|
|
Line 716: |
Line 716: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236lk}} | | {{AttackDataCargo-SF6/Query|lily_236lk}} |
| * '''Airborne''' 8-31f ({{FKD}} state) | | * '''Airborne''' 8-31f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| | ** Corner juggle follow-ups are only possible when hitting airborne opponents from longer ranges |
| {{AttackDataCargo-SF6/Query|lily_236mk}} | | {{AttackDataCargo-SF6/Query|lily_236mk}} |
| * '''Airborne''' 9-35f ({{FKD}} state) | | * '''Airborne''' 9-35f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| | ** Corner juggle follow-ups possible when hitting on active frame 10 or later |
| {{AttackDataCargo-SF6/Query|lily_236hk}} | | {{AttackDataCargo-SF6/Query|lily_236hk}} |
| * '''Airborne''' 11-39f ({{FKD}} state) | | * '''Airborne''' 11-39f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| | ** Corner juggle follow-ups possible when hitting on active frame 9 or later |
| {{AttackDataCargo-SF6/Query|lily_236kk}} | | {{AttackDataCargo-SF6/Query|lily_236kk}} |
| * '''Airborne''' 7-29f ({{FKD}} state) | | * '''Airborne''' 7-29f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 27f (SA2), as low as 14f at max range | | ** Corner juggle follow-ups possible when hitting on active frame 5 or later |
| | * '''Cancel Hitconfirm Window:''' 14~27f ({{clr|SA|SA2}}); less hitconfirm time from farther ranges |
| * 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> |
| All versions can be spaced to be safe or even as good as +4 on block even when not Windclad. | | All versions can be spaced to be safe or even as good as {{sf6-adv|VP|+4 on block}} even when not Windclad. On hit, Lily gets more knockdown advantage when hitting from longer ranges, but is also left farther from the opponent. Either way, she can always secure oki with a {{clr|DR|Drive Rush}}. |
|
| |
|
| Canceling from [[#2HP|{{clr|H|2HP}}]] into {{clr|L|LK Condor Spire}} from a max range results in a frame trap that can be as good as +1 on block and also safe against {{clr|DR|Drive Impact}} (unless they do it before {{clr|H|2HP}}). This also works from [[#4HP|{{clr|H|4HP}}]], though not quite to the same extent. | | Canceling from [[#2HP|{{clr|H|2HP}}]] into {{clr|L|LK Condor Spire}} from a max range results in a frame trap that can be as good as {{sf6-adv|P|+1 on block}} and also safe against {{clr|DR|Drive Impact}} (unless they do it before {{clr|H|2HP}}). This also works from [[#4HP|{{clr|H|4HP}}]], though not quite to the same extent. |
|
| |
|
| {{clr|OD|OD Condor Spire}} has the same range as the {{clr|M|MK}} version but with a much faster startup that makes it less vulnerable to {{clr|DR|Drive Impact}} and other reactive options. It's a fun surprise to throw out in neutral or at round start. | | {{clr|OD|OD Condor Spire}} has similar range to the {{clr|M|MK}} version but with a much faster startup, making it less vulnerable to {{clr|DR|Drive Impact}} and other reactive options. It's a fun surprise to throw out in neutral or at round start. |
|
| |
|
| The {{clr|M|MK}} and {{clr|H|HK}} versions aren't quite as good outside of combos due to the longer distance and slower startup making them easier to space out and react to with big punishes. | | The {{clr|M|MK}} and {{clr|H|HK}} versions aren't quite as good outside of combos due to the longer distance and slower startup making them easier to space out and react to with big punishes. |
Line 752: |
Line 756: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_236lk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236lk_1stock}} |
| * '''Airborne''' 9-39f ({{FKD}} state) | | * '''Airborne''' 9-39f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| * 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) |
| * Frame-kills after KD: '''214LP:''' ±0 / '''214PP:''' +7 / '''Forward Dash x2:''' +5 | | * Frame-kills after KD: '''{{clr|L|214LP}}:''' {{sf6-adv|E|±0}} / '''{{clr|OD|214PP}}:''' {{sf6-adv|VP|+7}} / '''Forward Dash x2:''' {{sf6-adv|VP|+5}} |
| {{AttackDataCargo-SF6/Query|lily_236mk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236mk_1stock}} |
| * '''Airborne''' 13-43f ({{FKD}} state) | | * '''Airborne''' 13-43f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| * 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) |
| * Frame-kills after KD: '''214LP:''' +2 / '''Forward Dash x2:''' +7 | | * Frame-kills after KD: '''{{clr|L|214LP}}:''' {{sf6-adv|P|+2}} / '''Forward Dash x2:''' {{sf6-adv|VP|+7}} |
| {{AttackDataCargo-SF6/Query|lily_236hk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236hk_1stock}} |
| * '''Airborne''' 17-47f ({{FKD}} state) | | * '''Airborne''' 17-47f ({{FKD}} state); puts opponents into {{sf6-jug|limited juggle}} state |
| * 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) |
| * Frame-kills after KD: '''214LP:''' +5 / '''Forward Dash x2:''' +10 | | * Frame-kills after KD: '''{{clr|L|214LP}}:''' {{sf6-adv|VP|+5}} / '''Forward Dash x2:''' {{sf6-adv|VP|+10}} |
| {{AttackDataCargo-SF6/Query|lily_236kk_1stock}} | | {{AttackDataCargo-SF6/Query|lily_236kk_1stock}} |
| * '''Airborne''' 9-34f ({{FKD}} state); '''Projectile Invuln''' 9-32f (all active frames) | | * '''Airborne''' 9-34f ({{FKD}} state); '''Projectile Invuln''' 9-32f (all active frames); puts opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 51f (SA2), as low as 14f at max range | | * '''Cancel Hitconfirm Window:''' 14~51f ({{clr|SA|SA2}}); less hitconfirm time from farther ranges |
| * 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) |
| * Frame kills after KD: '''214LP:''' +9 / '''214MP:''' +5 / '''Forward Dash x2:''' +14 | | * Frame kills after KD: '''{{clr|L|214LP}}:''' {{sf6-adv|VP|+9}} / '''{{clr|M|214MP}}:''' {{sf6-adv|VP|+5}} / '''Forward Dash x2:''' {{sf6-adv|VP|+14}} |
| <br> | | <br> |
| One of the big reasons to play Lily. Depending on the available resources it's possible to bulldoze your way into a +1 or +2 on block situation from almost anywhere, which directly gives a mixup between [[#5LK|{{clr|L|5LK}}]] and [[#Forward_Throw_(LPLK)|{{clr|OD|Throw}}]] or [[#Mexican_Typhoon_(360+P)|{{clr|OD|Command Grab}}]]. It also hits 3 times which allows it to plow through {{clr|DR|Drive Impact}} when used from a close enough range for all 3 hits to land. The non-Drive versions being only +1 means that Lily's 5-frame throw options will lose to opponents mashing 4 frame attacks, a weakness that the +2 {{clr|OD|OD}} version does not have. This can be worked around with proper conditioning but does change the RPS on block. | | One of the big reasons to play Lily. Depending on the available resources it's possible to bulldoze your way into a {{sf6-adv|P|+1}} or {{sf6-adv|P|+2}} on block situation from almost anywhere, which directly gives a mixup between [[#5LK|{{clr|L|5LK}}]] and [[#Forward_Throw_(LPLK)|{{clr|OD|Throw}}]] or [[#Mexican_Typhoon_(360+P)|{{clr|OD|Command Grab}}]]. It also hits 3 times which allows it to plow through {{clr|DR|Drive Impact}} when used from a close enough range for all 3 hits to land. The non-Drive versions being only {{sf6-adv|P|+1}} means that Lily's 5-frame throw options will lose to opponents mashing 4 frame attacks, a weakness that the {{sf6-adv|P|+2}} {{clr|OD|OD}} version does not have. This can be worked around with proper conditioning but does change the RPS on block. It's also possible to get better frame advantage by spacing it out so only the 3rd hit connects, but this also drastically increases the attack's startup time. |
|
| |
|
| In the corner, and with an additional Windclad stock, a {{clr|DR|Windclad}} Condor Spire combos directly into {{clr|DR|Windclad}} [[#Tomahawk_Buster_(623P)|Tomahawk Buster]] using the same strength button or faster (e.g. {{clr|DR|W.}}{{clr|M|236MK}} then {{clr|DR|W.}}{{clr|M|623MP}}). Alternatively, the used stock can be regained by using [[#Condor_Wind_Stock_(214P)|{{clr|L|214LP}}]] while the opponent is knocked down while staying ±0 after {{clr|L|L Spire}} and maintaining frame advantage from the others.<br> | | In the corner, and with an additional Windclad stock, a {{clr|DR|Windclad}} Condor Spire combos directly into {{clr|DR|Windclad}} [[#Tomahawk_Buster_(623P)|Tomahawk Buster]] using the same strength button or faster (e.g. {{clr|DR|W.}}{{clr|M|236MK}} then {{clr|DR|W.}}{{clr|M|623MP}}). Alternatively, the used stock can be regained by using [[#Condor_Wind_Stock_(214P)|{{clr|L|214LP}}]] while the opponent is knocked down while staying {{sf6-adv|E|±0}} after {{clr|L|L Spire}} and maintaining frame advantage from the others.<br> |
| The {{clr|OD|OD}} version can be canceled into [[#Level_2_Super_(236236K)|{{clr|SA|SA2}}]] for high damage anywhere on the screen, or in the corner it can be linked into [[#Level_1_Super_(236236P)|{{clr|SA|SA1}}]].<br> | | The {{clr|OD|OD}} version can be canceled into [[#Level_2_Super_(236236K)|{{clr|SA|SA2}}]] for high damage anywhere on the screen, or in the corner it can be linked into [[#Level_1_Super_(236236P)|{{clr|SA|SA1}}]].<br> |
| The {{clr|H|HK}} version in the corner also links into [[#Level_2_Super_(236236K)|{{clr|SA|SA2}}]]... or even [[#Level_1_Super_(236236P)|{{clr|SA|SA1}}]] if it hits the opponent while they're airborne. | | The {{clr|H|HK}} version in the corner also links into [[#Level_2_Super_(236236K)|{{clr|SA|SA2}}]]... or even [[#Level_1_Super_(236236P)|{{clr|SA|SA1}}]] if it hits the opponent while they're airborne. |
|
| |
|
| The main weakness of Windclad Spire is that it is weak to drive reversal. The opponent can swat the {{clr|OD|OD}} version away every time to spend an equal amount of drive gauge while the Windclad stock remains spent. On the other hand when Windclad stocks are plentiful and the opponent has less drive gauge, it isn't unreasonable to just keep doing it and trading drive gauge until the opponent runs out. | | The main weakness of {{clr|DR|Windclad}} Spire is that it is weak to {{clr|DR|Drive Reversal}}. The opponent can swat the {{clr|OD|OD}} version away every time to spend an equal amount of Drive gauge while the Windclad stock remains spent. On the other hand when Windclad stocks are plentiful and the opponent has less drive gauge, it isn't unreasonable to just keep doing it and trading Drive gauge until the opponent runs out. |
| }} | | }} |
| </tabber> | | </tabber> |