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A descendant of the Thunderfoot tribe, Lily speaks with the spirits of nature, trusting in their guidance as she travels the globe. Don't judge a book by its cover—her small stature conceals truly titanic power.
Lily is the protégé of series veteran T.Hawk, and as such, plays a lot like him, even sharing many of his normals. She is a poke-focused grappler who prods opponents and looks for an opening to exploit with her gap-closing Condor Dive and Condor Spire. When she gets that opening, she sticks to the opponent like glue and forces them to guess with her command grab.
What sets Lily apart from T.Hawk, however, is her unique Windclad mechanic. With this, Lily uses her Condor Wind special to power up her other strike specials, giving them extra damage, frame advantage, and combo potential. Building up one or multiple Windclad stocks and landing one good hit can quickly swing a round in Lily’s favor, putting the opponent in sticky situations where they have to commit to risky options or face an endless loop of mixups and punishment.
Lily has her struggles in neutral, as her tools to get up close are reliant on her getting a Windclad stock, which not every opponent will allow. Her walkspeed is below average, making her play more like a heavyweight character despite her small size. She makes up for all of this with her great pokes that lead into her strike-throw mix, tick throws, anti-airs, spacing traps, and—most importantly—her fearsome Mexican Typhoon command grab.
Don’t let her small stature and cheery demeanor fool you—Lily is a high-risk, high-return character who devastates health bars with both strikes and throws. Though she may struggle in neutral against some characters, all Lily needs is one good opening and a Windclad stock to ride a tailwind of momentum straight to victory. If you enjoy the thrill of a vortex character but also like playing with good pokes, then be sure to give Lily a try!
Pick if you like:
Avoid if you dislike:
Large pokes and reliable anti-airs for playing an effective keepout game
A long-ranged command grab that enables a powerful strike/throw mixup
Advancing attacks that lead directly into pressure with the right setup
Juggling an extra resource that can be difficult to build in certain matchups
Relying on sluggish movement when left without resources
Utilizing a simple, straightforward gameplan with few gimmicks
Classic & Modern Versions Comparison
List of differences with Modern Lily
Missing Normals
Standing Medium Kick (5MK)
Standing Heavy Kick (5HK)
Jumping Light Punch (j.LP)
Jumping Medium Kick (j.MK)
Jumping Heavy Punch (j.HP)
Missing Command Normals
Ridge Thrust (3HP)
Shortcut-Only Specials
N/A
Assist Combos
A[L~L~L]: 2LK ~ 2LP ~ OD Condor Spire
Burnout: 2LK ~ 2LP ~ H Tomahawk Buster
On Block: stops at 2LP
A[M~M~M]: 2MK ~ OD Condor Wind ~ SA2
On Block: stops at OD Condor Wind
Burnout: 2MK ~ L Condor Spire
A[H~H~H]: 2HP ~ M Condor Wind ~ SA3
On Block: stops at M Condor Wind
M Condor Wind can be held just like the regular version by holding M during startup
Inputting A[H] during the early startup forces a cancel into SA3on Hit only, no matter how long it is held
Miscellaneous Changes
Standing Light Punch (5LP) is only available as a chained normal, replacing (5LK).
Crouching Light Kick (2LK) is only available as the starter for L Auto Combo.
The above means neither (5LK) nor (2LK) can be chained into.
Lily
Vitals
Life Points
10000
Ground Movement
Forward Walk Speed
0.042
Backward Walk Speed
0.027
Forward Dash Speed
21
Backward Dash Speed
24
Forward Dash Distance
1.154
Backward Dash Distance
0.939
Drive Rush Min. Distance (Throw)
0.434
Drive Rush Min. Distance (Block)
1.900
Drive Rush Max Distance
3.044
Jumping
Jump Speed
5+39+3
Jump Apex
2.139
Forward Jump Distance
1.95
Backward Jump Distance
1.56
Throws
Throw Range
0.8
Throw Hurtbox
0.33
Frame Data Glossary - SF6
Hitbox Images
🟥 (Red): Attack hitbox
Appears pink for Throw hitboxes
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
If a move's hitbox and hurtbox overlap, the colors blend to appear orange
🟦 (Blue): Vulnerable throw hurtbox
Will be thrown if Pink throw hitbox touches Blue throw hurtbox
Active
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.
Cancel
Available options for canceling one move into another move.
"Chn": Chain cancel (Light normals; specific chain options listed in Description)
"TC": Target Combo
"Sp": Special move
"SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
"Jmp": Jump cancel (usually on hit only, if applicable)
"SS": Serenity Stream (Chun-Li's stance)
If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)
Cancel Hitconfirm Windows
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
Counts from the first frame the attack connects until the final cancelable frame
Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.
Damage
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
Damage Scaling
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.
Scaling Types:
Starter: When a move begins the combo, the next attack is scaled by X percent
e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
Immediate: When a move is comboed into, this attack is scaled by X percent
e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.
Drive Rush Cancel Advantage
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.
Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
Forced Knockdown
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.
As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.
Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
Guard
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
Juggles
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
Limited Juggle: only specific attacks with juggle potential may juggle
The following is a more detailed overview of the SF6 juggle system:
Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.
JC0: free juggle state - any attack that can hit an airborne opponent will work
JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles
An example to tie everything together:
An attack (JS3) launches opponent into the air (Opponent now at JC3)
Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)
Drive Rush notes:
DR normals have a Juggle Start/Increase value of 0
DR normals have +3 added to their usual Juggle Limit
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
Combo Count Initial Value
Combo Count Additional Value
Combo Count Upper Limit
On Hit/Block
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).
Recovery
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.
Startup
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.
IASA / Actionable Recovery
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.
Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
Normals
Standing Normals
5LP
Standing Light Punch
5LP
Hitboxes Off
Hitboxes On
5LP
Standing Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
8
Chn Sp SA
350
LH
+6
-1
Chains into 5LP/2LP/5LK/2LK
Cancel Hitconfirm Window: 13f
A jab with incredible horizontal reach and decent advantage on block. Very good for checking and controlling the opponent's movement. On counter-hit, it links into 5MK or 2MP, and after a Drive Rush, it links into 2HP.
5MP
Standing Medium Punch
5MP
Hitboxes Off
Hitboxes On
5MP
Standing Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
4
17
-
800
LH
+1
-4
Amazingly disjointed poke and neutral tool, but cannot be canceled which makes it vulnerable to Drive Impact.
A counterpoke that leads to a crumple on Punish Counter. This allows for full conversions via Drive Rush or a forward dash, depending on range. When canceled into OD Condor Wind, there's a gap large enough for the opponent to DI. It's possible to react to your move getting absorbed and cancel to Level 2 if this happens though, so it's a good option when you have 2 bars
5LK
Standing Light Kick
5LK
Hitboxes Off
Hitboxes On
5LK
Standing Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
3
8
Chn Sp SA
300
LH
+5
-1
Chains into 5LP/2LP/5LK/2LK
Cancel Hitconfirm Window: 13f
This is Lily's only 4F button. Very important in tick throws and to frame trap people with after a Windclad Condor Spire, and is a true blockstring when chained after 2LK or 5LK. Without this, a lot of her strings are able to be mashed out of. It also has horrible range (which makes it unable to punish certain things, like Juri's Light Fuhajin) and frame advantage, leading to no unique links even on Punish Counter.
5MK
Standing Medium Kick
5MK
Hitboxes Off
Hitboxes On
5MK
Standing Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
3
15
Sp SA
600
LH
+2
-1
Cancel Hitconfirm Window: 15f
Cancelable, combo-friendly normal that's useful in both counter-hit confirms and juggles alike. Examples include linking after a counter-hit LP, a Punish Counter 5HP, or a Drive Rush 4HP.
5HK
Standing Heavy Kick
5HK
Hitboxes Off
Hitboxes On
5HK
Standing Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
4
21
-
1000
LH
+1
-5
Punish Counter: KD +47
Has a lot of pushback on block, so it can set up a spacing trap with her 5HP against opponents who are too hasty to press a button after blocking this. However, the long startup and recovery on this button means you shouldn't rely on it on its own too much in neutral, as it's very susceptible to well timed jumps or drive impact attempts.
On punish counter, this button knocks the opponent to the other end of the screen, so you can get a free wind stock afterwards.
Crouching Normals
2LP
Crouching Light Punch
2LP
Hitboxes Off
Hitboxes On
2LP
Crouching Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
3
8
Chn Sp SA
300
LH
+6
-1
Chains into 5LP/2LP/5LK/2LK
Cancel Hitconfirm Window: 13f
Has the most range and least pushback out of all of Lily's light normals, making it incredibly good for hitconfirms into 623P, 236KK, 236236P, and Drive Rush. Unfortunately has slightly less damage and frame advantage than 5LP, which makes it not quite as capable of linking into higher damage moves.
2MP
Crouching Medium Punch
2MP
Hitboxes Off
Hitboxes On
2MP
Crouching Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
3
18
SA
700
LH
+1
-3
Cancel Hitconfirm Window: 15f (Super)
A poke with slightly better speed than 5MP. More notable is its ability to cancel into Supers.
2HP
Crouching Heavy Punch
2HP
Hitboxes Off
Hitboxes On
2HP
Crouching Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
2,4
22
Sp SA (2nd)
500x2
LH
0
-2
Cancel Hitconfirm Window: 30f (18f 2nd hit)
One of Lily's best buttons in its range, cancelability, advantage, and especially anti-air potential. This normal will stop even close jumps and cross-ups, and leads to juggles on air connect. On block, going into MP/HP Condor Wind charge on block is an airtight and safe on block frame trap, but keep in mind that it will be consistently punished by Drive Impact. To prevent this, you can use LP Condor Wind after someone is conditioned to Drive Impact, bait it, and then punish it with your own. OD Condor Wind attack also cannot be interrupted by drive impact. If you have 3 bars of meter, you can use MP or HP condor wind attack with impunity, and cancel into level 3 if you see your opponent responding with a DI for big damage.
2LK
Crouching Light Kick
2LK
Hitboxes Off
Hitboxes On
2LK
Crouching Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2
12
Chn
200
L
+2
-2
Chains into 5LP/2LP/5LK/2LK
As Lily's other lows are remarkably slow, this button is important for catching people who are trying to jump out of your strings. Also has slightly more pushback than her other lights.
2MK
Crouching Medium Kick
2MK
Hitboxes Off
Hitboxes On
2MK
Crouching Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
18
Sp SA
500
L
+1
-5
Cancel Hitconfirm Window: 13f
A special and DR cancelable 2MK. This is nice to have, even if Lily lacks the movement speed to make it as threatening as other 2MKs.
2HK
Crouching Heavy Kick
2HK
Hitboxes Off
Hitboxes On
2HK
Crouching Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
2(6)2
24
-
450x2
L,L*
HKD +32
-12
The only impressive thing about this sweep is how stubby it is.
Jumping Normals
j.LP
Jumping Light Punch
j.LP
Hitboxes Off
Hitboxes On
j.LP
Jumping Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
9
3 land
-
300
H
+6(+9)
+2(+5)
Lily's fastest air normal. Useful as an air-to-air on reaction or when backward jumping out of pressure.
Lily's longest ranged air normal. Connects as a jump-in from a deceptively long range. Leads to damaging juggle combos as an air-to-air, but can be a little difficult to use as such due to the somewhat long startup.
j.HP
Jumping Heavy Punch
j.HP
Hitboxes Off
Hitboxes On
j.HP
Jumping Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
6
3 land
-
800
H
+6(+15)
+2(+11)
Knocks down airborne opponents
Hits very sharply downwards. With the right spacing it can make anti-air DPs whiff under it while hitting early enough that a late or cross-cut DP can be very difficult or even impossible to time.
j.LK
Jumping Light Kick
j.LK
Hitboxes Off
Hitboxes On
j.LK
Jumping Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
6
3 land
-
300
H
+4(+10)
0(+6)
A cross-up that deals a low amount of blockstun, making it good for tick throws.
j.MK
Jumping Medium Kick
j.MK
Hitboxes Off
Hitboxes On
j.MK
Jumping Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
5
3 land
-
500
H
+7(+13)
+3(+9)
A cross-up with a very wide hitbox that hits far both in front of and behind Lily.
j.HK
Jumping Heavy Kick
j.HK
Hitboxes Off
Hitboxes On
j.HK
Jumping Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
6
3 land
-
800
H
+9(+15)
+5(+11)
Has good range and a good hitbox. Ideal for directly hitting the opponent out of forward moving moves like Honda Headbutt and Blanka Ball.
An advancing heavy normal that can either cancel into specials or into its own unique target combo. Has enough blockstun for a cancel into H Wind Stock to be an airtight block string.
3HP
Ridge Thrust
3HP
Hitboxes Off
Hitboxes On
3HP
Ridge Thrust
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
25
3
18
-
900
H
+2
-3
Lower Body Invuln: 5-19f (hurtbox is slightly lower on frames 5-6)
An overhead with surprising range. After Drive Rush, it has advantage on block and combos into lights on hit.
4HP
Horn Breaker
4HP
Hitboxes Off
Hitboxes On
4HP
Horn Breaker
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
4
18
Sp SA
1000
LH
+5
-2
Cancel Hitconfirm Window: 18f
Yet another heavy poke. This one is special, as it has the most frame advantage on hit of any of Lily's normals, making it crucial for punishes and Drive Rush routes.
j.2HP
Great Spin
j.2HP
Hitboxes Off
Hitboxes On
j.2HP
Great Spin
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
11
3 land
-
800
H
+11(+15)
+7(+11)
A unique cross-up button that is extremely active and quite large. Lily can use this in conjunction with her cross-up j.LK to mix up the opponent with different command grab timings upon landing.
A low reward Target Combo off of Lily's advancing 6HP. Generally less useful than opting for a cancel into M or H Condor Wind (214P), but the second hit does allow for a frame trap vs delayed strike vs delayed throw RPS on block, albeit a weak one.
A rewarding air-to-air option to complement her strong anti-airs, Double Arrow allows Lily to heavily punish jumps as she can link into Tomahawk Buster (623P) upon landing or cancel into air Thunderbird (j.236236K) immediately.
Throws
Forward Throw (LPLK)
Forward Throw
LPLK
Hitboxes Off
Hitboxes On
LPLK
Canyon Throw
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +20
-
Punish Counter: HKD +20
Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
While it has less damage and range than Mexican Typhoon, Lily's normal throw grants much better oki, especially in the corner. It also allows Lily to punish opponents attempting to jump out of command throws frequently.
After a corner throw, Lily can use Drive Rush to create a throw loop. Characters with invincible reversals can react to this, so it shouldn't be relied on in all matchups. Against Blanka, E. Honda, and Zangief, she can walk forward with frame-perfect to achieve a true throw loop, though it's risky to attempt this since she can be punished for throwing too early or too late.
Midscreen, Lily can Drive Rush into 4HP or 2HP and cancel into MP Condor Wind (214MP) to space out most wakeup options and safely gain a wind stock. The extra block advantage from Drive Rush allows 214MP to remain a true blockstring, preventing them from using Drive Impact to absorb it. Note that if the opponent stand blocks, 214MP will hit slightly later, leading to an interruptible gap in the blockstring; to avoid this, Lily can slightly delay her 4HP or 2HP after Drive Rush.
Back Throw (4LPLK)
Back Throw
4LPLK
Hitboxes Off
Hitboxes On
4LPLK
Falling Cliff
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +32
-
Side switch
Punish Counter: HKD +32
Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
After throwing the opponent back into the corner, Lily can Drive Rush to set up another strike/throw mixup; a regular dash only allows her to pressure with a ranged meaty normal. She can also use a meaty 236MK to become +4 on block, or Windclad 236LK to become +3; while great for oki, it also gives the opponent an opportunity to react with an anti-air invincible special.
Windclad stock gained on each of frames 46, 71 and 90 depending on how long the button is held.
Each startup value refers to the minimum total duration for each stock gain.
Takes 20 frames to recover after releasing the button, but if released between frames 60-70 then the recovery is delayed until the 2nd Windclad stock is gained on frame 71.
214[PP]
Condor Wind (stock)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
38
-
2
-
-
-
-
-
Gains 1 Windclad stock on frame 38.
214LP is an important tool for getting Windclad stocks without using resources. Mix it up with the M and H versions on block, especially after 2HP; the startup animation is identical but the punish is usually different.
2HP > 214MP/HP needs to be countered with invincibility, Perfect Parry, or an armored move such as Drive Impact.
2HP > 214LP is a massive -25 on block but needs to be punished with a long ranged move. Importantly, Drive Impact is too slow and can be punished back.
However, try not to rely on this against characters with a move that ticks all the boxes for punishing both, such as a long ranged Super.
Condor Wind Attack (214P)
Condor Wind (attack)
214P
Hitboxes Off
Hitboxes On
214MP (HOLD OK)
Condor Wind (attack)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
23(4)
4
25
SA3
900
LH
+2
-8
Windclad stock gained on each on each of frames 46, 71 and 90
Cancel Hitconfirm Window: 20f (Super, combos to SA3)
214HP (HOLD OK)
Condor Wind (attack)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
25(4)
4
25
SA3*
1100
LH
KD +30
-8
Windclad stock gained on each on each of frames 46, 71 and 90
Cancel Hitconfirm Window: 20f (Super, only useful if armor absorbed)
214PP (HOLD OK)
Condor Wind (attack)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
19(4)
4
23
SA2 SA3*
1200
LH
KD +39
-5
Cancel Hitconfirm Window: 20f (Super, combos to SA2, SA3 only if armor absorbed)
OD version applies a 10% damage scaling penalty to the next hit of a combo.
All versions, when held, hit on frame 4 of release
Windclad stock gained on the first active frame of the attack only if no stocks were gained through charging
Windclad stocks are vital to Lily's game plan, so learning how to safely use this move is vital.
Despite being -8 on block, the MP and HP versions have a lot of pushback which makes them mostly safe when properly spaced. Unfortunately, all versions are very vulnerable to Drive Impact, which can be input on reaction to seeing the startup. There are several ways to counter this:
Mix in 2HP > 214LP. This is safe against Drive Impact and leads to a counter Drive Impact.
Use 2HP > 214PP; a true blockstring that leaves no gap for the opponent to reversal through.
Use Drive Rush 2HP, 4HP or 5HP canceled into 214MP. The extra blockstun from Drive Rush makes it a true blockstring.
When midscreen, keep the button held. This takes the hit as a regular Counter Hit instead of a Punish Counter, which is pretty inconsequential outside the corner.
With 3 bars and good reflexes, hold it until the opponent presses a button, then release and cancel into Level 3 Super.
Modern mode's Heavy Assisted Combo does this automatically, performing 2HP > 214MP > (214214P) but only canceling into the Super on hit.
Additionally, Assist + H > H > [M]+H causes Condor Wind to be held, but it still cancels into Level 3 upon hitting the opponent when M is released.
The attack gains Windclad stocks much earlier than 214LP, with the stock being kept even when punished. Slap a fireball with 214MP and take the hit in exchange for the stock.
The MP version when done up close (e.g. after a Drive Rush combo) leaves Lily just outside command grab range from where it's possible to surprise the opponent with a micro-walk command grab. Input it as 8426 and delay the LP or PP button press by at least 1 frame. This is especially potent in the corner where the opponent can't walk backwards out of range.
Condor Spire (236K)
Condor Spire
236K
Frame 1
Hitboxes Off
Hitboxes On
236LK
Condor Spire
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
13
2+14 land
-
800
LH
KD +33(+45)
-8(+4)
Airborne 8-31f
236MK
Condor Spire
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
21
13
2+14 land
-
900
LH
KD +37(+49)
-8(+4)
Airborne 9-35f
236HK
Condor Spire
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
25
13
2+14 land
-
1000
LH
KD +37(+49)
-8(+4)
Airborne 11-39f
236KK
Condor Spire
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15
13
2+14 land
SA2
1000
LH
KD +42(+54)
-8(+4)
Airborne 7-29f
Cancel Hitconfirm Window: 27f (SA2), as low as 14f at max range
All versions can be spaced to be safe or even as good as +4 on block even when not Windclad.
Canceling from 2HP into LK Condor Spire from a max range results in a frame trap that can be as good as +1 on block and also safe against Drive Impact (unless they do it before 2HP). This also works from 4HP, though not quite to the same extent.
OD Condor Spire has the same range as the MK version but with a much faster startup that makes it less vulnerable to Drive Impact and other reactive options. It's a fun surprise to throw out in neutral or at round start.
The MK and HK versions aren't quite as good outside of combos due to the longer distance and slower startup making them easier to space out and react to with big punishes.
One of the big reasons to play Lily. Depending on the available resources it's possible to bulldoze your way into a +1 or +2 on block situation from almost anywhere, which directly gives a mixup between 5LK and Grab. It also hits 3 times which allows it to plow through Drive Impact when used from a close enough range. At farther ranges it only hits twice, putting it more in line with other special moves. The non-Drive versions being only +1 means that Lily's 5-frame throw options will lose to opponents mashing 4f buttons, a weakness that the +2 OD version does not have. This can be worked around with proper conditioning but does change the RPS on block. Notably weak to drive reversal.
In the corner, and with an additional Windclad stock, a Windclad Condor Spire combos directly into Windclad Tomahawk Buster using the same strength button or faster (e.g. 236MK, 623MP). Alternatively, Lily can regain her spent stock with L Condor Wind (214LP) and still remain plus after M, H, or OD Windclad Condor Spire. If it connects with your opponent cornered and you don't want to spend the extra stock, immediately using L condor wind will leave you +2 and one wind stock richer.
The OD version can be canceled into Level 2 Super for high damage anywhere on the screen, or in the corner it can be linked into a Level 1 Super.
The HK version in the corner also links into Level 2 Super... or even a Level 1 Super if it hits the opponent while they're airborne.
Cancel Hitconfirm Window: 58f (j.PPP, on hit only)
OD version applies a 10% damage scaling penalty to a follow-up OD Tomahawk Buster
Important for converting off lights without wind stocks or drive gauge. Solid anti-air for when 2HP would be too slow, also good at dealing with characters who can alter their jump momentum.
Cancel Hitconfirm Window: 69f (j.PPP, on hit only)
OD version applies a 10% damage scaling penalty to a follow-up OD Tomahawk Buster or OD Tomahawk Buster (Windclad).
With Windclad stocked, it's possible to use this to juggle after Windclad Condor Spire in the corner for an expensive but damaging combo.
The LP and OD versions hit on frame 4, which makes them impossible to safe-jump. The opponent has to hard bait it with an empty-jump instead.
Applies a 25% damage scaling penalty to the next hit of a combo when canceled from 623PP.
All versions can be used to punish fireballs from medium or close range. This tactic is most effective with a Windclad stock.
Mexican Typhoon (360+P)
Mexican Typhoon
360+P
Light/OD
Medium
Heavy
Hitboxes Off
Hitboxes On
360+LP
Mexican Typhoon
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
53
-
2000 (2300)
T
HKD +28
-
360+MP
Mexican Typhoon
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
53
-
2400 (2760)
T
HKD +28
-
360+HP
Mexican Typhoon
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
53
-
2800 (3220)
T
HKD +28
-
360+PP
Mexican Typhoon
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
53
-
2900 (3350)
T
HKD +28
-
Her command grab, the backbone of her mixups. H command grab does the most damage, hitting harder than any of her normal hit meterless combos, but has the shortest range. Light has the longest range, but the lowest damage. All of the command grabs send you to full screen, but if you have a wind stock and enough drive for an OD, OD Windclad Condor Spire makes for a +8 on block meaty. Also gives you enough time to use a Condor Wind.
Super Arts
Level 1 Super (236236P)
Breezing Hawk
Level 1 Super Art
236236P
Hitboxes Off
Hitboxes On
236236P
Breezing Hawk
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
2(5)2(7)2(8)2(8)2
54
-
2200 (1840)
LH
KD +27(+19)
-36
Strike/Throw Invuln: 1-14f; Armor Break
Depletes 1/2 Drive bar from opponent on hit
30% minimum damage scaling
Offers good damage off of lights without 2 bars of drive gauge or a wind clad stock, so if you're lacking both of those this is a great option. Decent move to juggle into. Slow speed for a super makes it an inconsistent reversal.
Can be canceled into from OD Condor Spire, due to being Air OK. Important for certain juggles and a good antiair. If you have Windclad stocks, it will consume one to do more damage. Both the normal and Windclad versions have surprising reach and can be used as midscreen anti-fireball tools, although the Windclad version is better for this purpose.
The Windclad version deals 300 more damage when used raw (2800 to non-Windclad 2500). This translates to a minimum damage increase of 120 (1120 to non-Windclad 1000).
Level 3 Super (214214P)
Raging Typhoon
Level 3 Super Art
214214P
CA version grants 500 extra damage
Hitboxes Off
Hitboxes On
214214P
Raging Typhoon
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5+2
2
106
-
4500
T
HKD +4
-
Full Invuln: 1-8f; Armor Break
Depletes 1.5 Drive bars from opponent on hit
50% minimum damage scaling
214214P
Raging Typhoon (CA)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5+2
2
106
-
5000
T
HKD +4
-
Full Invuln: 1-8f; Armor Break
Depletes 2 Drive bars from opponent on hit
50% minimum damage scaling; available at 25% HP or below
Lily's command grab level 3. Unfortunately, jumpable after the screen freeze. Can be combo'd into, but the routes are limited. You either do Medium Condor Wind canceled to Level 3, or cancel straight into it from a normal. Will not connect in juggles due to it being a command grab.
Taunts
Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
"Okay smile... Good stuff!"
"Okay smile... Good stuff!"
Hitboxes Off
Hitboxes On
5PPPKKK (HOLD OK)
Neutral Taunt
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
147(17)
3
217
-
1
LH
-201
-206
Camera flash is a 1-hit low priority projectile
Hold any button to delay the camera flash indefinitely
Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
"Hey! Is there anyone that wants to duke it out with me? Oh wait, you're here."