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Line 360: |
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| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 16f / 21f (TC) | | * '''Cancel Hitconfirm Window:''' 16f / 21f (TC) |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+11}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+11}} oB |
| <br> | | <br> |
| An advancing heavy normal that can be canceled into either a special move or an entirely useless target combo.<br> | | An advancing heavy normal that can be canceled into either a special move or an entirely useless target combo.<br> |
| Typically used as a followup after crumpling the opponent with Punish Counter [[#5HP|{{clr|9|5HP}}]] or a {{clr|4|Drive Impact}} wall splat. | | Typically used as a followup after crumpling the opponent with Punish Counter [[#5HP|{{clr|H|5HP}}]] or a {{clr|4|Drive Impact}} wall splat. |
| }} | | }} |
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Line 381: |
| <br> | | <br> |
| An overhead with surprising range. Can be used to hop over low attacks for a Punish Counter, which combos into light attacks.<br> | | An overhead with surprising range. Can be used to hop over low attacks for a Punish Counter, which combos into light attacks.<br> |
| When done after {{clr|4|Drive Rush}} it also combos into light attacks, and is +1 on block. | | When done after {{clr|4|Drive Rush}} it also combos into light attacks, and is {{sf6-adv|P|+1}} on block. |
| }} | | }} |
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Line 396: |
Line 396: |
| {{AttackDataCargo-SF6/Query|lily_4hp}} | | {{AttackDataCargo-SF6/Query|lily_4hp}} |
| * '''Cancel Hitconfirm Window:''' 18f | | * '''Cancel Hitconfirm Window:''' 18f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB |
| <br> | | <br> |
| This move is unique in that Lily's hurtbox does not move forwards at all until the attack hits. This makes it difficult to Counter-hit, and very effective at fishing for Counter-hits.<br> | | This move is unique in that Lily's hurtbox does not move forwards at all until the attack hits. This makes it difficult to Counter-hit, and very effective at fishing for Counter-hits.<br> |
| It will usually reach beyond and cleanly beat the low pokes that [[#2HP|{{clr|9|2HP}}]] typically loses to, complimenting it perfectly.<br> | | It will usually reach beyond and cleanly beat the low pokes that [[#2HP|{{clr|H|2HP}}]] typically loses to, complimenting it perfectly.<br> |
| It is also indispensable as a combo tool due to its high damage and high frame advantage on hit. {{clr|4|Drive Rush}}~[[#4HP|{{clr|9|4HP}}]] is Lily's optimal punish starter. | | It is also indispensable as a combo tool due to its high damage and high frame advantage on hit. {{clr|4|Drive Rush}}~[[#4HP|{{clr|H|4HP}}]] is Lily's optimal punish starter. |
| }} | | }} |
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Line 442: |
Line 442: |
| <br> | | <br> |
| The most useless target combo in the game.<br> | | The most useless target combo in the game.<br> |
| Canceling [[#6HP|{{clr|9|6HP}}]] into [[#Condor_Wind_Attack_(214P)|{{clr|10|Condor Wind}}]] does exactly the same job and is better in every way. | | Canceling [[#6HP|{{clr|H|6HP}}]] into [[#Condor_Wind_Attack_(214P)|{{clr|10|Condor Wind}}]] does exactly the same job and is better in every way. |
| }} | | }} |
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| While it has less damage and range than Mexican Typhoon, Lily's normal throw leaves the opponent much closer on the ground for significantly better followup options. It also allows Lily to recover in time to anti-air an opponent that jumps in anticipation of a command grab. | | While it has less damage and range than Mexican Typhoon, Lily's normal throw leaves the opponent much closer on the ground for significantly better followup options. It also allows Lily to recover in time to anti-air an opponent that jumps in anticipation of a command grab. |
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| After throwing the opponent into the corner, they remain in range for a walkup [[#Mexican_Typhoon_(360+P)|{{clr|10|Command Grab}}]]. Input 2486 or 8426 during end of the animation, then hold forwards and press punch just as the opponent stands up. It's possible to do this with any strength grab, but it is easier to time when using the longer ranged {{clr|7|LP}} or {{clr|10|OD}} version. | | After throwing the opponent into the corner, they remain in range for a walkup [[#Mexican_Typhoon_(360+P)|{{clr|10|Command Grab}}]]. Input 2486 or 8426 during end of the animation, then hold forwards and press punch just as the opponent stands up. It's possible to do this with any strength grab, but it is easier to time when using the longer ranged {{clr|L|LP}} or {{clr|10|OD}} version. |
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| {{clr|4|Drive Rush}} Throw can be used to loop the opponent in the corner. If they have access to a 6 frame invincible reversal they can use it on reaction, and will not be possible recover in time to bait it by blocking. Blanka, Honda, and Zangief can be looped using a frame-perfect walkup throw instead, but this is somewhat risky as missing the timing by a single frame in either direction causes the throw to lose to wakeup mashing. | | {{clr|4|Drive Rush}} Throw can be used to loop the opponent in the corner. If they have access to a 6 frame invincible reversal they can use it on reaction, and will not be possible recover in time to bait it by blocking. Blanka, Honda, and Zangief can be looped using a frame-perfect walkup throw instead, but this is somewhat risky as missing the timing by a single frame in either direction causes the throw to lose to wakeup mashing. |
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| Midscreen, Lily can {{clr|4|Drive Rush}} into a slightly delayed [[#4HP|{{clr|9|4HP}}]] or [[#2HP|{{clr|9|2HP}}]] and cancel into [[#Condor_Wind_Attack_(214P)|{{clr|8|214MP}}]] to grab a Windclad stock, with the extra blockstun making it safe against {{clr|4|Drive Impact}}. The attack needs to be delayed because otherwise the opponent can avoid it by walking backwards and get a free whiff punish. | | Midscreen, Lily can {{clr|4|Drive Rush}} into a slightly delayed [[#4HP|{{clr|H|4HP}}]] or [[#2HP|{{clr|H|2HP}}]] and cancel into [[#Condor_Wind_Attack_(214P)|{{clr|M|214MP}}]] to grab a Windclad stock, with the extra blockstun making it safe against {{clr|4|Drive Impact}}. The attack needs to be delayed because otherwise the opponent can avoid it by walking backwards and get a free whiff punish. |
| }} | | }} |
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| After throwing the opponent back into the corner, {{clr|4|Drive Rush}} sets up another close range strike/throw mixup. Unlike forward throw there is enough time to recover and block reversals.<br> | | After throwing the opponent back into the corner, {{clr|4|Drive Rush}} sets up another close range strike/throw mixup. Unlike forward throw there is enough time to recover and block reversals.<br> |
| Alternatively, performing a regular dash sets up a mixup between [[#4HP|{{clr|9|4HP}}]], Micro-walk [[#2HP|{{clr|9|2HP}}]], or walkup [[#Mexican_Typhoon_(360+P)|{{clr|10|Command Grab}}]]. Input 2486 or 8426 during the dash animation, then hold forwards and press punch just as the opponent stands up. | | Alternatively, performing a regular dash sets up a mixup between [[#4HP|{{clr|H|4HP}}]], Micro-walk [[#2HP|{{clr|H|2HP}}]], or walkup [[#Mexican_Typhoon_(360+P)|{{clr|10|Command Grab}}]]. Input 2486 or 8426 during the dash animation, then hold forwards and press punch just as the opponent stands up. |
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| Other alternatives are meaty [[#Condor_Spire_(236K)|{{clr|8|236MK}}]] to become +4 on block, or {{clr|4|Windclad}} [[#Condor_Spire_(236K)|{{clr|7|236LK}}]] to become +3. While this is good for immediately getting close it is also very reactable, and will lose outright to a regular anti-air special. | | Other alternatives are meaty [[#Condor_Spire_(236K)|{{clr|M|236MK}}]] to become +4 on block, or {{clr|4|Windclad}} [[#Condor_Spire_(236K)|{{clr|L|236LK}}]] to become +3. While this is good for immediately getting close it is also very reactable, and will lose outright to a regular anti-air special. |
| }} | | }} |
| <br> | | <br> |
Line 529: |
Line 529: |
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| When canceled 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 |
| * [[#2HP|{{clr|9|2HP}}]]: 4[0] (cancel can be delayed to avoid stun lock in burnout) | | * [[#2HP|{{clr|H|2HP}}]]: 4[0] (cancel can be delayed to avoid stun lock in burnout) |
| * [[#6HP|{{clr|9|6HP}}]]: 6[2] | | * [[#6HP|{{clr|H|6HP}}]]: 6[2] |
| * [[#4HP|{{clr|9|4HP}}]]: 7[3] | | * [[#4HP|{{clr|H|4HP}}]]: 7[3] |
| * [[#5HP|{{clr|9|5HP}}]]: 8[4] | | * [[#5HP|{{clr|H|5HP}}]]: 8[4] |
| * [[#5MK|{{clr|8|5MK}}]]: 10[6] | | * [[#5MK|{{clr|M|5MK}}]]: 10[6] |
| * [[#2MK|{{clr|8|2MK}}]]: 13[9] | | * [[#2MK|{{clr|M|2MK}}]]: 13[9] |
| * 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 |
| }} | | }} |
Line 584: |
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| {{AttackDataCargo-SF6/Query|lily_66}} | | {{AttackDataCargo-SF6/Query|lily_66}} |
| * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| ** Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo | | ** Only applies scaling once per combo; does not apply when an enhanced {{clr|4|Drive Rush}} attack starts the combo |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush. | | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to {{clr|4|Parry Drive Rush}}. |
| * Distance: | | * Distance: |
| ** 0.434 (min, cancel into immediate Throw) | | ** 0.434 (min, cancel into immediate Throw) |
| ** 1.900 (min, earliest blocking/movement frame) | | ** 1.900 (min, earliest blocking/movement frame) |
| ** 3.044 (max, final DR frame) | | ** 3.044 (max, final {{clr|4|DR}} frame) |
| * See Strategy page for [[Street_Fighter_6/Lily/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] | | * See Strategy page for [[Street_Fighter_6/Lily/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| }} | | }} |
Line 614: |
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| * Gains 1 Windclad stock on frame 38. | | * Gains 1 Windclad stock on frame 38. |
| <br> | | <br> |
| {{clr|7|214LP}} is an important tool for getting Windclad stocks without using resources. Mix it up with the [[#Condor_Wind_Attack_(214P)|{{clr|8|214MP}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|9|214HP}}]] on block, especially after [[#2HP|{{clr|9|2HP}}]]; the startup animation is identical but the punish is usually different. | | {{clr|L|214LP}} is an important tool for getting Windclad stocks without using resources. Mix it up with the [[#Condor_Wind_Attack_(214P)|{{clr|M|214MP}}]] and [[#Condor_Wind_Attack_(214P)|{{clr|H|214HP}}]] on block, especially after [[#2HP|{{clr|H|2HP}}]]; the startup animation is identical but the punish is usually different. |
| * {{clr|9|2HP}} > {{clr|8|214MP}}/{{clr|9|HP}} needs to be countered with invincibility, Perfect Parry, or an armored move such as Drive Impact. | | * {{clr|H|2HP}} > {{clr|M|214MP}}/{{clr|H|HP}} needs to be countered with invincibility, Perfect Parry, or an armored move such as {{clr|4|Drive Impact}}. |
| * {{clr|9|2HP}} > {{clr|7|214LP}} is a massive -25 on block but needs to be punished with a long ranged move. Importantly, Drive Impact is too slow and can be punished back. | | * {{clr|H|2HP}} > {{clr|L|214LP}} is a massive -25 on block but needs to be punished with a long ranged move. Importantly, {{clr|4|Drive Impact}} is too slow and can be punished back. |
| However, try not to rely on this against characters with a move that ticks all the boxes for punishing both, such as a long ranged Super. | | However, try not to rely on this against characters with a move that ticks all the boxes for punishing both, such as a long ranged Super. |
| }} | | }} |
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| Windclad stocks are vital to Lily's game plan, so learning how to safely use this move is vital. | | Windclad stocks are vital to Lily's game plan, so learning how to safely use this move is vital. |
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| Despite being -8 on block, the {{clr|8|MP}} and {{clr|9|HP}} versions have a lot of pushback which makes them mostly safe when properly spaced. Unfortunately, all versions are very vulnerable to Drive Impact, which can be input on reaction to seeing the startup. There are several ways to counter this: | | Despite being {{sf6-adv|VM|-8}} on block, the {{clr|M|MP}} and {{clr|H|HP}} versions have a lot of pushback which makes them mostly safe when properly spaced. Unfortunately, all versions are very vulnerable to {{clr|4|Drive Impact}}, which can be input on reaction to seeing the startup. There are several ways to counter this: |
| * Mix in {{clr|9|2HP}} > {{clr|7|214LP}}. This is safe against {{clr|4|Drive Impact}} and allows for it to be punished. | | * Mix in {{clr|H|2HP}} > {{clr|L|214LP}}. This is safe against {{clr|4|Drive Impact}} and allows for it to be punished. |
| * Use {{clr|9|2HP}} > {{clr|10|214PP}}; a true blockstring that leaves no gap for the opponent to reversal through. | | * Use {{clr|H|2HP}} > {{clr|10|214PP}}; a true blockstring that leaves no gap for the opponent to reversal through. |
| * Use {{clr|4|Drive Rush}} {{clr|9|2HP}}, {{clr|9|4HP}} or {{clr|9|5HP}} canceled into {{clr|8|214MP}}. The extra blockstun from {{clr|7|Drive Rush}} makes it a true blockstring. | | * Use {{clr|4|Drive Rush}} {{clr|H|2HP}}, {{clr|H|4HP}} or {{clr|H|5HP}} canceled into {{clr|M|214MP}}. The extra blockstun from {{clr|L|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_(214214P)|{{clr|10|SA3}}]]. | | * With 3 bars and good reflexes, hold it until the opponent presses a button, then release and cancel into [[#Level_3_Super_(214214P)|{{clr|10|SA3}}]]. |
| ** Modern mode's Heavy Assisted Combo does this automatically, performing {{clr|9|2HP}} > {{clr|8|214MP}} > ({{clr|10|214214P}}) but only canceling into the Super on hit. | | ** Modern mode's Heavy Assisted Combo does this automatically, performing {{clr|H|2HP}} > {{clr|M|214MP}} > ({{clr|10|214214P}}) but only canceling into the Super on hit. |
| ** Additionally, Assist + {{clr|9|H}} > {{clr|9|H}} > {{clr|8|[M]}}+{{clr|9|H}} causes Condor Wind to be held, but it still cancels into {{clr|10|SA3}} upon hitting the opponent when {{clr|8|M}} is released. | | ** Additionally, Assist + {{clr|H|H}} > {{clr|H|H}} > {{clr|M|[M]}}+{{clr|H|H}} causes Condor Wind to be held, but it still cancels into {{clr|10|SA3}} upon hitting the opponent when {{clr|M|M}} is released. |
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| The attack gains Windclad stocks much earlier than {{clr|7|214LP}}, with the stock being kept even when punished. Slap a fireball with {{clr|8|214MP}} and take the hit in exchange for the stock. When releasing a partially charged Condor Wind, the startup is only 4 frames. | | The attack gains Windclad stocks much earlier than {{clr|L|214LP}}, with the stock being kept even when punished. Slap a fireball with {{clr|M|214MP}} and take the hit in exchange for the stock. When releasing a partially charged Condor Wind, the startup is only 4 frames. |
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| Ending a combo with {{clr|8|214MP}} up close (e.g. after a {{clr|4|Drive Rush}} combo) leaves Lily ''just'' outside [[#Mexican_Typhoon_(360+P)|{{clr|10|Mexican Typhoon}}]] range from where it's possible to surprise the opponent with a micro-walk grab. Input it as 8426 and delay the {{clr|7|LP}} or {{clr|10|PP}} button press by at least 1 frame. This is especially potent in the corner where the opponent can't walk backwards out of range. | | Ending a combo with {{clr|M|214MP}} up close (e.g. after a {{clr|4|Drive Rush}} combo) leaves Lily ''just'' outside [[#Mexican_Typhoon_(360+P)|{{clr|10|Mexican Typhoon}}]] range from where it's possible to surprise the opponent with a micro-walk grab. Input it as 8426 and delay the {{clr|L|LP}} or {{clr|10|PP}} button press by at least 1 frame. This is especially potent in the corner where the opponent can't walk backwards out of range. |
| }} | | }} |
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Line 687: |
Line 687: |
| 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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| Canceling from [[#2HP|{{clr|9|2HP}}]] into {{clr|7|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|4|Drive Impact}} (unless they do it before {{clr|9|2HP}}). This also works from [[#4HP|{{clr|9|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 +1 on block and also safe against {{clr|4|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. |
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| {{clr|10|OD Condor Spire}} has the same range as the {{clr|8|MK}} version but with a much faster startup that makes it less vulnerable to {{clr|4|Drive Impact}} and other reactive options. It's a fun surprise to throw out in neutral or at round start. | | {{clr|10|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|4|Drive Impact}} and other reactive options. It's a fun surprise to throw out in neutral or at round start. |
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| The {{clr|8|MK}} and {{clr|9|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. |
| }} | | }} |
| |-| | | |-| |
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| * Frame kills after KD: '''214LP:''' +9 / '''214MP:''' +5 / '''Forward Dash x2:''' +14 | | * Frame kills after KD: '''214LP:''' +9 / '''214MP:''' +5 / '''Forward Dash x2:''' +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|7|5LK}}]] and [[#Forward_Throw_(LPLK)|{{clr|10|Throw}}]] or [[#Mexican_Typhoon_(360+P)|{{clr|10|Command Grab}}]]. It also hits 3 times which allows it to plow through {{clr|4|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|10|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 +1 or +2 on block situation from almost anywhere, which directly gives a mixup between [[#5LK|{{clr|L|5LK}}]] and [[#Forward_Throw_(LPLK)|{{clr|10|Throw}}]] or [[#Mexican_Typhoon_(360+P)|{{clr|10|Command Grab}}]]. It also hits 3 times which allows it to plow through {{clr|4|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|10|OD}} version does not have. This can be worked around with proper conditioning but does change the RPS on block. |
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| In the corner, and with an additional Windclad stock, a {{clr|4|Windclad}} Condor Spire combos directly into {{clr|4|Windclad}} [[#Tomahawk_Buster_(623P)|Tomahawk Buster]] using the same strength button or faster (e.g. {{clr|4|W.}}{{clr|8|236MK}} then {{clr|4|W.}}{{clr|8|623MP}}). Alternatively, the used stock can be regained by using [[#Condor_Wind_Stock_(214P)|{{clr|7|214LP}}]] while the opponent is knocked down while staying ±0 after {{clr|7|L Spire}} and maintaining frame advantage from the others.<br> | | In the corner, and with an additional Windclad stock, a {{clr|4|Windclad}} Condor Spire combos directly into {{clr|4|Windclad}} [[#Tomahawk_Buster_(623P)|Tomahawk Buster]] using the same strength button or faster (e.g. {{clr|4|W.}}{{clr|M|236MK}} then {{clr|4|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> |
| The {{clr|10|OD}} version can be canceled into [[#Level_2_Super_(236236K)|{{clr|10|SA2}}]] for high damage anywhere on the screen, or in the corner it can be linked into [[#Level_1_Super_(236236P)|{{clr|10|SA1}}]].<br> | | The {{clr|10|OD}} version can be canceled into [[#Level_2_Super_(236236K)|{{clr|10|SA2}}]] for high damage anywhere on the screen, or in the corner it can be linked into [[#Level_1_Super_(236236P)|{{clr|10|SA1}}]].<br> |
| The {{clr|9|HK}} version in the corner also links into [[#Level_2_Super_(236236K)|{{clr|10|SA2}}]]... or even [[#Level_1_Super_(236236P)|{{clr|10|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|10|SA2}}]]... or even [[#Level_1_Super_(236236P)|{{clr|10|SA1}}]] if it hits the opponent while they're airborne. |
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| The main weakness of Windclad Spire is that it is weak to drive reversal. The opponent can swat the {{clr|10|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 Windclad Spire is that it is weak to drive reversal. The opponent can swat the {{clr|10|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. |
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| * 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|9|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. 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. |
| }} | | }} |
| |-| | | |-| |
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| <br> | | <br> |
| With {{clr|4|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|4|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|7|LP}} and {{clr|10|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. | | The {{clr|L|LP}} and {{clr|10|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. |
| }} | | }} |
| </tabber> | | </tabber> |
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| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| A command grab, the backbone of Lily's mixups. The {{clr|9|HP}} version does the most damage, hitting harder than a typical meterless combos, but has the shortest range. The {{clr|7|LP}} version has the longest range, but the lowest damage. The {{clr|10|OD}} version combines the range of the {{clr|7|LP}} version with even more damage than the {{clr|9|HP}} version. | | A command grab, the backbone of Lily's mixups. The {{clr|H|HP}} version does the most damage, hitting harder than a typical meterless combos, but has the shortest range. The {{clr|L|LP}} version has the longest range, but the lowest damage. The {{clr|10|OD}} version combines the range of the {{clr|L|LP}} version with even more damage than the {{clr|H|HP}} version. |
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| Every version of the command grab leaves the opponent the same long distance away, but it's possible to {{clr|4|Drive Rush}} back in with a delayed [[#2HP|{{clr|9|2HP}}]]. The ideal timing will connect with the 2nd hit somewhere close to their 5th recovery frame. This leaves a small enough gap that the opponent can't jump out, and gets close enough such that they can't walk backwards out of the way, and can't interrupt it with a 4-5 frame normal because the first hit whiffs just close enough to connect as a Counter-hit if they try. | | Every version of the command grab leaves the opponent the same long distance away, but it's possible to {{clr|4|Drive Rush}} back in with a delayed [[#2HP|{{clr|H|2HP}}]]. The ideal timing will connect with the 2nd hit somewhere close to their 5th recovery frame. This leaves a small enough gap that the opponent can't jump out, and gets close enough such that they can't walk backwards out of the way, and can't interrupt it with a 4-5 frame normal because the first hit whiffs just close enough to connect as a Counter-hit if they try. |
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| This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons as well as vertical jump. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction. | | This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons as well as vertical jump. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction. |
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| The huge length of its invincibility makes it good at going for chip kills. The aerial version in particular hits more times against a crouching opponent, so it is usually good to cancel into it from {{clr|9|OD Spire}}. However, it doesn't necessarily need to be confirmed from another blocked move because the long invincibility will outlast the opponent even if they try to counter with their own Super. You do need to be careful of some characters though, who can use their own Super Art to dodge Lily's. These are: | | The huge length of its invincibility makes it good at going for chip kills. The aerial version in particular hits more times against a crouching opponent, so it is usually good to cancel into it from {{clr|H|OD Spire}}. However, it doesn't necessarily need to be confirmed from another blocked move because the long invincibility will outlast the opponent even if they try to counter with their own Super. You do need to be careful of some characters though, who can use their own Super Art to dodge Lily's. These are: |
| * 1 bar: Cammy, Kimberly (delayed) | | * 1 bar: Cammy, Kimberly (delayed) |
| * 2 bars: Honda, Zangief | | * 2 bars: Honda, Zangief |
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| This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons as well as vertical jump. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction. | | This is a good anti air that hits straight upwards and in both directions, catching crossup attempts. It's also a good reversal that beats most buttons as well as vertical jump. When jumping out of a corner throw loop, inputting the aerial version in the opposite direction allows Lily to punish an opponent who tries to anti-air uppercut your escape; this is a risky call-out, as it can't be done on reaction. |
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| The huge length of its invincibility makes it good at going for chip kills. The aerial version in particular hits more times against a crouching opponent, so it is usually good to cancel into it from {{clr|9|OD Spire}}. However, it doesn't necessarily need to be confirmed from another blocked move because the long invincibility will outlast the opponent even if they try to counter with their own Super. You do need to be careful of some characters though, who can use their own Super Art to dodge Lily's. These are: | | The huge length of its invincibility makes it good at going for chip kills. The aerial version in particular hits more times against a crouching opponent, so it is usually good to cancel into it from {{clr|H|OD Spire}}. However, it doesn't necessarily need to be confirmed from another blocked move because the long invincibility will outlast the opponent even if they try to counter with their own Super. You do need to be careful of some characters though, who can use their own Super Art to dodge Lily's. These are: |
| * 1 bar: Cammy, Kimberly (delayed) | | * 1 bar: Cammy, Kimberly (delayed) |
| * 2 bars: Honda, Zangief | | * 2 bars: Honda, Zangief |
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| Lily's grab super. Unfortunately it can be jumped after the screen freeze, but that doesn't make it bad by any means.<br> | | Lily's grab super. Unfortunately it can be jumped after the screen freeze, but that doesn't make it bad by any means.<br> |
| It does not work in juggle combos, but it combos against a grounded opponent from [[#Condor_Wind_Attack_(214P)|{{clr|8|214MP}}]], or straight from any cancelable normal move.<br> | | It does not work in juggle combos, but it combos against a grounded opponent from [[#Condor_Wind_Attack_(214P)|{{clr|M|214MP}}]], or straight from any cancelable normal move.<br> |
| The range is significantly longer than [[#Mexican_Typhoon_(360+P)|{{clr|10|Mexican Typhoon}}]], making it useful as a punish against some characters.<br> | | The range is significantly longer than [[#Mexican_Typhoon_(360+P)|{{clr|10|Mexican Typhoon}}]], making it useful as a punish against some characters.<br> |
| Also, because this is a grab, it can be used to whiff punish an opponent's parry for half of their health bar. | | Also, because this is a grab, it can be used to whiff punish an opponent's parry for half of their health bar. |