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| {{AttackDataCargo-SF6/Query|lily_236236k}} | | {{AttackDataCargo-SF6/Query|lily_236236k}} |
| * '''Full Invuln:''' 1-12f; '''Projectile Invuln:''' 13-41f; '''Airborne''' 7-80f ({{FKD}} state); Armor Break | | * '''Full Invuln:''' 1-12f; '''Projectile Invuln:''' 13-41f; '''Airborne''' 13-80f ({{FKD}} state); Armor Break |
| * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block); up to 0.7 bars vs. stand block | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block); up to 0.7 bars vs. stand block |
| * 40% minimum damage scaling | | * 40% minimum damage scaling; Damage distribution: 100x7,1800 |
| * Damage distribution: 100x7,1800
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| {{AttackDataCargo-SF6/Query|lily_j236236k}} | | {{AttackDataCargo-SF6/Query|lily_j236236k}} |
| * '''Full Invuln:''' 1-12f; '''Projectile Invuln:''' 13-41f; ({{FKD}} state until landing); Armor Break | | * '''Full Invuln:''' 1-12f; '''Projectile Invuln:''' 13-41f; ({{FKD}} state until landing); Armor Break |
| * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block) | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling; Damage distribution: 100x7,1800 |
| * 2f startup when canceled from [[#Condor_Spire_(236K)|{{clr|OD|236KK}}]]; Damage distribution: 100x7,1800 | | * 2f startup when canceled from [[#Condor_Spire_(236K)|{{clr|OD|236KK}}]] (this version remains '''Fully Invuln''' 1-41f) |
| <br> | | <br> |
| Can be canceled into from [[#Condor_Spire_(236K)|{{clr|OD|OD Condor Spire}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|OD|OD Condor Wind}}]]. The latter is especially potent as it builds {{clr|DR|Windclad}} for extra damage on the spot. | | Can be canceled into from [[#Condor_Spire_(236K)|{{clr|OD|OD Condor Spire}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|OD|OD Condor Wind}}]]. The latter is especially potent as it builds {{clr|DR|Windclad}} for extra damage on the spot. |
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| This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction. | | This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction, and the full invincibility may run out against some attacks. |
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| The {{clr|DR|Windclad}} version has significantly more range and deals more damage, making it useful as an anti-projectile tool and as a long range punish. The suction effect will ensure it fully connects even against an extended hurtbox. | | The {{clr|DR|Windclad}} version has significantly more range and deals more damage, making it useful as an anti-projectile tool and as a long range punish. The suction effect will ensure it fully connects even against an extended hurtbox. |
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| {{AttackDataCargo-SF6/Query|lily_236236k_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236236k_1stock}} |
| * '''Full Invuln:''' 1-12f; '''Projectile Invuln:''' 13-41f; '''Airborne''' 7-80f ({{FKD}} state); Armor Break | | * '''Full Invuln:''' 1-12f; '''Projectile Invuln:''' 13-41f; '''Airborne''' 13-80f ({{FKD}} state); Armor Break |
| * Consumes 1 Windclad stock | | * Consumes 1 Windclad stock |
| * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block); up to 0.825 bars vs. stand block | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block); up to 0.825 bars vs. stand block |
| * 40% minimum damage scaling | | * 40% minimum damage scaling; Damage distribution: 100x12,1600 |
| * Damage distribution: 100x12,1600
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| {{AttackDataCargo-SF6/Query|lily_j236236k_1stock}} | | {{AttackDataCargo-SF6/Query|lily_j236236k_1stock}} |
| * '''Full Invuln:''' 1-12f; '''Projectile Invuln:''' 13-41f; ({{FKD}} state until landing); Armor Break | | * '''Full Invuln:''' 1-12f; '''Projectile Invuln:''' 13-41f; ({{FKD}} state until landing); Armor Break |
| * Consumes 1 Windclad stock | | * Consumes 1 Windclad stock |
| * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block) | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling; Damage distribution: 100x12,1600 |
| * 2f startup when canceled from [[#Condor_Spire_(236K)|{{clr|OD|236KK}}]]; Damage distribution: 100x12,1600 | | * 2f startup when canceled from [[#Condor_Spire_(236K)|{{clr|OD|236KK}}]] (this version remains '''Fully Invuln''' 1-41f) |
| <br> | | <br> |
| Can be canceled into from [[#Condor_Spire_(236K)|{{clr|OD|OD Condor Spire}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|OD|OD Condor Wind}}]]. The latter is especially potent as it builds {{clr|DR|Windclad}} for extra damage on the spot. | | Can be canceled into from [[#Condor_Spire_(236K)|{{clr|OD|OD Condor Spire}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|OD|OD Condor Wind}}]]. The latter is especially potent as it builds {{clr|DR|Windclad}} for extra damage on the spot. |
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| This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction. | | This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction, and the full invincibility may run out against some attacks. |
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| The {{clr|DR|Windclad}} version has significantly more range and deals more damage, making it useful as an anti-projectile tool and as a long range punish. The suction effect will ensure it fully connects even against an extended hurtbox. | | The {{clr|DR|Windclad}} version has significantly more range and deals more damage, making it useful as an anti-projectile tool and as a long range punish. The suction effect will ensure it fully connects even against an extended hurtbox. |