(Moved Taunts to the bottom) |
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<center>{{FrameDataKey-SF6}}</center> | <center>{{FrameDataKey-SF6}}</center> | ||
== Normals == | == Normals == | ||
===Standing Normals=== | === Standing Normals === | ||
=====<font style="visibility:hidden; float:right">5LP</font>===== | =====<font style="visibility:hidden; float:right">5LP</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 77: | Line 77: | ||
}} | }} | ||
===Crouching Normals=== | |||
=== Crouching Normals === | |||
=====<font style="visibility:hidden; float:right">2LP</font>===== | =====<font style="visibility:hidden; float:right">2LP</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 148: | Line 149: | ||
}} | }} | ||
===Jumping Normals=== | |||
=== Jumping Normals === | |||
=====<font style="visibility:hidden; float:right">j.LP</font>===== | =====<font style="visibility:hidden; float:right">j.LP</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 214: | Line 216: | ||
{{AttackDataCargo-SF6/Query|lily_jhk}} | {{AttackDataCargo-SF6/Query|lily_jhk}} | ||
}} | }} | ||
== Command Normals == | == Command Normals == | ||
== Target Combos == | == Target Combos == | ||
== Throws == | |||
=====<font style="visibility:hidden; float:right">Forward Throw (LPLK)</font>===== | =====<font style="visibility:hidden; float:right">Forward Throw (LPLK)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 245: | Line 250: | ||
}} | }} | ||
== Drive System == | |||
=====<font style="visibility:hidden; float:right">Drive Impact (HPHK)</font>===== | =====<font style="visibility:hidden; float:right">Drive Impact (HPHK)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 303: | Line 309: | ||
}} | }} | ||
== Special Moves == | == Special Moves == | ||
Line 351: | Line 326: | ||
{{AttackDataCargo-SF6/Query|lily_}} | {{AttackDataCargo-SF6/Query|lily_}} | ||
}} | }} | ||
== Super Arts == | == Super Arts == | ||
Line 391: | Line 367: | ||
}} | }} | ||
== Taunts == | |||
=====<font style="visibility:hidden; float:right">Neutral Taunt (5PPPKKK)</font>===== | |||
{{MoveDataCargo | |||
| title = Neutral Taunt | |||
| subtitle = | |||
| input = 5PPPKKK | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=160px|lily_5pppkkk|caption='' "" ''}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|lily_5pppkkk}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Forward Taunt (6PPPKKK)</font>===== | |||
{{MoveDataCargo | |||
| title = Forward Taunt | |||
| subtitle = | |||
| input = 6PPPKKK | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=160px|lily_6pppkkk|caption='' "" ''}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|lily_6pppkkk}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Back Taunt (4PPPKKK)</font>===== | |||
{{MoveDataCargo | |||
| title = Back Taunt | |||
| subtitle = | |||
| input = 4PPPKKK | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=160px|lily_4pppkkk|caption='' "" ''}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|lily_4pppkkk}} | |||
}} | |||
{{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} | {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} |
Revision as of 16:32, 3 May 2023
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Pre-release information
This page is under construction based on pre-release data. Join the SF6 Resource Hub for info on editing. |
Introduction
A descendant of the Thunderfoot tribe, Lily speaks with the spirits of nature, trusting in their guidance as she travels the globe. Don't judge a book by its cover—her small stature conceals truly titanic power.
Lily is the protégé of series veteran T.Hawk, and as such, plays a lot like him, even sharing many of his normals. She is a poke-focused grappler who prods opponents and looks for an opening to exploit with her gap-closing Condor Dive and Condor Spire. When she gets that opening, she sticks to the opponent like glue and forces them to guess with her command grab.
What sets Lily apart from T.Hawk, however, is her unique Windclad mechanic. With this, Lily uses her Condor Wind special to power up her other strike specials, giving them extra damage, frame advantage, and combo potential. Building up one or multiple Windclad stocks and landing one good hit can quickly swing a round in Lily’s favor, putting the opponent in sticky situations where they have to commit to risky options or face an endless loop of mixups and punishment.
Lily has her struggles in neutral, as her tools to get up close are reliant on her getting a Windclad stock, which not every opponent will allow. Her walkspeed is below average, making her play more like a heavyweight character despite her small size. She makes up for all of this with her great pokes that lead into her strike-throw mix, tick throws, anti-airs, spacing traps, and—most importantly—her fearsome Mexican Typhoon command grab.
Don’t let her small stature and cheery demeanor fool you—Lily is a high-risk, high-return character who devastates health bars with both strikes and throws. Though she may struggle in neutral against some characters, all Lily needs is one good opening and a Windclad stock to ride a tailwind of momentum straight to victory. If you enjoy the thrill of a vortex character but also like playing with good pokes, then be sure to give Lily a try!
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Lily | |
---|---|
Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.042 |
Backward Walk Speed | 0.027 |
Forward Dash Speed | 21 |
Backward Dash Speed | 24 |
Forward Dash Distance | 1.154 |
Backward Dash Distance | 0.939 |
Drive Rush Min. Distance (Throw) | 0.434 |
Drive Rush Min. Distance (Block) | 1.900 |
Drive Rush Max Distance | 3.044 |
Jumping | |
Jump Speed | 5+39+3 |
Jump Apex | 2.139 |
Forward Jump Distance | 1.95 |
Backward Jump Distance | 1.56 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Frame Data Glossary - SF6 | |
---|---|
Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
|
Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
|
Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
|
Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
|
Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
|
On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 8 | Chn Sp SA | 350 | LH | +6 | -1 |
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 17 | - | 800 | LH | +1 | -4 |
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3 | 22 | Sp SA | 900 | LH | 0 | -5 |
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 8 | Chn Sp SA | 300 | LH | +5 | -1 |
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 15 | Sp SA | 600 | LH | +2 | -1 |
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 4 | 21 | - | 1000 | LH | +1 | -5 |
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 3 | 8 | Chn Sp SA | 300 | LH | +6 | -1 |
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 18 | SA | 700 | LH | +1 | -3 |
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 2,4 | 22 | Sp SA (2nd) | 500x2 | LH | 0 | -2 |
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 12 | Chn | 200 | L | +2 | -2 |
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 18 | Sp SA | 500 | L | +1 | -5 |
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2(6)2 | 24 | - | 450x2 | L,L* | HKD +32 | -12 |
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 9 | 3 land | - | 300 | H | +6(+9) | +2(+5) |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 3 land | TC | 700 | H | +5(+11) | +1(+7) |
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 6 | 3 land | - | 800 | H | +6(+15) | +2(+11) |
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 6 | 3 land | - | 300 | H | +4(+10) | 0(+6) |
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 5 | 3 land | - | 500 | H | +7(+13) | +3(+9) |
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 6 | 3 land | - | 800 | H | +9(+15) | +5(+11) |
Command Normals
Target Combos
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +20 | - |
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +32 | - |
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
See Drive Impact
- Notable blockstring gaps (8f or less cannot be escaped by jumping):
- -
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
No results
See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.
- Notable Drive Rush cancel combo routes:
- Notable Drive Rush cancel blockstring gaps:
Special Moves
Move Name (236P)
No results
No results No results No results
Super Arts
Level 1 Super (236236P)
No results
Level 2 Super (214214P)
No results
Level 3 Super ()
CA version grants 500 extra damage
No results
No results
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
147(17) | 3 | 217 | - | 1 | LH | -201 | -206 |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
338 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
144 (total) | - | - | - | - | - | - | - |