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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_623lp}} | | {{AttackDataCargo-SF6/Query|lily_623lp}} |
| * '''Anti-Air Invuln''' 1-10f; '''Airborne''' 7-37f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''Airborne''' 7-37f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| {{AttackDataCargo-SF6/Query|lily_623mp}} | | {{AttackDataCargo-SF6/Query|lily_623mp}} |
| * '''Anti-Air Invuln''' 1-12f; '''Airborne''' 9-44f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-12f (cannot hit cross-up); '''Airborne''' 9-44f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| {{AttackDataCargo-SF6/Query|lily_623hp}} | | {{AttackDataCargo-SF6/Query|lily_623hp}} |
| * '''Anti-Air Invuln''' 1-14f; '''Airborne''' 11-49f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-14f (cannot hit cross-up); '''Airborne''' 11-49f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on a very high anti-air connect) |
| {{AttackDataCargo-SF6/Query|lily_623pp}} | | {{AttackDataCargo-SF6/Query|lily_623pp}} |
| * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) |
| * '''Cancel Hitconfirm Window:''' 58f (j.PPP, on hit only) | | * Puts opponents into a {{sf6-jug|limited juggle}} state (can juggle into {{clr|OD|j.PPP}}) |
| | * '''Cancel Hitconfirm Window:''' 58f ([[#Condor_Dive_(j.PP)|{{clr|OD|j.PPP}}]], on hit only) |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| Important for converting off lights without wind stocks or drive gauge. Solid anti-air for when [[#2HP|{{clr|H|2HP}}]] would be too slow, also good at dealing with characters who can alter their jump momentum. | | Important for converting off lights without wind stocks or Drive gauge.<br> |
| | Solid anti-air for when [[#2HP|{{clr|H|2HP}}]] would be too slow, or for walking under a cross-up using a cross-cut DP motion.<br> |
| | Also good at dealing with characters who can alter their jump momentum.<br> |
| | On hit, Lily can get oki anywhere on the screen, usually with {{clr|DR|Drive Rush}} or Dash + {{clr|DR|Drive Rush}} into a strike/throw mixup. |
| }} | | }} |
| |-| | | |-| |
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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 ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''Airborne''' 7-37f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| * 2nd hit launches standing opponents into higher juggle state (KD +48~52); allows midscreen follow-ups | | * 2nd hit launches standing opponents into higher juggle state (KD +48~52); allows midscreen follow-ups |
| {{AttackDataCargo-SF6/Query|lily_623mp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623mp_1stock}} |
| * '''Anti-Air Invuln''' 1-12f; '''Airborne''' 9-44f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-12f (cannot hit cross-up); '''Airborne''' 9-44f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| * 2nd hit launches standing opponents into higher juggle state (KD +47~50); allows corner follow-ups | | * 2nd hit launches standing opponents into higher juggle state (KD +47~50); allows corner follow-ups |
| {{AttackDataCargo-SF6/Query|lily_623hp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623hp_1stock}} |
| * '''Anti-Air Invuln''' 1-14f; '''Airborne''' 11-49f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-14f (cannot hit cross-up); '''Airborne''' 11-49f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on high anti-air connect) |
| * 2nd hit launches standing opponents into higher juggle state (KD +46~49); allows corner follow-ups | | * 2nd hit launches standing opponents into higher juggle state (KD +46~49); allows corner follow-ups |
| {{AttackDataCargo-SF6/Query|lily_623pp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623pp_1stock}} |
| * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) | | * '''Anti-Air Invuln''' 1-10f (cannot hit cross-up); '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f ({{FKD}} state) |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state (can get follow-up juggle on a very high anti-air connect) |
| * 2nd active frame has extra range vs. grounded opponents only (for combo consistency) | | * 2nd active frame has extra range vs. grounded opponents only (for combo consistency) |
| * '''Cancel Hitconfirm Window:''' 69f ([[#Condor_Dive_(j.PP)|{{clr|OD|j.PPP}}]], on hit only) | | * '''Cancel Hitconfirm Window:''' 69f ([[#Condor_Dive_(j.PP)|{{clr|OD|j.PPP}}]], on hit only) |
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| <br> | | <br> |
| With {{clr|DR|Windclad}} stocked, it's possible to use this to juggle after [[#Condor_Spire_(236K)|Condor Spire]] in the corner for an expensive but damaging combo.<br> | | With {{clr|DR|Windclad}} stocked, it's possible to use this to juggle after [[#Condor_Spire_(236K)|Condor Spire]] in the corner for an expensive but damaging combo.<br> |
| The {{clr|L|LP}} and {{clr|OD|OD}} versions hit on frame 4, which makes them impossible to safe-jump. The opponent has to bait it by doing an empty-jump instead.<br> | | On hit, Lily can get oki anywhere on the screen, usually with {{clr|DR|Drive Rush}} or Dash + {{clr|DR|Drive Rush}} into a strike/throw mixup.<br> |
| By setting up precise spacing so that the 2nd hit connects on a standing opponent, you can score a nice midscreen juggle after the {{clr|L|LP}} version. | | The {{clr|L|LP}} and {{clr|OD|OD}} versions hit on frame 4, which makes them impossible to safe jump. The opponent has to bait it by doing an empty jump instead.<br> |
| | By setting up precise spacing so that the 2nd hit connects on a standing opponent, you can score a nice midscreen juggle after the {{clr|L|LP}} version, such as {{clr|SA|SA1/SA2}}, {{clr|H|2HK}}, or a {{clr|H|2HP}} reset. |
| }} | | }} |
| </tabber> | | </tabber> |