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| {{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. |
| | * Each startup value refers to the minimum total duration for each stock gain. |
| | * 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. |
| {{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. |
| * Each startup value refers to the minimum total duration for each stock gain.
| | <br> |
| * 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.
| | 214LP is an important tool for getting Windclad stocks without using resources. Mix it up with the M and H versions on block, especially after 2HP; the startup animation is identical but the punish is usually different. |
| * 214[PP] gains 1 Windclad stock on frame 38.
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| Important tool for getting Windclad stocks in neutral. Mix it up with the M and H versions on block; the startup animation is identical but the punish is usually different, especially after 2HP.
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| * 2HP > 214MP/HP needs to be countered with invincibility, Perfect Parry, or an armored move such as Drive Impact. | | * 2HP > 214MP/HP needs to be countered with invincibility, Perfect Parry, or an armored move such as Drive Impact. |
| * 2HP > 214LP is a massive -25 on block but needs to be punished with a long ranged move. Importantly, Drive Impact is too slow and can be punished back. | | * 2HP > 214LP is a massive -25 on block but needs to be punished with a long ranged move. Importantly, 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 Super. |
| }} | | }} |
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| =====<font style="visibility:hidden; float:right">Condor Wind Attack (214P)</font>===== | | =====<font style="visibility:hidden; float:right">Condor Wind Attack (214P)</font>===== |
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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. |
| {{AttackDataCargo-SF6/Query|lily_214hp}} | | {{AttackDataCargo-SF6/Query|lily_214hp}} |
| | * Windclad stock gained on each on each of frames 46, 71 and 90. |
| {{AttackDataCargo-SF6/Query|lily_214pp}} | | {{AttackDataCargo-SF6/Query|lily_214pp}} |
| * '''Cancel reaction window:''' 20f (Super) | | * '''Cancel reaction window:''' 20f (Super) |
| * When held, hits on frame 4 of release.
| |
| * 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.
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| * A Windclad stock is awarded on the first active frame of the attack only if no stocks were gained through charging.
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| * OD version applies a 10% damage scaling penalty to the next hit of a combo. | | * OD version applies a 10% damage scaling penalty to the next hit of a combo. |
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| | * All versions, when held, hit on frame 4 of release. |
| | * Windclad stock gained on the first active frame of the attack only if no stocks were gained through charging. |
| | <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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| {{AttackDataCargo-SF6/Query|lily_236lk}} | | {{AttackDataCargo-SF6/Query|lily_236lk}} |
| | * '''Airborne''' 8-35f |
| {{AttackDataCargo-SF6/Query|lily_236mk}} | | {{AttackDataCargo-SF6/Query|lily_236mk}} |
| | * '''Airborne''' 9-39f |
| {{AttackDataCargo-SF6/Query|lily_236hk}} | | {{AttackDataCargo-SF6/Query|lily_236hk}} |
| | * '''Airborne''' 11-43f |
| {{AttackDataCargo-SF6/Query|lily_236kk}} | | {{AttackDataCargo-SF6/Query|lily_236kk}} |
| | * '''Airborne''' 7-33f |
| * '''Cancel reaction window:''' 27f (Super) | | * '''Cancel reaction window:''' 27f (Super) |
| | | <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 +4 on block even when not Windclad. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236lk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236lk_1stock}} |
| | * '''Airborne''' 9-43f |
| {{AttackDataCargo-SF6/Query|lily_236mk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236mk_1stock}} |
| | * '''Airborne''' 13-47f |
| {{AttackDataCargo-SF6/Query|lily_236hk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236hk_1stock}} |
| | * '''Airborne''' 17-51f |
| {{AttackDataCargo-SF6/Query|lily_236kk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236kk_1stock}} |
| | * '''Airborne''' 9-38f; '''Projectile Invuln''' 9-32f (all active frames) |
| * '''Cancel reaction window:''' 51f (Super) | | * '''Cancel reaction window:''' 51f (Super) |
| * Windclad 236KK is projectile invincible for the duration of its active frames (frame 9-32).
| | <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 and Grab. It also hits 3 times which allows it to plow through Drive Impact when used from a close enough range. At farther ranges it only hits twice, putting it more in line with other special moves. The non-Drive versions being only +1 means that Lily's 5-frame throw options will lose to opponents mashing 4f buttons, a weakness that the +2 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 +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. At farther ranges it only hits twice, putting it more in line with other special moves. The non-Drive versions being only +1 means that Lily's 5-frame throw options will lose to opponents mashing 4f buttons, a weakness that the +2 OD version does not have. This can be worked around with proper conditioning but does change the RPS on block. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_623lp}} | | {{AttackDataCargo-SF6/Query|lily_623lp}} |
| | * '''Anti-Air Invuln''' 1-10f; '''Airborne''' 7-37f |
| {{AttackDataCargo-SF6/Query|lily_623mp}} | | {{AttackDataCargo-SF6/Query|lily_623mp}} |
| | * '''Anti-Air Invuln''' 1-12f; '''Airborne''' 9-44f |
| {{AttackDataCargo-SF6/Query|lily_623hp}} | | {{AttackDataCargo-SF6/Query|lily_623hp}} |
| | * '''Anti-Air Invuln''' 1-14f; '''Airborne''' 11-49f |
| {{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; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f |
| * OD version can be cancelled into OD Condor Dive on hit. | | * OD version can be cancelled into OD Condor Dive on hit. |
| * OD version applies a 10% damage scaling penalty to a followup OD Tomahawk Buster. | | * OD version applies a 10% damage scaling penalty to a followup OD Tomahawk Buster. |
| Solid anti-air for when 2HP would be too slow, also good at dealing with characters who can alter their jump momentum. Sees a lot of use in combos. | | <br> |
| | Important for converting off lights without wind stocks or drive gauge. Solid anti-air for when 2HP would be too slow, also good at dealing with characters who can alter their jump momentum. |
| }} | | }} |
| |-| | | |-| |
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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 |
| {{AttackDataCargo-SF6/Query|lily_623mp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623mp_1stock}} |
| | * '''Anti-Air Invuln''' 1-12f; '''Airborne''' 9-44f |
| {{AttackDataCargo-SF6/Query|lily_623hp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623hp_1stock}} |
| | * '''Anti-Air Invuln''' 1-14f; '''Airborne''' 11-49f |
| {{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; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f |
| * OD version can be cancelled into OD Condor Dive or OD Condor Dive (Windclad) on hit. | | * OD version can be cancelled into OD Condor Dive or OD Condor Dive (Windclad) on hit. |
| * OD version applies a 10% damage scaling penalty to a followup OD Tomahawk Buster or OD Tomahawk Buster (Windclad). | | * OD version applies a 10% damage scaling penalty to a followup OD Tomahawk Buster or OD Tomahawk Buster (Windclad). |
| 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.
| | <br> |
| Solid anti-air for when 2HP would be too slow, also good at dealing with characters who can alter their jump momentum. Sees a lot of use in combos.
| | With Windclad stocked, it's possible to use this to juggle after Windclad Condor Spire in the corner for an expensive but damaging combo.<br> |
| | The LP and OD versions hit on frame 4, which makes them impossible to safe-jump. The opponent has to hard bait it with an empty-jump instead. |
| }} | | }} |
| </tabber> | | </tabber> |