Street Fighter 6/Lily/Strategy

From SuperCombo Wiki


Neutral

Important Pokes

5MP is Lily's best space controlling button. It has amazing range and a very disjointed hitbox, but is not cancelable which makes it vulnerable to Drive Impact. It does recover reasonably quickly though, and will recover in time to counter Drive Impact when pressed from a +3 situation or better.

2HP has slightly less range than 5MP and is slower, but is cancelable which provides a lot of strong options on block or hit. When done close enough it hits twice, which makes reacting to Drive Impact relatively easy.

4HP has slightly less range again, and is also slower. An important detail about this move is that Lily doesn't lean forwards during the startup. This means it can be used to challenge things like various characters' 2MK at a range where the opponent would score a counter-hit against the startup of Lily's other normals.

5HP. Whiff punish. Crumple. Drive Rush into combo. Enough said.

2MP is a solid counter-poke. It doesn't have a whole lot of range, but it's relatively fast and has a very good hitbox. Whiff it in front of the opponent and buffer a cancel into 236236P. If the opponent walks into it, presses a button, or tries to Drive Impact, the Super comes out for a big punish.

Offense

Blockstrings

Light Chains

Lily has great reach on her light punches. A typical light chain starts with 5LK for speed or 2LK for the low, followed by 1 or 2 light punches, typically 2LP due to having better range and less pushback.
2LP and 5LP do not form a true blockstring, which makes them vulnerable to being perfect parried or reversaled mid-string. On the other hand they will catch an opponent trying to jump or backdash out of a potential grab.
A 3-hit chain can be easily confirmed on hit into 236KK, 236236P, Windclad 236MK/LK, or DR~5LP.
A 2-hit chain usually stays close enough to cancel into 623P for a meterless combo.

Button > Condor Wind

2HP is the best for this as it has a lot of range and the most blockstun. 2HP > 214PP is a true blockstring and one of the safest ways to generate stocks. Another true blockstring option is DR~2HP/4HP/6HP > 214MP.
To avoid using gauge, Lily can play a guessing game with the opponent between canceling into 214LP or 214MP/HP. Both options are unsafe, but the ways to punish them are different and do not usually overlap.
2HP > 214LP is a staggering -25 on block which makes it safe against Drive Impact, but punishable by basically anything else.
2HP > 214MP/HP counters most things that would punish 214LP, but is vulnerable to invincible moves and armored moves, including Drive Impact.
Drive Impact and armor can be countered by confirming into Level 3 Super. It's somewhat difficult to react, so it can be helpful to hold the button for a moment to delay the hit and buy some extra time to react. Modern controls can automatically hitconfirm the Super with Heavy Assisted Combo, which performs 2HP > 214MP > 214214P.

Condor Spire

Non-Windclad Condor Spire can be spaced to have the advantage on block. In particular, 2HP > 236LK is +1 on block if 2HP connects at maximum range.
The OD version is fast with a lot of reach, which makes it practical to throw out raw from the right range.
The heavier versions are generally too slow to get away with outside of combos.

Non-OD Windclad Spire is almost always +1 on block. Lily can frame trap opponents who mash with 5LK, her only 4f option. She has to condition her opponent not to mash first before she can command grab them.

OD Windclad Spire is almost always +2 on block. Lily's throws will beat mashing here, which lets her lean on them a bit more heavily. OD Windclad Spire also beats projectiles and Drive Impact at all distances, making it better suited for neutral.


Okizeme and Mixups

Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated Okizeme table sorted by frame advantage

Move Adv. Oki/Notes
236KK, 66, 66
(Corner) W.236LK, 214LP
DR~5LK (Block)
+0 5LK : Trades with 4f jab, staying in range to grab with 360LP/360PP
(Corner) W.236HK, 214MP
W.236K (Block)
DR~2MP/3HP (Block)
+1 5LK
360P/Throw : Loses to 4f jab
(Corner) W.236MK, 214LP
W.236KK (Block)
DR~2LK/2HP/4HP (Block)
+2 2LK : Low
5LK : Less pushback, more damage
360P/Throw
214MP (Hit) +2 (Far) Micro-walk 360LP/360PP : Loses to jump or midscreen back-walk
2LP : Catches jump. Combo into DR~5LP/2LP or W.236KK
2MK > DR~5LP : Leaves a gap but catches back-walk, DI-Reactable
DR~5LP/2LP/5MK (Block) +3 2LK : Low
5LP/2LP
360P/Throw
+4 2LK : Low
5LP/2LP : Safe vs 13f reversal (Lily SA1)
360P/Throw
214214P (HKD) +4 (Far)
W.236LK, 66, 66
(Corner) W.236HK, 214LP
(Corner) W.236KK, 214MP
+5 2LK : Low
5LP/2LP : Safe vs 12f reversal (Kimberly SA1)
360P/Throw
(Corner) 236236P, 66 +6 5LP : Meaty (+7 OH, +0 OB), Safe vs 11f reversal
2HP : Confirmable, Trades into 2HP combo vs 4f jab, DI-Reactable
2MK > W.236LK : Low, DI-Break, +1 OB, Trades into 2LP combo vs 4f jab
W.236MK, 66, 66
(Corner) W.236LK, 214[PP]
(Corner) W.236KK, 236236P, 66
(Corner) 214PP > W.236236K, 66, 66
+7 5LP : Meaty (+8 OH, +1 OB), Safe vs 10f reversal (AKI/Jamie/Manon SA1)
2HP : Confirmable, DI-Reactable
2MK > W.236LK : Low, DI-Break, +1 OB
(Corner) W.236KK, 214LP +9 2HP : Confirmable, DI-Reactable
4HP : Trades into 2HP combo vs 4f jab, DI-Safe
2MK > W.236LK : Low, DI-Break, +1 OB
W.236HK, 66, 66 +10 2HP : Confirmable, DI-Reactable
2MK > W.236LK : Low, DI-Break, +1 OB
236LK, 66 +12 2HP > 214MP : Meaty true blockstring, confirmable into SA3 on hit or to beat DI
623P, 66 +15 DR~5LP : +9 OH, +3 OB
DR~360P/Throw
4HP : Meaty (+7 OH, +0 OB), DI-Safe, confirmable into SA3
236MK, 66
236HK, 66
+16 DR~5LP : +9 OH, +3 OB
DR~360P/Throw
4HP : Meaty (+8 OH, +1 OB), DI-Safe, confirmable into SA3
Forward Throw +20 DR~dl.2HP
DR~dl.360LP/360PP/Throw
(Corner) Walkup 360MP/360PP : 360HP is possible but strict.
- Be aware that a 6f OD reversal beats DR and cannot be blocked in time.
(Anything listed below) +21 or greater DR~dl.2HP/4HP
DR~dl.360P/360PP/Throw
DR~Block : -5 (Reversal bait)
236236P +27 (Far) (Corner) 66 : +6
(Corner) 236LK : Meaty (KD +44 OH, +3 OB), DI-Safe
(Corner) DR~4HP : Meaty (+12 OH, +5 OB), DI-Safe
W.236KK, 236236P +28 (Far) (Corner) 66 : +7
(Corner) 236LK : Meaty (KD +45 OH, +4 OB), DI-Safe
360P (HKD)
360PP (HKD)
+28 (Far) DR~dl.2HP
DR~dl.4HP
DR~dl.360LP/360PP
214HP +30 (Far)
623PP
2HK (HKD)
+32 236MK : Meaty (KD +49 OH, +4 OB)
Back Throw +32 (Far) (Corner) 236MK : Meaty (KD +49 OH, +4 OB)
236LK
W.623PP
+33 66 : +12
236HK : Meaty (KD +46 OH, +1 OB)
DR~3HP : +6 OH, +1 OB
236LK can gain up to 12f more advantage by hitting late.
623P +36 66 : +15
236HK : Meaty (KD +49 OH, +4 OB)
DR~3HP : +7 OH, +2 OB
Can gain advantage as an anti-air or hitting from a distance against a standing opponent.
236MK
236HK
+37 66 : +16
DR~3HP : +8 OH, +3 OB
Can gain up to 12f more advantage by hitting late.
214PP +39 (Far)
2HK (Juggle) +40~41
W.623P +41 Advantage varies depending on combo height and distance.
236KK
236236K
+42 66, 66 : +0
7f Safe Jump (Blanka, Dhalsim SA2, Manon SA2)
236KK can gain up to 12f more advantage by hitting late.
236236K can gain or lose advantage when hitting an airborne opponent.
+43 6f Safe Jump (Dee Jay, Jamie, Kimberly, Rashid)
Crumple > 4HP > *.236KK > 236236K +44 5f Safe Jump
W.236236K +46 (Far) (Corner) 66, 66 : +4
(Corner) 214[PP] : +6
W.236LK
CH/PC 2HK (HKD)
+47 66, 66 : +5
(Corner) 214LP : +0
(Corner) 214[PP] : +7
PC 5HK
214PP > W.236236K
+47 (Far) (Corner) 66, 66 : +5
(Corner) 214LP : +0
(Corner) 214[PP] : +7
*.623PP > j.PPP +47 (Far) Advantage varies depending on combo height and distance.
W.623PP > W.j.PPP +48 (Far) Advantage varies depending on combo height and distance.
W.236MK +49 66, 66 : +7
(Corner) 214LP : +2
W.236HK +52 66, 66 : +10
(Corner) 214LP : +5
(Corner) 214MP : +1
W.236KK +56 (Corner) 214LP : +9
(Corner) 214MP : +5

vs. Burnout

Lily can have an airtight combo using her Wind Charges against an opponent in burnout. By using 5LK 5LP into Light or Medium Condor Spire with Wind Charge Only your opponent cannot even use a Super or Reversal to get out of her pressure, and if they press a button it always net you a counter hit.


Drive Rush

When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LK 2LK 5LP/2LP 5MK 2MP 5MP 2MK/2HP 5HP/2HK 5HK/4HP 6HP 3HK
5LP~DR 5 6 7 8 9 10 11 12 15 19 26
5HP~DR 0 0 0 0 0 0 1 2 5 9 16
5LK~DR 3 4 5 6 7 8 9 10 13 17 24
5MK~DR 0 0 0 0 1 2 3 4 7 11 18
2LP~DR 4 5 6 7 8 9 10 11 14 18 25
2HP~DR 0 0 0 0 0 0 0 0 1 5 12
2MK~DR 0 1 2 3 4 5 6 7 10 14 21
4HP~DR 0 0 0 0 0 0 0 1 4 8 15
6HP~DR 0 0 0 0 0 0 0 0 3 7 14


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +6 ?
5LK~DR
2LP~DR
5MK~DR +10 ?
2MK~DR
5HP~DR +14 ?
2HP~DR +15
4HP~DR +17
6HP~DR


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs. Lily


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