_214pp}} | | {{AttackDataCargo-SF6/Query|lily_214pp}} |
| * '''Cancel Hitconfirm Window:''' 20f (Super, combos to SA2, SA3 only if armor absorbed) | | * Windclad stock is gained on the first active frame; holding the button for 16-24f increases the total startup (up to 28f) |
| | * Startup is only 4f after releasing a partially held attack |
| | * Puts opponents into {{sf6-jug|limited juggle}} state; in the corner, can juggle {{clr|DR|W.}}{{clr|L|623LP}}/{{clr|DR|W.}}{{clr|M|623MP}} |
| | * '''Cancel Hitconfirm Window:''' 20f (Super, combos to {{clr|SA|SA2}} vs. grounded opponents; cannot land {{clr|SA|SA3}} unless armor absorbed) |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| * Startup can be extended up to 28f total by delaying the button release. | | * Head hurtbox shrinks during active frames and the first 16 recovery frames (can make close jump-ins whiff) |
| <br> | | <br> |
| Windclad stocks are vital to Lily's game plan, so learning how to safely use this move is vital. | | Windclad stocks are vital to Lily's game plan, so learning how to safely use this move is vital. |
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|
| Despite being {{sf6-adv|VM|-8}} on block, the {{clr|M|MP}} and {{clr|H|HP}} versions have a lot of pushback which makes them mostly safe when properly spaced. Unfortunately, all versions are very vulnerable to {{clr|DR|Drive Impact}}, which can be input on reaction to seeing the startup. There are several ways to counter this: | | Despite being {{sf6-adv|VM|-8}} on block, the {{clr|M|MP}} and {{clr|H|HP}} versions have a lot of pushback which makes them mostly safe when properly spaced. The {{clr|OD|OD}} version is almost always safe on block, except against long range 5-frame command grabs from Zangief and Lily. Unfortunately, all versions are very vulnerable to {{clr|DR|Drive Impact}}, which can be input on reaction to seeing the startup. There are several ways to counter this: |
| * Mix in {{clr|H|2HP}} > {{clr|L|214LP}}. This is safe against {{clr|DR|Drive Impact}} and allows for it to be punished. | | * Mix in {{clr|H|2HP}} > {{clr|L|214LP}}. This is safe against {{clr|DR|Drive Impact}} and allows for it to be punished. |
| * Use {{clr|H|2HP}} > {{clr|OD|214PP}}; a true blockstring that leaves no gap for the opponent to reversal through. | | * Use {{clr|H|2HP}} > {{clr|OD|214PP}}; a true blockstring that leaves no gap for the opponent to reversal through. |
| * 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. | | * 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 Counter-hit instead of a Punish Counter, which is pretty inconsequential outside the corner. | | * 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}}]]. | | * 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. | | ** 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. |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Condor Spire | | | title = Condor Spire |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 236X or 2S (M) | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 236X or 2S (M) |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236lk}} | | {{AttackDataCargo-SF6/Query|lily_236lk}} |
| * '''Airborne''' 8-31f ({{FKD}} state) | | * '''Airborne''' 8-31f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| | ** Corner juggle follow-ups are only possible when hitting airborne opponents from longer ranges |
| {{AttackDataCargo-SF6/Query|lily_236mk}} | | {{AttackDataCargo-SF6/Query|lily_236mk}} |
| * '''Airborne''' 9-35f ({{FKD}} state) | | * '''Airborne''' 9-35f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| | ** Corner juggle follow-ups possible when hitting on active frame 10 or later |
| {{AttackDataCargo-SF6/Query|lily_236hk}} | | {{AttackDataCargo-SF6/Query|lily_236hk}} |
| * '''Airborne''' 11-39f ({{FKD}} state) | | * '''Airborne''' 11-39f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| | ** Corner juggle follow-ups possible when hitting on active frame 9 or later |
| {{AttackDataCargo-SF6/Query|lily_236kk}} | | {{AttackDataCargo-SF6/Query|lily_236kk}} |
| * '''Airborne''' 7-29f ({{FKD}} state) | | * '''Airborne''' 7-29f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 27f (SA2), as low as 14f at max range | | ** Corner juggle follow-ups possible when hitting on active frame 5 or later |
| | * '''Cancel Hitconfirm Window:''' 14~27f ({{clr|SA|SA2}}); less hitconfirm time from farther ranges |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| All versions can be spaced to be safe or even as good as +4 on block even when not Windclad. | | All versions can be spaced to be safe or even as good as {{sf6-adv|VP|+4 on block}} even when not Windclad. On hit, Lily gets more knockdown advantage when hitting from longer ranges, but is also left farther from the opponent. Either way, she can always secure oki with a {{clr|DR|Drive Rush}}. |
|
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|
| Canceling from [[#2HP|{{clr|H|2HP}}]] into {{clr|L|LK Condor Spire}} from a max range results in a frame trap that can be as good as +1 on block and also safe against {{clr|DR|Drive Impact}} (unless they do it before {{clr|H|2HP}}). This also works from [[#4HP|{{clr|H|4HP}}]], though not quite to the same extent. | | Canceling from [[#2HP|{{clr|H|2HP}}]] into {{clr|L|LK Condor Spire}} from a max range results in a frame trap that can be as good as {{sf6-adv|P|+1 on block}} and also safe against {{clr|DR|Drive Impact}} (unless they do it before {{clr|H|2HP}}). This also works from [[#4HP|{{clr|H|4HP}}]], though not quite to the same extent. |
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| {{clr|OD|OD Condor Spire}} has the same range as the {{clr|M|MK}} version but with a much faster startup that makes it less vulnerable to {{clr|DR|Drive Impact}} and other reactive options. It's a fun surprise to throw out in neutral or at round start. | | {{clr|OD|OD Condor Spire}} has similar range to the {{clr|M|MK}} version but with a much faster startup, making it less vulnerable to {{clr|DR|Drive Impact}} and other reactive options. It's a fun surprise to throw out in neutral or at round start. |
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|
| The {{clr|M|MK}} and {{clr|H|HK}} versions aren't quite as good outside of combos due to the longer distance and slower startup making them easier to space out and react to with big punishes. | | The {{clr|M|MK}} and {{clr|H|HK}} versions aren't quite as good outside of combos due to the longer distance and slower startup making them easier to space out and react to with big punishes. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236lk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236lk_1stock}} |
| * '''Airborne''' 9-39f ({{FKD}} state) | | * '''Airborne''' 9-39f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| * Frame-kills after KD: '''214LP:''' ±0 / '''214PP:''' +7 / '''Forward Dash x2:''' +5 | | * Frame-kills after KD: '''{{clr|L|214LP}}:''' {{sf6-adv|E|±0}} / '''{{clr|OD|214PP}}:''' {{sf6-adv|VP|+7}} / '''Forward Dash x2:''' {{sf6-adv|VP|+5}} |
| {{AttackDataCargo-SF6/Query|lily_236mk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236mk_1stock}} |
| * '''Airborne''' 13-43f ({{FKD}} state) | | * '''Airborne''' 13-43f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| * Frame-kills after KD: '''214LP:''' +2 / '''Forward Dash x2:''' +7 | | * Frame-kills after KD: '''{{clr|L|214LP}}:''' {{sf6-adv|P|+2}} / '''Forward Dash x2:''' {{sf6-adv|VP|+7}} |
| {{AttackDataCargo-SF6/Query|lily_236hk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236hk_1stock}} |
| * '''Airborne''' 17-47f ({{FKD}} state) | | * '''Airborne''' 17-47f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| * Frame-kills after KD: '''214LP:''' +5 / '''Forward Dash x2:''' +10 | | * Frame-kills after KD: '''{{clr|L|214LP}}:''' {{sf6-adv|VP|+5}} / '''Forward Dash x2:''' {{sf6-adv|VP|+10}} |
| {{AttackDataCargo-SF6/Query|lily_236kk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236kk_1stock}} |
| * '''Airborne''' 9-34f ({{FKD}} state); '''Projectile Invuln''' 9-32f (all active frames) | | * '''Airborne''' 9-34f ({{FKD}} state); '''Projectile Invuln''' 9-32f (all active frames); puts opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 51f (SA2), as low as 14f at max range | | * '''Cancel Hitconfirm Window:''' 14~51f ({{clr|SA|SA2}}); less hitconfirm time from farther ranges |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| * Frame kills after KD: '''214LP:''' +9 / '''214MP:''' +5 / '''Forward Dash x2:''' +14 | | * Frame kills after KD: '''{{clr|L|214LP}}:''' {{sf6-adv|VP|+9}} / '''{{clr|M|214MP}}:''' {{sf6-adv|VP|+5}} / '''Forward Dash x2:''' {{sf6-adv|VP|+14}} |
| <br> | | <br> |
| One of the big reasons to play Lily. Depending on the available resources it's possible to bulldoze your way into a +1 or +2 on block situation from almost anywhere, which directly gives a mixup between [[#5LK|{{clr|L|5LK}}]] and [[#Forward_Throw_(LPLK)|{{clr|OD|Throw}}]] or [[#Mexican_Typhoon_(360+P)|{{clr|OD|Command Grab}}]]. It also hits 3 times which allows it to plow through {{clr|DR|Drive Impact}} when used from a close enough range for all 3 hits to land. The non-Drive versions being only +1 means that Lily's 5-frame throw options will lose to opponents mashing 4 frame attacks, a weakness that the +2 {{clr|OD|OD}} version does not have. This can be worked around with proper conditioning but does change the RPS on block. | | One of the big reasons to play Lily. Depending on the available resources it's possible to bulldoze your way into a {{sf6-adv|P|+1}} or {{sf6-adv|P|+2}} on block situation from almost anywhere, which directly gives a mixup between [[#5LK|{{clr|L|5LK}}]] and [[#Forward_Throw_(LPLK)|{{clr|OD|Throw}}]] or [[#Mexican_Typhoon_(360+P)|{{clr|OD|Command Grab}}]]. It also hits 3 times which allows it to plow through {{clr|DR|Drive Impact}} when used from a close enough range for all 3 hits to land. The non-Drive versions being only {{sf6-adv|P|+1}} means that Lily's 5-frame throw options will lose to opponents mashing 4 frame attacks, a weakness that the {{sf6-adv|P|+2}} {{clr|OD|OD}} version does not have. This can be worked around with proper conditioning but does change the RPS on block. It's also possible to get better frame advantage by spacing it out so only the 3rd hit connects, but this also drastically increases the attack's startup time. |
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| In the corner, and with an additional Windclad stock, a {{clr|DR|Windclad}} Condor Spire combos directly into {{clr|DR|Windclad}} [[#Tomahawk_Buster_(623P)|Tomahawk Buster]] using the same strength button or faster (e.g. {{clr|DR|W.}}{{clr|M|236MK}} then {{clr|DR|W.}}{{clr|M|623MP}}). Alternatively, the used stock can be regained by using [[#Condor_Wind_Stock_(214P)|{{clr|L|214LP}}]] while the opponent is knocked down while staying ±0 after {{clr|L|L Spire}} and maintaining frame advantage from the others.<br> | | In the corner, and with an additional Windclad stock, a {{clr|DR|Windclad}} Condor Spire combos directly into {{clr|DR|Windclad}} [[#Tomahawk_Buster_(623P)|Tomahawk Buster]] using the same strength button or faster (e.g. {{clr|DR|W.}}{{clr|M|236MK}} then {{clr|DR|W.}}{{clr|M|623MP}}). Alternatively, the used stock can be regained by using [[#Condor_Wind_Stock_(214P)|{{clr|L|214LP}}]] while the opponent is knocked down while staying {{sf6-adv|E|±0}} after {{clr|L|L Spire}} and maintaining frame advantage from the others.<br> |
| The {{clr|OD|OD}} version can be canceled into [[#Level_2_Super_(236236K)|{{clr|SA|SA2}}]] for high damage anywhere on the screen, or in the corner it can be linked into [[#Level_1_Super_(236236P)|{{clr|SA|SA1}}]].<br> | | The {{clr|OD|OD}} version can be canceled into [[#Level_2_Super_(236236K)|{{clr|SA|SA2}}]] for high damage anywhere on the screen, or in the corner it can be linked into [[#Level_1_Super_(236236P)|{{clr|SA|SA1}}]].<br> |
| The {{clr|H|HK}} version in the corner also links into [[#Level_2_Super_(236236K)|{{clr|SA|SA2}}]]... or even [[#Level_1_Super_(236236P)|{{clr|SA|SA1}}]] if it hits the opponent while they're airborne. | | The {{clr|H|HK}} version in the corner also links into [[#Level_2_Super_(236236K)|{{clr|SA|SA2}}]]... or even [[#Level_1_Super_(236236P)|{{clr|SA|SA1}}]] if it hits the opponent while they're airborne. |
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| The main weakness of Windclad Spire is that it is weak to drive reversal. The opponent can swat the {{clr|OD|OD}} version away every time to spend an equal amount of drive gauge while the Windclad stock remains spent. On the other hand when Windclad stocks are plentiful and the opponent has less drive gauge, it isn't unreasonable to just keep doing it and trading drive gauge until the opponent runs out. | | The main weakness of {{clr|DR|Windclad}} Spire is that it is weak to {{clr|DR|Drive Reversal}}. The opponent can swat the {{clr|OD|OD}} version away every time to spend an equal amount of Drive gauge while the Windclad stock remains spent. On the other hand when Windclad stocks are plentiful and the opponent has less drive gauge, it isn't unreasonable to just keep doing it and trading Drive gauge until the opponent runs out. |
| }} | | }} |
| </tabber> | | </tabber> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Tomahawk Buster | | | title = Tomahawk Buster |
| | subtitle = | | | subtitle = Uppercut |
| | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (M) | | | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (M) |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_623lp}} | | {{AttackDataCargo-SF6/Query|lily_623lp}} |
| * '''Anti-Air Invuln''' 1-10f; '''Airborne''' 7-37f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''Airborne''' 7-37f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| {{AttackDataCargo-SF6/Query|lily_623mp}} | | {{AttackDataCargo-SF6/Query|lily_623mp}} |
| * '''Anti-Air Invuln''' 1-12f; '''Airborne''' 9-44f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-12f (cannot hit cross-up); '''Airborne''' 9-44f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| {{AttackDataCargo-SF6/Query|lily_623hp}} | | {{AttackDataCargo-SF6/Query|lily_623hp}} |
| * '''Anti-Air Invuln''' 1-14f; '''Airborne''' 11-49f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-14f (cannot hit cross-up); '''Airborne''' 11-49f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on a very high anti-air connect) |
| {{AttackDataCargo-SF6/Query|lily_623pp}} | | {{AttackDataCargo-SF6/Query|lily_623pp}} |
| * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) |
| * '''Cancel Hitconfirm Window:''' 58f (j.PPP, on hit only) | | * Puts opponents into a {{sf6-jug|limited juggle}} state (can juggle into {{clr|OD|j.PPP}}) |
| | * '''Cancel Hitconfirm Window:''' 58f ([[#Condor_Dive_(j.PP)|{{clr|OD|j.PPP}}]], on hit only) |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| Important for converting off lights without wind stocks or drive gauge. Solid anti-air for when [[#2HP|{{clr|H|2HP}}]] would be too slow, also good at dealing with characters who can alter their jump momentum. | | Important for converting off lights without wind stocks or Drive gauge.<br> |
| | Solid anti-air for when [[#2HP|{{clr|H|2HP}}]] would be too slow, or for walking under a cross-up using a cross-cut DP motion.<br> |
| | Also good at dealing with characters who can alter their jump momentum.<br> |
| | On hit, Lily can get oki anywhere on the screen, usually with {{clr|DR|Drive Rush}} or Dash + {{clr|DR|Drive Rush}} into a strike/throw mixup. |
| }} | | }} |
| |-| | | |-| |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Tomahawk Buster (Windclad) | | | title = Tomahawk Buster (Windclad) |
| | subtitle = | | | subtitle = Windclad Uppercut |
| | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (M) | | | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (M) |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_623lp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623lp_1stock}} |
| * '''Anti-Air Invuln''' 1-10f; '''Airborne''' 7-37f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''Airborne''' 7-37f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| | * 2nd hit launches standing opponents into higher juggle state (KD +48~52); allows midscreen follow-ups |
| {{AttackDataCargo-SF6/Query|lily_623mp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623mp_1stock}} |
| * '''Anti-Air Invuln''' 1-12f; '''Airborne''' 9-44f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-12f (cannot hit cross-up); '''Airborne''' 9-44f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| | * 2nd hit launches standing opponents into higher juggle state (KD +47~50); allows corner follow-ups |
| {{AttackDataCargo-SF6/Query|lily_623hp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623hp_1stock}} |
| * '''Anti-Air Invuln''' 1-14f; '''Airborne''' 11-49f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-14f (cannot hit cross-up); '''Airborne''' 11-49f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| | * 2nd hit launches standing opponents into higher juggle state (KD +46~49); allows corner follow-ups |
| {{AttackDataCargo-SF6/Query|lily_623pp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623pp_1stock}} |
| * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on a very high anti-air connect) |
| * 2nd active frame has extra range vs. grounded opponents only (for combo consistency) | | * 2nd active frame has extra range vs. grounded opponents only (for combo consistency) |
| * '''Cancel Hitconfirm Window:''' 69f [[#Condor_Dive_(j.PP)]|({{clr|OD|j.PPP}}]], on hit only) | | * '''Cancel Hitconfirm Window:''' 69f ([[#Condor_Dive_(j.PP)|{{clr|OD|j.PPP}}]], on hit only) |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| With {{clr|DR|Windclad}} stocked, it's possible to use this to juggle after [[#Condor_Spire_(236K)|Condor Spire]] in the corner for an expensive but damaging combo.<br> | | With {{clr|DR|Windclad}} stocked, it's possible to use this to juggle after [[#Condor_Spire_(236K)|Condor Spire]] in the corner for an expensive but damaging combo.<br> |
| The {{clr|L|LP}} and {{clr|OD|OD}} versions hit on frame 4, which makes them impossible to safe-jump. The opponent has to bait it by doing an empty-jump instead. | | 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> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Condor Dive | | | title = Condor Dive |
| | subtitle = | | | subtitle = Divebomb |
| | input = {{Classic_sf6}} j.PP<br>{{Modern_sf6}} j.XX or j.S | | | input = {{Classic_sf6}} j.PP<br>{{Modern_sf6}} j.XX or j.S |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jpp}} | | {{AttackDataCargo-SF6/Query|lily_jpp}} |
| * Forward/Neutral Jump only | | * Forward/Neutral Jump only; can hit cross-up |
| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| | * Final active frame expands downward to prevent whiff vs. low-profile |
| {{AttackDataCargo-SF6/Query|lily_jppp}} | | {{AttackDataCargo-SF6/Query|lily_jppp}} |
| * Forward/Neutral Jump only | | * Forward/Neutral Jump only (or canceled from {{clr|OD|623PP}} on hit); can hit cross-up |
| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| | * Final active frame expands downward to prevent whiff vs. low-profile |
| * Applies 10% immediate damage scaling when comboed into (stacks with [[#Tomahawk_Buster_(623P)|{{clr|OD|623PP}}]] damage scaling) | | * Applies 10% immediate damage scaling when comboed into (stacks with [[#Tomahawk_Buster_(623P)|{{clr|OD|623PP}}]] damage scaling) |
| <br> | | <br> |
| Can be used to punish fireballs from medium or close range. This is more effective when using the {{clr|OD|OD}} version as it moves significantly faster.<br> | | Can be used to punish fireballs from medium or close range. This is more effective when using the {{clr|OD|OD}} version as it moves significantly faster.<br> |
| The {{clr|DR|Windclad}} version hits twice, breaking armored moves. This makes it especially effective against Marisa. | | The {{clr|DR|Windclad}} version hits twice, breaking most armored moves. This makes it especially effective against Marisa.<br> |
| | On hit, Lily gets relatively poor midscreen oki off the meterless version, usually a spaced {{clr|DR|Drive Rush}} button at best.<br> |
| | The {{clr|OD|OD}} version has better knockdown advantage, giving her options like {{clr|DR|DR~}}{{clr|H|delay 3HP}} or Dash + {{clr|DR|DR~}}{{clr|H|2HP}}.<br> |
| | All characters can punish Lily as she bounces back, with {{clr|DR|Drive Rush}} into an 8-frame button being universal even at the best spacing. |
| }} | | }} |
| |-| | | |-| |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Condor Dive (Windclad) | | | title = Condor Dive (Windclad) |
| | subtitle = | | | subtitle = Windclad Divebomb |
| | input = {{Classic_sf6}} j.PP<br>{{Modern_sf6}} j.XX or j.S | | | input = {{Classic_sf6}} j.PP<br>{{Modern_sf6}} j.XX or j.S |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_jpp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_jpp_1stock}} |
| * Forward/Neutral Jump only | | * Forward/Neutral Jump only; can hit cross-up |
| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| | * Final active frame expands downward to prevent whiff vs. low-profile |
| {{AttackDataCargo-SF6/Query|lily_jppp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_jppp_1stock}} |
| * Forward/Neutral Jump only | | * Forward/Neutral Jump only (or canceled from {{clr|DR|w.}}{{clr|OD|623PP}} on hit); can hit cross-up |
| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| * Applies 10% immediate damage scaling when comboed into (stacks with 623PP damage scaling) | | * Final active frame expands downward to prevent whiff vs. low-profile |
| | * Applies 10% immediate damage scaling when comboed into (stacks with [[#Tomahawk_Buster_(623P)|{{clr|OD|623PP}}]] damage scaling) |
| <br> | | <br> |
| Can be used to punish fireballs from medium or close range. This is more effective when using the {{clr|OD|OD}} version as it moves significantly faster.<br> | | Can be used to punish fireballs from medium or close range. This is more effective when using the {{clr|OD|OD}} version as it moves significantly faster.<br> |
| The {{clr|DR|Windclad}} version hits twice, breaking armored moves. This makes it especially effective against Marisa. | | The {{clr|DR|Windclad}} version hits twice, breaking most armored moves. This makes it especially effective against Marisa.<br> |
| | On hit, Lily gets relatively poor midscreen oki off the meterless version, usually a spaced {{clr|DR|Drive Rush}} button at best.<br> |
| | The {{clr|OD|OD}} version has better knockdown advantage, giving her options like {{clr|DR|DR~}}{{clr|H|delay 3HP}} or Dash + {{clr|DR|DR~}}{{clr|H|2HP}}.<br> |
| | The {{clr|DR|Windclad}} dives have much more pushback when blocked, making it harder for some characters to punish even with {{clr|DR|Drive Rush}}. These characters may have to settle for a weaker punish like a raw special or {{clr|SA|Super}}. |
| }} | | }} |
| </tabber> | | </tabber> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Mexican Typhoon | | | title = Mexican Typhoon |
| | subtitle = | | | subtitle = Command Grab |
| | input = {{Classic_sf6}} 360+P<br>{{Modern_sf6}} 360+X or 5S (H) | | | input = {{Classic_sf6}} 360+P<br>{{Modern_sf6}} 360+X or 5S (H) |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_360lp}} | | {{AttackDataCargo-SF6/Query|lily_360lp}} |
| * Range: 1.38 | | * Range: 1.38; () refers to {{clr|PC|Punish Counter}} damage |
| * Applies 10% immediate damage scaling when comboed into (e.g. after Crumple) | | * 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 | | * Range: 1.23; () refers to {{clr|PC|Punish Counter}} damage |
| * Applies 10% immediate damage scaling when comboed into (e.g. after Crumple) | | * 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 | | * Range: 0.98; () refers to {{clr|PC|Punish Counter}} damage |
| * Applies 10% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 10% immediate damage scaling when comboed into (e.g. after Crumple) |
| {{AttackDataCargo-SF6/Query|lily_360pp}} | | {{AttackDataCargo-SF6/Query|lily_360pp}} |
| * Range: 1.38 | | * Range: 1.38; () refers to {{clr|PC|Punish Counter}} damage |
| * Applies 10% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 10% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <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. | | 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 Counter-hit if they try. | | 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> | | <br> |
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| | title = Neutral Taunt | | | title = Neutral Taunt |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS | | | 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!" ''}} |
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| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS | | | 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." ''}} |
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| | title = Back Taunt | | | title = Back Taunt |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS | | | 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!" ''}} |