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 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 SA1. 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 perfect parry or reversals. On the other hand they will always catch an opponent trying to jump or backdash without needing to add a delay.

A 2-hit chain done close enough to the opponent combos into 623P for a resourceless combo.
Comboing off a 3-hit chain or a long range 2-hit chain requires a resource; Wind, Drive or Super. Anything in the following table works:

Move Resource Notes
DR~5LP, 2HP/5MK/2MP Drive 2HP only combos if close enough.
236KK Drive Less damage than drive rush, but also less expensive.
W.236MK / W.236LK / W.236KK Wind W.236KK is the only one that reaches from the absolute tip of 2LP range.
W.236LK works from slightly further away than W.236MK.
SA1 / W.SA2 / SA3 Super SA2 does not reach without Windclad.

An important part of 3-hit chains is choosing moves that push the opponent back a specific distance for a spacing trap should they block it.
Lily's 4HP and 2HP have a particularly huge range which can allow them to win even when done from negative on block if the spacing is right.

In the following table, the distance column indicates the shortest range move that will reach the opponent if they block the entire string and then stand up or parry.

  • At 4HP distance the opponent can walk backwards out of 4HP range but not out of 2HP range.
    • 2HP > 236LK will be ±0 on block.
    • 4HP > 236LK will be -1 on crouch block, or ±0 on standing block.
  • At 2HP distance, the opponent can also make 2HP whiff by walking backwards. 4HP will only reach if they crouch or press a button.
    • 2HP > 236LK will be ±0 on crouch block, or +1 on standing block.
Chain Startup Distance Damage Notes
5LK/5LP > 5LP > 5LP 4/5 4HP 825/875 Basic point blank string.
Breaks Drive Impact when done from ±0.
2LK > 5LP > 2LP 5 4HP 725 Low starter.
5LK/5LP > 2LK > 5LP 4/5 2HP 705/755 Extra pushback variant.
Breaks Drive Impact when done from +1. Use 5LK as the 3rd hit to break it from ±0.
2LK > 5LP > 5LP 5 2HP 725 Low starter.
Breaks Drive Impact when done from +2. Use 5LK as the 3rd hit to break it from +1.
2LK > 5LK > 5LP 5 2HP 685 Alternative low starter.
2LK > 5LK is gapless.
(Blocked W.236K), 5LK > 2LP > 2LP 4 4HP 750 Basic string for the distance after blocked Windclad Condor Spire.
(Blocked W.236K), 5LK > 2LP > 5LP
(Blocked W.236K), 5LK > 5LP > 2LP
4 2HP 785 Extra pushback variant.
Breaks Drive Impact.
(Blocked W.236K), 2LK > 2LP > 2LP 5 2HP 650 Low option that leaves the opponent at about the same distance.
Trades with 4f jabs.
Not fast enough to break Drive Impact. React with Counter DI or SA instead.
(Blocked W.236KK), 5LP > 2LP > 2LP 5 2HP 800 +2 on block makes 5LP a generally better starter than 5LK.
Use 5LP as the 3rd hit to break Drive Impact.
(Blocked W.236KK), 2LP > 2LP > 2LP 5 4HP 750 Trades with 4f jabs but keeps the opponent closer on block.
Use 5LK as the 3rd hit to break Drive Impact.
(W.236MK, Jump), 2LK > 5LP 5 4HP 480 Only if the opponent backrolls midscreen.
Otherwise use point blank strings.
(W.236LK, Dash, Dash), ... If the opponent backrolls midscreen, use the same strings as Blocked W.236K listed above.
Otherwise use point blank strings.

Despite the pushback there is still a huge gap between the last light attack and the followup, and each character has their own way of interrupting or whiff punishing it but their reward varies.

After doing LP on block (-1) into immediate 2HP, the opponent can punish with:

  • Jump into combo: Blanka j.HP, Dee Jay j.2LK, Juri j.HK, Luke j.HP
  • Dive kick into combo: Akuma, Cammy, Dhalsim, Jamie (1 drink)
  • Counter-hit into combo: E.Honda 5MP, Ed 5MK, Lily 5HP, Luke 5MP, Manon 5HP, Marisa 6MP
  • Counter-hit only: Chun-Li, Guile, Jamie (0 drink), JP, Ken, Kimberly, Rashid, Ryu, Zangief

Most of these options can be baited by walking backwards after the last jab for an anti-air or whiff-punish.

When a character not listed tries jump over the 2HP, it recovers in time to block or anti-air them with Windclad 623LP. The non-windclad version works against characters with slow jumps, but most characters can bait it with an empty jump. In this case it may be worth attempting to Perfect Parry instead.

During burnout, most of the opponent's punish options stop working entirely. The extra blockstun means counter-pokes aren't fast enough and jumps can always be anti-aired in time. Dive kicks can still be a problem but these can be counteracted by performing closer 2-hit blockstrings into 2HP to hit them on the way up.

Notable differences when when using 4HP instead of 2HP:

  • It has a significantly better hurtbox. Some attacks that counter-hit 2HP will whiff and get punish countered by 4HP at the same distance.
  • It leaves a larger gap, allowing the opponent to interrupt with slower long range moves.
  • Its standing recovery means Ed, Jamie, Ken and Kimberly can jump punish it.
  • It recovers 1 frame faster. If the opponent jumps with a character that can't punish, 623LP works as an anti-air even if they empty jump.
Tick Throw

A tick throw means to tag the opponent with an attack and then immediately throw them. It's particularly important for Lily due to the long range of Mexican Typhoon.

  • An advantage of +5 or more requires a delayed throw to avoid whiffing during the opponent's throw invulnerability.
  • An advantage of +2 to +4 results in a perfectly timed throw that cannot be interrupted with a 4 frame normal.
  • An advantage of +1 allows throws to be interrupted with a 4 frame move, but the opponent can be conditioned to block using Lily's own 4 frame 5LK.
  • Light normals with a frame disadvantage (*) are still effective as the opponent can be conditioned to block by chaining into another light attack.

The following table lists the advantage of various moves, and how fast the opponent's attack must be to interrupt the throw.
If it is possible to interrupt the grab in burnout then then interrupt column will include a second value.

Tick Block Burnout Hit Counter Interrupt Notes
Any HP > DR +Lots +Lots +Lots +Lots Hit-confirmable.
5MK > DR +7 +11 +10 +12 Hit-confirmable.
2MK > DR +4 +8 +10 +12 Hit-confirmable.
DR~5LP +3 +7 +10 +12
DR~5LK/2LP +3 +7 +9 +11
DR~5MK +3 +7 +6 +8
DR~2LK +2 +6 +6 +8
DR~2HP +2 +6 +4 +6 Hit-confirmable.
DR~4HP +2 +6 +9 +11 Hit-confirmable.
W.236KK +2 +6
W.236LK/MK/HK +1 +5 4f
DR~3HP +1 +5 +6 +8 4f Hit-confirmable.
5LK/2LP > DR ±0 +4 +6 +8 5f Hit-confirmable.
5LP -1* +3 +6 +8 6f
5LK/2LP -1* +3 +5 +7 6f
2LK -2* +2 +2 +4 7f Extremely good against a burned out opponent.
5LP > DR -1 +3 +6 +8 6f Hit-confirmable.
5MK -1 +3 +2 +4 6f Extremely good against a burned out opponent.
4HP -2 +2 +5 +7 7f
2HP -2 +2 ±0 +2 7f
DI -3 +1 8f / 4f Works after locking a cornered burned out opponent with 2HP > DI.
214MP -8 -4 +2 +4 After a combo, can leave the opponent in range for 360P.

Light chains are particularly important, as they allow for using a command grab mixup at any moment.

  • A light attack followed by command grab loses to jump, backdash, and (if the opponent isn't burned out) being interrupted by a fast attack (4~6f).
  • A light attack chained into another light attack beats all of the above.
  • To deal with both options the opponent must commit to an invincible reversal.

The strength of grab to use depends on how far the opponent gets pushed away. Assuming starting from right next to the opponent or after making them block a Windclad Condor Spire:

  • 1 light attack into 360MP, DR~360HP, or DR~Throw.
  • 2 light attacks into DR~360MP.
  • In the corner, any light attack into 360HP, or point-blank 2LP into Throw.
  • In the corner, 2 light attacks into 360LP or DR~360HP.
  • In the corner, 3 light attacks into DR~360LP.
  • Any of the above using 360PP instead for more damage.

Technically the corner versions also work midscreen, but will whiff if the opponent walks backwards. Also note that for longer chains, 2LK must be accompanied by 2LP to avoid pushing the opponent out of range.

It's very important to condition the opponent to block before committing to command grabs, as the punishment for whiffing one is often much higher than the reward for landing one.
For example, whiffing 360PP when the opponent has Critical Art available allows them to erase 5 drive bars. It's hard to salvage a round from there even if starting with full health.

Another important thing to be aware of is that if the opponent gets hit by 5LK, 5LP or 2LP instead of blocking, the long hitstun causes a non-delayed throw to whiff, which gifts the opponent an optimal punish counter combo. This problem can be avoided by using 2LK.

Condor Wind

Condor Wind unlocks one of the most important parts of Lily's gameplay in generating Windclad stocks. It's also very slow, and the non-OD versions are punishable on block if done too close, which makes it very important to learn how to make time and space to safely use it.

2HP is generally the best normal for canceling into Condor Wind as it has a lot of range, combos naturally into 214MP, and deals the more blockstun than Lily's other normal moves. Be careful of the spacing as Condor Wind will whiff if canceled from the tip of its range, and is punishable on block if done too close.

4HP and 6HP also deal enough blockstun to be useful, and deal more hitstun than 2HP which lets them combo into 214HP for a knockdown. There's less risk of Condor Wind whiffing, but the lower pushback means care needs to be taken not to do it too close and therefore be punishable on block.

Setting up gapless blockstrings into the hit versions of Condor Wind is one of the safest ways to build wind stocks. It's possible accomplish this in several ways:

  • 2HP/4HP/6HP > 214PP
    Beware of this whiffing from the absolute maximum range of 2HP.
    Otherwise it never leaves a gap, making it one of the safest ways to get a stock. It also combos on hit and is fast enough that the stock is guaranteed even if the opponent does Drive Reversal after blocking the initial normal move.
    Also, if the opponent does Drive Impact there is usually time to cancel into SA2 or SA3 to punish it.
  • DR~2HP/4HP/6HP > 214MP
    A good way to go back in after a knockdown. However, this is vulnerable to wakeup Drive Impact.
    To bait DI, delay 2HP until close enough for both hits to connect, buying more time to react. Buffer the Condor Wind input without actually pressing the button, then if the opponent does DI react by pressing HP+HK instead of MP.
    Alternatively, after a non-throw knockdown it's possible to hit the opponent early enough on their wakeup that there is time to cancel Condor Wind into SA3.
  • DR~2HP > 214HP
    Unlike the MP version this gets a knockdown on hit, but is less safe due to being slower and leaving the opponent closer on block.

To build stocks without using drive gauge, Lily can play a guessing game by canceling into either 214LP or 214MP/214HP. Both of these 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 with sufficient range.
  • 2HP > 214MP/214HP counters most things that would punish 214LP, but is vulnerable to invincible moves and armored moves, including Drive Impact.

If you chose to do the hit, Drive Impact and armor can still be countered by confirming into SA3 on reaction. It's somewhat difficult to react, so holding the button for a moment to delay the hit can be helpful in buying more time to react. Modern controls can automatically hitconfirm this with the Heavy Assisted Combo, which performs 2HP > 214MP > SA3.

If the opponent does Perfect Parry into Drive Rush it covers both options - Parrying the hit and punishing the recovery if there is no hit. To counter this, hold MP or HP for a moment to delay the timing of Condor Wind. A short delay will mess up their parry timing, and a longer delay will hit them directly out of Drive Rush with the option of a combo into SA3.

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.

If slightly misspaced to not have the advantage but still be safe on block, the common response is for the opponent to immediately press their 4 frame normal; especially ±0 or -1 where their throw will lose to 5LK, or at -3 where they might mistake it as being punishable. The predictable timing of this makes it very reasonable to attempt a Perfect Parry into 360HP.

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.

vs. Burnout

Blockstrings

Lily has airtight blockstrings when using Windclad Condor Spire against an opponent in burnout.

The following are airtight blockstrings from any range, even if the first hit of Condor Spire whiffs:

  • 2HP/6HP > W.236MK/LK/KK
  • 4HP/5HP/5MK > W.236LK/KK

Using a heavier version of Spire than the above deals more chip damage, but requires being closer to the opponent to avoid leaving a gap.
W.236KK allows the longest range, followed by W.236LK, W.236MK, and then W.236HK with the shortest range.
W.236HK does not work with Light normals, but the other versions work with any normal if close enough to the opponent.

After making the opponent block a Windclad spire, the blockstring can be looped for as long as Windclad stocks are available.

  • W.236K > 2LK > 2LP > W.236LK
    Airtight loop that hits the opponent low with 2LK if they try to jump out.
  • W.236K > 5LK > W.236MK
    Doesn't hit low, but deals more chip damage.
  • W.236K > 5LK > DR~5LK, 5MK > 214PP > SA2
    An expensive airtight sequence that deals more chip damage than W.236KK > SA2

At any point in the above blockstrings, it's possible to stop and go for a grab, or do nothing to bait a reversal.

Without Windclad stocks, some good meterless patterns to follow are:

  • 3 Light Attacks, 2HP > 236LK
    Beats or trades with most counter-poke attempts but loses to certain lows like Ken's 2MK.
    The Light Spire is an airtight blockstring spaced to still be advantageous on block.
    The extra blockstun from burnout makes 2HP safe against forward jump unless the opponent has a dive.
  • 3 Light Attacks, 4HP > 236LK
    Leaves a bigger gap but the sheer range of it beats the counter-pokes that the above would lose to.
    The extra blockstun from burnout makes 4HP safe against forward jump unless the opponent has a dive.
  • 2 Light Attacks, 2LP > 236LK
    Canceling the last light into spire catches the opponent trying to jump away from either of the above.
    Even if too far to catch them on the way up, they can still be hit on the way down with 2HP or 623P.
    If spaced perfectly the spire can still be ±0 on block, but it does leave a gap for the opponent to anti-air.

The exact light attacks to use depends on the distance. Here are some examples:

Airtight strings that set up 2HP distance.

  • W.236K, 5LK > 5LP > 2LP, 2HP
  • W.236K, 2LK > 2LP > 2LP, 2HP
  • W.236KK, 5LK > 2LP > 2LP, 2HP

Moving the low to the 2nd hit, but with a gap after the initial spire.

  • W.236K, 2LP > 2LK > 2LP, 2HP

Keeping the opponent slightly closer to avoid whiffing 4HP and/or 214HP.

  • W.236K, 5LK > 2LP > 2LP, 4HP/2HP
  • W.236KK, 2LP > 2LP > 2LP, 4HP/2HP

Setting up a ±0 spire with the ability to anti-air Tomahawk Buster if the opponent backjumps out. Vulnerable to backdash.

  • W.236K, 2LK > 2LK > 2LP > 236LK
  • W.236KK, 5LK > 2LK > 2LP > 236LK

If you choose to set up an advantageous 236LP, it can be looped by alternating between 2 and 3 light normals for each string.

  • W.236K, 5LK > 2LP > 2LP, 2HP > 236LP, 5LK > 2LP, 2HP > 236LK, 5LK > 2LP > 2LP > 2HP ... etc

Adjustments can be made on the fly to push the opponent a slightly different distance away for different setups.
In order from least to most pushback: 2LP < 5LK=5LP < 2LK
So if you want to push them further away you can swap out 2LP for 5LP, or vice-versa to keep them closer.

Drive Impact
Burned out opponent's options against Drive Impact blockstrings
Gap Counter
0 No gap. Locks on block. Combos on hit.
(N) No gap, but can choose to create a gap of up to N by delaying the DI cancel.
1-2 Opponent can only escape with an invincible Super Art.
For most characters this is the case up to 5 frames. Exceptions are listed below.
3+ JP and Marisa can counter with their armored special moves.
4+ Zangief can counter with his armored Heavy Punch.
5+ Dhalsim can teleport out.
6+ Opponent can interrupt with reversal throw.
8+ Opponent can jump out (Except Lily and Zangief who need 9 frames).
Drive Impact blockstring gaps during burnout
Block Hit DR~Block DR~Hit Notes
6HP > DI 2 (1) 0 0 Beats armored moves on block. Combos on hit to set up meaty Drive Impact.
2HP > DI (2) 2 0 0 Try to confirm into combo on hit, and delay cancel into Drive Impact on block.
4HP > DI 3 (3) (2) 0 Delayed cancel after Drive Rush beats armored moves.
5HP > DI 4 3 (3) (2) Extremely good against characters without armor.
Delayed cancel after Drive Rush beats armored moves.
5MK > DI 6 7 2 3 Extremely good after drive rush.
JP and Marisa can intentionally get hit by DR~5MK to create a gap for their armored special.
2MK > DI 9 7 5 3
5LP > DI 13 10 9 6
5LK/2LP > DI 13 11 9 7

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.
  • "Far KD" moves done midscreen tend to require Drive Rush to maintain pressure.
  • "Very Far KD" moves only lead to pressure if done close enough to the corner.
Knockdown KD Adv. Oki/Notes
  • 236KK, Dash, Dash
  • (Corner) W.236LK, 214LP
+0

This is useful to set up against opponents that use reversal SA.
The freeze occurs during the first frame of your attack, allowing it to be canceled into a higher priority input.

  • 5LK
    - Trades with 4 frame moves, staying in range to grab with 360LP/PP.
    - Make safe against reversal SA by canceling into Drive Parry or SA1/2 during the freeze.
    - With no meter, make safe against Marisa's reversal SA1 by canceling into 360P during the freeze.
  • 360P
    - Loses to 5 frame moves, jump, or backdash.
    - Make safe against reversal SA by canceling into SA1/2 during the freeze.
  • (Corner) W.236HK, 214MP
  • W.236K (Block)
  • DR~2MP/3HP (Block)
+1
  • 5LK
  • 360P/Throw : Loses to 4 frame moves or backdash.
  • W.236LK, Jump
    - Switches sides on non-backroll.
  • (Corner) W.236MK, 214LP
  • W.236KK (Block)
  • DR~2LK/2HP/4HP (Block)
+2
  • 2LK : Low.
  • 5LK : Safe vs 13f reversal.
  • 5LP : Slightly more damage.
  • 360P/Throw : Loses to backdash.
  • 214MP (Hit, No KD)
+2 (Far)

From a point-blank 214MP hit:

  • 360MP/PP : Loses to jump or backdash.
  • (Corner) 360HP : Loses to jump, backdash, or back-walk.
  • 5LP > W.236MK : Catches jump, DI-Break
  • 5LP > DR~5LP/2LP : DI-Cancelable

From a slightly further hit:

  • 360LP/PP : Loses to jump or backdash, and back-walk depending on range.
  • 2LP > W.236KK : Catches jump, trades with 4 frame moves, DI-Break
  • 2LP > DR~5LP/2LP : DI-Cancelable
  • 2MK > DR~5LP : Leaves a gap but catches back-walk, DI-Cancelable
  • W.236HK, 236MK
    - Switches sides on non-backroll.
  • W.236KK, 236HK
    - Switches sides on non-backroll.
  • DR~5LK/5LP/2LP/5MK (Block)
+3
  • 2LK : Low.
  • 5LK : Safe vs 12f reversal.
  • 360P/Throw
  • W.236MK, Jump
  • W.236HK, Jump, j.X (Whiff)
+4
  • 2LK : Low.
  • 5LK : Meaty (+7 OH, ±0 OB) : Safe vs 11f reversal.
  • 360P/Throw
  • SA3 (Very Far HKD)
+4 (Far)

Pressure is lost, but the slight advantage does allow for reads on certain wakeup options.

  • 236KK : Safe on block, but is heavily punished by neutral jump or backdash.
  • W.236KK : Safer against backdash but loses to neutral jump crossup.
  • DR~dl.2HP : Chases neutral or backward jump with an anti-air.
  • W.236LK, Dash, Dash
  • (Corner) W.236HK, 214LP
  • (Corner) W.236KK, 214MP
+5
  • 2LK : Low
  • 5LK : Meaty (+7 OH, +1 OB) : Safe vs 10f reversal.
  • 360P/Throw : Post-knockdown only. Whiffs when +5 on block/hit.
  • 2MK > W.236LK : Low, DI-Break, +1 OB, Trades into 2LP combo vs 4f jab
  • (Corner) SA1, Dash
+6
  • 5LP : Meaty (+8 OH, +1 OB) : Safe vs 10f reversal.
  • 2HP : Confirmable, Trades into 2HP combo vs 4f jab, DI-Cancelable
  • 2MK > W.236LK : Low, DI-Break, +1 OB
  • W.236HK, 236LK
  • W.236HK, Jump
  • W.236MK, Dash, Dash
  • (Corner) W.236LK, 214[PP]
  • (Corner) W.236HK, SA1, Dash
  • (Corner) 214PP > W.SA2, Dash, Dash
+7
  • 2LP : Meaty (+7 OH, +1 OB) : Safe vs 10f reversal.
  • 2HP : Confirmable, DI-Cancelable
  • 2MK > W.236LK : Low, DI-Break, +1 OB
  • (Corner) W.236KK, SA1, Dash
+8
  • 2HP : Confirmable, DI-Cancelable
  • 2MK > W.236LK : Low, DI-Break, +1 OB
  • (Corner) W.236KK, 214LP
+9
  • 2HP : Confirmable, DI-Cancelable
  • 2MK > W.236LK : Low, DI-Break, +1 OB
  • W.236HK, Dash, Dash
+10
  • 2HP : Confirmable, DI-Cancelable
  • 4HP : Trades into 2HP combo vs 4f jab, DI-Safe
  • 2MK > W.236LK : Low, DI-Break, +1 OB
  • 236LK, Dash
+12
  • 2HP > 214MP : Meaty true blockstring, confirmable into SA3 on hit or to beat DI
  • W.236KK, Dash, Dash
+14
  • DR~5LP : +10 OH, +3 OB
  • DR~360P/Throw
  • 4HP : Meaty (+6 OH, -1 OB), DI-Safe
  • 2HP : Meaty (+3 OH, +1 OB), DI-Safe, true blockstring into 214MP
  • 623P, Dash
+15
  • DR~5LP : +10 OH, +3 OB
  • DR~360P/Throw
  • 4HP : Meaty (+7 OH, ±0 OB), DI-Safe, confirmable into SA3
  • 236MK, Dash
  • 236HK, Dash
+16
  • DR~5LP : +10 OH, +3 OB
  • DR~360P/Throw
  • 4HP : Meaty (+8 OH, +1 OB), DI-Safe, confirmable into SA3
  • 214PP, Dash
+18
  • DR~5MK : Meaty (+7 OH, +4 OB), Safe vs DI and Drive Reversal.
+19
  • DR~5MK : Meaty (+8 OH, +5 OB), Safe vs DI and Drive Reversal.
  • Forward Throw
+20
  • DR~dl.2HP
  • DR~dl.360LP/PP/Throw
  • (Corner) Walkup 360MP/PP : 360HP is possible but strict.
  • DR~Block: -6. Can bait slow OD reversals (Blanka, Ed, Drive Reversal).
(Anything listed below) +21 or greater
  • Dash : ±0 or more.
  • DR~dl.2HP/4HP
  • DR~dl.360P/PP/Throw
  • DR~Block : -5. Can bait OD reversals.
+26
  • Dash : +5
  • 3HP : Meaty (+4 OH, -1 OB), DI-Safe
    - Good vs burnout where it becomes +3 on block.
  • SA1 (Very Far KD)
+27
  • Dash : +6
  • 236LK : Meaty (KD +44 OH, +3 OB), DI-Safe
  • DR~4HP : Meaty (+12 OH, +5 OB), DI-Safe
  • W.236HK, SA1 (Very Far KD)
+28
  • Dash : +7
  • 236LK : Meaty (KD +45 OH, +4 OB), DI-Safe
  • 360P (Forced Far HKD)
  • 360PP (Forced Far HKD)
+28 (Far)
  • DR~dl.2HP
  • DR~dl.4HP
  • DR~dl.360LP/PP
  • W.236KK, SA1 (Very Far KD)
+29
  • Dash : +8
  • 214HP (Far KD)
+30
  • Dash : +9
  • 623PP
    - Advantage varies depending on height and distance.
  • 2HK (HKD)
  • Back Throw (Far KD)
+32
  • Dash : +11
  • 236MK : Meaty (KD ±49 OH, +4 OB)
  • 236LK
    - Gains up to 12f more advantage by hitting late.
  • W.623PP
    - Advantage varies depending on height and distance.
+33
  • Dash : +12
  • 236HK : Meaty (KD +46 OH, +1 OB)
  • DR~3HP : +6 OH, +1 OB
  • 623P
    - Gains advantage as an anti-air.
    - Gains advantage hitting a standing opponent from far.
+36
  • Dash : +15
  • 236HK : Meaty (KD +49 OH, +4 OB)
  • DR~3HP : +7 OH, +2 OB
  • 236MK/236HK
    - Gains up to 12f more advantage by hitting late.
+37
  • Dash : +16
  • DR~3HP : +8 OH, +3 OB
  • 214PP (Far KD)
+39
  • 10f Safe Jump (Ed)
  • 2HK (Juggle)
+40~41
  • W.623P
    - Advantage varies depending on height and distance.
    - +40 after a minimum height juggle.
    - +41 point blank on a grounded opponent.
+40~
  • 236KK
    - Gains up to 12f more advantage by hitting late.
  • SA2
    - Advantage varies depending on opponent height.
+42
  • Dash, Dash : ±0
  • 7f Safe Jump (Blanka, Dhalsim SA2, Manon SA2)
+43
  • 6f Safe Jump (Dee Jay, Jamie, Kimberly, Rashid)
  • Crumple > DR~2HP > DR~4HP > 236MK
  • Crumple > 4HP > DR~4HP > W.623HP
  • (Corner) Crumple > 6HP > 236KK > SA2
+44
  • 5f Safe Jump
  • Late-hit 236LK
+33~45
  • One of the above depending on how late it hits.
  • Dash, Dash : Up to +3 after a perfect meaty.
  • (Corner) W.SA2
  • (Corner) W.236LK, W.623PP > j.PPP
+46
  • (Corner) Dash, Dash : +4
  • (Corner) 214[PP] : +6
  • W.236LK
  • CH/PC 2HK (HKD)
  • (Corner) W.236LK, W.623PP > W.j.PPP
  • (Corner) W.236MK, W.623PP > j.PPP
  • 214PP > W.SA2 (Far KD)
  • *.623PP > j.PPP (Far KD)
    - Advantage varies depending on height and distance.
  • PC 5HK (Very Far KD)
+47
  • Dash, Dash : +5
  • Jump : +2 (side-switch if opponent doesn't backroll)
  • (Corner) 214LP : ±0
  • (Corner) 214PP : +4
  • (Corner) 214[PP] : +7
  • W.623PP > W.j.PPP (Far KD)
    - Advantage varies depending on height and distance.
  • (Corner) W.236MK, W.623PP > W.j.PPP
  • (Corner) W.236HK, W.623PP > j.PPP
+48
  • Dash, Dash : +6
  • (Corner) 214LP : +1
  • (Corner) 214PP : +3
  • (Corner) 214[PP] : +8
  • W.236MK
  • (Corner) W.236KK, W.623PP > j.PPP
+49
  • Dash, Dash : +7
  • Jump : +4
  • 236LK : +4 (side-switch if opponent doesn't backroll)
  • (Corner) 214LP : +2
  • Late-hit 236MK
  • Late-hit 236HK
+37~49
  • One of the above depending on how late it hits.
  • (Corner) W.236HK, W.623PP > W.j.PPP
  • (Corner) W.236KK, W.623PP > W.j.PPP
+50
  • Dash, Dash : +8
  • (Corner) 214LP : +3
  • W.236HK
+52
  • Dash, Dash : +10
  • Jump : +7
  • Jump, j.X : +4
  • 236LK : +7
  • 236MK : +3 (side-switch if opponent doesn't backroll)
  • (Corner) 214LP : +5
  • (Corner) 214MP : +1
  • Late-hit 236KK
+42~54
  • One of the above depending on how late it hits.
  • W.236KK
+56
  • Dash, Dash : +14
  • 236HK : +3 (side-switch if opponent doesn't backroll)
  • (Corner) 214LP : +9
  • (Corner) 214MP : +5

Frame Kills

This section covers move sequences that can be used to take up a specific amount of frames to up the perfect timing for Lily's various mixup options.

The following chart is split into columns of 21 frames, which is the duration of Lily's forward dash.
Performing a sequence before or after a forward dash will increase the total duration to the value directly to the right.
For example, 35 frames can be killed with 5HP, and also with Dash 5LK or 5LK Dash.

Sequences ending with "~" mean a chain cancel is required. Such sequences are only compatible with setting up meaty light attacks.
Other sequences that end with a light normal are not compatible with setting up meaty light attacks.

Frames Sequence Frames Sequence
10 5LK~ 31 Dash, 5LK~
11 5LP~
DR
32
12 2LP~
2LK~
33
13 34 5LK~5LK~5LK
14 5LK 35 5HP
15 5LP 36
16 2LP 37 2HP
17 5LP~DR 38 5HK
18 2LK
5LK~DR
39 5LP, 5MK
19 40 214[PP]
2LP, 5MK
20 5LK~5LK~ 41 5LP~2LK~2LK
21 Dash 42
22 5LP~5LP~ 43 6HP
23 2LP~5LP~ 44 2HK
24 5MK
Backdash
45 214PP
Empty Jump
25 5LK~5LP 46
26 5LP~5LP 47 214LP
27 2LP~5LP 48 J.X
28 2MP 49
29 5MP 50
30 Throw 51 214MP

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 5LP/2LK 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
2LP/5LK~DR 4 5 6 7 8 9 10 11 14 18 25
2MK~DR 0 1 2 3 4 5 6 7 10 14 21
5MK~DR 0 0 0 0 1 2 3 4 7 11 18
5HP~DR 0 0 0 0 0 0 1 2 5 9 16
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
2HP~DR 0 0 0 0 0 0 0 0 1 5 12


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 (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

  • SA1
    • 10f startup. Strike/Throw invulnerability.
    • Beats Throws and Medium/Heavy attacks.
    • Loses to safe-meaty light attacks.
  • SA2
    • 9f startup. Full invulnerability.
    • Cannot be safe-meatied by Dhalsim, E.Honda, JP, Lily, Luke, Manon, Marisa, Zangief.
    • Can be safe-meaty jabbed by Akuma, A.K.I., Blanka, Cammy, Chun-Li, Dee Jay, Guile, Jamie, Juri, Ken, Rashid, Ryu.
    • 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
    • 7f startup. Full invulnerability.
    • Cannot be safe-meaty jabbed but loses to jump.
  • Drive Reversal
    • 18f startup. Full invulnerability. Armor break.
    • Loses to safe-meaty light attacks and some medium/heavy attacks.
  • 623P
    • 6f startup (light version). Anti-Air invulnerability.
    • Beats certain airborne meaties like E.Honda's headbutt.
  • W.623LP / W.623PP
    • 4f startup. Anti-Air invulnerability.
    • Beats safe jumps, but can be baited with an empty jump.
  • 623PP
    • 6f startup. Throw/Anti-Air invulnerability.
    • Beats throws but not much else. It's usually better to conserve drive gauge with a jump or backdash instead.
  • 360LP/360PP
    • No invulnerability.
    • Beats shimmy and delayed buttons. Loses to everything else.
  • Backdash
    • Avoids throws and usually provides a small frame advantage, putting the opponent in a strike throw mixup.
    • If the opponent times their throw particularly late, they can be directly punished with 5LK, 360P or a backthrow into the corner.
  • Forward Jump
    • Avoids throws and delayed attacks, but is vulnerable to early attacks, and can be anti-aired after a throw whiff.
    • Inputting j.PP directly above the opponent's head can mess up their anti-air, resulting in a safe escape from the corner.
    • Immediate j.PP or j.PPP can punish the opponent's throw, but is extremely unsafe on block. The OD version is more likely to punish in time as it moves faster.
    • Inputting a backwards Air SA2 after crossing up can punish the opponent's anti-air attempt (risky call-out).
  • Jump Cancel 360LP/360PP
    • Jump startup can be canceled into 360LP/PP. End the command grab input with up, then delay pressing punch until the last moment before leaving the ground.
    • With the right timing this can punish both throws and delayed attacks, but loses to meaty attacks and jumps.

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
    • 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
    • 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.SA2 / SA3
    • 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


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