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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|lily_5mp}} | | {{AttackDataCargo-SF6/Query|lily_5mp}} |
| Amazingly disjointed poke and neutral tool, but cannot be cancelled which makes it vulnerable to Drive Impact. | | Amazingly disjointed poke and neutral tool, but cannot be canceled which makes it vulnerable to Drive Impact. |
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| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
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| Cancellable, combo-friendly normal that's useful in both counterhit confirms and juggles alike. Examples include linking after a counterhit LP, a Punish Counter 5HP, or a Drive Rush 4HP.
| | Cancelable, combo-friendly normal that's useful in both counterhit confirms and juggles alike. Examples include linking after a counterhit LP, a Punish Counter 5HP, or a Drive Rush 4HP. |
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| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
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| A special and DR cancellable 2MK. This is nice to have, even if Lily lacks the movement speed to make it as threatening as other 2MKs. | | A special and DR cancelable 2MK. This is nice to have, even if Lily lacks the movement speed to make it as threatening as other 2MKs. |
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| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] |
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| When cancelled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout | | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| * - | | * - |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
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| * Mix in 2HP > 214LP. This is safe against Drive Impact and leads to a counter Drive Impact. | | * Mix in 2HP > 214LP. This is safe against Drive Impact and leads to a counter Drive Impact. |
| * Use 2HP > 214PP; a true blockstring that leaves no gap for the opponent to reversal through. | | * Use 2HP > 214PP; a true blockstring that leaves no gap for the opponent to reversal through. |
| * Use Drive Rush 2HP, 4HP or 5HP cancelled into 214MP. The extra blockstun from Drive Rush makes it a true blockstring. | | * Use Drive Rush 2HP, 4HP or 5HP canceled into 214MP. The extra blockstun from Drive Rush makes it a true blockstring. |
| * When midscreen, keep the button held. This takes the hit as a regular Counter Hit instead of a Punish Counter, which is pretty inconsequential outside the corner. | | * When midscreen, keep the button held. This takes the hit as a regular Counter Hit instead of a Punish Counter, which is pretty inconsequential outside the corner. |
| * With 3 bars and good reflexes, hold it until the opponent presses a button, then release and cancel into Level 3 Super. | | * With 3 bars and good reflexes, hold it until the opponent presses a button, then release and cancel into Level 3 Super. |
| ** Modern mode's Heavy Assisted Combo does this automatically, performing 2HP > 214MP > (214214P) but only cancelling into the Super on hit. | | ** Modern mode's Heavy Assisted Combo does this automatically, performing 2HP > 214MP > (214214P) but only canceling into the Super on hit. |
| ** Additionally, Assist + H > H > [M]+H causes Condor Wind to be held, but it still cancels into Level 3 upon hitting the opponent when M is released. | | ** Additionally, Assist + H > H > [M]+H causes Condor Wind to be held, but it still cancels into Level 3 upon hitting the opponent when M is released. |
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| 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 +4 on block even when not Windclad. |
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| Cancelling from 2HP into LK Condor Spire from a max range results in a frametrap that can be as good as +1 on block and also safe against Drive Impact (unless they do it before 2HP). This also works from 4HP, though not quite to the same extent.
| | Canceling from 2HP into LK Condor Spire from a max range results in a frametrap that can be as good as +1 on block and also safe against Drive Impact (unless they do it before 2HP). This also works from 4HP, though not quite to the same extent. |
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| OD Condor Spire has the same range as the MK version but with a much faster startup that makes it less vulnerable to Drive Impact and other reactive options. It's a fun surprise to throw out in neutral or at round start. | | OD Condor Spire has the same range as the MK version but with a much faster startup that makes it less vulnerable to Drive Impact and other reactive options. It's a fun surprise to throw out in neutral or at round start. |
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| In the corner, and with an additional Windclad stock, a Windclad Condor Spire combos directly into Windclad Tomahawk Buster using the same strength button or faster (e.g. 236MK, 623MP). Alternatively, Lily can regain her spent stock with L Condor Wind (214LP) and still remain plus after M, H, or OD Windclad Condor Spire. If it connects with your opponent cornered and you don't want to spend the extra stock, immediately using L condor wind will leave you +2 and one wind stock richer.<br> | | In the corner, and with an additional Windclad stock, a Windclad Condor Spire combos directly into Windclad Tomahawk Buster using the same strength button or faster (e.g. 236MK, 623MP). Alternatively, Lily can regain her spent stock with L Condor Wind (214LP) and still remain plus after M, H, or OD Windclad Condor Spire. If it connects with your opponent cornered and you don't want to spend the extra stock, immediately using L condor wind will leave you +2 and one wind stock richer.<br> |
| The OD version can be cancelled into Level 2 Super for high damage anywhere on the screen, or in the corner it can be linked into a Level 1 Super.<br> | | The OD version can be canceled into Level 2 Super for high damage anywhere on the screen, or in the corner it can be linked into a Level 1 Super.<br> |
| The HK version in the corner also links into Level 2 Super... or even a Level 1 Super if it hits the opponent while they're airborne. | | The HK version in the corner also links into Level 2 Super... or even a Level 1 Super if it hits the opponent while they're airborne. |
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| {{AttackDataCargo-SF6/Query|lily_623pp}} | | {{AttackDataCargo-SF6/Query|lily_623pp}} |
| * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f | | * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f |
| * OD version can be cancelled into OD Condor Dive on hit. | | * OD version can be canceled into OD Condor Dive on hit. |
| * OD version applies a 10% damage scaling penalty to a followup OD Tomahawk Buster. | | * OD version applies a 10% damage scaling penalty to a followup OD Tomahawk Buster. |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|lily_623pp_1stock}} | | {{AttackDataCargo-SF6/Query|lily_623pp_1stock}} |
| * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f | | * '''Anti-Air Invuln''' 1-10f; '''Throw Invuln''' 1-10f; '''Airborne''' 7-45f |
| * OD version can be cancelled into OD Condor Dive or OD Condor Dive (Windclad) on hit. | | * OD version can be canceled into OD Condor Dive or OD Condor Dive (Windclad) on hit. |
| * OD version applies a 10% damage scaling penalty to a followup OD Tomahawk Buster or OD Tomahawk Buster (Windclad). | | * OD version applies a 10% damage scaling penalty to a followup OD Tomahawk Buster or OD Tomahawk Buster (Windclad). |
| <br> | | <br> |
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| * Forward/Neutral Jump only | | * Forward/Neutral Jump only |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state | | * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state |
| * Applies a 25% damage scaling penalty to the next hit of a combo when cancelled from 623PP | | * Applies a 25% damage scaling penalty to the next hit of a combo when canceled from 623PP |
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| All versions can be used to punish fireballs from medium or close range. This tactic is most effective with a Windclad stock. | | All versions can be used to punish fireballs from medium or close range. This tactic is most effective with a Windclad stock. |
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| * Forward/Neutral Jump only | | * Forward/Neutral Jump only |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state | | * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state |
| * Applies a 25% damage scaling penalty to the next hit of a combo when cancelled from 623PP. | | * Applies a 25% damage scaling penalty to the next hit of a combo when canceled from 623PP. |
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| All versions can be used to punish fireballs from medium or close range. This tactic is most effective with a Windclad stock. | | All versions can be used to punish fireballs from medium or close range. This tactic is most effective with a Windclad stock. |
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| * 50% minimum damage scaling; available at 25% HP or below | | * 50% minimum damage scaling; available at 25% HP or below |
| <br> | | <br> |
| Lily's command grab level 3. Unfortunately, jumpable after the screen freeze. Can be combo'd into, but the routes are limited. You either do Medium Condor Wind cancelled to Level 3, or cancel straight into it from a normal. Will not connect in juggles due to it being a command grab. | | Lily's command grab level 3. Unfortunately, jumpable after the screen freeze. Can be combo'd into, but the routes are limited. You either do Medium Condor Wind canceled to Level 3, or cancel straight into it from a normal. Will not connect in juggles due to it being a command grab. |
| }} | | }} |
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