|
|
Line 362: |
Line 362: |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+11}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+11}} oB |
| <br> | | <br> |
| An advancing heavy normal that can be canceled into either a special move or an entirely useless target combo.<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> |
| Typically used as a followup after crumpling the opponent with Punish Counter [[#5HP|{{clr|H|5HP}}]] or a {{clr|4|Drive Impact}} wall splat. | | Typically used as a followup after crumpling the opponent with Punish Counter [[#5HP|{{clr|H|5HP}}]] or a {{clr|4|Drive Impact}} wall splat.<br> |
| | Despite the upward swinging animation, this is not an effective anti-air. |
| }} | | }} |
|
| |
|
Line 379: |
Line 380: |
| {{AttackDataCargo-SF6/Query|lily_3hp}} | | {{AttackDataCargo-SF6/Query|lily_3hp}} |
| * '''Lower Body Invuln:''' 5-19f (hurtbox is slightly lower on frames 5-6) | | * '''Lower Body Invuln:''' 5-19f (hurtbox is slightly lower on frames 5-6) |
| | * Crouching state on frames 25-42 (only 3f standing recovery at the end) |
| <br> | | <br> |
| An overhead with surprising range. 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 Punish Counter, which combos into light attacks.<br> |
| When done after {{clr|4|Drive Rush}} it also combos into light attacks, and is {{sf6-adv|P|+1}} on block. | | When done after {{clr|4|Drive Rush}} it also combos into light attacks, and is {{sf6-adv|P|+1}} on block. |
| }} | | }} |
Line 398: |
Line 400: |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|4|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 difficult to Counter-hit, and very effective at fishing for Counter-hits.<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> |
| 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. {{clr|4|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. {{clr|4|Drive Rush}}~[[#4HP|{{clr|H|4HP}}]] is Lily's optimal punish starter. |
Line 414: |
Line 416: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_j2hp}} | | {{AttackDataCargo-SF6/Query|lily_j2hp}} |
| A unique cross-up button that is extremely active and quite large. Lily can use this in conjunction with her cross-up j.LK to mix up the opponent with different command grab timings upon landing. | | A unique cross-up button that is extremely active and quite large. Lily can use this in conjunction with her cross-up {{clr|L|j.LK}} to mix up the opponent with different command grab timings upon landing. |
| }} | | }} |
| <br> | | <br> |