Street Fighter 6/Lily/Strategy: Difference between revisions

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* For a {{clr|DR|Drive Rush}} trade setup add 11 frames to the setup requirement, and also add 4 frames of advantage to the trade itself. This leads to combo opportunities on trades that would usually only be {{sf6-adv|P|+1}} to {{sf6-adv|P|+4}}.
* For a {{clr|DR|Drive Rush}} trade setup add 11 frames to the setup requirement, and also add 4 frames of advantage to the trade itself. This leads to combo opportunities on trades that would usually only be {{sf6-adv|P|+1}} to {{sf6-adv|P|+4}}.
{| class="wikitable"
{| class="wikitable"
! Opponents Highest Advantage 4f Normal !! {{clr|L|5LK}}({{sf6-adv|E|±0}})<br>{{clr|L|2LK}}({{sf6-adv|P|+1}}) !! {{clr|L|5LP}}({{sf6-adv|P|+1}})<br>{{clr|L|2LP}}({{sf6-adv|P|+2}}) !! {{clr|M|5MK}}({{sf6-adv|P|+3}}) !! {{clr|M|2MK}}({{sf6-adv|VP|+5}}) !! {{clr|H|5HP}}({{sf6-adv|VP|+7}}) !! {{clr|H|4HP}}({{sf6-adv|VP|+10}}) !! {{clr|H|6HP}}({{sf6-adv|VP|+14}}) !! {{clr|H|2HP}}({{sf6-adv|VP|+6}}) !! Other 4f Normals
! Opponent's Highest Hitstun 4 Frame Normal !! {{clr|L|5LK}}({{sf6-adv|E|±0}})<br>{{clr|L|2LK}}({{sf6-adv|P|+1}}) !! {{clr|L|5LP}}({{sf6-adv|P|+1}})<br>{{clr|L|2LP}}({{sf6-adv|P|+2}}) !! {{clr|M|5MK}}({{sf6-adv|P|+3}}) !! {{clr|M|2MK}}({{sf6-adv|VP|+5}}) !! {{clr|H|5HP}}({{sf6-adv|VP|+7}}) !! {{clr|H|4HP}}({{sf6-adv|VP|+10}}) !! {{clr|H|6HP}}({{sf6-adv|VP|+14}}) !! {{clr|H|2HP}}({{sf6-adv|VP|+6}}) !! Other 4 Frame Normals
|-
|-
| A.K.I. {{clr|L|5LK}} || {{sf6-adv|M|-2}} || {{sf6-adv|M|-1}} || {{sf6-adv|P|+2}} || {{sf6-adv|P|+4}} || {{sf6-adv|VP|+7}} || {{sf6-adv|VP|+9}} || {{sf6-adv|VP|+10}} || {{sf6-adv|VP|+12}} || Dhalsim {{clr|L|2LK}} (Better on trade than his {{clr|L|5LP}} but unsafe on hit)
| A.K.I. {{clr|L|5LK}} || {{sf6-adv|M|-2}} || {{sf6-adv|M|-1}} || {{sf6-adv|P|+2}} || {{sf6-adv|P|+4}} || {{sf6-adv|VP|+7}} || {{sf6-adv|VP|+9}} || {{sf6-adv|VP|+10}} || {{sf6-adv|VP|+12}} || Dhalsim {{clr|L|2LK}} (Better on trade than his {{clr|L|5LP}} but unsafe on hit)
Line 1,301: Line 1,301:
| Akuma {{clr|L|2LP}}, Blanka {{clr|L|5LK}}, Ed {{clr|L|2LP}}, Guile {{clr|L|2LP}}, Juri {{clr|L|5LP}},<br>Ken {{clr|L|2LP}}, Jamie {{clr|L|2LP}}, Lily {{clr|L|5LK}}, Luke {{clr|L|2LP}}, M.Bison {{clr|L|2LP}}, Rashid {{clr|L|5LK}} || {{sf6-adv|E|±0}} || {{sf6-adv|P|+1}} || {{sf6-adv|P|+4}} || {{sf6-adv|VP|+6}} || {{sf6-adv|VP|+9}} || {{sf6-adv|VP|+11}} || {{sf6-adv|VP|+12}} || {{sf6-adv|VP|+14}} || E.Honda {{clr|L|5LK}}, Manon {{clr|L|2LP}}
| Akuma {{clr|L|2LP}}, Blanka {{clr|L|5LK}}, Ed {{clr|L|2LP}}, Guile {{clr|L|2LP}}, Juri {{clr|L|5LP}},<br>Ken {{clr|L|2LP}}, Jamie {{clr|L|2LP}}, Lily {{clr|L|5LK}}, Luke {{clr|L|2LP}}, M.Bison {{clr|L|2LP}}, Rashid {{clr|L|5LK}} || {{sf6-adv|E|±0}} || {{sf6-adv|P|+1}} || {{sf6-adv|P|+4}} || {{sf6-adv|VP|+6}} || {{sf6-adv|VP|+9}} || {{sf6-adv|VP|+11}} || {{sf6-adv|VP|+12}} || {{sf6-adv|VP|+14}} || E.Honda {{clr|L|5LK}}, Manon {{clr|L|2LP}}
|-
|-
| Cammy {{clr|L|5LP}}/{{clr|L|2LP}}, Chun-Li {{clr|L|5LP}}, Dhalsim {{clr|L|5LP}}, Ryu {{clr|L|2LP}}, Terry {{clr|L|2LP}}, Zangief {{clr|L|2LK}} || {{sf6-adv|P|+1}} || {{sf6-adv|P|+2}} || {{sf6-adv|VP|+5}} || {{sf6-adv|VP|+7}} || {{sf6-adv|VP|+10}} || {{sf6-adv|VP|+12}} || {{sf6-adv|VP|+13}} || {{sf6-adv|VP|+15}} || A.K.I. {{clr|L|2LP}}, Juri {{clr|L|2LP}}, M.Bison {{clr|L|5LK}}, Rashid {{clr|L|5LP}}
| Cammy {{clr|L|5LP}}/{{clr|L|2LP}}, Chun-Li {{clr|L|5LP}}, Dhalsim {{clr|L|5LP}}, Mai {{clr|L|5LP}}, Ryu {{clr|L|2LP}}, Terry {{clr|L|2LP}}, Zangief {{clr|L|2LK}} || {{sf6-adv|P|+1}} || {{sf6-adv|P|+2}} || {{sf6-adv|VP|+5}} || {{sf6-adv|VP|+7}} || {{sf6-adv|VP|+10}} || {{sf6-adv|VP|+12}} || {{sf6-adv|VP|+13}} || {{sf6-adv|VP|+15}} || A.K.I. {{clr|L|2LP}}, Juri {{clr|L|2LP}}, M.Bison {{clr|L|5LK}}, Rashid {{clr|L|5LP}}
|-
|-
| Kimberly {{clr|L|2LP}} || {{sf6-adv|P|+2}} || {{sf6-adv|P|+3}} || {{sf6-adv|VP|+6}} || {{sf6-adv|VP|+8}} || {{sf6-adv|VP|+11}} || {{sf6-adv|VP|+13}} || {{sf6-adv|VP|+14}} || {{sf6-adv|VP|+16}} || Akuma {{clr|L|5LP}}, Chun-Li {{clr|L|2LP}}, Ed {{clr|L|5LP}}, Ken {{clr|L|5LP}}, Ryu {{clr|L|5LP}}, Terry {{clr|L|5LP}}
| Kimberly {{clr|L|2LP}} || {{sf6-adv|P|+2}} || {{sf6-adv|P|+3}} || {{sf6-adv|VP|+6}} || {{sf6-adv|VP|+8}} || {{sf6-adv|VP|+11}} || {{sf6-adv|VP|+13}} || {{sf6-adv|VP|+14}} || {{sf6-adv|VP|+16}} || Akuma {{clr|L|5LP}}, Chun-Li {{clr|L|2LP}}, Ed {{clr|L|5LP}}, Ken {{clr|L|5LP}}, Mai{{clr|L|2LP}}, Ryu {{clr|L|5LP}}, Terry {{clr|L|5LP}}
|-
|-
| Dee Jay {{clr|L|5LP}} || {{sf6-adv|P|+3}} || {{sf6-adv|P|+4}} || {{sf6-adv|VP|+7}} || {{sf6-adv|VP|+9}} || {{sf6-adv|VP|+12}} || {{sf6-adv|VP|+14}} || {{sf6-adv|VP|+15}} || {{sf6-adv|VP|+17}} ||
| Dee Jay {{clr|L|5LP}} || {{sf6-adv|P|+3}} || {{sf6-adv|P|+4}} || {{sf6-adv|VP|+7}} || {{sf6-adv|VP|+9}} || {{sf6-adv|VP|+12}} || {{sf6-adv|VP|+14}} || {{sf6-adv|VP|+15}} || {{sf6-adv|VP|+17}} ||
|-
|-
|  || {{sf6-adv|P|+4}} || {{sf6-adv|VP|+5}} || {{sf6-adv|VP|+8}} || {{sf6-adv|VP|+10}} || {{sf6-adv|VP|+13}} || {{sf6-adv|VP|+15}} || {{sf6-adv|VP|+16}} || {{sf6-adv|VP|+18}} || Chun-Li {{clr|L|2LK}}  
|  || {{sf6-adv|P|+4}} || {{sf6-adv|VP|+5}} || {{sf6-adv|VP|+8}} || {{sf6-adv|VP|+10}} || {{sf6-adv|VP|+13}} || {{sf6-adv|VP|+15}} || {{sf6-adv|VP|+16}} || {{sf6-adv|VP|+18}} || Chun-Li {{clr|L|2LK}}  
|-
|  || {{sf6-adv|VP|+5}} || {{sf6-adv|VP|+6}} || {{sf6-adv|VP|+9}} || {{sf6-adv|VP|+11}} || {{sf6-adv|VP|+14}} || {{sf6-adv|VP|+16}} || {{sf6-adv|VP|+17}} || {{sf6-adv|VP|+19}} || Mai {{clr|L|5LK}}
|}
|}



Revision as of 03:10, 5 February 2025


Neutral

Overview

  • Frustrate the opponent with Lily's long range normal moves. In particular 5MP, 2HP, and 4HP.
  • Don't press buttons all the time. Try to walk into the ideal range and then... do nothing. React to what the opponent does.
    • Anti-air with Tomahawk Buster or 2HP.
    • Interrupt Drive Rush with 5LP, 2MP (buffer SA1), or 5MP depending on how far away they are.
  • The opponent may refuse to approach, trying to stay out of range to whiff-punish Lily's big buttons.
    • Walk and block. When they back up, walk some more. Sometimes you can put someone in the corner without really doing anything.
    • Stop the opponent from walking backwards with Condor Spire, which is advantageous on block if spaced correctly.
    • Use Condor Wind to build Windclad. Mix up the different versions to make it harder to punish.
  • Once you've started making space to build Windclad, abuse the opponent with OD Condor Spire.
    • Especially if they have a projectile to punish. Try to react, or just guess if that's too hard.
    • Extra especially if you ever have more Drive Gauge than the opponent. Don't stop until it burns them out.
  • After knocking the opponent down, aim to stand just outside their throw range and make them guess between 2HP and Mexican Typhoon, or do nothing and react to what they do.
  • Start mixing in other options like Drive Impact, Drive Rush, Normal Throw, Neutral Jump into reaction Condor Dive, etc. to give the opponent more to think about.

Important Pokes

5MP is Lily's best space controlling button. It has amazing range and a very disjointed hitbox, but is not cancelable 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 cancelable which provides a lot of strong options on block or hit. When done close enough it hits twice, which makes it relatively easy to hitconfirm or react to Drive Impact. The biggest weakness of this move is the long recovery that makes it very punishable on whiff, either due to the opponent walking backwards out of range or jumping over it. Try to swing it close enough to the opponent for proximity guard to kick in, preventing them from walking backwards for a whiff punish.

4HP has slightly less range again, and is also slower. The most important detail about this move is that Lily doesn't lean forwards during the startup. This lets it directly challenge all sorts of attacks at a range where the opponent would score a counter-hit against Lily's other normals. This move is also very whiff punishable due to its long duration - not quite as bad as 2HP but bad enough that whiffing it directly in front of the opponent should be avoided.

5LP is a solid panic button. Use it to interrupt Drive Rush or blockstring gaps where 5LK whiffs due to its awful range.

5HP crumples on Punish Counter, making it a very strong whiff punish move. Follow up with Drive Rush into a combo.

2MP is a solid counter-poke. It doesn't have as much range as 5MP, but it's relatively fast and has a very good hitbox. Aim to whiff 2MP in front of the opponent and buffer a cancel into SA1. If the opponent walks into it, presses a button, or tries to Drive Impact or Drive Rush, the cancel triggers for a big punish. Don't overuse it though as it can be whiff punished if the opponent is looking for it.

6HP is slow and pretty bad by itself, but it has more range than Lily's other cancelable normals. When the opponent is trying to sit just outside 2HP range you can catch them off guard with 6HP > 214PP to grab Windclad.

214HP and 214PP have slow startup but more range than Lily's normal moves. Similar to the above, they can be used to grab Windclad when the opponent is trying to space themselves to whiff punish.

236LK and 236KK (no Windclad) can be spaced to be safe or even as good as +4 on block. Other versions can also be used from longer ranges, but the longer travel time makes them much more vulnerable to being anti-aired on reaction.

W.236KK. Get Windclad and just do it, or threaten to do it. If the opponent has low Drive Gauge just keep slamming yourself into them until they either Drive Reversal all their gauge away or accept the mixup. Particularly weak against being read with neutral or backward jump, which can be counter-read with Drive Rush into anti-air.

Windclad

There are a few different approaches that can be taken to build Windclad stocks safely. It's important to know all of these options, as each method will have varying effectiveness against different characters and even different opponents depending on their habits.

The simplest approach is to create space so the opponent can't get there in time to punish.

  • Create distance from the opponent and use 214LP or 214[PP], aiming to recover before the opponent has time to punish.
    • The opponent can punish this if they read it with a Drive Rush.
    • Against projectile characters, time a neutral jump to land as close behind a projectile as possible. The opponent can't throw another until it goes off screen, which can buy enough time to build Windclad.
  • Create distance as above, but use 214MP or 214PP instead.
    • These gain Windclad early in the animation but are easier to punish due to the longer recovery.
    • The general use case is committing to taking a hit in exchange for Windclad; particularly against projectiles, and especially JP or Guile.
    • Be especially careful if the opponent has lots of Drive Gauge, as they can Drive Rush into a full combo off a counter-hit projectile.
  • Use 214HP to shut down Drive Rush punishes by delaying the release until the opponent is in range.
    • This knocks the opponent down on hit, providing time to grab another Windclad stock for free.
    • When going for this, beware of Drive Rush > Drive Impact. It can be punished by canceling into SA3.

Another approach is to use Condor Wind at the tip of its range, mixing up the version so the opponent doesn't know which punish to use.
Some characters have long range Super Arts that can punish any version such as Guile's SA1. In such cases it's better to avoid using this approach.

  • When close to the opponent hold 214HP or 214MP, or even 214PP. Either release it immediately aiming to connect, or hold it to shift the parry timing and try to hit the opponent when they move in to punish.
    • The 4 frame startup of the release makes it fairly easy to interrupt Drive Rush on reaction.
    • Condor Wind has a good enough hit box to trade with projectiles, hitting the opponent's extended limbs.
    • On hit, 214HP/PP knocks down for long enough to get another Windclad stock for free.
    • If the opponent does Drive Impact, keep holding Condor Wind to avoid the Punish Counter, or release it and cancel into SA3 to punish.
    • If the opponent backs off and waits patiently out of range to whiff punish the release, commit to building a full stack of Windclad before accepting their combo.
  • At the same range, use 214LP or 214[PP] instead.
    • This relies on the opponent being wary of getting hit by 214HP. Any hesitation means they will not punish in time.
  • A blocked 2HP sets up the spacing to use any version of Condor Wind as described above.
    • Blocked 2HP > 214LP is safe against Drive Impact, but loses to Parry Drive Rush and long range pokes.
    • Blocked 2HP > 214MP interrupts the opponent if they try to poke, but is vulnerable to Drive Impact, Perfect Parry, and invincible reversals.
    • Blocked 2HP > 214HP or delayed release 214MP messes up the opponent's parry timing. Delay it for longer to interrupt Drive Rush.

The more aggressive approach is to make it so the opponent cannot punish.

  • Get a knockdown and then use 214LP, sacrificing pressure to gain a Windclad stock. In most cases there's no point in throwing away an advantage to obtain Windclad as it's just going to be used up trying to get that same advantage back. However, there are some situations where you can sacrifice a small advantage now to gain a huge advantage later.
    • The major exception is after a corner knockdown, particularly with Windclad Condor Spire, which provides time grab Windclad and still maintain some sort of pressure.
    • When low on Drive Gauge it can be better to take the Windclad and use some time to recover, going back in later with more resources available.
    • Against a burned out opponent, back off and calmly build a full stack of Windclad using the previously discussed techniques. Use one to get back in and the remainder to dismantle them.
  • Perform a safe blockstring into Condor Wind.

Offense

Blockstrings

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 perfect parry or reversals. On the other hand they will always catch an opponent trying to jump or backdash without needing to add a delay.

A 2-hit chain done close enough to the opponent combos into 623P for a resourceless combo.
Comboing off a 3-hit chain or a long range 2-hit chain requires a resource; Wind, Drive or Super. Anything in the following table works:

Move Resource Notes
LP > DR~5LP/2LP, 2HP/5MK/2MP Drive 2HP only combos if close enough.
DR~2LP makes it more consistent but still doesn't work after a max range jab.
LP > 236KK Drive Less damage than drive rush, but also less expensive.
LP > W.236MK / W.236LK / W.236KK Wind W.236KK is the only one that reaches from the absolute tip of 2LP range.
W.236LK works from slightly further away than W.236MK.
LP > SA1 / W.SA2 / SA3 Super SA2 does not reach without Windclad.

An important part of 3-hit chains is choosing moves that push the opponent back a specific distance for a spacing trap should they block it.
Lily's 4HP and 2HP have a particularly huge range which can allow them to win even when done from negative on block if the spacing is right.

In the following table, the distance column indicates the shortest range move that will reach the opponent if they block the entire string and then stand up or parry.

  • At Close distance both 4HP and 2HP will reach the opponent and they cannot walk backwards out of range.
    • 2HP > 236LK will be -1 on crouch block, or ±0 on standing block.
    • 4HP > 236LK will be at least -1 on block.
  • At 4HP distance the opponent can walk backwards out of 4HP range but not out of 2HP range.
    • 2HP > 236LK will be ±0 on block.
    • 4HP > 236LK will be -1 on crouch block, or ±0 on standing block.
  • At 2HP distance, the opponent can also walk backwards out of 2HP range. 4HP will only reach if they crouch or press a button.
    • 2HP > 236LK will be ±0 on crouch block, or +1 on standing block.
    • 4HP > 236LK will be ±0 on block if the opponent crouches to put themselves in range.

The standing confirms column lists moves that will hit late against a standing opponent if canceled from the last move in the chain, leading to special combos.
This is only accurate if the opponent gets hit normally such as when trying to jump. A counter-hit may leave the opponent at a slightly different distance depending on the move they used.
The number in parenthesis refers to the attack in the chain the opponent must get hit by.

  • "(1)W.623P" means any strength of the move will connect if the opponent gets hit by the first attack in the chain.
  • "(2)W.623MP" means if the opponent blocks the first attack then gets hit standing by the second attack, only the Medium punch version will reach.

W.623LP works midscreen. Others must to carry the opponent to the corner to get a followup.


Chain Startup Distance Damage Standing Confirms Notes
5LK/5LP > 5LP > 5LP 4/5 4HP 825/875 (1)(2)W.623P Basic point blank string.
Breaks Drive Impact when done from ±0.
5LK/5LP > 5LP > 2LP
5LK/5LP > 2LP > 5LP
4/5 Close 790/785 (1)(2)W.623P Stops the opponent walking away from 4HP
Breaks Drive Impact when done from +1.
2LK > 5LP > 2LP 5 4HP 725 (1)W.623P
(2)W.623MP/HP
Low starter.
5LK/5LP > 2LK > 5LP 4/5 2HP 705/755 (1)W.623MP Extra pushback variant.
Breaks Drive Impact when done from +1. Use 5LK as the 3rd hit to break it from ±0.
2LK > 5LP > 5LP 5 2HP 725 (1)W.623P Low starter.
Breaks Drive Impact when done from +2. Use 5LK as the 3rd hit to break it from +1.
2LK > 5LK > 5LP 5 2HP 685 (1)W.623P Alternative low starter.
2LK > 5LK is gapless.
(Blocked W.236K), 5LK > 2LP > 2LP 4 4HP 750 (1)W.623P
(2)W.623MP
Basic string for the distance after blocked Windclad Condor Spire.
(Blocked W.236K), 5LK > 2LP > 5LP
(Blocked W.236K), 5LK > 5LP > 2LP
4 2HP 785 (1)W.623MP/HP Extra pushback variant.
Breaks Drive Impact.
(Blocked W.236K), 2LK > 2LP > 2LP 5 2HP 650 Low option that leaves the opponent a tiny bit further away.
Trades with 4f jabs.
Not fast enough to break Drive Impact. React with Counter DI or SA instead.
(Blocked W.236KK), 5LP > 2LP > 2LP 5 2HP 800 (1)W.623MP +2 on block makes 5LP a generally better starter than 5LK.
Use 5LP as the 3rd hit to break Drive Impact.
Confirms into a late-hit W.623MP combo if 5LP hits a standing opponent.
(Blocked W.236KK), 2LP > 2LP > 2LP 5 4HP 750 (1)W.623P
(2)W.623MP
Trades with 4f jabs but keeps the opponent closer on block.
Use 5LK as the 3rd hit to break Drive Impact.
Confirms into a late-hit W.623P combo if the first 2LP hits a standing opponent.
If the opponent blocks the first 2LP then W.623MP can still reach.
(W.236MK, Jump), 2LK > 5LP 5 4HP 480 Only if the opponent backrolls midscreen.
Otherwise use point blank strings.
(W.236MK, Jump), 2LK > 2LP 5 Close 480 (1)W.623P
(W.236LK, Dash x2), ... If the opponent doesn't backroll then refer to the point-blank strings above,
with the difference that 5LK becomes a safe meaty and all strings will break Drive Impact.
If the opponent backrolls then refer to below.
(W.236LK, Dash x2), 5LK > 2LP > 2LP 4 4HP 750 (1)W.623P
(2)W.623MP/HP
Safe meaty vs 10 frame reversals.
Breaks Drive Impact.
(W.236LK, Dash x2), 5LK > 2LP > 5LP
(W.236LK, Dash x2), 5LK > 5LP > 2LP
4 2HP 785 (1)W.623P Extra pushback variant.
Safe meaty vs 10 frame reversals.
Breaks Drive Impact.
(W.236LK, Dash x2), 2LK > 2LP > 2LP 5 2HP 650 (1)W.623MP/HP Low option that leaves the opponent a tiny bit further away.
Breaks Drive Impact.
(W.236LK, Dash x2), 2LP > 2LP > 2LP 6 Close 750 (1)(2)W.623P Keeps the opponent closer.

Despite the pushback there is still a huge gap between the last light attack and the followup, and each character has their own way of interrupting or whiff punishing it but their reward varies.

After doing 2LP or 5LP on block (-1) at the tip of its range into immediate 2HP, the opponent can punish with:

  • Jump into combo: Blanka j.HP, Dee Jay j.2LK, Juri j.HK, Luke j.HP
  • Dive kick into combo: Akuma, Cammy, Dhalsim, Jamie (1 drink)
  • Counter-hit into combo: E.Honda 5MP, Ed 5MK, Lily 5HP, Luke 5MP, Manon 5HP, Marisa 6MP
  • Counter-hit only: Chun-Li, Guile, Jamie (0 drink), JP, Ken, Kimberly, Rashid, Ryu, Zangief

Most of these options can be baited by walking backwards after the last jab for an anti-air or whiff-punish.

When a character not listed tries jump over the 2HP, it recovers in time to block or anti-air them with Windclad 623LP/PP. The non-windclad version works against characters with slow jumps or if the opponent presses a button, but most characters can bait it with an empty jump which gives them an optimal punish counter combo. In this case it may be worth betting on Perfect Parry instead, taking the throw if they empty jump.

During burnout, most of the opponent's punish options stop working entirely. The extra blockstun means counter-pokes aren't fast enough and jumps can always be anti-aired in time. Dive kicks can still be a problem but these can be counteracted by performing closer 2-hit blockstrings into 2HP to hit them on the way up.

Using 4HP instead of 2HP works mostly the same way, but there are some notable differences in the end result:

  • It has a significantly better hurtbox. Some attacks that counter-hit 2HP will whiff and get punish countered by 4HP at the same distance.
  • It leaves a larger gap, allowing the opponent to interrupt with slower long range moves.
  • Its standing recovery means Ed, Jamie, Ken and Kimberly can jump punish it.
  • It recovers 2 frames faster. If the opponent jumps with a character that can't punish in time, windless 623LP/PP works as an anti-air even if they empty jump.
Mexican Typhoon

A high risk, high reward, untechable throw.

It's very important to condition the opponent to block before committing to command grabs, as the punishment for whiffing one is often much higher than the reward for landing one.
For example, whiffing 360PP when the opponent has Critical Art available allows them to erase 5 drive bars. It's hard to salvage a round from there even if starting with full health.

However, trying to avoid Mexican Typhoon like this opens the opponent up to even higher damage options by hitting them with 2HP or baiting their reversal.

360HP and 360PP deal enough damage to kill an opponent before their life bar turns yellow. By carefully controlling the damage output of Lily's combos it's possible to put the opponent in a guess-for-game situation without ever letting them access their Critical Art.

The most practical setups for Mexican Typhoon are to knock the opponent down and simply grab them when they stand up, or to go for a tick throw.
A tick throw means to tag the opponent with an attack and then immediately throw them afterwards. It's particularly important for Lily due to the long range of Mexican Typhoon allowing it to reach after multiple blocked hits.

  • An advantage of +5 or more requires a delayed throw to avoid whiffing during the opponent's throw invulnerability.
  • An advantage of +2 to +4 results in a perfectly timed throw that cannot be interrupted with a 4 frame normal.
  • An advantage of +1 allows throws to be interrupted with a 4 frame move, but the opponent can be conditioned to block using Lily's own 4 frame 5LK.
  • Light normals with a frame disadvantage (*) are still effective as the opponent can be conditioned to block by chaining into another light attack.

The following table lists the advantage of various moves, and how fast the opponent's attack must be to interrupt the throw.
If it is possible to interrupt the grab in burnout then then interrupt column will include a second value.

Tick Block Burnout Hit Counter Interrupt Notes
Any HP > DR +Lots +Lots +Lots +Lots Hit-confirmable.
5MK > DR +7 +11 +10 +12 Hit-confirmable.
2MK > DR +4 +8 +10 +12 Hit-confirmable.
DR~5LP/2LP +3 +7 +10 +12
DR~5LK +3 +7 +9 +11
DR~5MK +3 +7 +6 +8
DR~2LK +2 +6 +6 +8
DR~2HP +2 +6 +4 +6 Hit-confirmable.
DR~4HP +2 +6 +9 +11 Hit-confirmable.
W.236KK +2 +6
W.236LK/MK/HK +1 +5 4f
DR~3HP +1 +5 +6 +8 4f Hit-confirmable.
5LK > DR ±0 +4 +6 +8 5f Hit-confirmable.
5LP/2LP -1* +3 +6 +8 6f
5LK -1* +3 +5 +7 6f
2LK -2* +2 +2 +4 7f Extremely good against a burned out opponent.
5LP/2LP > DR -1 +3 +6 +8 6f Hit-confirmable.
5MK -1 +3 +2 +4 6f Extremely good against a burned out opponent.
4HP -2 +2 +5 +7 7f
2HP -2 +2 ±0 +2 7f
DI -3 +1 8f / 4f Works after locking a cornered burned out opponent with 2HP > DI.
214MP -8 -4 +2 +4 After a combo, can leave the opponent in range for 360P.

Light chains are particularly important, as they allow for using a command grab mixup at any moment.

  • A light attack followed by command grab loses to jump, backdash, and (if the opponent isn't burned out) being interrupted by a fast attack (4~6f).
  • A light attack chained into another light attack beats all of the above.
  • To deal with both options the opponent must commit to an invincible reversal.

The strength of grab to use depends on how far the opponent gets pushed away. Assuming starting from right next to the opponent or after making them block a Windclad Condor Spire:

  • 1 light attack into 360MP, DR~360HP, or DR~Throw.
  • 2 light attacks into DR~360MP.
  • In the corner, any light attack into 360HP, or point-blank 2LP into Throw.
  • In the corner, 2 light attacks into 360LP or DR~360HP.
  • In the corner, 3 light attacks into DR~360LP.
  • Any of the above using 360PP instead for more damage.

Technically the corner versions also work midscreen, but will whiff if the opponent walks backwards. Also note that for longer chains, 2LK must be accompanied by 2LP to avoid pushing the opponent out of range.

Another important thing to be aware of is that if the opponent gets hit by 5LK, 5LP or 2LP instead of blocking, the long hitstun causes a non-delayed throw to whiff, which gifts the opponent an optimal punish counter combo. This problem can be avoided by using 2LK.

Condor Wind

Condor Wind unlocks one of the most important parts of Lily's gameplay in generating Windclad stocks. It's also very slow, and the non-OD versions are punishable on block if done too close, which makes it very important to learn how to make time and space to safely use it.

2HP is generally the best normal for canceling into Condor Wind as it has a lot of range, combos naturally into 214MP, and deals the more blockstun than Lily's other normal moves. Be careful of the spacing as Condor Wind will whiff if canceled from the tip of its range, and is punishable on block if done too close.

4HP and 6HP also deal enough blockstun to be useful, and deal more hitstun than 2HP which lets them combo into 214HP for a knockdown. There's less risk of Condor Wind whiffing, but the lower pushback means care needs to be taken not to do it too close and therefore be punishable on block.

Setting up gapless blockstrings into the hit versions of Condor Wind is one of the safest ways to build wind stocks. It's possible accomplish this in several ways:

  • 2HP/4HP/6HP > 214PP
    Beware of this whiffing from the absolute maximum range of 2HP.
    Otherwise it never leaves a gap, making it one of the safest ways to get a stock. It also combos on hit and is fast enough that the stock is guaranteed even if the opponent does Drive Reversal after blocking the initial normal move.
    Also, if the opponent does Drive Impact there is usually time to cancel into SA2 or SA3 to punish it.
  • DR~2HP/4HP/6HP > 214MP
    A good way to go back in after a knockdown. However, this is vulnerable to wakeup Drive Impact.
    To bait DI, delay 2HP until close enough for both hits to connect, buying more time to react. Buffer the Condor Wind input without actually pressing the button, then if the opponent does DI react by pressing HP+HK instead of MP.
    Alternatively, after a non-throw knockdown it's possible to hit the opponent early enough on their wakeup that there is time to cancel Condor Wind into SA3.
  • DR~2HP > 214HP
    Unlike the MP version this gets a knockdown on hit, but is less safe due to being slower and leaving the opponent closer on block.

To build stocks without using drive gauge, Lily can play a guessing game by canceling into either 214LP or 214MP/214HP. Both of these 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 with sufficient range.
  • 2HP > 214MP/214HP counters most things that would punish 214LP, but is vulnerable to invincible moves and armored moves, including Drive Impact.

If you chose to do the hit, Drive Impact and armor can still be countered by confirming into SA3 on reaction. It's somewhat difficult to react, so holding the button for a moment to delay the hit can be helpful in buying more time to react. Modern controls can automatically hitconfirm this with the Heavy Assisted Combo, which performs 2HP > 214MP > SA3.

If the opponent does Perfect Parry into Drive Rush it covers both options - Parrying the hit and punishing the recovery if there is no hit. To counter this, hold MP or HP for a moment to delay the timing of Condor Wind. A short delay will mess up their parry timing, and a longer delay will hit them directly out of Drive Rush with the option of a combo into SA3.

Some opponents may attempt to use Drive Reversal immediately after blocking 2HP to defuse the situation. From a long enough range, and depending on the opponent's character, it's possible to use Condor Wind to make them whiff for a Punish Counter combo. This works on Cammy, Dee Jay, Dhalsim, Ed, Guile, JP, Juri, Ken, Kimberly, Luke, M.Bison, and Ryu.

  • 2HP > 214[MP] > Drive Reversal whiffs > Release MP > 2LP/5LP/SA3 (Dee Jay and M.Bison require SA3)
  • 2HP > 214[PP] > Drive Reversal whiffs > Release PP > SA2
  • 2HP > 214[PP] > Drive Reversal whiffs > SA3

Dhalsim's longer Drive Reversal animation means there are some additional options that only work against him.

  • 2HP > 214[PP] > Drive Reversal whiffs > 2HP
  • 2HP > 214LP > Drive Reversal whiffs > 2MK (Must be fairly close to reach)
Condor Spire

Condor Spire without Windclad stocks 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 Medium and Heavy versions are generally too slow to get away with outside of combos and blockstrings.

If slightly misspaced to not have the advantage but still be safe on block, the common response is for the opponent to immediately press their 4 frame normal; especially ±0 or -1 where their throw will lose to 5LK, or at -3 where they might mistake it as being punishable. The predictable timing of this makes it very reasonable to attempt a Perfect Parry into 360HP.

Windclad Condor Spire is almost always +1 on block.
5LK will interrupt the opponent's attempts to mash or jump out.
Throws will lose if the opponent mashes their 4 frame move, so they must be conditioned to block or parry before command grab becomes a viable option.

OD Windclad Condor Spire is almost always +2 on block. Lily's throws will beat mashing here, which lets her lean on them a bit more heavily.
This move is very well suited for just throwing out in neutral as it cleanly beats projectiles and Drive Impact.
The most reliable way for an opponent to deal with this move is to block and drive reversal. If you have more drive gauge than the opponent, it can be worthwhile to just keep doing it until the opponent either runs out of drive gauge or decides to take the mixup.

vs. Burnout

Blockstrings

Lily has airtight blockstrings when using Windclad Condor Spire against an opponent in burnout.

The following are airtight blockstrings from any range, even if the first hit of Condor Spire whiffs:

  • 2HP/6HP > W.236MK/LK/KK
  • 4HP/5HP/5MK > W.236LK/KK

Using a heavier version of Spire than the above deals more chip damage, but requires being closer to the opponent to avoid leaving a gap.
W.236KK allows the longest range, followed by W.236LK, W.236MK, and then W.236HK with the shortest range.
W.236HK does not work with Light normals, but the other versions work with any normal if close enough to the opponent.

After making the opponent block a Windclad spire, the blockstring can be looped for as long as Windclad stocks are available.

  • W.236K > 2LK > 2LP > W.236LK
    Airtight loop that hits the opponent low with 2LK if they try to jump out.
  • W.236K > 5LK > W.236MK
    Doesn't hit low, but deals more chip damage.
  • W.236K > 5LK > DR~5LK, 5MK > 214PP > SA2
    An expensive airtight sequence that deals more chip damage than W.236KK > SA2

At any point in the above blockstrings, it's possible to stop and go for a grab, or do nothing to bait a reversal.

Without Windclad stocks, some good meterless patterns to follow are:

  • 3 Light Attacks, 2HP > 236LK
    Beats or trades with most counter-poke attempts but loses to certain lows like Ken's 2MK.
    The Light Spire is an airtight blockstring spaced to still be advantageous on block.
    The extra blockstun from burnout makes 2HP safe against forward jump unless the opponent has a dive.
  • 3 Light Attacks, 4HP > 236LK
    Leaves a bigger gap but the sheer range of it beats the counter-pokes that the above would lose to.
    The extra blockstun from burnout makes 4HP safe against forward jump unless the opponent has a dive.
  • 2 Light Attacks, 2LP > 236LK
    Canceling the last light into spire catches the opponent trying to jump away from either of the above.
    Even if too far to catch them on the way up, they can still be hit on the way down with 2HP or 623P.
    If spaced perfectly the spire can still be ±0 on block, but it does leave a gap for the opponent to anti-air.

The exact light attacks to use depends on the distance. Here are some examples:

Airtight strings that set up 2HP distance.

  • W.236K, 5LK > 5LP > 2LP, 2HP
  • W.236K, 2LK > 2LP > 2LP, 2HP
  • W.236KK, 5LK > 2LP > 2LP, 2HP

Moving the low to the 2nd hit, but with a gap after the initial spire.

  • W.236K, 2LP > 2LK > 2LP, 2HP

Keeping the opponent slightly closer to avoid whiffing 4HP and/or 214HP.

  • W.236K, 5LK > 2LP > 2LP, 4HP/2HP
  • W.236KK, 2LP > 2LP > 2LP, 4HP/2HP

Setting up a ±0 spire with the ability to anti-air Tomahawk Buster if the opponent backjumps out. Vulnerable to backdash.

  • W.236K, 2LK > 2LK > 2LP > 236LK
  • W.236KK, 5LK > 2LK > 2LP > 236LK

If you choose to set up an advantageous 236LP, it can be looped by alternating between 2 and 3 light normals for each string.

  • W.236K, 5LK > 2LP > 2LP, 2HP > 236LP, 5LK > 2LP, 2HP > 236LK, 5LK > 2LP > 2LP > 2HP ... etc

Adjustments can be made on the fly to push the opponent a slightly different distance away for different setups.
In order from least to most pushback: 2LP < 5LK=5LP < 2LK
So if you want to push them further away you can swap out 2LP for 5LP, or vice-versa to keep them closer.

Drive Impact
Burned out opponent's options against Drive Impact blockstrings
Gap Counter
0 No gap. Locks on block. Combos on hit.
(N) No gap, but can choose to create a gap of up to N by delaying the DI cancel.
1-2 Opponent can only escape with an invincible Super Art.
For most characters this is the case up to 5 frames. Exceptions are listed below.
3+ JP and Marisa can counter with their armored special moves.
4+ Zangief can counter with his armored Heavy Punch.
5+ Dhalsim can teleport out.
6+ Opponent can interrupt with reversal throw.
8+ Opponent can jump out (Except Lily and Zangief who need 9 frames).
Drive Impact blockstring gaps during burnout
Block Hit DR~Block DR~Hit Notes
6HP > DI 2 0 0 0 Beats armored moves on block. Combos on hit to set up meaty Drive Impact.
2HP > DI (2) 2 0 0 Try to confirm into combo on hit, and delay cancel into Drive Impact on block.
4HP > DI 3 (3) (2) 0 Delayed cancel after Drive Rush beats armored moves.
5HP > DI 4 3 (3) (2) Extremely good against characters without armor.
Delayed cancel after Drive Rush beats armored moves.
5MK > DI 6 7 2 3 Extremely good after drive rush.
JP and Marisa can intentionally get hit by DR~5MK to create a gap for their armored special.
2MK > DI 9 7 5 3
5LP/2LP > DI 13 10 9 6
5LK > DI 13 11 9 7
Guaranteed Drive Impact setups against a burned out opponent with no SA
String Drive Required
Advantage
vs Marisa vs JP Notes
5LK > DR~5MK > DI 4 +1~5 Scutum Amnesia Marisa and JP can beat 5MK with their armored moves.
LK/LP > DR~5LP > 2HP > dl.DI 4 +1~7 +1~7 Amnesia Marisa counterplay. There is a 3f gap before 2HP, but the second hit beats her armor.
5LP/2LP > DR~5MK > DI 4 +2~7 Scutum Amnesia DR~5MK trades with 4f moves. Confirm into 5LP/2LP against A.K.I., 5MK against anyone else, or 5HP against Dee Jay.
Against Zangief this needs enough health to survive absorbing his 5HP.
Windclad Lily can trade for a knockdown with W.623LP/PP.
MK/HP > DR~5MK > DI 4 +4~ +5~ +5~ Works with any cancelable medium or heavy move.
DR~5MK optionally confirms into a combo on hit, either with a special cancel or a link into 5LP/2LP.
Hit-confirming is required against Marisa and JP because on hit they can armor the Drive Impact.
2HP > dl.DI 1 +6~14 +6~14 +8~14 Drive Impact must be delayed with a 2 frame timing window to prevent stun lock.
At +6 this trades with 4f moves. Confirm into 2HP combo.
Marisa's armor gets broken by the second hit of 2HP.
5HP > DI 1 +7~12 Scutum Amnesia At +7 this trades with 4f moves. Confirm into 5MK combo, or 2HP against Kimberly or Dee Jay.
Marisa and JP can beat Drive Impact with their armored moves.
4HP > DI 1 +10~16 Scutum Amnesia Combos on hit.
At +10 this trades with 4f moves. Confirm into 5MK combo, or 5HP against anyone except A.K.I., E.Honda, JP, Manon or Marisa.
Marisa and JP can beat Drive Impact with their armored moves.
6HP > DI 1 +14~18 +16~18 +16~18 Combos on hit.
At +14 this trades with 4f moves. Confirm into 5MK combo, or 5HP against anyone except A.K.I..
DR~5MK > DI 2 +14~19 +16~19 +16~19 Marisa and JP can beat Drive Impact with their armored moves if they get hit by 5MK.
DR~2HP, (5MK/2HP) > DR~5MK > DI 5 +20 +20~22 +20~22 +20 is the advantage after a forward throw, and is somewhat of a blind-spot for auto-timed setups.
Typically it's better to conserve drive gauge with a manually timed 6HP or DR~5MK.
The optional 2MK or 2HP builds a more drive gauge. 2HP trades into a combo against 4 frame moves, but loses to JP's Amnesia.
DI 1 +21~26 +23~26 +23~26 Natural meaty Drive Impact.
For higher advantages use frame kills to set up either this or one of the above.

Okizeme and Mixups

  • All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
  • With a large advantage it's possible to do any of the options listed for one of the shorter advantages above it, but a manual delay or a frame-kill setup is needed.
    e.g. It's possible to go for a throw after a +9 knockdown, but it needs to be delayed by 4 to 7 frames to be effective.
  • "Far KD" moves done midscreen tend to require Drive Rush to maintain pressure.
  • "Very Far KD" moves only lead to pressure if done close enough to the corner.

Particularly important advantages to set up are:

  • +2 to +5 for an auto-timed throw or command throw.
  • +5 to +7 and +16 to +18 to set up a safe meaty light attack against 10 frame reversal supers.
  • +6 or better to swing 2HP at the opponent without losing to mashed jabs.
  • ±0 to shut down reversal Super Art (excluding throw supers).
  • +20 or higher to bait 6 frame OD reversals with DR~5LK.
  • +44 for a safe-jump against 5 frame anti-airs.
Attack Adv. Followups
  • 214MP (Hit, No KD)
+2 (Far)

From a point-blank 214MP hit:

  • 360MP/PP : Loses to jump or backdash.
  • (Corner) 360HP : Loses to jump, backdash, or back-walk.
  • 5LP > W.236MK : Catches jump, DI-Break
  • 5LP > DR~5LP/2LP : DI-Cancelable

From a slightly further hit:

  • 360LP/PP : Loses to jump or backdash, and back-walk depending on range.
  • 2LP > W.236KK : Catches jump, trades with 4 frame moves, DI-Break
  • 2LP > DR~5LP/2LP : DI-Cancelable
  • 2MK > DR~5LP : Leaves a gap but catches back-walk, DI-Cancelable
  • SA3 (Very Far HKD)
+4 (Far)

Pressure is lost, but the slight advantage does allow for reads on certain wakeup options.

  • 236KK : Safe on block, but is heavily punished by neutral jump or backdash.
  • W.236KK : Safer against backdash but loses to neutral jump crossup.
  • DR~dl.2HP : Chases neutral or backward jump with an anti-air.
  • 360P (Forced Far HKD)
  • 360PP (Forced Far HKD)
+28 (Far)
  • DR~dl.2HP
    • Basic option when wanting to cancel into 214P for Windclad, hitting with the tip.
    • When spaced it can also make 236LK a true blockstring that is neutral or advantageous on block, especially against a burned out opponent.
    • If the opponent uses Drive Reversal after blocking the tip of 2HP, holding 214MP causes some characters to whiff, leading to a +6 Punish Counter that links into 2LP.
    • Somewhat vulnerable to Drive Impact. This risk can be abated in several ways
      - Perform 2HP slightly closer so both hits connect. Delay any cancels until after confirming the hit. 623P, W.236K, or any SA will break DI.
      - 2HP > W.236LK/KK breaks DI even from the tip.
      - 2HP > 214PP can be confirmed into SA2, or even SA3 against DI.
  • DR~dl.6HP
    • Easier and more damaging when committing to DR, 214PP, or W.236K.
  • DR~dl.4HP
    • Can hit the opponent's 5th wakeup frame if they are cornered, trading favorably with 4 or 5 frame jabs.
    • A midscreen opponent can move backwards out of range and whiff punish.
  • DR~dl.360LP/PP
    • Input the 360 motion early and then go back to neutral, delaying the punch button to slide for longer.
    • Technically works mid-screen, but is less practical due to the opponent being able to walk backwards out of range.
    • There is a fairly big gap before the grab connects, making it vulnerable to long range pokes. The opponent needs to fear Lily's strike options first.
  • 236KK, Dash, Dash
  • 623PP, Dash, DR~
  • (Corner) W.236LK, 214LP
±0

This is useful to set up against opponents that use reversal SA.
The freeze occurs during the first frame of your attack, allowing it to be canceled into a higher priority input.
This is not effective against grab supers (Lily, Manon, Zangief SA3).

  • 5LK
    - Trades with 4 frame moves, staying in range to grab with 360MP/PP.
    - Make safe against reversal SA by canceling into Drive Parry or SA1/2 during the freeze.
    - With no meter, make safe against Marisa's reversal SA1 by canceling into 360P during the freeze.
  • (+11)DR~5LK
    - Trades with 4 frame moves into 5LP/2LP combo against some characters.
    - Can be beaten by OD reversals on reaction.
    - Cannot cancel into Drive Parry, so reversal SA must be countered with SA1/2.
  • 360P
    - Loses to 5 frame moves, jump, or backdash.
    - Make safe against reversal SA by canceling into SA1/2 during the freeze.
  • (Corner) W.236HK, 214MP
  • W.236K (Block)
  • DR~2MP/3HP (Block)
+1
  • 5LK
    • Lily's fastest normal move in both startup and duration.
  • 360P/Throw
    • Loses to 4 frame moves.
  • 2LK
    • Low.
    • Trades with 4 frame moves, staying in range to grab with 360LP/PP in the corner.
  • W.236LK, Jump
    - Switches sides on non-backroll.
  • (Corner) W.236MK, 214LP
  • W.236KK (Block)
  • DR~2LK/2HP/4HP (Block)
+2
  • 5LP
    • More damage than 5LK.
    • At +2 against Ed, still use 5LK as it is safe against his 623PP and SA1.
  • 2LK
    • Low.
    • Less damage and more pushback.
  • 2LP
    • More range and less pushback, making it useful for longer range hitconfirms.
  • 360P/Throw
    • Whiffs after +5 on block due to an extra frame of throw invincibility.
  • W.236HK, 236MK
    - Switches sides on non-backroll.
  • W.236KK, 236HK
    - Switches sides on non-backroll.
  • DR~5LK/5LP/2LP/5MK (Block)
+3
  • W.236MK, Jump
  • W.236HK, Jump, j.X (Whiff)
  • W.236LK, 236KK (Whiff)
    - Switches sides.
+4
  • W.236LK, Dash, Dash
  • (Corner) W.236HK, 214LP
  • (Corner) W.236KK, 214MP
+5
  • 5LK
    • Meaty (+7 OH, +1 OB)
    • Links into 5MK on hit.
    • Safe vs 10f reversal.
  • 5LP
    • Meaty (+7 OH, ±0 OB)
    • Links into 5MK on hit.
    • More damage but less safe.
  • 2MK
    • Low
    • At +5, trades with 4f jab into 5LP/2LP combo.
    • Canceling into W.236LK breaks DI.
    • Canceling into 214PP leaves a gap unless the opponent is burned out, but is safe on block. Punish DI with SA2 or SA3.
  • (Corner) SA1, Dash
  • W.236MK, 236KK (Whiff)
    - Switches sides.
+6
  • 5LP
    • Meaty (+8 OH, +1 OB)
    • Safe vs 10f reversal.
  • 2HP
    • Confirmable.
    • At +6, trades with 4f jab into 2HP combo.
  • W.236HK, 236LK
  • W.236HK, Jump
  • W.236MK, Dash, Dash
  • (Corner) W.236LK, 214[PP]
  • (Corner) W.236HK, SA1, Dash
  • (Corner) 214PP > W.SA2, Dash, Dash
+7
  • 2LP
    • Meaty (+8 OH, +1 OB).
    • Safe vs 10f reversal.
  • (Corner) W.236KK, SA1, Dash
+8
  • W.236HK, 236KK (Whiff)
    - Switches sides.
  • (Corner) W.236KK, 214LP
+9
  • W.236HK, Dash, Dash
+10
  • 4HP
    • Safe against DI.
    • At +10, trades with 4f jab into 2HP combo.
    • At +16, Meaty (+8 OH, +1 OB)
  • 623PP, Dash
  • (Corner) W.236KK, Dash, Backdash
+11
  • 2HP (2nd hit only)
    • Safe against DI.
    • 214MP > SA3 punishes DI.
  • DR~5LK
    • See ±0 for more details.
  • DR~360P/Throw
    • Loses to mashed jabs, but still useful due to the threat of strike options.
  • 236LK, Dash
  • (Corner) 623P, Backdash
+12
  • 2HP (Meaty 2nd hit)
    • Safe against DI.
    • Gapless blockstring into 214MP, confirmable into SA3 on hit or DI.
  • DR~5LP
    • +10 OH, +3 OB.
    • Links into 2HP on hit if close enough.
    • At +16, links into 5HP on hit.
    • At +17, safe vs 10f reversal.
  • W.236KK, 236KK (Whiff)
    - Switches sides.
  • (Corner) 236MK/236HK, Backdash
+13
  • DR~360P/Throw
    • Auto-timed from +13 to +16 on KD.
    • Auto-timed from +13 to +15 on block.
    • Higher advantages require a delay to avoid whiffing.
  • 236MK, dl.Dash
  • 236HK, dl.Dash
    - A delayed dash avoids pushing the opponent on the floor, getting close enough to do anything listed above, particularly Normal Throw.
+2~13
  • W.236KK, Dash, Dash
+14
  • 623P, Dash
+15
  • 236MK, Dash
  • 236HK, Dash
+16
  • DR~5LK
    • Meaty +11 OH, +5 OB.
    • Links into 5HP on hit, or 2HP if close enough.
    • Safe vs 10f reversal.
+17
  • DR~2HP
    • +4 OH, +2 OB
    • Links into 5LK on close hit and maintains pressure on block.
  • DR~2MK
    • +5 OH, -1 OB
    • To catch people who walk backwards on wakeup.
    • Commit to 214PP for good damage on hit and a frame trap on block.
    • Can link into 5LP on non-canceled hit.
  • 214PP, Dash
+18
  • DR~5MK
    • Meaty (+7~8 OH, +4~5 OB)
    • Links into 5MK on hit.
    • Safe vs DI and Drive Reversal
  • DR~2LP
    • Meaty +12 OH, +5 OB.
    • Links into 5HP on hit, or 2HP if close enough.
    • Safe vs 10f reversal.
+19
  • Forward Throw
+20
  • DR~dl.360LP/PP/Throw
    • Needs a longer delay if the opponent backrolls midscreen, leaving a gap for them to counter-poke.
  • DR~5LK
    • Disadvantage of -5 frames. Baits OD reversals.
  • (Corner) Walkup 360MP/PP
    • 360HP is possible but strict.
(Anything listed below) +21 or greater

The following all work at any high frame advantage listed below, manually timing the hit to the opponent's wakeup.

  • Dash
    • Sets up an advantage of ±0 or greater.
  • DR~dl.2HP
    • Try to get both hits to connect for easier confirms.
    • Confirmable into 5LK on non-canceled hit.
  • DR~dl.4HP
    • Combos into 5MK.
    • At +25 or greater there is a 3 frame timing window to hit meaty, which combos into 2HP for huge damage.
  • DR~dl.360P/PP/Throw
    • Input the 360 motion early and then go back to neutral, delaying the punch button to slide for longer.
    • 4 frame timing window to beat wakeup mashing.
  • DR~5LK
    • Disadvantage of -4 frames or better. Baits OD reversals.
+21
  • Dash : ±0
  • DR~5LK : -4
  • 236LK
    • Meaty (KD +38~41 OH, -3~0 OB)
    • During burnout +1~4 OB
    • Safe against DI.
  • DR~4HP
    • +9 OH, +2 OB
    • Confirm into 5MK or 2MK on hit.
    • Safe against DI.
+22
  • Dash : +1
  • DR~5LK : -3
  • 6HP~HP~HP (Far KD)
+23
  • Dash : +2
  • DR~5LK : -2
+24
  • Dash : +3
  • DR~5LK : -1
+25
  • Dash : +4
  • DR~5LK : ±0
  • 236LK
    • Meaty (KD +42~45 OH, +1~4 OB)
    • Safe against DI.
    • Safe against Drive Reversal when blocked.
    • At +28, safe against Wakeup Drive Reversal.
  • DR~4HP
    • Meaty (+10~12 OH, +3~5 OB)
    • Confirm into 2HP on hit.
    • Safe against DI.
  • W.236LK, Dash
  • CH/PC 2HK, Dash
  • (Corner) PC DI, 8j.HK, 6HP~HP~HP
+26
  • Dash : +5
  • DR~5LK : +1
  • 3HP
    • Meaty (+4 OH, -1 OB)
    • Safe against DI.
    • Good vs burnout where it becomes +3 on block.
  • SA1 (Very Far KD)
+27
  • Dash : +6
  • DR~5LK : +2
  • W.236MK, Dash
  • W.236HK, SA1 (Very Far KD)
+28
  • Dash : +7
  • DR~5LK : +3
  • W.236KK, SA1 (Very Far KD)
+29
  • Dash : +8
  • DR~5LK : +4
  • 236MK
    • Meaty (KD +46~49 OH, +1~4 OB)
    • Safe against DI.
    • Safe against Drive Reversal when blocked.
    • At +32, safe against Wakeup Drive Reversal.
  • 214HP (Far KD)
+30
  • Dash : +9
  • DR~5LK : +5
  • W.236HK, Dash
+31
  • Dash : +10
  • DR~5LK : +6
  • DR~5LP : +5
  • 623PP
    - Advantage varies depending on height and distance.
  • 2HK (HKD)
  • Back Throw (Far KD)
+32
  • Dash : +11
  • DR~5LP : +6
  • DR~2LP : +5
  • DR~3HP
    • +6 OH, +1 OB
    • Confirm into 5LP or 2LP.
    • At +32, trades with 4f jab into 2HP combo.
  • Dash, DR~5LK/360P
    • The Drive Rush itself is ±0, making the followup safe against wakeup SA (See ±0 for details).
    • All options lose to invincible OD on reaction to the Drive Rush, making this better when the opponent doesn't have one.
  • 236LK
    - Gains up to 12f more advantage by hitting late.
  • W.623PP
    - Advantage varies depending on height and distance.
+33
  • Dash : +12
  • 236HK
    • Meaty (KD +46~49 OH, +1~4 OB)
    • Safe against DI.
    • Safe against Drive Reversal when blocked.
    • At +36, safe against Wakeup Drive Reversal.
+34
  • Dash : +13
  • (Corner) Backdash : +10
+35
  • Dash : +14
  • (Corner) Backdash : +11
  • 623P
    - Gains advantage as an anti-air.
    - Gains advantage hitting a standing opponent from far.
+36
  • Dash : +15
  • (Corner) Backdash : +12
  • (Corner) Whiff 2MK : +7
    • Pushes Lily out of throw range.
    • Meaty 2LP (+8 OH, +1 OB)
    • Shimmy or Micro-walk throw
  • DR~3HP
    • Meaty (+7~8 OH, +2~3 OB)
    • Confirm into 5MK.
  • 236MK/236HK
    - Gains up to 12f more advantage by hitting late.
+37
  • Dash : +16
  • dl.Dash : +2~13
    • If Condor Spire hits with its first 3 active frames, delaying the dash by at least 3 frames to be +13 or below avoids pushing the opponent on the ground, making it possible to get in range for a Normal Throw.
  • (Corner) Backdash : +13
+38
  • Dash : +17
  • 214PP (Far KD)
+39
  • Dash : +18
  • 10f Safe Jump
    • Ed
    • M.Bison SA1/SA3
  • 2HK (Juggle)
    - Can be +40 or +41 depending on juggle height.
  • W.623P
    - +40 after a minimum height juggle.
    - +41 point blank on a grounded opponent.
    - Gains more advantage depending on juggle height and how late it hits.
+40
  • Dash : +19
  • 9f Safe Jump
+41
  • Dash : +20
  • 8f Safe Jump
  • 236KK
    - Gains up to 12f more advantage by hitting late.
  • SA2
    - Advantage varies depending on opponent height.
+42
  • Dash : +21
  • Dash, Dash : ±0
  • 7f Safe Jump
    • Blanka
    • Dhalsim SA2
    • Manon SA2
+43
  • Dash : +22
  • Dash, Dash : +1
  • 6f Safe Jump
    • Dee Jay
    • Jamie
    • Kimberly
    • Rashid
  • Crumple > DR~2HP > DR~4HP > 236MK
  • Crumple > 4HP > DR~4HP > W.623HP
  • (Corner) Crumple > 6HP > 236KK > SA2
+44
  • Dash : +23
  • Dash, Dash : +2
  • 5f Safe Jump
  • Late-hit 236LK
+33~45
  • One of the above depending on how late it hits.
  • (Corner) W.SA2
  • (Corner) W.236LK, W.623PP > j.PPP
+46
  • Dash : +25
  • (Corner) Dash, Dash : +4
  • (Corner) 214[PP] : +6
  • W.236LK
  • CH/PC 2HK (HKD)
  • (Corner) W.236LK, W.623PP > W.j.PPP
  • (Corner) W.236MK, W.623PP > j.PPP
  • 214PP > W.SA2 (Far KD)
  • *.623PP > j.PPP (Far KD)
    - Advantage varies depending on height and distance.
  • PC 5HK (Very Far KD)
+47
  • Dash : +26
  • Dash, Dash : +5
  • Jump : +2 (midscreen side-switch after 2HK or if the opponent doesn't backroll W.236LK)
  • 236LK : +2 (side-switch from slightly further away than Jump)
  • (Corner) 214LP : ±0
  • (Corner) 214PP : +4
  • (Corner) 214[PP] : +7
  • W.623PP > W.j.PPP (Far KD)
    - Advantage varies depending on height and distance.
  • (Corner) W.236MK, W.623PP > W.j.PPP
  • (Corner) W.236HK, W.623PP > j.PPP
+48
  • Dash : +27
  • Dash, Dash : +6
  • (Corner) 214LP : +1
  • (Corner) 214PP : +3
  • (Corner) 214[PP] : +8
  • W.236MK
  • (Corner) W.236KK, W.623PP > j.PPP
+49
  • Dash : +28
  • Dash, Dash : +7
  • Jump : +4
  • 236LK : +4 (midscreen side-switch if opponent doesn't backroll W.236MK)
  • (Corner) 214LP : +2
  • Late-hit 236MK
  • Late-hit 236HK
+37~49
  • One of the above depending on how late it hits.
  • (Corner) W.236HK, W.623PP > W.j.PPP
  • (Corner) W.236KK, W.623PP > W.j.PPP
+50
  • Dash : +29
  • Dash, Dash : +8
  • (Corner) 214LP : +3
  • W.236HK
+52
  • Dash : +30
  • Dash, Dash : +10
  • Jump : +7
  • Jump, j.X : +4
  • 236LK : +7
  • 236MK : +3 (midscreen side-switch if opponent doesn't backroll)
  • (Corner) 214LP : +5
  • (Corner) 214MP : +1
  • Late-hit 236KK
+42~54
  • One of the above depending on how late it hits.
  • W.236KK
+56
  • Dash : +35
  • Dash, Dash : +14
  • 236HK : +3 (midscreen side-switch if opponent doesn't backroll)
  • (Corner) 214LP : +9
  • (Corner) 214MP : +5

Frame Kills

This section covers move sequences that can be used to take up a specific amount of frames to set up the perfect timing for Lily's various mixup options.

The following chart is split into columns of 21 frames, which is the duration of Lily's forward dash.
Performing a sequence before or after a forward dash will increase the total duration to the value directly to the right.
For example, 35 frames can be killed with 5HP, and also with Dash 5LK or 5LK Dash.

Sequences ending with "~" mean a chain cancel is required. Such sequences are only compatible with setting up meaty light attacks.
Other sequences that end with a light normal are not compatible with setting up meaty light attacks.

Frames Sequence Frames Sequence Frames Sequence
1 22 5LP~5LP~ 43 6HP
236KK
2 23 2LP~5LP~ 44 2HK
3 J.X 24 5MK
Backdash
45 Empty Jump
3HP
236LK
214PP
4 25 5LK~5LP 46 W.236KK
5 26 5LP~5LP 47 214LP
6 27 2LP~5LP 48 Jump J.X
7 28 2MP 49 236MK
*.623LP
8 29 2MK
5MP
50
9 30 Throw 51 214MP
W.236LK
10 5LK~ 31 52
11 5LP~
DR
32 53 214HP
236HK
12 2LP~
2LK~
33 54
13 34 5LK~5LK~5LK 55 W.236MK
14 5LK 35 5HP 56 *.623MP
15 5LP 36 57
16 2LP 37 2HP 58
17 5LP~DR 38 5HK 59 W.236HK
18 2LK
5LK~DR
39 5LP, 5MK 60 360P
*.623PP
19 40 2LP, 5MK
214[PP]
61 *.623HP
20 5LK~5LK~ 41 5LP~2LK~2LK 62 DI
21 Dash 42 63

There are some move specific quirks to take account of when setting up a frame kill.

  • 236K can hop over a knocked-down opponent if close enough.
    • *.236KK in particular can cross up a backroll after knocking down with W.236K.
  • Whiffing 2MK or 5HK pushes Lily away from the opponent, leaving her just outside normal throw range but still within 360HP range.
    • A 2 frame micro-walk makes normal throw reach after 2MK.
    • A 4 frame micro-walk makes normal throw reach after 5HK.
  • Backdash from point blank leaves Lily just inside 360LP/PP range.
    • Try to end the grab with a forward input to avoid accidentally walking out of range.
    • End with a forward input into a 3 frame micro-walk to make 360MP reach. 360HP requires a 9 frame walk.
  • Empty Jump is stricter than other frame kills. There is a 3 frame timing window on the followup to get the optimal 45 frame delay.
    • Inputting the followup too early results in an air attack, resulting in 3 frames of non-cancelable landing recovery.
    • Empty Jump into a movement action (Jump, Dash, Backdash) is subject to a 2 frame delay.

Drive Rush

When canceling 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
Drive Rush Cancel - Blockstring Gaps
5LK 5LP/2LK 2LP 5MK 2MP 5MP/2MK 2HP 5HP/2HK 5HK/4HP 6HP 3HP
5LP/2LP~DRC 5 6 7 8 9 10 11 12 15 19 26
5LK~DRC 4 5 6 7 8 9 10 11 14 18 25
2MK~DRC 0 1 2 3 4 5 6 7 10 14 21
5MK~DRC 0 0 0 0 1 2 3 4 7 11 18
5HP~DRC 0 0 0 0 0 0 1 2 5 9 16
4HP~DRC 0 0 0 0 0 0 0 1 4 8 15
6HP~DRC 0 0 0 0 0 0 0 0 3 7 14
2HP~DRC 0 0 0 0 0 0 0 0 1 5 12


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DRC +6 (Close) DR~5LP, 2HP > ...
(Far) DR~2LP, 2HP > ...
5LK~DRC
2LP~DRC
5MK~DRC +10 DR~2HP > ...
2MK~DRC
5HP~DRC +14 DR~4HP, 5MK > ...
DR~4HP, 2MP > Super
2HP~DRC +15
4HP~DRC +17
6HP~DRC

Trade Setups

Usually when designing a blockstring or mixup, it's best to time attacks to hit the opponent on their 3rd recovery frame or earlier so that they can't escape by mashing a fast attacks. Hitting the 4th frame of the opponent's recovery still doesn't allow the opponent to jump out of pressure, but it does allow them to mash out their fastest light attack to trade hits and potentially escape the situation.

However, there are cases where such trades still work out in Lily's favor, sometimes in a huge way. This section aims to cover such cases in detail.

The following table lists the frame advantage after one of Lily's normal moves trades hits with the opponent's 4 frame move.
The advantage listed beside each move in the column headers the advantage from which it will trade against a mashed jab. See the Okizeme and Mixups for details of how to set up these advantages.

For the advantage after the trade, +5 or more leads to a combo using 5LP if close enough. Higher advantages allow for longer range trade combos using slower normals.
An advantage of +4 does not lead to a combo as 5LK cannot reach the opponent, but trades tend to leave Lily at the perfect range for command grab so any advantage at all is still an extremely strong situation to be in.

Notes on the following table:

  • Frame advantages listed in the column headers refer to the advantage required to set up the trade for each move.
  • For a Drive Rush trade setup add 11 frames to the setup requirement, and also add 4 frames of advantage to the trade itself. This leads to combo opportunities on trades that would usually only be +1 to +4.
Opponent's Highest Hitstun 4 Frame Normal 5LK(±0)
2LK(+1)
5LP(+1)
2LP(+2)
5MK(+3) 2MK(+5) 5HP(+7) 4HP(+10) 6HP(+14) 2HP(+6) Other 4 Frame Normals
A.K.I. 5LK -2 -1 +2 +4 +7 +9 +10 +12 Dhalsim 2LK (Better on trade than his 5LP but unsafe on hit)
E.Honda 2LP, JP 2LP, Manon 5LP, Marisa 2LP -1 ±0 +3 +5 +8 +10 +11 +13
Akuma 2LP, Blanka 5LK, Ed 2LP, Guile 2LP, Juri 5LP,
Ken 2LP, Jamie 2LP, Lily 5LK, Luke 2LP, M.Bison 2LP, Rashid 5LK
±0 +1 +4 +6 +9 +11 +12 +14 E.Honda 5LK, Manon 2LP
Cammy 5LP/2LP, Chun-Li 5LP, Dhalsim 5LP, Mai 5LP, Ryu 2LP, Terry 2LP, Zangief 2LK +1 +2 +5 +7 +10 +12 +13 +15 A.K.I. 2LP, Juri 2LP, M.Bison 5LK, Rashid 5LP
Kimberly 2LP +2 +3 +6 +8 +11 +13 +14 +16 Akuma 5LP, Chun-Li 2LP, Ed 5LP, Ken 5LP, Mai2LP, Ryu 5LP, Terry 5LP
Dee Jay 5LP +3 +4 +7 +9 +12 +14 +15 +17
+4 +5 +8 +10 +13 +15 +16 +18 Chun-Li 2LK
+5 +6 +9 +11 +14 +16 +17 +19 Mai 5LK
Below are some blockstrings that leave a gap of exactly 4 frames, leading to a combo on trade if the opponent mashes their 4 frame normal move.
Blockstring Block Hit A.K.I. Trade Dee Jay Trade Notes
4HP > DR~4HP +2 +9 +13 +18 Combos into 5MK on hit.
Combos into 2HP on trade.
5LK > DR~5LK +3 +9 +2 +7 Combos into 5MK on hit, which creates another 4 frame gap on block.
Combos into 5MK on trade with Dee Jay.
Combos into 5LP on trade with Kimberly, Cammy, Chun-Li, Dhalsim, Ryu, Zangief
DR~5LK/5LP/2LP/5MK, 5MK -1 +2 +2 +7 Sets up the same trade combos as above if close enough.
(Burnout) 2LP, 5MK +3 +2 +2 +7 Point blank.
Combos into 5MK on trade with Dee Jay.
Combos into 5LP on trade with Kimberly, Cammy, Chun-Li, Dhalsim, Ryu, Zangief
(Burnout) DR~2LK, 2HP
(Burnout) DR~2HP, 2HP
(Burnout) DR~4HP, 2HP
(Burnout) W.236KK, 2HP
+2 ±0 +12 +17 Confirmable into special on hit.
Combos into 2HP on trade.
(Burnout) DR~2HP > DR~3HP +5 +6 +9 +14 Combos into 5LP on hit and 5MK on trade.
Combos into 2HP on trade with anyone except A.K.I..
(Burnout) DR~3HP, 2MK -1 +1 +4 +9 Buffer a special cancel for on regular block or hit. Typically Windclad Condor Spire or OD Condor Wind
Combos into 5LP on trade with anyone except A.K.I..
Combos into 5MK on trade with Dee Jay, Kimberly, Cammy, Chun-Li, Dhalsim, Ryu, Zangief


Defense

Reversals

  • SA1
    • 10f startup. Strike/Throw invulnerability. Loses to projectiles.
    • Beats Throws and Medium/Heavy attacks.
    • Can be safe-meatied by Light attacks with up to 8 recovery frames.
      • Cannot be done by E.Honda, JP, Luke, Manon, Marisa, M.Bison.
    • The frame 1 freeze means it loses to delayed buttons and ±0 option selects.
    • Can be jumped after the freeze by anyone except Lily or Zangief, leading to more optimal punishes.
  • SA2
    • 9f startup. Full invulnerability.
    • Catches anyone silly enough to try to bait a throw with neutral jump.
    • Range increases when Windclad, allowing it to punish meaty fireballs from further away.
    • Can be safe-meatied by Light attacks with up to 7 recovery frames.
      • Cannot be done by Dhalsim, E.Honda, JP, Lily, Luke, Manon, Marisa, M.Bison, Zangief.
    • The frame 1 freeze means it loses to delayed buttons and ±0 option selects.
  • SA3
    • 7f startup. Full invulnerability.
    • Cannot be safe-meatied but whiffs against jump and backdash.
    • The super freeze is delayed by 4 frames, allowing it to beat slightly delayed buttons and ±0 OS setups.
  • Drive Reversal
    • 18f startup. Full invulnerability. Armor break.
    • Loses to safe-meaty Light attacks and some Medium/Heavy attacks.
  • 623P
    • 6f startup. Anti-Air invulnerability.
    • Beats certain airborne meaties like E.Honda's headbutt.
  • W.623LP / W.623PP
    • 4f startup. Anti-Air invulnerability.
    • Beats safe jumps, but can be baited with an empty jump.
  • 623PP
    • 6f startup. Throw/Anti-Air invulnerability.
    • Beats throws but not much else. It's usually better to conserve drive gauge with a jump or backdash instead.
  • 360LP/360PP
    • No invulnerability.
    • Beats shimmy and delayed buttons. Loses to everything else.
  • Backdash
    • Avoids throws and usually provides a small frame advantage, putting the opponent in a strike throw mixup.
    • If the opponent times their throw particularly late, they can be directly punished with 5LK, 360P or a backthrow into the corner.
  • Forward Jump
    • Avoids throws and delayed attacks, but is vulnerable to early attacks, and can be anti-aired after a throw whiff.
    • Inputting j.PP directly above the opponent's head can mess up their anti-air, resulting in a safe escape from the corner.
    • Immediate j.PPP against a +2 setup will punish throws, but is extremely unsafe on block. j.PP only works against +1 setups.
    • Inputting a backwards Aerial SA2 after crossing up can punish the opponent's anti-air attempt, but getting it wrong means death.

Anti-Airs

  • *.623P
    • Anti-air invulnerability.
    • Heavier versions are slower but have more horizontal range, making them better for certain jump arcs.
    • The Heavy version in particular tends to allow the opponent to land and block from an empty jump. Use Medium for more consistency.
    • The Windclad versions must be done late to get all the hits, otherwise it loses damage.
  • 623PP > j.PPP
    • Expensive, but deals a ton of damage. Especially with Windclad stocks.
    • Can also be followed up with SA1 or SA2 in the corner, absolutely destroying an opponent for attempting to jump out.
  • SA2
    • Hits directly above Lily in both directions.
    • Fully invincible all the way up, meaning it can be used to anti-air JP when there are Amnesia bombs on the screen.
    • The extra range when Windclad makes this especially strong against characters with air mobility such as Dhalsim and M.Bison.
  • 2HP
    • Hits above, in front of, and behind Lily, sending the opponent back to the front.
    • On Counter Hit, combos into 214HP/MP/PP or 236HK/MK/PP.
    • Does not lead to a combo on regular hit. The above specials can be timed to hit meaty on their landing but are vulnerable to invincible reversals. Especially beware of an opponent taking the hit with an empty jump and mashing SA3 upon landing.
    • 2HP > 214PP is particularly noteworthy, as it is possible to hold PP and release it on reaction to seeing the counter-hit, optionally confirming into W.SA2 for massive damage. If the opponent gets hit out of an empty jump simply keep it held to take the Windclad stock and be completely safe.
  • SA3
    • Can be used to catch the landing frames of jump attacks and dive kicks.
    • Not as effective against empty jumps, as in this case it needs to be frame perfect to stop the opponent canceling their landing into a reversal or backdash.
  • j.MP~MP
    • The most rewarding air-to-air button. Combo into 623LP or SA2.
    • Especially potent in the corner, leading to 623PP > j.PPP > SA1/SA2 if it catches the opponent high enough.
  • j.LP
    • Lily's fastest air normal. Particularly useful from a backward or neutral jump against characters with divekicks to avoid the risk of whiffing with 623P or 2HP.

Anti-Projectile

  • W.236KK
    • Projectile invulnerable for the entire duration of its active frames.
    • Confirms into SA2 on hit.
    • Near the corner it also confirms into W.623P or SA1.
  • *.j.PP / *.j.PPP
    • Can be used on reaction to a projectile if already in the air when the opponent throws it, making neutral jump a strong mid-range option.
    • The OD version is more consistent due to moving faster.
  • j.MP / j.HK
    • Lily's longest range jumping normals.
    • j.HK has slightly less range but leads to a bigger reward.
  • 5MP
    • Can interrupt projectile startup from a good distance.
  • 4HP
    • Has enough range and a small enough hurtbox to hit an opponent through their projectile, trading hits.
  • 214MP/214MP/214PP
    • Can tag the startup of a projectile from a very long distance, or even trade hits after the startup.
    • It's possible to do this in front of a projectile with no intention of hitting the opponent, trading health for a Windclad stock. Be particularly careful about doing this at longer distances, as the opponent often has time to chase the hit with a combo.
  • 2LP
    • It's possible to intentionally jab a slow projectile before it reaches you to take the hit and get rid of it early, creating a gap if the opponent attempts to Drive Rush after it.
    • This can't be excessively relied on due to the health cost, but is practical as a last moment emergency measure when about to block a slow fireball at perfect Drive Rush range. Especially during burnout.
  • W.SA2 / SA3
    • Can be used on reaction to close range projectiles. Tags the opponent's hands from deceptively far away.
    • SA2 requires Windclad for the extra range.

Anti-Low

  • 3HP
    • No low hurtbox from frame 5. Dodges lows 1 frame faster than jumping.
    • Drive Rush or Punish Counter makes it link into 5LP or 2LP.
    • Drive Rush into Punish Counter makes it link into 2HP for huge damage.
  • 236LK/KK
    • Airborne from frame 8, or frame 7 for the OD version.
    • Unsafe on block when done from the range where you would typically want to dodge a low attack.
  • W.236LK/KK
    • Airborne from frame 9, so actually slower at going over lows than their windless counterparts.
    • Safe on block though.

Some noteworthy things that the above moves work against are:

  • Any typical 2MK or 2HK.
  • On reaction to Chun-Li's Hazanshu.
  • Dhalsim slides.
  • Hopping over Terry's Light Power Wave.
  • Kimberly doing Sprint into Shadow Slide literally every single time she gets knocked full screen.

Anti-Blockstring

  • 5LP
    • 5f startup. Despite being slower than 5LK, this is Lily's standard interruption button due to actually having some reach.
    • Typically use this after blocking an opponent's jab or anything else that leaves them with at least a -1 frame disadvantage, where it loses to chained jabs but beats almost anything else.
    • On counter-hit, confirm into 5MK or 2LP or 2MP depending on the range.
  • 2LP
    • 6f startup. Its slightly longer reach can sometimes tag people trying to bait 5LP with a spacing trap.
    • Can be used in mostly the same situations as 5LP. It's still fast enough to beat non-meaty jab into throw, but be prepared for it to trade with strikes more often.
    • On counter-hit, confirm into 5MK or 2LP or 2MP depending on the range. Combos work from a longer range than 5LP due to 2LP having less pushback.
  • 5LK
    • 4f startup. Terrible reach, but is needed to interrupt blockstrings with shorter gaps where 5LP will lose or trade.
    • Will almost certainly whiff if the opponent stops or delays their blockstring, risking a Punish Counter.
    • Also whiffs during the startup of moves with long reach if the opponent spaces them well. Particularly low attacks where 5LK hits too high to make contact with the extended limb.
    • On counter-hit, confirm into 5MK or 2LP.
  • W.623LP/PP
    • 4f startup when Windclad. Trades for a knockdown in situations where 5LK would trade unfavorably or even whiff.
    • Especially useful during burnout for interrupting an opponent auto-piloting a "safe" blockstring that usually trades against light attacks in their favor.
  • 360LP/PP
    • 5f startup but loses on trade to strikes. Has about the same reach as 2LP.
    • Don't be afraid to mash it out if the opponent does something that leaves them at a disadvantage. Ideally at least -2 frames.
    • Can also punish the opponent for trying to shimmy, but loses badly if they jump or backdash. Go for it after identifying an opponent with a habit of walking backwards when they have frame advantage.
  • 3HP
    • No low hurtbox from frame 5. Dodges lows 1 frame faster than jumping.
    • Use this as a hard read on a 5 frame gap into a low attack when the opponent is too far away for 5LK to work properly.
    • For example, Ken doing DR~5HP, 2MK on block, or Ryu doing 6HP, 2MK when he's too far to reach with his 2MP.
    • On Punish Counter, confirm into 5LP or 2LP.

Fighting vs. Lily


SF6 Navigation

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A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
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Mai
Manon
Marisa
Rashid
Ryu
Terry
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Data
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Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
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Ryu
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