Street Fighter 6/Lily/Matchups

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< Street Fighter 6‎ | Lily
Revision as of 23:50, 19 February 2025 by Spabobin (talk | contribs) (→‎Cammy)
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A.K.I.
SF6 A.K.I. Icon.png Lily vs. A.K.I. (50.66%)
  • Her slow projectile is incredibly vulnerable to W.236KK. If you already have wind it's an easy punish. If not, it's possible to get a stock with Condor Wind during her startup and threaten to spire if she tries to follow it. Just be careful not to get baited with a neutral jump.
  • 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.
    e.g. 6LK > 6842LP > 2LP > (2684 Release LP)
    • Each button press must be timed during the last 5 frames of hitstop for the previous move on block. It isn't possible to cancel normal moves into a grab, so despite the 360 motion the inputs still come out as 2LP.
    • If timed correctly then when a light attack whiffs, the lack of hitstop means the next button press now occurs after its recovery, triggering a command grab.
      • If the button is pressed too early then the light chain will work, but command grab will not come out on whiff due to still being in the recovery of the light attack.
      • If the button is pressed too late (i.e. after hitstop) the command grab input locks out the ability to chain cancel so the next light attack does not come out.
      • With button release inputs turned on, hold down the light punch button for a moment. Releasing it early can cause an extra command grab input, locking out the chain cancel in the same way.
    • A 360 motion stays buffered 20 frames, so it's possible to register multiple command grab inputs with one motion. This means the second 2LP input in the example sequence can also trigger a command grab.
    • The final command grab requires button release inputs to be enabled. Using a button press will chain into a whiff punishable 2LP on block or hit. A button release input prevents this.
    • OD command grab can be used instead by tapping LP+MP instead of just LP.
    • The result is that if A.K.I. uses OD Snake Step at any point during this sequence, she gets grabbed.
  • Perfect meaty 5LK, 5LP and 2LP are safe against wakeup SA1 and SA3. It's worth learning setups for it (e.g. W.236MK, Dash Twice, 2LP).
  • If A.K.I. attempts to chip kill with SA2, at full screen it can be dodged by jumping backwards and then delaying a forward jump over the last hit. Punish with either another forward jump j.HK or dash 5HP.
    If too close or when there is not enough screen space to back out of range, or if she tries to cover the escape options by throwing a bubble first, it's still possible to completely dodge it by delaying Lily's aerial SA2 as much as possible after a jump.
Akuma
SF6 Akuma Icon.png Lily vs. Akuma (49.60%)

Akuma's ground fireball game is fairly difficult for Lily to counteract.

  • W.236KK is effective but more difficult than against other characters due to his short recovery.
  • Akuma's hands aren't vulnerable until after the fireball is launched, making it hard to trade using 5MP.
  • It's possible to aim for a trade by hitting his foot with a predictive 2HP, 2HK, or 214PP/HP.
  • Reading a fireball with neutral jump and then reacting in the air with Condor Dive is another useful option, particularly the OD version which works from quite far away.
  • Finding a gap between fireballs to build Windclad can be difficult. Don't be afraid to force the issue with a semi-random 214PP. Getting whiff punished for it is mostly fine because the Windclad stock will make up for it later.
  • Drive Impact is extremely difficult to use on reaction. It can be used as a read but cannot be relied upon as much as against other characters.

Anti airing Akuma is a little awkward due to his wide array of air options, but there's usually at least something that works for every situation.

  • 623P is Lily's most effective anti-air as it has more anti-air invincibility than other versions (including OD), allowing it to pass through air fireballs more easily.
  • W.236KK is effective against air fireball specifically, but is not as reliable against other air options.
  • Air-to-air j.MP is very strong. It's difficult to react in time to catch a regular jump attack, but anything that modifies Akuma's jump arc is relatively easy to tag for a huge chunk of damage.
  • Avoid relying on anti-air 2HP too much. It will whiff and get punished if Akuma delays his landing with an air special.
  • If he throws an air fireball at an angle that seems too awkward to anti-air, jump backwards or backdash to avoid being forced to block it and be ready to check him if he tries to follow up.

Other notes:

  • Akuma's 2-hit 5HK can be severely punished by pressing 2HP on reaction, punishing the whiffed second hit.
  • Akuma's 2HK can be punished at long range by Lily's 2LP, as it is fast enough to tag his leg before it fully retracts. Combo into 236KK or DR~2HP.
    Other punishes, particularly 2HP, only work at a slightly closer range.
Blanka
SF6 Blanka Icon.png Lily vs. Blanka (49.26%)
  • 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
SF6 Cammy Icon.png Lily vs. Cammy (49.32%)

Beating Cammy's SA3 Startup: HP Tomahawk (623HP) hits Cammy out of the air

  • Useful if Cammy uses SA3 on reaction to your Drive Rush, or attempts to chip you from close/mid range while in Burnout
  • Works because SA3 is airborne for all of its active frames


  • 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.
  • 214LP can be reliably punished by Cammy's SA1 and SA3. When Cammy has meter, it is only safe after a +39 or better knockdown, or slightly less depending on spacing. This includes:
    • Any Windclad Special Move except W.623PP
    • 214PP or 236KK
    • j.PPP (either raw or after 623PP)
    • 236236K (SA2)
    • PC 5HK
    • Midscreen Drive Impact
    • Late hitting 236K or 623P
  • 214[PP] is safe to use after a +32 or better knockdown, or slightly less depending on spacing:
    • Any Special Move (most notably 360P) except 214HP/214MP
    • Midscreen 214HP/214MP if spaced correctly
    • Midscreen 236236P (SA1)
  • Note that Drive Reversal is not listed above. It's tempting to try grabbing a stock afterwards, but it is NOT safe to do so.
Chun-Li
SF6 Chun-Li Icon.png Lily vs. Chun-Li (54.71%)
  • It's important to build and maintain Windclad stocks, as it is useful for dealing with fireballs and disrespecting safe jumps.
  • If wind isn't available, 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.
  • Max range 2HP is safe against reversal OD Tensho Kicks.

Serenity Stream stance will low-profile the following moves:

  • j.LP
Dee Jay
SF6 DeeJay Icon.png Lily vs. DeeJay (55.84%)
  • 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.
  • It's possible to react to Dee Jay's projectile with a neutral or backward jump that lands directly behind it. Landing close enough provides enough time to take a Windclad stock with 214LP before the next projectile can get there to interrupt it. Dee Jay can adapt by attempting to Drive Rush instead, but the long range makes it very interruptable with normals if you choose not to take Windclad, or by taking Windclad using 214MP/214HP and releasing it when he moves forward.
  • Dee Jay's sway is dangerous to Lily's bigger buttons in neutral, especially 2HP, as the low option whiff punishes into a full combo. Try to maintain Windclad stocks to shut this down with Condor Spire.
  • Blockstrings into Sway can be interrupted depending on the spacing and the available resources.
    • SA1 beats any followup of regular or OD Sway, but will lose to no followup if spaced correctly.
    • 360LP can interrupt followups after regular Sway, but gets punished with a full combo by delayed low or no followup.
    • 623LP/623PP can interrupt any followup of regular Sway, potentially trading hits with the low, but will lose to no followup if spaced correctly.
    • W.623LP/W.623PP extends this to work with OD Sway, as the faster startup allows it to trade with the low.
    • W.236LK or W.236KK can be used to disrespect Sway, but will lose to the low followup if there is not enough of a gap to get airborne (e.g. after 5HP).
    • 3HP can be used on reaction to regular Sway to hop over and punish the low followup (even if delayed), but it loses to other options. Does not work against 5HP > Sway > Low due to the gap being too small.
Dhalsim
SF6 Dhalsim Icon.png Lily vs. Dhalsim (40.81%)
  • 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.
  • Low altitude teleport can be anti-aired with 2HP, 5LP, or even 5LK at minimum height. There are several ways to combo off this.
    • 5LP/2HP > 236HK/MK/KK
    • 5LP/2HP > 214HP/MP/PP
      • Input quarter circle and both punch and kick of different strengths (e.g. HP+MK) to perform Condor Wind in one direction and Condor Spire in the other.
        This makes it unnecessary to react to which side Dhalsim appears on. Both OD specials can combo into SA2.
      • If slightly late with 2HP then its second hit will connect, which prevents non-OD specials from comboing.
    • 5LP, 2HK
    • 5LP/2HP > DR~4HP > Special
    • 5LP, W.236MK/KK (MK version combos into SA1 mid-screen)
    • 5LP, DR~5LP > Special
      • For the last two combos, it is necessary to immediately react to where Dhalsim appears to input the follow-up in the correct direction.
  • For higher altitude teleports, get used to using Tomahawk Buster input shortcuts.
    • e.g. If facing right and already holding Down-Left then anti-airing a crossup teleport only needs 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 Dhalsim's 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 while avoiding the ball:
    • 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, 5MK > (Punish Counter Combo)
      - Low damage, but builds drive gauge and erases the ball for better knockdown options. It's also needed to get the punish after a ±0 knockdown into 5LK OS Parry setup.
    • 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.
Ed
SF6 Ed Icon.png Lily vs. Ed (49.33%)
  • Lily gets a safe jump against Ed after most knockdowns. Anything +39 to +44 is auto-timed, with the timing being lenient enough to manually time the delay for longer knockdowns.
    After a knockdown on the low end of this range such as 214PP (+39) or W.623LP/MP/HP (+40~), it's possible to delay the attack in the air to change the Perfect Parry timing while still being safe against Ed's anti-airs.
  • Meaty 5LK, 5LP and 2LP are easy to make safe against Ed's slow OD reversal and SA1.
    • 5LK: +2 to +5
    • 5LP: +3 to +6
    • 2LP: +4 to +7
    • This makes the total potential safe range anywhere from +2 to +7, with the last frame for each normal also being safe against Ed's SA3.
    • See the frame advantage table on the Strategy page for ways to set up these advantages.
E.Honda
SF6 Ehonda Icon.png Lily vs. E.Honda (54.96%)
  • Honda can try to bait Tomahawk Buster by doing Light Headbutt from full screen. Use DI or SA1 instead to reach him no matter which version he does.
  • After blocking Sumo Headbutt, use 5LP or 2LP to stop him from pressing buttons or jumping away afterwards, and when he's scared to mash start mixing in 360MP/PP.
  • Anti-air Sumo Smash by holding down and mashing left and right, hitting HP at the very last moment to Tomahawk Buster.
    • (6/3)131HP or (4/1)313HP is the minimum input needed to cover both directions. 313 counts as a forwards motion and 131 counts as a backwards motion.
    • The first backwards direction must occur after Honda reaches peak height. The backwards motion fails if Honda crosses-up in the middle of it.
    • If already holding back or down-back, the simplest approach is to continue to hold it until Honda reaches the peak, then quickly input 313HP.
    • While possible to use other versions, HP is more reliable as the longer startup makes it less liable to whiff underneath.
Guile
SF6 Guile Icon.png Lily vs. Guile (53.42%)
  • 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.
  • If Guile is constantly throwing Sonic Boom, try to walk into jump range then try to Perfect Parry and tap up-forward. This allows you to attempt a jump-in punish if Guile throws another Sonic Boom.
    • As long as you tap and do not hold up-forward, the jump will only come out upon a successful Perfect Parry.
    • j.MP has the best range of Lily's normals, but j.HK leads to more damage if close enough.
    • j.PPP has even better range, and is usually the only move fast enough to punish OD Sonic Boom.

It can be difficult to find a gap to build Windclad stocks, but there are a few ways to force the issue:

  • Using Perfect Parry as described above can make Guile hesitant to throw consecutive Sonic Booms, which will naturally result in bigger gaps to take advantage of.
  • After perfect parrying a Sonic Boom, 214MP can be used to grab a stock in exchange for taking the hit from the next one. Be careful doing this as Guile may Drive Rush after it for a combo.
  • Blocking a Heavy or OD Sonic Boom also provides enough time for 214MP. Block is better than regular parry in this case due to more pushback.
  • A gap can be created by performing an early neutral/forward jump over a slow Sonic Boom or a backward jump over a fast Sonic Boom to land directly behind it, preventing Guile from immediately throwing another.
    • This gap can also be used to directly approach Guile. Walking him down is one option, or gamble with Drive Rush or 236PP.
    • Beware of Guile doing Drive Rush into anti-air after a slow Sonic Boom. Try to stuff it with an early j.HP or j.PP.
Jamie
SF6 Jamie Icon.png Lily vs. Jamie (51.72%)
  • Trying to take Windclad stocks often gives Jamie a free drink in return, and vice-versa. It's somewhat worth letting him have one early on just to get that first Windclad stock, then maintain Condor Spire distance to stop him getting any more, replenishing the wind after each knockdown.
  • Do not backroll after getting knocked down, especially after Freeflow Strikes or Drive Reversal. This keeps you in range to punish excessive drinking with 236KK or DR~5MK/2HP.
  • After a command grab, generate Windclad stocks with 214MP instead of 214LP. This leaves Jamie close enough that W.236KK can interrupt any attempts to drink.
JP
SF6 JP Icon.png Lily vs. JP (49.17%)
  • 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.

OD Amnesia Bombs:
The simplest way to deal with Amnesia is to pressure with light attacks as much as possible, which leave JP at a frame disadvantage even if Amnesia gets triggered.

Lily's main tools to deal with the bombs are Windclad OD Condor Spire and SA2. If neither is available then JP can hold up-forward to avoid grabs while the bombs punish any attempt to combo him.

  • One big thing to look out for is Amnesia into SA1. When successfully baited the available punishes are limited due to having to avoid the second bomb.
    • Use any of 360P/Throw, W.236KK, SA2, or SA3.
  • If triggered with 2LK then JP is at a 4 frame disadvantage.
    • Pressure JP with 5LK > W.236KK. This combos on hit, is safe on block, dodges the first bomb, and lands in time to block or parry the second bomb.
    • Normal throw and buffer SA2 to anti-air JP if he tries to jump away, safely passing through both bombs. If JP techs the throw then the first bomb connects meaty, giving JP time to start his own pressure.
    • Raw W.236KK is interruptible by jabs, but passes through the first bomb earlier. It beats JP mashing SA1, and on block leaves time to attempt a throw (which gets punished on whiff by the second bomb). There is also enough time to dodge the second bomb by whiffing jump back j.MP/j.MK.
    • 2LP > 5LK recovers in time to grab with 360MP, or alternatively just stop there and block the bomb. Another somewhat silly option is to cancel into 623HP to intentionally get hit by the first bomb and dodge the second while either knocking JP down or putting him in blockstun, making it difficult for him to follow up.
    • 5MK > Drive Impact hits before the bombs so he doesn't get any extra time to react. The second bomb doesn't get armored so both players end up getting knocked down, but it does defuse the situation while keeping JP in the corner.
  • If triggered with 5LP, 2LP, or 5LK then JP is at a 7 frame disadvantage. This is mostly the same as above except:
    • Use 2LP/5MK > W.236KK instead of 5LK.
    • Throws and raw W.236KK must be delayed by at least 1 frame to work properly.
    • The extra advantage is enough to pull off some gimmicks with heavy normals, which are particularly useful in situations where JP dies if he gets hit by them.
      • 2HP stops JP from jumping out, but abandons all defensive options. On hit it confirms into SA2 or SA3 to dodge the bombs, or 623HP to trade for a knockdown.
        On block it's impossible to avoid the bomb, so cancel into 623HP anyway to make the second bomb whiff and reduce JP's combo options.
      • 5MK > DR~2HP puts JP in enough blockstun that he can't combo off the bomb hit.
      • 5HP > 214MP/PP forcibly builds a Windclad stock while putting JP in enough blockstun that he can only combo with a hugely scaled SA3.
  • After being forced to block the first bomb.
    • An immediate j.MP/j.MK makes the second bomb whiff in the air. This is effective against JP trying to throw in between the bombs, but loses to normal attacks hitting during the pre-jump frames. JP can also try to chase down the jump with an anti-air.
    • SA2 can be used as a reversal through the second bomb to beat JP trying to jump or press buttons.
Juri
SF6 Juri Icon.png Lily vs. Juri (51.58%)
  • 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
SF6 Ken Icon.png Lily vs. Ken (52.60%)
  • 214HP or 214PP can be used to trade with his fireball startup for a knockdown, which then gives time to immediately grab a second stock.
  • Light or Medium Jinrai Kick can be punished on block with SA3, which beats every follow up option.
  • Light Jinrai Kick can be punished with Windclad SA2. Without wind it doesn't have enough range to punish if he doesn't do a followup.
  • A poorly spaced Light Jinrai Kick can also be punished with 5LP, 360LP or 360PP.
  • 2MK canceled into Jinrai Kick is a common part of the Ken flowchart, but can be somewhat handled even without the meter for SA3:
    • Medium Jinrai has a gap before it which can be Perfect Parried. It also loses to Drive Impact unless Ken has 3 bars to cancel the low followup into SA3.
    • Light Jinrai does not leave a gap. After blocking 2MK and attempting to Parry or DI, react to being locked in blockstun to punish with 360LP, 360PP, Windclad SA2, or SA3.
    • Heavy Jinrai messes up Perfect Parry timing, but is still vulnerable to Drive Impact.
  • When expecting Ken 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.
  • Anti-air Shoryuken loses to air-to-air SA2. Useful as a threat in burnout situations where Ken could otherwise checkmate by Drive Rushing after a fireball into a guaranteed chip kill if you don't jump, or an anti-air if you do.
Kimberly
SF6 Kimberly Icon.png Lily vs. Kimberly (47.38%)
  • Learn the timings for safe meaty 5LK, 5LP and 2LP to shut down reversal SA1.
    • The needed frame advantages are +5, +6 and +7 respectively. Refer to the advantage chart on the Strategy page for details on how to set these up.
  • React to smoke with 2HP. It interrupts the regular version and also anti-airs the OD version.
  • 3HP over slide for a Punish Counter combo.
  • Heavy and OD Tomahawk Buster are very effective anti-airs. The forward movement makes it difficult for Kimberly to use j.2MP as bait.
Lily
SF6 Lily Icon.png Lily vs. Lily (50%)
  • Spam Wind Spires and Drive Impact and pray.
Luke
SF6 Luke Icon.png Lily vs. Luke (49.48%)
  • 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.
M.Bison
SF6 Mbison Icon.png Lily vs. M.Bison (49.65%)
  • A badly spaced scissor kick can be punished with 5LP. This combos into W.236LK / DR~2HP / 214PP / SA1 / 236PP > SA2.
  • An extremely badly spaced scissor kick can be punished with 360LP/PP instead.
  • Be ready to anti-air with j.MP more than against any other character.
  • Easy to safe jump, especially if he doesn't have meter. 236KK is useful, or 214PP near the corner.
  • Learn the timings for safe meaty 5LK, 5LP and 2LP to shut down reversal SA.
    • The needed frame advantages are +5, +6 and +7 respectively. Refer to the advantage chart on the Strategy page for details on how to set these up.
Mai
SF6 Mai Icon.png Lily vs. Mai (?%)
No Data
Manon
SF6 Manon Icon.png Lily vs. Manon (55.83%)
  • 214MP/214HP/214PP can do some work in neutral as the release can catch Manon at the range where she wants to either do one of her forward moving specials or walk forwards a little bit more to get into range of her normals. Just be wary of jump-ins, and 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).
  • When Lily is burned out, Manon's 5MP loop can be interrupted by using W.623LP to trade for a knockdown. This is the only real way out without meter, as 5LK trades badly - it does push Manon away she stays in range to just do it again with the option of Drive Rushing back in.
Marisa
SF6 Marisa Icon.png Lily vs. Marisa (54.91%)
  • 5HP, 2HP and 4HP can be used to whiff punish any of Marisa's big buttons with big damage.
  • 2HP is particularly effective against a whiffed Gladius. Condor Spire pressure won't work without first shutting down Gladius.
  • 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.
  • Marisa's reversal options are generally weak to throws, but she gets a huge reward for jumping a command grab. It's safer to rely more on normal throws until she starts teching them.
Rashid
SF6 Rashid Icon.png Lily vs. Rashid (48.12%)
  • 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 SA2 tornado setups.
  • Depending on the range, Rashid's SA2 can be directly punished using:
    • W.236KK - Long distance. At the tip of its range it will trade unless canceled into SA2.
    • DR~SA3 - Round start distance.
    • 214PP - Round start distance. Trades somewhat favorably.
    • 5MP / W.SA2 / SA3 - Footsie range.
    • At close range, 2HP or any other move faster than 11 frames.
Ryu
SF6 Ryu Icon.png Lily vs. Ryu (50.52%)
  • 214HP or 214PP can be used to trade with his fireball startup for a knockdown, which then gives time to immediately grab a second stock.
  • It's possible to hard read his 2MK with Lily's 3HP for a Punish Counter combo.
Terry
SF6 Terry Icon.png Lily vs. Terry (46.89%)
  • M Burn Knuckle is difficult to contest when used from its safe distance.
    • If not too close it's possible to walk out of range and whiff punish with any heavy button.
    • When too close to walk out of range, a pre-emptive backdash allows for a whiff punish with 5LP, 5MK or 5HP depending on the timing.
      • Neutral jump is less reliable as it must be done much earlier and is vulnerable to being anti-aired.
    • Attempting a reaction Perfect Parry is another good option.
    • Alternatively, try to move forwards and block late to make him lose the advantage or even become unsafe on block.
    • 2LK is Lily's only normal that can beat it with a late input, but it's difficult to get the correct spacing, and it pushes him too far away for a follow-up.
    • A pre-emptive 5MP, 2HP or 4HP can either interrupt it or get whiff-punished by it depending on the timing.
  • H Burn Knuckle is less of a problem. Watch for Terry putting his hands up and react with Drive Impact.
    • 2HP can be used to interrupt it if he's far enough away. It's also possible, albeit difficult, to react with a backdash into whiff-punish.
    • Alternatively, buffer any SA.
  • All versions of Condor Spire can go over Light Power Wave.
    • 236KK can be used on reaction, but it can be baited with Medium Power Wave.
  • 3HP hops over Light Power Wave, but is vulnerable to being whiff punished.
    • DR~3HP travels a lot further and leads to a combo on hit.
  • If Terry does his 2MK > 2HK target combo.
    • SA2 is the strongest answer, punishing it on block and beating all possible special cancels. Keep mashing it to also beat most Drive Rush options.
    • SA1 loses to Power Wave, and SA3 loses to Crack Shoot, making them unreliable.
    • 5LK only loses to OD Crack Shoot.
    • 5LP is similar, but also gives Terry a trade combo with some of his light special moves (unsafe on block so unlikely to be used).
      • The only reason to use this over 5LK is for an easier input when trying to OS SA1 against Drive Rush (see below).
    • Terry can create a gapless block string with his overhead Quick Burn. Make sure to block high and punish with Mexican Typhoon or 5LP.
  • If Terry does 2MK > 2HK > Drive Rush it will eat the above input, allowing an OS on the followup.
    • Delay Tech is a reasonably safe option, but it doesn't deal with Terry's jab, and he can read it with a delayed hit or Crack Shoot.
    • SA2 beats everything except empty Drive Rush into SA2, which dodges it and gives Terry an optimal punish combo.
    • SA1 beats immediate follow-ups, but loses to empty Drive Rush followed by an invincible move. It's only guaranteed if Terry has no meter and burns himself out.
    • SA3 has startup before the freeze which makes it harder to bait with delayed moves, but it whiffs against Crack Shoot.
    • It's difficult to input 5LK/5LP OS SA fast enough using normal methods. Split the input with 236LP236P or 23624LK6P or 214LK214P
Zangief
SF6 Zangief Icon.png Lily vs. Zangief (52.85%)
  • 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.



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Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry