< Street Fighter 6 | Lily
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Chains into 5LP/5LK/2LP/2LK; more damage than other light attacks; DR cancel is delayed until after 2nd active frame | | notes = Chains into 5LP/5LK/2LP/2LK; more damage than other light attacks; DR cancel is delayed until after 2nd active frame | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Strong poke with great range and hitbox priority; no head hurtbox on frames 8-25 | | notes = Strong poke with great range and hitbox priority; no head hurtbox on frames 8-25 | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Punish Counter crumple state is +5 before opponent becomes airborne and +28 to land a juggle follow-up; Punish Counter puts airborne opponents into limited juggle state (requires very precise timing); extends a hurtbox 1f before active that is vulnerable to projectiles; no head hurtbox on frames 10-35; special/DR cancel is delayed until after 2nd active frame | | notes = Punish Counter crumple state is +5 before opponent becomes airborne and +28 to land a juggle follow-up; Punish Counter puts airborne opponents into limited juggle state (requires very precise timing); extends a hurtbox 1f before active that is vulnerable to projectiles; no head hurtbox on frames 10-35; special/DR cancel is delayed until after 2nd active frame | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Chains into 5LP/5LK/2LP/2LK; true blockstring when chained from 2LK; Lily's fastest button but incredibly short range | | notes = Chains into 5LP/5LK/2LP/2LK; true blockstring when chained from 2LK; Lily's fastest button but incredibly short range | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Combo tool (primarily for counter-hit links); decent neutral buffer that can go over low pokes and has low whiff recovery | | notes = Combo tool (primarily for counter-hit links); decent neutral buffer that can go over low pokes and has low whiff recovery | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Solid poke with good range and high pushback; useful whiff punish due to the Punish Counter knockdown; Punish Counter puts airborne opponents into limited juggle state | | notes = Solid poke with good range and high pushback; useful whiff punish due to the Punish Counter knockdown; Punish Counter puts airborne opponents into limited juggle state | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Chains into 5LP/5LK/2LP/2LK; great range for a light attack; topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air | | notes = Chains into 5LP/5LK/2LP/2LK; great range for a light attack; topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Strong poke with great hitbox priority; can buffer into Super Arts (SA2 is likely to whiff if buffered as a counterpoke); topmost hurtbox on frames 1-10 is vulnerable only to aerial attacks, preventing its use as an anti-air | | notes = Strong poke with great hitbox priority; can buffer into Super Arts (SA2 is likely to whiff if buffered as a counterpoke); topmost hurtbox on frames 1-10 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
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| jugIncrease = 0,1 | | jugIncrease = 0,1 | ||
| jugLimit = 0,1 | | jugLimit = 0,1 | ||
| atkRange = () | |||
| notes = Counter-hit/Punish Counter puts airborne opponents into limited juggle state; incredible anti-air hitbox that can hit cross-up on first 2 active frames; ; special/DR cancel is delayed until after 4th active frame (2nd active frame of 2nd hit); has an extended hurtbox on whiff until the end of recovery | | notes = Counter-hit/Punish Counter puts airborne opponents into limited juggle state; incredible anti-air hitbox that can hit cross-up on first 2 active frames; ; special/DR cancel is delayed until after 4th active frame (2nd active frame of 2nd hit); has an extended hurtbox on whiff until the end of recovery | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Chains into 5LP/5LK/2LP/2LK | | notes = Chains into 5LP/5LK/2LP/2LK | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.364 | |||
| notes = Slow and stubby compared to most cancelable 2MKs in the game; Range: 1.364; special/DR cancel is delayed until after active frames | | notes = Slow and stubby compared to most cancelable 2MKs in the game; Range: 1.364; special/DR cancel is delayed until after active frames | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 5,6 | | jugLimit = 5,6 | ||
| atkRange = | |||
| notes = 2 hits; 2nd hit is not low if the 1st hit is blocked; 1st hit doesn't knock down (-4 if the 2nd hit whiffs on a long range Punish Counter); has juggle potential (no Hard Knockdown when juggled into) | | notes = 2 hits; 2nd hit is not low if the 1st hit is blocked; 1st hit doesn't knock down (-4 if the 2nd hit whiffs on a long range Punish Counter); has juggle potential (no Hard Knockdown when juggled into) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Decent horizontal air-to-air | | notes = Decent horizontal air-to-air | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = | |||
| notes = Puts airborne opponents into limited juggle state; decent hitbox priority for horizontal jump-in approaches (longest horizontal range of all Lily's air normals); shifts Lily's hurtbox upward during startup | | notes = Puts airborne opponents into limited juggle state; decent hitbox priority for horizontal jump-in approaches (longest horizontal range of all Lily's air normals); shifts Lily's hurtbox upward during startup | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Causes spike knockdown vs. airborne opponents; good downward hitbox priority for close range jump-ins | | notes = Causes spike knockdown vs. airborne opponents; good downward hitbox priority for close range jump-ins | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Cross-up | | notes = Cross-up | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Cross-up; shifts Lily's hurtbox upward during startup | | notes = Cross-up; shifts Lily's hurtbox upward during startup | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = | | notes = | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Cancelable to Desert Storm target combo (can frame trap opponents if not in Burnout); good range and incredible hitbox priority for a cancelable normal, but slow startup; not a useful anti-air despite the animation; puts airborne opponents into limited juggle state (can juggle full TC sequence) | | notes = Cancelable to Desert Storm target combo (can frame trap opponents if not in Burnout); good range and incredible hitbox priority for a cancelable normal, but slow startup; not a useful anti-air despite the animation; puts airborne opponents into limited juggle state (can juggle full TC sequence) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Good range, strong hitbox priority (strong bufferable neutral tool) | | notes = Good range, strong hitbox priority (strong bufferable neutral tool) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Good range and hitbox priority for an overhead; Lily is in a crouching state on frames 25-42 (only the final 3f of recovery has a standing hurtbox); causes spike knockdown vs. airborne opponents | | notes = Good range and hitbox priority for an overhead; Lily is in a crouching state on frames 25-42 (only the final 3f of recovery has a standing hurtbox); causes spike knockdown vs. airborne opponents | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = Cross-up; can be used from any jump direction | | notes = Cross-up; can be used from any jump direction | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.80 | |||
| notes = Can Drive Rush for a corner strike/throw mixup; has a true walking throw loop vs. Blanka/E.Honda/Zangief that requires frame perfect timing | | notes = Can Drive Rush for a corner strike/throw mixup; has a true walking throw loop vs. Blanka/E.Honda/Zangief that requires frame perfect timing | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.80 | |||
| notes = Side switch; requires Drive Rush to land another meaty throw after cornering opponent; can also use immediate 236MK to become +4 on block for a mixup (or Windclad 236LK to become +3); forward dash can set up a meaty normal but no real throw mixup | | notes = Side switch; requires Drive Rush to land another meaty throw after cornering opponent; can also use immediate 236MK to become +4 on block for a mixup (or Windclad 236LK to become +3); forward dash can set up a meaty normal but no real throw mixup | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = | |||
| notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | | notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | ||
}} | }} | ||
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| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = | |||
| notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = | |||
| notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = | |||
| notes = Windclad stock gained on the first active frame (or frames 46, 71 and 90 if held); can delay the attack by holding MP (attack comes out 4f after button release); cancels and self-hitstop do not occur until after the 2nd active frame; useful for comboing into SA3 as it leaves the opponent grounded on hit; puts airborne opponents into limited juggle state on hit; head hurtbox shrinks during active frames and the first 16 recovery frames | | notes = Windclad stock gained on the first active frame (or frames 46, 71 and 90 if held); can delay the attack by holding MP (attack comes out 4f after button release); cancels and self-hitstop do not occur until after the 2nd active frame; useful for comboing into SA3 as it leaves the opponent grounded on hit; puts airborne opponents into limited juggle state on hit; head hurtbox shrinks during active frames and the first 16 recovery frames | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = | |||
| notes = Windclad stock gained on the first active frame (or frames 46, 71 and 90 if held); can delay the attack by holding HP (attack comes out 4f after button release); puts opponents into limited juggle state on hit; cancel into SA3 does not combo (only useful when absorbed by armor); cancels and self-hitstop do not occur until after the 2nd active frame; head hurtbox shrinks during active frames and the first 16 recovery frames | | notes = Windclad stock gained on the first active frame (or frames 46, 71 and 90 if held); can delay the attack by holding HP (attack comes out 4f after button release); puts opponents into limited juggle state on hit; cancel into SA3 does not combo (only useful when absorbed by armor); cancels and self-hitstop do not occur until after the 2nd active frame; head hurtbox shrinks during active frames and the first 16 recovery frames | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| atkRange = | |||
| notes = Windclad stock gained on the 1st active frame; holding the buttons for 16-24f increases the startup (attack comes out 4f after button release); puts opponents into limited juggle state on hit (can land a follow-up juggle with up to 6f startup); holding for 25f or longer results in non-attack version instead; SA3 cancel does not combo on hit (only useful when absorbed by armor); cancels and self-hitstop do not occur until after the 2nd active frame; head hurtbox shrinks during active frames and the first 16 recovery frames | | notes = Windclad stock gained on the 1st active frame; holding the buttons for 16-24f increases the startup (attack comes out 4f after button release); puts opponents into limited juggle state on hit (can land a follow-up juggle with up to 6f startup); holding for 25f or longer results in non-attack version instead; SA3 cancel does not combo on hit (only useful when absorbed by armor); cancels and self-hitstop do not occur until after the 2nd active frame; head hurtbox shrinks during active frames and the first 16 recovery frames | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| atkRange = () | |||
| notes = Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (juggle follow-up is possible at certain ranges) | | notes = Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (juggle follow-up is possible at certain ranges) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| atkRange = () | |||
| notes = Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (juggle follow-up is possible at certain ranges) | | notes = Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (juggle follow-up is possible at certain ranges) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| atkRange = () | |||
| notes = Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (juggle follow-up is possible at certain ranges) | | notes = Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (juggle follow-up is possible at certain ranges) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| atkRange = () | |||
| notes = Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (juggle follow-up is possible at certain ranges); SA2 hitconfirm time decreases when connecting from longer ranges | | notes = Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (juggle follow-up is possible at certain ranges); SA2 hitconfirm time decreases when connecting from longer ranges | ||
}} | }} | ||
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| jugIncrease = 3,3,1 | | jugIncrease = 3,3,1 | ||
| jugLimit = 5,9,12 | | jugLimit = 5,9,12 | ||
| atkRange = () | |||
| notes = Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 5f startup (up to 10f startup on max range connect) | | notes = Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 5f startup (up to 10f startup on max range connect) | ||
}} | }} | ||
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| jugIncrease = 3,3,1 | | jugIncrease = 3,3,1 | ||
| jugLimit = 5,9,12 | | jugLimit = 5,9,12 | ||
| atkRange = () | |||
| notes = Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 7f startup (up to 11f startup on max range connect) | | notes = Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 7f startup (up to 11f startup on max range connect) | ||
}} | }} | ||
Line 1,473: | Line 1,509: | ||
| jugIncrease = 3,3,1 | | jugIncrease = 3,3,1 | ||
| jugLimit = 5,9,12 | | jugLimit = 5,9,12 | ||
| atkRange = () | |||
| notes = Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 10f startup (up to 14f startup on max range connect) | | notes = Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 10f startup (up to 14f startup on max range connect) | ||
}} | }} | ||
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| jugIncrease = 3,3,1 | | jugIncrease = 3,3,1 | ||
| jugLimit = 5,9,12 | | jugLimit = 5,9,12 | ||
| atkRange = () | |||
| notes = Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 16f startup (up to 22f startup on max range connect); SA2 hitconfirm time decreases when connecting from longer ranges | | notes = Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 16f startup (up to 22f startup on max range connect); SA2 hitconfirm time decreases when connecting from longer ranges | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| atkRange = (1st) | |||
| notes = Puts opponent into limited juggle state on hit | | notes = Puts opponent into limited juggle state on hit | ||
}} | }} | ||
Line 1,575: | Line 1,614: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| atkRange = (1st) | |||
| notes = Puts opponent into limited juggle state on hit | | notes = Puts opponent into limited juggle state on hit | ||
}} | }} | ||
Line 1,608: | Line 1,648: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| atkRange = (1st) | |||
| notes = Puts opponent into limited juggle state on hit | | notes = Puts opponent into limited juggle state on hit | ||
}} | }} | ||
Line 1,643: | Line 1,684: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5,6 | | jugLimit = 5,6 | ||
| atkRange = (1st) | |||
| notes = Puts opponent into limited juggle state on hit (cancelable into OD Condor Dive for extra damage at the cost of 2 Drive bars) | | notes = Puts opponent into limited juggle state on hit (cancelable into OD Condor Dive for extra damage at the cost of 2 Drive bars) | ||
}} | }} | ||
Line 1,677: | Line 1,719: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 12,13 | | jugLimit = 12,13 | ||
| atkRange = (1st) | |||
| notes = Consumes 1 Windclad Stock (2f faster, 100 more damage, better juggles and KD Adv.); puts opponents into limited juggle state; 4f startup means this move cannot be safe jumped unless jump-in is spaced out to make it whiff | | notes = Consumes 1 Windclad Stock (2f faster, 100 more damage, better juggles and KD Adv.); puts opponents into limited juggle state; 4f startup means this move cannot be safe jumped unless jump-in is spaced out to make it whiff | ||
}} | }} | ||
Line 1,710: | Line 1,753: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 12,13 | | jugLimit = 12,13 | ||
| atkRange = (1st) | |||
| notes = Consumes 1 Windclad Stock (2f faster, 200 more damage, better juggles and KD Adv.); puts opponents into limited juggle state | | notes = Consumes 1 Windclad Stock (2f faster, 200 more damage, better juggles and KD Adv.); puts opponents into limited juggle state | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 12,13 | | jugLimit = 12,13 | ||
| atkRange = (1st) | |||
| notes = Consumes 1 Windclad Stock (2f faster, 200 more damage, better juggles and KD Adv.); puts opponents into limited juggle state | | notes = Consumes 1 Windclad Stock (2f faster, 200 more damage, better juggles and KD Adv.); puts opponents into limited juggle state | ||
}} | }} | ||
Line 1,778: | Line 1,823: | ||
| jugIncrease = 1,1,1 | | jugIncrease = 1,1,1 | ||
| jugLimit = 12,15,16 | | jugLimit = 12,15,16 | ||
| atkRange = (1st) | |||
| notes = Consumes 1 Windclad Stock (2f faster, 200 more damage, better juggles and KD Adv.); puts opponents into limited juggle state; 4f startup means this move cannot be safe jumped unless jump-in is spaced out to make it whiff; cancelable into OD Condor Dive on hit (if 623PP hits grounded opponents, the final cancel frame into j.PPP will not connect); has extra range on the 2nd active frame vs. grounded opponents only for combo consistency | | notes = Consumes 1 Windclad Stock (2f faster, 200 more damage, better juggles and KD Adv.); puts opponents into limited juggle state; 4f startup means this move cannot be safe jumped unless jump-in is spaced out to make it whiff; cancelable into OD Condor Dive on hit (if 623PP hits grounded opponents, the final cancel frame into j.PPP will not connect); has extra range on the 2nd active frame vs. grounded opponents only for combo consistency | ||
}} | }} | ||
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| driveGain = 5000 | | driveGain = 5000 | ||
| superGainHit = 3000 (2100) | | superGainHit = 3000 (2100) | ||
| atkRange = 1.38 | |||
| notes = Puts Lily fullscreen after successful grab; Range: 1.38 | | notes = Puts Lily fullscreen after successful grab; Range: 1.38 | ||
}} | }} | ||
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| driveGain = 5000 | | driveGain = 5000 | ||
| superGainHit = 3000 (2100) | | superGainHit = 3000 (2100) | ||
| atkRange = 1.23 | |||
| notes = Puts Lily fullscreen after successful grab; Range: 1.23 | | notes = Puts Lily fullscreen after successful grab; Range: 1.23 | ||
}} | }} | ||
Line 1,980: | Line 2,028: | ||
| driveGain = 5000 | | driveGain = 5000 | ||
| superGainHit = 3000 (2100) | | superGainHit = 3000 (2100) | ||
| atkRange = 0.98 | |||
| notes = Puts Lily fullscreen after successful grab; Range: 0.98 | | notes = Puts Lily fullscreen after successful grab; Range: 0.98 | ||
}} | }} | ||
Line 2,003: | Line 2,052: | ||
| driveGain = -20000 | | driveGain = -20000 | ||
| superGainHit = 3000 (2100) | | superGainHit = 3000 (2100) | ||
| atkRange = 1.38 | |||
| notes = Puts Lily fullscreen after successful grab; Range: 1.38 | | notes = Puts Lily fullscreen after successful grab; Range: 1.38 | ||
}} | }} | ||
Line 2,037: | Line 2,087: | ||
| jugIncrease = 1xN | | jugIncrease = 1xN | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = () | |||
| notes = First 2 hits give full animation; partial connect gives reduced damage and KD advantage; Dmg distribution: 80x13,1160 (full animation), 80x2,1680 (partial animation) | | notes = First 2 hits give full animation; partial connect gives reduced damage and KD advantage; Dmg distribution: 80x13,1160 (full animation), 80x2,1680 (partial animation) | ||
}} | }} | ||
Line 2,071: | Line 2,122: | ||
| jugIncrease = 1xN | | jugIncrease = 1xN | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = | |||
| notes = Connects 7 times vs. stand block, 5 times vs. crouch block (affects Block Adv, Chip Damage, and Drive Damage); hits on both sides of Lily (good anti-air against cross-ups); must be Perfect Parried twice (3 times for tall standing characters); suction effect on hit (can be used against extended projectile hurtboxes); Dmg distribution: 100x7,1900 | | notes = Connects 7 times vs. stand block, 5 times vs. crouch block (affects Block Adv, Chip Damage, and Drive Damage); hits on both sides of Lily (good anti-air against cross-ups); must be Perfect Parried twice (3 times for tall standing characters); suction effect on hit (can be used against extended projectile hurtboxes); Dmg distribution: 100x7,1900 | ||
}} | }} | ||
Line 2,105: | Line 2,157: | ||
| jugIncrease = 1xN | | jugIncrease = 1xN | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = | |||
| notes = Consumes 1 Windclad stock (+300 damage, +4 KD Adv, better horizontal range in both directions); connects 11 times vs. stand block, 8 times vs. crouch block (affects Block Adv, Chip Damage, and Drive Damage); hits on both sides of Lily (good anti-air against cross-ups); must be Perfect Parried twice (3 times for tall standing characters); suction effect on hit (can be used against extended projectile hurtboxes); Dmg distribution: 100x12,1700 | | notes = Consumes 1 Windclad stock (+300 damage, +4 KD Adv, better horizontal range in both directions); connects 11 times vs. stand block, 8 times vs. crouch block (affects Block Adv, Chip Damage, and Drive Damage); hits on both sides of Lily (good anti-air against cross-ups); must be Perfect Parried twice (3 times for tall standing characters); suction effect on hit (can be used against extended projectile hurtboxes); Dmg distribution: 100x12,1700 | ||
}} | }} | ||
Line 2,139: | Line 2,192: | ||
| jugIncrease = 1xN | | jugIncrease = 1xN | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = | |||
| notes = 2f startup if canceled from OD Condor Spire; total recovery time before landing depends on activation height; hits on both sides of Lily; if input after a cross-up jump, Lily turns to face the opponent (can be used to escape anti-air punish after jumping out of corner); Dmg distribution: 100x7,1900 | | notes = 2f startup if canceled from OD Condor Spire; total recovery time before landing depends on activation height; hits on both sides of Lily; if input after a cross-up jump, Lily turns to face the opponent (can be used to escape anti-air punish after jumping out of corner); Dmg distribution: 100x7,1900 | ||
}} | }} | ||
Line 2,173: | Line 2,227: | ||
| jugIncrease = 1xN | | jugIncrease = 1xN | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = | |||
| notes = 2f startup if canceled from OD Condor Spire; consumes 1 Windclad stock (+300 damage, +4 KD Adv, better horizontal range in both directions); total recovery time before landing depends on activation height; hits on both sides of Lily; if input after a cross-up jump, Lily turns to face the opponent (can be used to escape anti-air punish after jumping out of corner); Dmg distribution: 100x12,1700 | | notes = 2f startup if canceled from OD Condor Spire; consumes 1 Windclad stock (+300 damage, +4 KD Adv, better horizontal range in both directions); total recovery time before landing depends on activation height; hits on both sides of Lily; if input after a cross-up jump, Lily turns to face the opponent (can be used to escape anti-air punish after jumping out of corner); Dmg distribution: 100x12,1700 | ||
}} | }} | ||
Line 2,196: | Line 2,251: | ||
| superGainHit = -30000 | | superGainHit = -30000 | ||
| invuln = 1-8 Full | | invuln = 1-8 Full | ||
| atkRange = 1.76 (1.73) | |||
| notes = Can be jumped out of during startup; can be comboed into like a hit-grab (immediate damage scaling applies to any combo into SA3); cinematic time regenerates ~1.7 Drive bars for Lily; Range: 1.73 (1.76 on 2nd active frame) | | notes = Can be jumped out of during startup; can be comboed into like a hit-grab (immediate damage scaling applies to any combo into SA3); cinematic time regenerates ~1.7 Drive bars for Lily; Range: 1.73 (1.76 on 2nd active frame) | ||
}} | }} | ||
Line 2,219: | Line 2,275: | ||
| superGainHit = -30000 | | superGainHit = -30000 | ||
| invuln = 1-8 Full | | invuln = 1-8 Full | ||
| atkRange = 1.76 (1.73) | |||
| notes = Can be jumped out of during startup; can be comboed into like a hit-grab (immediate damage scaling applies to any combo into SA3); available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Lily; Range: 1.73 (1.76 on 2nd active frame) | | notes = Can be jumped out of during startup; can be comboed into like a hit-grab (immediate damage scaling applies to any combo into SA3); available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Lily; Range: 1.73 (1.76 on 2nd active frame) | ||
}} | }} |
Revision as of 18:24, 13 October 2024
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
6HP
4HP
3HP
j.2HP
Target Combos
6HP~HP
6HP~HP~HP
j.MP~MP
Throws
LPLK
4LPLK
Drive Moves
HPHK
Lily
lily_hphk
|
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HPHK Earth's Rage
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter (Hit) 20% Multiplier (Block) |
LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
Lily
lily_6hphk
|
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6HPHK Cross Hammer (Block)
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
Lily
lily_6hphk_recovery
|
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---|---|---|---|---|---|
6HPHK Cross Hammer (Recovery)
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
Lily
lily_mpmk
|
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MPMK Drive Parry
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66
Lily
lily_mpmk_66_pdr
|
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MPMK~66 Parry Drive Rush
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.434 (min/throw), 1.900 (min/block), 3.044 (max/final DR frame) |
Lily
lily_mpmk_66_drc
|
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MPMK or 66 Drive Rush Cancel
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Special Moves
Condor Wind
214LP
214MP
214HP
Lily
lily_214hp
|
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---|---|---|---|---|---|
214HP (HOLD OK) Condor Wind (attack)
|
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File:SF6 Lily 214hp.png File:SF6 Lily 214hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1100 | 275 | - | LH | SA3* | 20* |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
25(4) | 4 | 25 | - | 21 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
53 | 4000 | [8000] | 2000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | |
Punish Advantage | Perfect Parry Advantage | ||||
KD +30 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +30 | -8 | ||||
Notes | |||||
Windclad stock gained on the first active frame (or frames 46, 71 and 90 if held); can delay the attack by holding HP (attack comes out 4f after button release); puts opponents into limited juggle state on hit; cancel into SA3 does not combo (only useful when absorbed by armor); cancels and self-hitstop do not occur until after the 2nd active frame; head hurtbox shrinks during active frames and the first 16 recovery frames |
214PP
Lily
lily_214pp
|
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---|---|---|---|---|---|
214PP (HOLD OK) Condor Wind (attack)
|
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![]() File:SF6 Lily 214pp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 | 300 | 20% Starter; Combo (2 hits) | LH | SA2 SA3* | 20 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
19(4) | 4 | 23 | - | 22 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 4000 | [8000] | -20000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 3 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | |
Punish Advantage | Perfect Parry Advantage | ||||
KD +39 | -25 | ||||
Hit Advantage | Block Advantage | ||||
KD +39 | -5 | ||||
Notes | |||||
Windclad stock gained on the 1st active frame; holding the buttons for 16-24f increases the startup (attack comes out 4f after button release); puts opponents into limited juggle state on hit (can land a follow-up juggle with up to 6f startup); holding for 25f or longer results in non-attack version instead; SA3 cancel does not combo on hit (only useful when absorbed by armor); cancels and self-hitstop do not occur until after the 2nd active frame; head hurtbox shrinks during active frames and the first 16 recovery frames |
214[PP]
Lily
lily_214pp_hold
|
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---|---|---|---|---|---|
214[PP] Condor Wind (stock)
|
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![]() File:SF6 Lily 214pp hold hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
38 | - | 2 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
40 | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Windclad stock gained on frame 38; buttons must be held 25f for the non-attack version to come out; can built up to 3 Windclad stocks; stocks can be spent for enhanced versions of Condor Spire, Tomahawk Buster, or Condor Dive; 7f faster than the LP version, making it much safer to use in neutral |
Condor Spire
236LK
236MK
Lily
lily_236mk
|
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236MK Condor Spire
|
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File:SF6 Lily 236mk.png File:SF6 Lily 236mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
900 | 225 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
21 | 13 | 2+14 land | - | 21 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
49 | 5000 | [7000] | 2000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 9-35 (FKD) | 1 | 1 | 3 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | () | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +37(+49) | -27(-15) | ||||
Hit Advantage | Block Advantage | ||||
KD +37(+49) | -8(+4) | ||||
Notes | |||||
Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (juggle follow-up is possible at certain ranges) |
236HK
Lily
lily_236hk
|
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236HK Condor Spire
|
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File:SF6 Lily 236hk.png File:SF6 Lily 236hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1000 | 250 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
25 | 13 | 2+14 land | - | 21 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
53 | 5000 | [7000] | 2000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 11-39 (FKD) | 1 | 1 | 3 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | () | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +37(+49) | -27(-15) | ||||
Hit Advantage | Block Advantage | ||||
KD +37(+49) | -8(+4) | ||||
Notes | |||||
Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (juggle follow-up is possible at certain ranges) |
236KK
Condor Spire (Windclad)
236LK (1 stock)
236MK (1 stock)
Lily
lily_236mk_1stock
|
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236MK (Windclad) Condor Spire (Windclad)
|
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File:SF6 Lily 236mk 1stock.png File:SF6 Lily 236mk 1stock hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
100x2,900 | 25x2,225 | 20% Starter; Combo (2 hits) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
13 | 5(6)11,7 | 2+12 land | - | 44(22) | 7,7,9 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
55 | 1500x2,2000 | [500x2,6000] | 600,700x2 | 250x2,600 (175x2,420) | 125x2,300 (62x2,150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 13-43 (FKD) | 3,3,1 | 3,3,1 | 5,9,12 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | () | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +49(+47~53) | -19(-13) | ||||
Hit Advantage | Block Advantage | ||||
KD +49(+47~53) | +1(+7) | ||||
Notes | |||||
Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 7f startup (up to 11f startup on max range connect) |
236HK (1 stock)
Lily
lily_236hk_1stock
|
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236HK (Windclad) Condor Spire (Windclad)
|
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File:SF6 Lily 236hk 1stock.png File:SF6 Lily 236hk 1stock hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
100x2,1000 | 25x2,250 | 20% Starter; Combo (2 hits) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
17 | 5(6)11,7 | 2+12 land | - | 44(22) | 7,7,9 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
59 | 1500x2,2000 | [500x2,6000] | 600,700x2 | 250x2,600 (175x2,420) | 125x2,300 (62x2,150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 17-47 (FKD) | 3,3,1 | 3,3,1 | 5,9,12 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | () | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +52(+50~56) | -19(-13) | ||||
Hit Advantage | Block Advantage | ||||
KD +52(+50~56) | +1(+7) | ||||
Notes | |||||
Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 10f startup (up to 14f startup on max range connect) |
236KK (1 stock)
Tomahawk Buster
623LP
623MP
Lily
lily_623mp
|
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623MP Tomahawk Buster
|
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File:SF6 Lily 623mp.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1000 | 250 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
8 | 12 | 25+12 land | - | 17 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
56 | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-12 Air | - | 9-44 (FKD) | 1 | 1 | 3 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +36(+42) | -47 | ||||
Hit Advantage | Block Advantage | ||||
KD +36(+42) | -32 | ||||
Notes | |||||
Puts opponent into limited juggle state on hit |
623HP
Lily
lily_623hp
|
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---|---|---|---|---|---|
623HP Tomahawk Buster
|
|||||
File:SF6 Lily 623hp.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 | 300 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
10 | 13 | 26+12 land | - | 17 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
61 | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-14 Air | - | 11-49 (FKD) | 1 | 1 | 3 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +36(+41) | -50 | ||||
Hit Advantage | Block Advantage | ||||
KD +36(+41) | -35 | ||||
Notes | |||||
Puts opponent into limited juggle state on hit |
623PP
Tomahawk Buster (Windclad)
623LP (1 stock)
623MP (1 stock)
Lily
lily_623mp_1stock
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623MP (Windclad) Tomahawk Buster (Windclad)
|
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File:SF6 Lily 623mp 1stock.png File:SF6 Lily 623mp 1stock hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,800 | 100,200 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 4,10 | 25+12 land | - | 21(17) | 15,12 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
56 | 2000x2 | [5000] | 1000x2 | 500,600 (350,420) | 250,300 (125,150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-12 Air | - | 9-44 (FKD) | 1,1 | 1,1 | 12,13 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +41(+43) | -42(-49) | ||||
Hit Advantage | Block Advantage | ||||
KD +41(+43) | -30 | ||||
Notes | |||||
Consumes 1 Windclad Stock (2f faster, 200 more damage, better juggles and KD Adv.); puts opponents into limited juggle state |
623HP (1 stock)
Lily
lily_623hp_1stock
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623HP (Windclad) Tomahawk Buster (Windclad)
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File:SF6 Lily 623hp 1stock.png File:SF6 Lily 623hp 1stock hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,1000 | 100,250 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
8 | 4,12 | 26+12 land | - | 21(17) | 15,12 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
61 | 2000x2 | [5000] | 1000x2 | 500,600 (350,420) | 250,300 (125,150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-14 Air | - | 11-49 (FKD) | 1,1 | 1,1 | 12,13 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +41(+43) | -45(-52) | ||||
Hit Advantage | Block Advantage | ||||
KD +41(+43) | -33 | ||||
Notes | |||||
Consumes 1 Windclad Stock (2f faster, 200 more damage, better juggles and KD Adv.); puts opponents into limited juggle state |
623PP (1 stock)
Condor Dive
j.PP
j.PPP
Lily
lily_jppp
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j.PPP Condor Dive
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![]() File:SF6 Lily jppp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1400 | 350 | 10% Immediate | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | 10(14) | 5+19 land | - | 18 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 4000 | [5000] | -20000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 10 | 10 | 50 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +40(+46) | -35(-41) | ||||
Hit Advantage | Block Advantage | ||||
KD +40(+46) | -24(-19) | ||||
Notes | |||||
Usable during neutral/forward jump, or canceled from 623PP on hit; final active frame has an expanded downward hitbox; can hit cross-up |
Condor Dive (Windclad)
j.PP (1 stock)
j.PPP (1 stock)
Lily
lily_jppp_1stock
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j.PPP (Windclad) Condor Dive (Windclad)
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![]() File:SF6 Lily jppp 1stock hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200,1400 | 50,350 | 10% Immediate | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | 10(14) | 5+19 land | - | 19 total | 7,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 2500x2 | [2500x2] | -20000 | 500,600 (350,420) | 250,300 (125,150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 10 | 10,10 | 50,50 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +41(+47) | -36(-41) | ||||
Hit Advantage | Block Advantage | ||||
KD +41(+47) | -24(-19) | ||||
Notes | |||||
Consumes 1 Windclad Stock; usable during neutral/forward jump, or canceled from 623PP on hit; final active frame has an expanded downward hitbox; can hit cross-up |
Mexican Typhoon
360+LP
360+MP
Lily
lily_360mp
|
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360+MP Mexican Typhoon
|
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File:SF6 Lily 360mp.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2400 (2760) | - | 10% Immediate | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
5 | 3 | 53 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
60 | - | [10000] | 5000 | 3000 (2100) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.23 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +28 | - | ||||
Hit Advantage | Block Advantage | ||||
HKD +28 | - | ||||
Notes | |||||
Puts Lily fullscreen after successful grab; Range: 1.23 |
360+HP
Lily
lily_360hp
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360+HP Mexican Typhoon
|
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File:SF6 Lily 360hp.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2800 (3220) | - | 10% Immediate | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
5 | 3 | 53 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
60 | - | [10000] | 5000 | 3000 (2100) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 0.98 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +28 | - | ||||
Hit Advantage | Block Advantage | ||||
HKD +28 | - | ||||
Notes | |||||
Puts Lily fullscreen after successful grab; Range: 0.98 |
360+PP
Lily
lily_360pp
|
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360+PP Mexican Typhoon
|
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![]() File:SF6 Lily 360pp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2900 (3350) | - | 10% Immediate | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
5 | 3 | 53 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
60 | - | [10000] | -20000 | 3000 (2100) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.38 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +28 | - | ||||
Hit Advantage | Block Advantage | ||||
HKD +28 | - | ||||
Notes | |||||
Puts Lily fullscreen after successful grab; Range: 1.38 |
Super Arts
236236P
236236K
236236K (1 stock)
j.236236K
Lily
lily_j236236k
|
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j.236236K Soaring Thunderbird
|
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File:SF6 Lily j236236k.png File:SF6 Lily j236236k hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2600 | 552,33x6 (684~750) | 40% Minimum | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | 2(2)3x6(9)2 | 25 land | - | 36 total | 0,3x6 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 800,700x6 (5000) | 500x12,4000 (10000) | - | -20000 | -20000 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-41 Full | Break | Until Land (FKD) | 1 | 1xN | 99 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | |
Punish Advantage | Perfect Parry Advantage | ||||
KD +36~42 | -67(-94) | ||||
Hit Advantage | Block Advantage | ||||
KD +36~42 | -54(-66) | ||||
Notes | |||||
2f startup if canceled from OD Condor Spire; total recovery time before landing depends on activation height; hits on both sides of Lily; if input after a cross-up jump, Lily turns to face the opponent (can be used to escape anti-air punish after jumping out of corner); Dmg distribution: 100x7,1900 |
j.236236K (1 stock)
Lily
lily_j236236k_1stock
|
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j.236236K Soaring Thunderbird (Windclad)
|
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File:SF6 Lily j236236k 1stock.png File:SF6 Lily j236236k 1stock hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2900 | 225x2,30x10 (375~750) | 40% Minimum | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | 2x11,3(6)2 | 25 land | - | 39 total | 0,1x10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 500x12 (6000) | 500x12,4000 (10000) | - | -20000 | -20000 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-41 Full | Break | Until Land (FKD) | 1 | 1xN | 99 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | |
Punish Advantage | Perfect Parry Advantage | ||||
KD +39~45 | -67(-94) | ||||
Hit Advantage | Block Advantage | ||||
KD +39~45 | -51(-65) | ||||
Notes | |||||
2f startup if canceled from OD Condor Spire; consumes 1 Windclad stock (+300 damage, +4 KD Adv, better horizontal range in both directions); total recovery time before landing depends on activation height; hits on both sides of Lily; if input after a cross-up jump, Lily turns to face the opponent (can be used to escape anti-air punish after jumping out of corner); Dmg distribution: 100x12,1700 |
214214P
214214P (CA)
Lily
lily_214214p(ca)
|
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---|---|---|---|---|---|
214214P Raging Typhoon (CA)
|
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![]() File:SF6 Lily 214214p(ca) hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
5000 | - | 50% Minimum; 10% Immediate | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
5+2 | 2 | 106 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
114 | - | 20000 | - | -30000 | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-8 Full | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.76 (1.73) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +4 | - | ||||
Hit Advantage | Block Advantage | ||||
HKD +4 | - | ||||
Notes | |||||
Can be jumped out of during startup; can be comboed into like a hit-grab (immediate damage scaling applies to any combo into SA3); available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Lily; Range: 1.73 (1.76 on 2nd active frame) |
Taunts
5PPPKKK
6PPPKKK
4PPPKKK