< Street Fighter 6 | Lily
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Blanka

- Her slow projectile is incredibly vulnerable to W.236KK. It's possible to Condor Wind to build a stock when she starts it and recover in time to spire through it.
- Her only OD reversal is vulnerable to throws. It's possible to OS throw or command grab during a sequence of chained lights to throw her the moment any of them whiffs.
- Perfect meaty 5LP is safe against wakeup SA1 and SA3. It's worth learning setups for it (e.g. W.236MK, Dash Twice, 5LP).

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

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

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

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

- 5HP > DR can be used to whiff punish his normals from anywhere on the screen.
- It's almost impossible to shut down Dhalsim's slow fireballs without Windclad stocks. Take every opportunity to fill up early in the round even if it means taking some hits.
- Get used to reacting to crossup teleport with Tomahawk Buster shortcuts. e.g. If facing right and already holding Down-Left then you only need to input Down > Down-Left > Punch.
- Condor Spire goes over slide. It's a good idea to sometimes just throw it out whenever Dhalsim throws a high fireball.
- Stick to using crouching attacks for pressure to make his SA2 ineffective as a reversal. Meaty 3HP is NOT safe - it ducks under the initial hit but gets punished if Dhalsim holds the button.
- Reliable ways to punish SA2:
- Wait, PC 360HP/360PP/Throw
- Wait, PC 5HP, 360HP/360PP - More damage, but less drive damage.
- PC 2HP > SA1/SA2/SA3
- PC 2HP > 214PP > SA2
- Parry, PC 5LK > (Light Starter Combo) - Low damage, but builds drive gauge and erases the ball for better knockdown options.
- Wait, PC DI, Parry, 5HP/5MK > (Crumple Combo) - Only reliable if he releases the ball immediately. A delayed launch makes the timing stricter, and a full charge requires frame perfect timing.
E.Honda

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

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

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

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

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

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

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

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

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

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

- W.236KK shuts down a lot of Rashid's gimmicks. Try to have Windclad stocks ready at all times.
- Especially try to be Windclad when Rashid has 2 bars. W.236KK ruins tornado setups.
Ryu
Zangief

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