< Street Fighter 6 | Lily
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| icon =Blanka | | icon =Blanka | ||
| favorability = | | favorability = | ||
| data = | | data =* {{clr|8|2MP}} > {{clr|10|SA1}} can be used to check Light Blanka Ball. | ||
* Max range {{clr|9|2HP}} is safe against reversal OD Blanka Ball. | |||
* Non-Windclad {{clr|10|236KK}} and {{clr|10|SA2}} both set up a safe jump against OD Blanka Ball. | |||
* Condor Spire can be used to navigate over Blanka-chan. | |||
}} | }} | ||
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| icon =Cammy | | icon =Cammy | ||
| favorability = | | favorability = | ||
| data = | | data =* Avoid using slow buttons too much. Especially {{clr|9|2HP}}. Cannon Strike whiff punishes them almost for free. | ||
* {{clr|9|2HP}} does not work properly as an anti-air. Be ready to buffer Tomahawk Buster at all times. | |||
* Long range Hooligan movement can be dealt with using Condor Spire. | |||
}} | }} | ||
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| icon =Chun-Li | | icon =Chun-Li | ||
| favorability = | | favorability = | ||
| data = | | data =* {{clr|9|4HP}} can be used to check Chun-Li while she's walking behind a slow fireball. | ||
* {{clr|9|3HP}} goes over Hazanshu into a Punish Counter combo. | |||
}} | }} | ||
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| icon =DeeJay | | icon =DeeJay | ||
| favorability = | | favorability = | ||
| data = | | data =* Avoid standing in the mid-range, as that makes it very difficult to interrupt Drive Rush. | ||
* Aim to be either close enough to interrupt Drive Rush with light attacks, or far enough away to stuff the normal with {{clr|8|5MP}}/{{clr|8|2MP}}/{{clr|9|4HP}}. | |||
}} | }} | ||
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| icon =Dhalsim | | icon =Dhalsim | ||
| favorability = | | favorability = | ||
| data = | | data =* {{clr|9|5HP}} > {{clr|4|DR}} can be used to whiff punish his normals from anywhere on the screen. | ||
* Stick to using crouching attacks for pressure to make his {{clr|10|SA2}} ineffective as a reversal. Command grab is a reliable way to punish him and avoid the ball. | |||
* It's almost impossible to shut down Dhalsim's slow fireballs without Windclad stocks. Take every opportunity to fill up early in the round even if it means taking some hits. | |||
* Condor Spire goes over slide. It's a good idea to sometimes just throw it out whenever Dhalsim throws a high fireball. | |||
}} | }} | ||
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| icon =Ehonda | | icon =Ehonda | ||
| favorability = | | favorability = | ||
| data = | | data =* Anti-air Sumo Smash by holding down and mashing left/right, hitting Punch at the very last moment to Tomahawk Buster in the correct direction. | ||
* Honda can try to bait Tomahawk Buster by doing Light Headbutt from full screen. Use {{clr|10|SA1}} instead and it will reach him no matter which version he does. | |||
* After blocking Sumo Headbutt, use {{clr|8|5MP}} to stop him from pressing buttons afterwards, or {{clr|8|2LP}} after the Light version. Start introducing other options when they start blocking. | |||
}} | }} | ||
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| icon =Guile | | icon =Guile | ||
| favorability = | | favorability = | ||
| data = | | data =* Use {{clr|8|5MP}} and {{clr|9|4HP}} to poke his Sonic Boom startup. | ||
* {{clr|9|4HP}} can also be used to disrespect Sonic Blade. Lily will get hit, but will still make contact with Guile standing behind it. | |||
}} | }} | ||
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| icon =Jamie | | icon =Jamie | ||
| favorability = | | favorability = | ||
| data = | | data =* After a command grab, generate Windclad stocks with {{clr|8|214MP}} instead of {{clr|7|214LP}}. This leaves Jamie close enough that {{clr|4|W.}}{{clr|10|236KK}} can punish any attempts to drink. | ||
}} | }} | ||
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| icon =JP | | icon =JP | ||
| favorability = | | favorability = | ||
| data = | | data =* Drive Rush {{clr|9|5HK}} and {{clr|9|3HP}} slide more than other moves, and can sometimes be used to make a spike whiff behind you. | ||
* {{clr|9|2HP}} shuts down JP trying to control space with neutral jump MP. | |||
* Try to have Windclad stocks ready at all times to shut down Amnesia once you're on offense. | |||
* If OD Amnesia is triggered by a Light attack, follow up with {{clr|7|5LK}} > {{clr|4|W.}}{{clr|10|236KK}}. This combos on hit, is safe on block, and completely dodges the first orb. | |||
* Alternatively, attempt a regular throw and buffer {{clr|10|SA2}} to anti-air JP if he jumps out of it. This goes clean through both orbs. | |||
}} | }} | ||
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| icon =Juri | | icon =Juri | ||
| favorability = | | favorability = | ||
| data = | | data =* Aim to be either close enough to interrupt Drive Rush with light attacks, or far enough away to stuff the normal with {{clr|8|5MP}}/{{clr|8|2MP}}/{{clr|9|4HP}}. | ||
* Any version of Condor Spire goes over Juri's projectiles. | |||
* When Juri has 2 bars, it's good to have Windclad stocks ready to break her safe jump setups with {{clr|4|W.}}{{clr|7|623LP}}/{{clr|10|623PP}} | |||
}} | }} | ||
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| icon =Ken | | icon =Ken | ||
| favorability = | | favorability = | ||
| data = | | data =* When expecting him to Drive Rush after a slow fireball, it's possible to slap the fireball with the tip of {{clr|7|2LP}} to take the hit early. This creates a bigger gap, making it much easier to interrupt the Drive Rush. | ||
* It's possible to hard read his {{clr|8|2MK}} with Lily's {{clr|9|3HP}} for a Punish Counter combo. | |||
}} | }} | ||
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| icon =Kimberly | | icon =Kimberly | ||
| favorability = | | favorability = | ||
| data = | | data =* Learn the timings for safe meaty {{clr|7|5LP}} to shut down reversal {{clr|10|SA1}}. | ||
* {{clr|9|3HP}} over her slide for a Punish Counter combo. | |||
}} | }} | ||
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| icon =Lily | | icon =Lily | ||
| favorability = | | favorability = | ||
| data = | | data =* Spam Wind Spires and Drive Impact and pray. | ||
}} | }} | ||
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| icon =Luke | | icon =Luke | ||
| favorability = | | favorability = | ||
| data = | | data =* It's possible to hard read his {{clr|8|2MK}} with Lily's {{clr|9|3HP}} for a Punish Counter combo. | ||
* Mash {{clr|10|SA2}} during his L~M~H string to interrupt any special followup. Note that the 3rd hit must be blocked standing to interrupt Light Sand Blast. | |||
}} | }} | ||
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| icon =Manon | | icon =Manon | ||
| favorability = | | favorability = | ||
| data = | | data =* {{clr|8|214MP}}/{{clr|9|214HP}}/{{clr|10|214PP}} can do some work in neutral as they catch Manon at the range where she wants to walk forwards a little bit more to get into the range of her normals. Be wary of Drive Impact until you have enough meter to cancel into SA. | ||
* Perfect meaty {{clr|7|5LP}} is safe against wakeup {{clr|10|SA1}}. It's worth learning setups for it (e.g. {{clr|4|W.}}{{clr|8|236MK}}, Dash Twice, {{clr|7|5LP}}). | |||
}} | }} | ||
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| icon =Marisa | | icon =Marisa | ||
| favorability = | | favorability = | ||
| data = | | data =* {{clr|9|5HP}} and {{clr|9|4HP}} can be used to whiff punish any of her big buttons into a combo. | ||
* {{clr|4|W.}}{{clr|10|j.PPP}} is good at interrupting Marisa's big buttons from a neutral jump, and since it hits twice it will also break armored moves. | |||
}} | }} | ||
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| icon =Ryu | | icon =Ryu | ||
| favorability = | | favorability = | ||
| data = | | data =* It's possible to hard read his {{clr|8|2MK}} with Lily's {{clr|9|3HP}} for a Punish Counter combo. | ||
}} | }} | ||
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| icon =Zangief | | icon =Zangief | ||
| favorability = | | favorability = | ||
| data = | | data =* Abuse him with long ranged normals. {{clr|8|5MP}} keeps him at bay, while {{clr|9|2HP}} shuts down attempts to counter with armor. | ||
* Fill up on Windclad stocks at the first opportunity. Zangief's reversals are the worst in the game which makes him particularly vulnerable to Wind Spire shenanigans. | |||
* It's fairly safe to do a meaty jump-in after {{clr|7|623LP}} or {{clr|8|236MK}}/{{clr|9|236HK}}. The attack hits too low for Lariat/SA1/SA2 to work as an anti-air, and too high for SA3 to punish the landing. | |||
* Never get backthrown when his back is to the corner. Try to meaty from outside his throw range to make it harder to sideswap. | |||
}} | }} | ||
Revision as of 11:19, 16 November 2023
Click the character's portrait to open their Wiki page.
Blanka

- 2MP > SA1 can be used to check Light Blanka Ball.
- Max range 2HP is safe against reversal OD Blanka Ball.
- Non-Windclad 236KK and SA2 both set up a safe jump against OD Blanka Ball.
- Condor Spire can be used to navigate over Blanka-chan.
Cammy

- Avoid using slow buttons too much. Especially 2HP. Cannon Strike whiff punishes them almost for free.
- 2HP does not work properly as an anti-air. Be ready to buffer Tomahawk Buster at all times.
- Long range Hooligan movement can be dealt with using Condor Spire.
Chun-Li

- 4HP can be used to check Chun-Li while she's walking behind a slow fireball.
- 3HP goes over Hazanshu into a Punish Counter combo.
Dee Jay

- Avoid standing in the mid-range, as that makes it very difficult to interrupt Drive Rush.
- Aim to be either close enough to interrupt Drive Rush with light attacks, or far enough away to stuff the normal with 5MP/2MP/4HP.
Dhalsim

- 5HP > DR can be used to whiff punish his normals from anywhere on the screen.
- Stick to using crouching attacks for pressure to make his SA2 ineffective as a reversal. Command grab is a reliable way to punish him and avoid the ball.
- It's almost impossible to shut down Dhalsim's slow fireballs without Windclad stocks. Take every opportunity to fill up early in the round even if it means taking some hits.
- Condor Spire goes over slide. It's a good idea to sometimes just throw it out whenever Dhalsim throws a high fireball.
E.Honda

- Anti-air Sumo Smash by holding down and mashing left/right, hitting Punch at the very last moment to Tomahawk Buster in the correct direction.
- Honda can try to bait Tomahawk Buster by doing Light Headbutt from full screen. Use SA1 instead and it will reach him no matter which version he does.
- After blocking Sumo Headbutt, use 5MP to stop him from pressing buttons afterwards, or 2LP after the Light version. Start introducing other options when they start blocking.
Guile

- Use 5MP and 4HP to poke his Sonic Boom startup.
- 4HP can also be used to disrespect Sonic Blade. Lily will get hit, but will still make contact with Guile standing behind it.
Jamie

- After a command grab, generate Windclad stocks with 214MP instead of 214LP. This leaves Jamie close enough that W.236KK can punish any attempts to drink.
JP

- Drive Rush 5HK and 3HP slide more than other moves, and can sometimes be used to make a spike whiff behind you.
- 2HP shuts down JP trying to control space with neutral jump MP.
- Try to have Windclad stocks ready at all times to shut down Amnesia once you're on offense.
- If OD Amnesia is triggered by a Light attack, follow up with 5LK > W.236KK. This combos on hit, is safe on block, and completely dodges the first orb.
- Alternatively, attempt a regular throw and buffer SA2 to anti-air JP if he jumps out of it. This goes clean through both orbs.
Juri

- Aim to be either close enough to interrupt Drive Rush with light attacks, or far enough away to stuff the normal with 5MP/2MP/4HP.
- Any version of Condor Spire goes over Juri's projectiles.
- When Juri has 2 bars, it's good to have Windclad stocks ready to break her safe jump setups with W.623LP/623PP
Ken

- When expecting him to Drive Rush after a slow fireball, it's possible to slap the fireball with the tip of 2LP to take the hit early. This creates a bigger gap, making it much easier to interrupt the Drive Rush.
- It's possible to hard read his 2MK with Lily's 3HP for a Punish Counter combo.
Kimberly

- Learn the timings for safe meaty 5LP to shut down reversal SA1.
- 3HP over her slide for a Punish Counter combo.
Lily
Luke

- It's possible to hard read his 2MK with Lily's 3HP for a Punish Counter combo.
- Mash SA2 during his L~M~H string to interrupt any special followup. Note that the 3rd hit must be blocked standing to interrupt Light Sand Blast.
Manon

- 214MP/214HP/214PP can do some work in neutral as they catch Manon at the range where she wants to walk forwards a little bit more to get into the range of her normals. Be wary of Drive Impact until you have enough meter to cancel into SA.
- Perfect meaty 5LP is safe against wakeup SA1. It's worth learning setups for it (e.g. W.236MK, Dash Twice, 5LP).
Marisa

- 5HP and 4HP can be used to whiff punish any of her big buttons into a combo.
- W.j.PPP is good at interrupting Marisa's big buttons from a neutral jump, and since it hits twice it will also break armored moves.
Ryu
Zangief

- Abuse him with long ranged normals. 5MP keeps him at bay, while 2HP shuts down attempts to counter with armor.
- Fill up on Windclad stocks at the first opportunity. Zangief's reversals are the worst in the game which makes him particularly vulnerable to Wind Spire shenanigans.
- It's fairly safe to do a meaty jump-in after 623LP or 236MK/236HK. The attack hits too low for Lariat/SA1/SA2 to work as an anti-air, and too high for SA3 to punish the landing.
- Never get backthrown when his back is to the corner. Try to meaty from outside his throw range to make it harder to sideswap.