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 crumples on Punish Counter, making it a very strong whiff punish move. Follow up with Drive Rush into a combo.
2MP is a solid counter-poke. It doesn't have as much range as 5MP, but it's relatively fast and has a very good hitbox. Throw this out 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 or Drive Rush, the Super comes out on hit 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, W.236MK, W.236LK, 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/214HP. 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/214HP 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
Condor Spire without Windclad stocks 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 Medium and Heavy versions are generally too slow to get away with outside of combos and blockstrings.
Windclad Condor Spire is almost always +1 on block.
5LK will interrupt the opponent's attempts to mash or jump out.
Throws will lose if the opponent mashes their 4 frame move, so they must be conditioned to block or parry before command grab becomes a viable option.
OD Windclad Condor Spire is almost always +2 on block. Lily's throws will beat mashing here, which lets her lean on them a bit more heavily.
This move is very well suited for just throwing out in neutral as it cleanly beats projectiles and Drive Impact.
The most reliable way for an opponent to deal with this move is to block and drive reversal. If you have more drive gauge than the opponent, it can be worthwhile to just keep doing it until the opponent either runs out of drive gauge or decides to take the mixup.
Okizeme and Mixups
- All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
- With a large advantage it's possible to do any of the options listed for one of the shorter advantages above it, but a manual delay or a frame-kill setup is needed.
e.g. It's possible to go for a throw after a +9 knockdown, but it needs to be delayed by 4 to 7 frames to be effective.
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 : Post-knockdown only. Whiffs when +5 on block/hit. |
(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 > DR~2HP > DR~4HP > 236MK Crumple > 4HP > DR~4HP > W.623HP (Corner) 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 |
5LK | 2LK | 5LP/2LP | 5MK | 2MP | 5MP | 2MK/2HP | 5HP/2HK | 5HK/4HP | 6HP | 3HP | |
---|---|---|---|---|---|---|---|---|---|---|---|
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.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DR | +6 | (Close) DR~5LP, 2HP > ... (Far) DR~5LP/2LP, 5MK > ... (Far) DR~5LP/2LP, 2MP > Super |
5LK~DR | ||
2LP~DR | ||
5MK~DR | +10 | DR~2HP > ... |
2MK~DR | ||
5HP~DR | +14 | DR~4HP, 5MK > ... DR~4HP, 2MP > Super |
2HP~DR | +15 | |
4HP~DR | +17 | |
6HP~DR |
Defense
Reversals
- SA2 : 236236K
- 9f startup. Full invulnerability.
- Can be safe-meaty jabbed by A.K.I., Blanka, Cammy, Chun-Li, Dee Jay, Guile, Jamie, Juri, Ken, Rashid, Ryu.
- Cannot be safe-meaty jabbed by Dhalsim, E.Honda, JP, Lily, Luke, Manon, Marisa, Zangief.
- Also catches anyone silly enough to try to bait a throw by jumping.
- Range increases when Windclad, allowing it to catch some meaty fireballs.
- SA3 : 214214P
- 7f startup. Full invulnerability.
- Cannot be safe-meaty jabbed but loses to jump.
- SA1 : 236236P
- 13f startup. Strike/Throw invulnerability.
- Beats Throws and Medium/Heavy attacks.
- Cannot punish most light attacks and loses to projectiles.
- 623P
- 6f startup (light version). Anti-Air invulnerability.
- Beats certain airborne meaties like E.Honda's headbutt.
- 623PP
- 6f startup. Throw/Anti-Air invulnerability.
- Beats throws but not much else.
- W.623LP / W.623PP
- 4f startup. Anti-Air invulnerability.
- Beats safe jumps, but can be baited with an empty jump.
- 360LP/360PP
- No invulnerability.
- Beats shimmy and delayed buttons. Loses to everything else.
Anti-Airs
- 623P
- Anti-air invulnerability.
- Heavy version can sometimes allow an opponent land from an empty jump and block. Use other versions for consistency.
- The Windclad version must be done late to get all the hits, otherwise it results in poor damage.
- 623PP > j.PPP
- Deals a ton of damage. Especially with Windclad stocks.
- Can also be followed up with SA2 in the corner, absolutely destroying an opponent for attempting to jump out.
- SA2 : 236236K
- Hits directly above Lily in both directions.
- Fully invincible all the way up, meaning it can be used to anti-air JP when there are Amnesia orbs on the screen.
- 2HP
- Hits above, in front of, and behind Lily, sending the opponent back to the front.
- On Counter Hit, combos into 214HP/214MP/236HK/236MK.
- Does not lead to a combo on regular hit. The above specials can be timed to hit meaty but are vulnerable to reversals. Beware of an opponent taking the hit with an empty jump and mashing SA3 on their landing.
- SA3 : 214214P
- Can be used to catch the landing frames of jump attacks and dive kicks.
- Not effective against empty jumps, as the opponent can cancel their landing into a reversal or backdash.
Anti-Projectile
- W.236KK
- Projectile invulnerable for the entire duration of its active frames.
- Confirms into SA2 on hit.
- Near the corner it also confirms into W.623P or SA1.
- *.j.PP / *.j.PPP
- Can be used on reaction to a projectile if already in the air when the opponent throws it, making neutral jump a strong mid-range option.
- The OD version is more consistent due to moving faster.
- j.MP / j.HK
- Lily's longest range jumping normals.
- j.HK has slightly less range but leads to a bigger reward.
- 5MP
- Can interrupt projectile startup from a good distance.
- 4HP
- Has enough range and a small enough hurtbox to hit an opponent through their projectile, trading hits.
- 214MP/214MP/214PP
- Can tag the startup of a projectile from a very long distance, or even trade hits after the startup.
- It's possible to do this in front of a projectile with no intention of hitting the opponent, trading health for a Windclad stock. Be particularly careful about doing this at longer distances, as the opponent often has time to chase the hit with a combo.
- 2LP
- It's possible to intentionally jab a slow projectile before it reaches you to take the hit and get rid of it early, creating a gap if the opponent attempts to Drive Rush after it.
- This can't be excessively relied on due to the health cost, but is practical as a last moment emergency measure when about to block a slow fireball at perfect Drive Rush range. Especially during burnout.
- W.236236K / 214214P
- Can be used on reaction to close range projectiles. Tags the opponent's hands from deceptively far away.
- SA2 requires Windclad for the extra range.
Fighting vs. Lily