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== Neutral == | == Neutral == | ||
=== Important Pokes === | === Important Pokes === | ||
'''5MP''' is Lily's best space controlling button. It has amazing range and a very disjointed hitbox, but is not cancellable which makes it vulnerable to Drive Impact. It does recover reasonably quickly though, and will recover in time to counter Drive Impact when pressed from a +3 situation or better. | |||
'''2HP''' has slightly less range than 5MP and is slower, but is cancellable which provides a lot of strong options on block or hit. When done close enough it hits twice, which makes reacting to Drive Impact relatively easy. | |||
'''4HP''' has slightly less range again, and is also slower. An important detail about this move is that Lily doesn't lean forwards during the startup. This means it can be used to challenge things like various characters' 2MK at a range where the opponent would score a counter-hit against the startup of Lily's other normals. | |||
'''5HP'''. Whiff punish. Crumple. Drive Rush into combo. Enough said. | |||
'''2MP''' is a solid counter-poke. It doesn't have a whole lot of range, but it's relatively fast and has a very good hitbox. Whiff it in front of the opponent and buffer a cancel into 236236P. If the opponent walks into it, presses a button, or tries to Drive Impact, the Super comes out for a big punish. | |||
== Offense == | == Offense == | ||
=== Frame Traps === | === Frame Traps === | ||
===== Light Chains ===== | ===== Light Chains ===== | ||
Lily has great reach on her light punches | Lily has great reach on her light punches. A typical light chain starts with 5LK for speed or 2LK for the low, followed by 1 or 2 light punches, typically 2LP due to having better range and less pushback.<br> | ||
2LP and 5LP do not form a true blockstring, which makes them vulnerable to being perfect parried or reversaled mid-string. On the other hand they will catch an opponent trying to jump or backdash out of a potential grab.<br> | |||
A 3-hit chain can be easily confirmed on hit into 236KK, 236236P, Windclad 236MK/LK, or DR~5LP.<br> | |||
A 2-hit chain usually stays close enough to cancel into 623P for a meterless combo. | |||
===== Button > Condor Wind ===== | ===== Button > Condor Wind ===== | ||
'''2HP''' is the best for this as it has the most blockstun. Lily can play a guessing game with the opponent between cancelling into 214LP | '''2HP''' is the best for this as it has the most blockstun. '''2HP > 214PP''' is a true blockstring and one of the safest ways to generate stocks. Another true blockstring option is '''DR~2HP/4HP/6HP > 214MP'''.<br> | ||
To avoid using gauge, Lily can play a guessing game with the opponent between cancelling into 214LP or 214MP/HP. Both options are unsafe, but the ways to punish them are different and do not usually overlap.<br> | |||
'''2HP > 214LP''' is a staggering -25 on block which makes it safe against Drive Impact, but punishable by basically anything else.<br> | |||
'''2HP > 214MP/HP''' counters most things that would punish 214LP, but is vulnerable to Drive Impact and invincible moves. | |||
===== Condor Spire ===== | ===== Condor Spire ===== | ||
'''Non-Windclad Condor Spire''' can be spaced to have the advantage on block. In particular, '''2HP > 236LK''' is +1 on block if 2HP connects at maximum range.<br> | |||
The OD version is fast with a lot of reach, which makes it practical to throw out raw from the right range.<br> | |||
The heavier versions are generally too slow to get away with outside of combos. | |||
'''Non-OD Windclad Spire''' is almost always +1 on block. Lily can frame trap opponents who mash with '''5LK''', her only 4f option. She has to condition her opponent not to mash first before she can command grab them. | '''Non-OD Windclad Spire''' is almost always +1 on block. Lily can frame trap opponents who mash with '''5LK''', her only 4f option. She has to condition her opponent not to mash first before she can command grab them. | ||
'''OD Windclad Spire''' is almost always +2 on block. Lily's throws will beat mashing here, which lets her lean on them a bit more heavily. OD Windclad Spire also beats projectiles and Drive Impact at all distances, making it better suited for neutral. | '''OD Windclad Spire''' is almost always +2 on block. Lily's throws will beat mashing here, which lets her lean on them a bit more heavily. OD Windclad Spire also beats projectiles and Drive Impact at all distances, making it better suited for neutral. | ||
=== Okizeme and Mixups === | === Okizeme and Mixups === | ||
TO-DO | TO-DO | ||
'''Knockdown Advantage:''' all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated | '''Knockdown Advantage:''' all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated | ||
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| '''2HK''' || HKD +?<br>HKD +? (Punish) || ? | | '''2HK''' || HKD +?<br>HKD +? (Punish) || ? | ||
|} | |} | ||
Revision as of 12:24, 19 July 2023
Neutral
Important Pokes
5MP is Lily's best space controlling button. It has amazing range and a very disjointed hitbox, but is not cancellable which makes it vulnerable to Drive Impact. It does recover reasonably quickly though, and will recover in time to counter Drive Impact when pressed from a +3 situation or better.
2HP has slightly less range than 5MP and is slower, but is cancellable which provides a lot of strong options on block or hit. When done close enough it hits twice, which makes reacting to Drive Impact relatively easy.
4HP has slightly less range again, and is also slower. An important detail about this move is that Lily doesn't lean forwards during the startup. This means it can be used to challenge things like various characters' 2MK at a range where the opponent would score a counter-hit against the startup of Lily's other normals.
5HP. Whiff punish. Crumple. Drive Rush into combo. Enough said.
2MP is a solid counter-poke. It doesn't have a whole lot of range, but it's relatively fast and has a very good hitbox. Whiff it in front of the opponent and buffer a cancel into 236236P. If the opponent walks into it, presses a button, or tries to Drive Impact, the Super comes out for a big punish.
Offense
Frame Traps
Light Chains
Lily has great reach on her light punches. A typical light chain starts with 5LK for speed or 2LK for the low, followed by 1 or 2 light punches, typically 2LP due to having better range and less pushback.
2LP and 5LP do not form a true blockstring, which makes them vulnerable to being perfect parried or reversaled mid-string. On the other hand they will catch an opponent trying to jump or backdash out of a potential grab.
A 3-hit chain can be easily confirmed on hit into 236KK, 236236P, Windclad 236MK/LK, or DR~5LP.
A 2-hit chain usually stays close enough to cancel into 623P for a meterless combo.
Button > Condor Wind
2HP is the best for this as it has the most blockstun. 2HP > 214PP is a true blockstring and one of the safest ways to generate stocks. Another true blockstring option is DR~2HP/4HP/6HP > 214MP.
To avoid using gauge, Lily can play a guessing game with the opponent between cancelling into 214LP or 214MP/HP. Both options are unsafe, but the ways to punish them are different and do not usually overlap.
2HP > 214LP is a staggering -25 on block which makes it safe against Drive Impact, but punishable by basically anything else.
2HP > 214MP/HP counters most things that would punish 214LP, but is vulnerable to Drive Impact and invincible moves.
Condor Spire
Non-Windclad Condor Spire can be spaced to have the advantage on block. In particular, 2HP > 236LK is +1 on block if 2HP connects at maximum range.
The OD version is fast with a lot of reach, which makes it practical to throw out raw from the right range.
The heavier versions are generally too slow to get away with outside of combos.
Non-OD Windclad Spire is almost always +1 on block. Lily can frame trap opponents who mash with 5LK, her only 4f option. She has to condition her opponent not to mash first before she can command grab them.
OD Windclad Spire is almost always +2 on block. Lily's throws will beat mashing here, which lets her lean on them a bit more heavily. OD Windclad Spire also beats projectiles and Drive Impact at all distances, making it better suited for neutral.
Okizeme and Mixups
TO-DO
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +? | ? |
Back Throw | +? | ? |
2HK | HKD +? HKD +? (Punish) |
? |
vs. Burnout
Lily can have an airtight combo using her Wind Charges against an opponent in burnout. By using 5LK 5LP into Light or Medium Condor Spire with Wind Charge Only your opponent cannot even use a Super or Reversal to get out of her pressure, and if they press a button it always net you a counter hit.
Drive Rush
When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP | 5MP | 5HP | 5LK | 5MK | 5HK | 2LP | 2MP | 2HP | 2LK | 2MK | 2HK | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP | +? | ? |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. Lily