input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 350 | 5 | 3 | 8 | 15 | +6 | -1 | LH | Chn Sp SA | 13 |
5MP | 800 | 9 | 4 | 17 | 29 | +1 | -4 | LH | - | |
5HP | 900 | 11 | 3 | 22 | 35 | 0 | -5 | LH | Sp SA | 19 |
5LK | 300 | 4 | 3 | 8 | 14 | +5 | -1 | LH | Chn Sp SA | 13 |
5MK | 600 | 7 | 3 | 15 | 24 | +2 | -1 | LH | Sp SA | 15 |
5HK | 1000 | 14 | 4 | 21 | 38 | +1 | -5 | LH | - | |
2LP | 300 | 6 | 3 | 8 | 16 | +6 | -1 | LH | Chn Sp SA | 13 |
2MP | 700 | 8 | 3 | 18 | 28 | +1 | -3 | LH | SA | 15 (SA) |
2HP | 500x2 | 10 | 2,4 | 22 | 37 | 0 | -2 | LH | Sp SA (2nd) | 30(18) |
2LK | 200 | 5 | 2 | 12 | 18 | +2 | -2 | L | Chn | |
2MK | 500 | 9 | 3 | 18 | 29 | +1 | -5 | L | Sp SA | 13 |
2HK | 450x2 | 11 | 2(6)2 | 24 | 44 | HKD +32 | -12 | L,L* | - | |
j.LP | 300 | 5 | 9 | 3 land | - | +6(+9) | +2(+5) | H | - | |
j.MP | 700 | 9 | 4 | 3 land | - | +5(+11) | +1(+7) | H | TC | 21 TC |
j.HP | 800 | 10 | 6 | 3 land | - | +6(+15) | +2(+11) | H | - | |
j.LK | 300 | 6 | 6 | 3 land | - | +4(+10) | 0(+6) | H | - | |
j.MK | 500 | 8 | 5 | 3 land | - | +7(+13) | +3(+9) | H | - | |
j.HK | 800 | 11 | 6 | 3 land | - | +9(+15) | +5(+11) | H | - | |
6HP | 900 | 18 | 2 | 24 | 43 | +2 | -5 | LH | TC Sp SA | 16 (21 TC) |
4HP | 1000 | 14 | 4 | 18 | 35 | +5 | -2 | LH | Sp SA | 18 |
3HP | 900 | 25 | 3 | 18 | 45 | +2 | -3 | H | - | |
j.2HP | 800 | 9 | 11 | 3 land | - | +11(+15) | +7(+11) | H | - | |
6HP~HP | 500 | 20 | 2 | 27 | 48 | 0 | -9 | LH | TC | 52-55(16) |
6HP~HP~HP | 800(640) | 20 | 5 | 42 | 64 | KD +23 | -26 | LH | - | |
j.MP~MP | 700 | 10 | 3 | 3 land | - | - | - | H | SA2 | 40-44 |
< Street Fighter 6 | Lily
Frame Data Tables
Character Data
Lily | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
10000 | 0.8 | 0.042 | 0.027 | 21 | 24 | 1.154 | 0.939 | 5+39+3 | 1.95 | 1.56 | 2.139 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +10 | -9 | +6 | -1 | +10 | +3 | 17 | 10 | 9 |
5MP | +5 | -19 | +5 | 0 | 22 | 17 | 11 | |||
5HP | KD +84 Crumple | -23 | +14 | +9 | +4 | -1 | 25 | 20 | 13 | |
5LK | 20% Starter | +9 | -13 | +6 | 0 | +9 | +3 | 16 | 10 | 9 |
5MK | +6 | -16 | +10 | +7 | +6 | +3 | 20 | 17 | 11 | |
5HK | KD +47 | -23 | +5 | -1 | 26 | 20 | 13 | |||
2LP | 20% Starter | +10 | -9 | +6 | -1 | +10 | +3 | 17 | 10 | 9 |
2MP | +5 | -19 | +5 | +1 | 22 | 18 | 11 | |||
2HP | +4 | -26(-24) | +15 | +13 | +4 | +2 | 28(26) | 26(24) | 10,13 | |
2LK | 20% Starter | +6 | -12 | +6 | +2 | 16 | 12 | 9 | ||
2MK | 20% Starter | +5 | -19 | +10 | +4 | +5 | -1 | 22 | 16 | 9 |
2HK | HKD +47 | -24 | HKD +32 | -8 | 26,- | 22(14) | 8,13 | |||
j.LP | +10(+13) | -5(-2) | 13 | 9 | 9 | |||||
j.MP | +9(+15) | -8(-2) | 15 | 11 | 11 | |||||
j.HP | +10(+19) | -11(-2) | 19 | 15 | 13 | |||||
j.LK | +8(+14) | -8(-2) | 14 | 10 | 9 | |||||
j.MK | +11(+17) | -8(-2) | 17 | 13 | 11 | |||||
j.HK | +13(+19) | -8(-2) | 19 | 15 | 13 | |||||
6HP | +6 | -24 | +18 | +11 | +6 | -1 | 28 | 21 | 13 | |
4HP | +9 | -20 | +17 | +10 | +9 | +2 | 27 | 20 | 13 | |
3HP | +6 | -19 | +6 | +1 | 23 | 18 | 13 | |||
j.2HP | +15(+19) | -6(-2) | 19 | 15 | 13 | |||||
6HP~HP | +4 | -27 | 29 | 20 | 13 | |||||
6HP~HP~HP | KD +23 | -43 | 19 | 13 | ||||||
j.MP~MP | 11 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MP | 4000 | [6000] | 2000 | 500 (350) | 250 (125) |
5HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 3000 | [4000] | 1500 | 700 (490) | 350 (175) |
5HK | 6000 | [10000] | 3000 | 1000 (700) | 500 (250) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 4000 | [6000] | 2000 | 500 (350) | 250 (125) |
2HP | 2500x2 | [4000x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 2000 | [4000] | 1000 | 600 (420) | 300 (150) |
2HK | 2000x2 | [5000x2] | 1500x2 | 500x2 (350x2) | 250x2 (125x2) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
6HP | 5000 | [8000] | 3000 | 1000 (700) | 500 (250) |
4HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
3HP | 5000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.2HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
6HP~HP | 2000 | [5000] | 2000 | 1000 (700) | 500 (250) |
6HP~HP~HP | 2000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.MP~MP | 1000 | 500 (350) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 1.23 | 1 | 1 | 0 | |||
5MP | 1.72 (1.58) | 1 | 1 | 0 | |||
5HP | 1.506 | 1 | 1 | 0 | |||
5LK | 0.82 | 1 | 1 | 0 | |||
5MK | 1.293 | 1 | 1 | 0 | |||
5HK | 1.962 | 1 | 1 | 0 | |||
2LP | 1.32 | 1 | 1 | 0 | |||
2MP | 1.438 | 1 | 1 | 0 | |||
2HP | 1.71 (1.18/0.89) | 1,1 | 0,1 | 0,1 | |||
2LK | 1.13 | 1 | 1 | 0 | |||
2MK | 1.364 | 1 | 1 | 0 | |||
2HK | 1.938 (1.666) | 1,1 | 1,1 | 5,6 | |||
j.LP | 1.22 | 1 | 1 | 0 | |||
j.MP | 1.28 | 1 | 1 | 2 | |||
j.HP | 0.77 | 1 | 1 | 0 | |||
j.LK | 0.37 | 1 | 1 | 0 | |||
j.MK | 1.09 | 1 | 1 | 0 | |||
j.HK | 1.12 | 1 | 1 | 0 | |||
6HP | 2.061 (1.941) | 1 | 1 | 1 | |||
4HP | 1.65 | 1 | 1 | 0 | |||
3HP | 5-19 Lower Body | 2.10 | 1 | 1 | 0 | ||
j.2HP | 0.80 (0.50) | 1 | 1 | 0 | |||
6HP~HP | 1 | 1 | 2 | ||||
6HP~HP~HP | 1 | 1 | 3 | ||||
j.MP~MP | 1 | 2 |
input | Notes |
---|---|
input | Notes |
5LP | Chains into 5LP/5LK/2LP/2LK; more damage than other light attacks; DR cancel is delayed until after 2nd active frame |
5MP | Strong poke with great range and hitbox priority; no head hurtbox on frames 8-25 |
5HP | Punish Counter crumple state is +5 before opponent becomes airborne and +28 to land a juggle follow-up; Punish Counter puts airborne opponents into limited juggle state (requires very precise timing); extends a hurtbox 1f before active that is vulnerable to projectiles; no head hurtbox on frames 10-35; special/DR cancel is delayed until after 2nd active frame |
5LK | Chains into 5LP/5LK/2LP/2LK; true blockstring when chained from 2LK; Lily's fastest button but incredibly short range |
5MK | Combo tool (primarily for counter-hit links); decent neutral buffer that can go over low pokes and has low whiff recovery |
5HK | Solid poke with good range and high pushback; useful whiff punish due to the Punish Counter knockdown; Punish Counter puts airborne opponents into limited juggle state |
2LP | Chains into 5LP/5LK/2LP/2LK; great range for a light attack; topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air; DR cancel is delayed until after 2nd active frame |
2MP | Strong poke with great hitbox priority; can buffer into Super Arts (SA2 is likely to whiff if buffered as a counterpoke); topmost hurtbox on frames 1-10 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2HP | Counter-hit/Punish Counter puts airborne opponents into limited juggle state; incredible anti-air hitbox that can hit cross-up on first 2 active frames; ; special/DR cancel is delayed until after 4th active frame (2nd active frame of 2nd hit); has an extended hurtbox on whiff until the end of recovery |
2LK | Chains into 5LP/5LK/2LP/2LK |
2MK | Slow and stubby compared to most cancelable 2MKs in the game; Range: 1.364; special/DR cancel is delayed until after active frames |
2HK | 2 hits; 2nd hit is not low if the 1st hit is blocked; 1st hit doesn't knock down (-4 if the 2nd hit whiffs on a long range Punish Counter); has juggle potential (no Hard Knockdown when juggled into) |
j.LP | Decent horizontal air-to-air |
j.MP | Puts airborne opponents into limited juggle state; decent hitbox priority for horizontal jump-in approaches (longest horizontal range of all Lily's air normals); shifts Lily's hurtbox upward during startup |
j.HP | Causes spike knockdown vs. airborne opponents; good downward hitbox priority for close range jump-ins |
j.LK | Cross-up |
j.MK | Cross-up; shifts Lily's hurtbox upward during startup |
j.HK | |
6HP | Forces stand; cancelable to Desert Storm target combo (can frame trap opponents if not in Burnout); good range and incredible hitbox priority for a cancelable normal, but slow startup; not a useful anti-air despite the animation; puts airborne opponents into limited juggle state (can juggle full TC sequence) |
4HP | Good range, strong hitbox priority (strong bufferable neutral tool) |
3HP | Good range and hitbox priority for an overhead; Lily is in a crouching state on frames 25-42 (only the final 3f of recovery has a standing hurtbox); causes spike knockdown vs. airborne opponents |
j.2HP | Cross-up; can be used from any jump direction |
6HP~HP | 2f gap on block between 1st/2nd hits of TC (can frame trap opponents if not in Burnout); puts airborne opponents into limited juggle state (can juggle full TC sequence) |
6HP~HP~HP | () refers to scaled damage when starting a combo with 6HP~HP; 1f gap on block between 2nd and 3rd hits of TC (can frame trap opponents if not in Burnout); full TC sequence can juggle vs. airborne opponents |
j.MP~MP | Puts airborne opponents into limited juggle state |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +20 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +32 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 20% Immediate | HKD +20 | ||||
4LPLK | 20% Immediate | HKD +32 | ||||
HPHK | 200 | 20% Starter (Hit) 20% Multiplier (Block) | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.80 | |||||
4LPLK | 0.80 | |||||
HPHK | 1-27 | 2.389 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 1.846 | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 1.846 | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
LPLK | Can Drive Rush for a corner strike/throw mixup; has a true walking throw loop vs. Blanka/E.Honda/Zangief that requires frame perfect timing |
4LPLK | Side switch; requires Drive Rush to land another meaty throw after cornering opponent; can also use immediate 236MK to become +4 on block for a mixup (or Windclad 236LK to become +3); forward dash can set up a meaty normal but no real throw mixup |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK | See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66 | See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.434 (min/throw), 1.900 (min/block), 3.044 (max/final DR frame) |
MPMK or 66 | See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
214LP | - | 46(71/90) | - | 1(19) | 47(90/109) | - | - | - | - | |
214MP (HOLD OK) | 900 | 23(4) | 4 | 25 | 51 | +2 | -8 | LH | SA3 | 20 |
214HP (HOLD OK) | 1100 | 25(4) | 4 | 25 | 53 | KD +30 | -8 | LH | SA3* | 20* |
214PP (HOLD OK) | 1200 | 19(4) | 4 | 23 | 45 | KD +39 | -5 | LH | SA2 SA3* | 20 |
214[PP] | - | 38 | - | 2 | 40 | - | - | - | - | |
236LK | 800 | 17 | 13 | 2+14 land | 45 | KD +33(+45) | -8(+4) | LH | - | |
236MK | 900 | 21 | 13 | 2+14 land | 49 | KD +37(+49) | -8(+4) | LH | - | |
236HK | 1000 | 25 | 13 | 2+14 land | 53 | KD +37(+49) | -8(+4) | LH | - | |
236KK | 1000 | 15 | 13 | 2+14 land | 43 | KD +42(+54) | -8(+4) | LH | SA2 | 27(14) |
236LK (Windclad) | 100x2,800 | 9 | 5(6)11,7 | 2+12 land | 51 | KD +47(+46~52) | +1(+7) | LH | - | |
236MK (Windclad) | 100x2,900 | 13 | 5(6)11,7 | 2+12 land | 55 | KD +49(+47~53) | +1(+7) | LH | - | |
236HK (Windclad) | 100x2,1000 | 17 | 5(6)11,7 | 2+12 land | 59 | KD +52(+50~56) | +1(+7) | LH | - | |
236KK (Windclad) | 100x2,1000 | 9 | 14,3,7 | 2+12 land | 46 | KD +56(+62) | +2(+8) | LH | SA2 | 51(14) |
623LP | 900 | 6 | 11 | 21+12 land | 49 | KD +36(+41) | -27 | LH | - | |
623MP | 1000 | 8 | 12 | 25+12 land | 56 | KD +36(+42) | -32 | LH | - | |
623HP | 1200 | 10 | 13 | 26+12 land | 61 | KD +36(+41) | -35 | LH | - | |
623PP | 800,600 | 6 | 3,9 | 28+15 land | 60 | KD +32(+37) | -35 | LH | j.PPP (hit) | 58 |
623LP (Windclad) | 400,600 | 4 | 4,9 | 21+12 land | 49 | KD +41(+43) | -25 | LH | - | |
623MP (Windclad) | 400,800 | 6 | 4,10 | 25+12 land | 56 | KD +41(+43) | -30 | LH | - | |
623HP (Windclad) | 400,1000 | 8 | 4,12 | 26+12 land | 61 | KD +41(+43) | -33 | LH | - | |
623PP (Windclad) | 400,600x2 | 4 | 2,2,10 | 28+15 land | 60 | KD +33(+38) | -35 | LH | j.PPP (hit) | 69 |
j.PP | 800 | 12 | 11(17) | 5+19 land | - | KD +32(+37) | -24(-19) | LH | - | |
j.PPP | 1400 | 12 | 10(14) | 5+19 land | - | KD +40(+46) | -24(-19) | LH | - | |
j.PP (Windclad) | 200,800 | 12 | 11(17) | 5+19 land | - | KD +33(+38) | -24(-19) | LH | - | |
j.PPP (Windclad) | 200,1400 | 12 | 10(14) | 5+19 land | - | KD +41(+47) | -24(-19) | LH | - | |
360+LP | 2000 (2300) | 5 | 3 | 53 | 60 | HKD +28 | - | T | - | |
360+MP | 2400 (2760) | 5 | 3 | 53 | 60 | HKD +28 | - | T | - | |
360+HP | 2800 (3220) | 5 | 3 | 53 | 60 | HKD +28 | - | T | - | |
360+PP | 2900 (3350) | 5 | 3 | 53 | 60 | HKD +28 | - | T | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
214LP | ||||||
214MP (HOLD OK) | 225 | +6 | -27 | 21 | 15 | |
214HP (HOLD OK) | 275 | KD +30 | -27 | 21 | 15 | |
214PP (HOLD OK) | 300 | 20% Starter; Combo (2 hits) | KD +39 | -25 | 22 | 15 |
214[PP] | ||||||
236LK | 200 | KD +33(+45) | -27(-15) | 21 | 15 | |
236MK | 225 | KD +37(+49) | -27(-15) | 21 | 15 | |
236HK | 250 | KD +37(+49) | -27(-15) | 21 | 15 | |
236KK | 250 | 20% Starter; Combo (2 hits) | KD +42(+54) | -27(-15) | 21 | 13 |
236LK (Windclad) | 25x2,200 | 20% Starter; Combo (2 hits) | KD +47(+46~52) | -19(-13) | 44(22) | 7,7,9 |
236MK (Windclad) | 25x2,225 | 20% Starter; Combo (2 hits) | KD +49(+47~53) | -19(-13) | 44(22) | 7,7,9 |
236HK (Windclad) | 25x2,250 | 20% Starter; Combo (2 hits) | KD +52(+50~56) | -19(-13) | 44(22) | 7,7,9 |
236KK (Windclad) | 25x2,250 | 20% Starter; Combo (2 hits) | KD +56(+62) | -19(-13) | 40(23) | 7,7,12 |
623LP | 225 | KD +36(+41) | -42 | 17 | 15 | |
623MP | 250 | KD +36(+42) | -47 | 17 | 15 | |
623HP | 300 | KD +36(+41) | -50 | 17 | 20 | |
623PP | 200,150 | 20% Starter; Combo (2 hits) | KD +32(+37) | -53 | 20(17) | 15,15 |
623LP (Windclad) | 100,150 | KD +41(+43) | -37(-44) | 21(17) | 15,12 | |
623MP (Windclad) | 100,200 | KD +41(+43) | -42(-49) | 21(17) | 15,12 | |
623HP (Windclad) | 100,250 | KD +41(+43) | -45(-52) | 21(17) | 15,12 | |
623PP (Windclad) | 100,150x2 | 20% Starter; Combo (2 hits) | KD +33(+38) | -48(-55) | 22(20)(18) | 15,12,12 |
j.PP | 200 | KD +32(+37) | -35(-41) | 18 | 15 | |
j.PPP | 350 | 10% Immediate | KD +40(+46) | -35(-41) | 18 | 15 |
j.PP (Windclad) | 50,200 | KD +33(+38) | -36(-41) | 19 total | 7,15 | |
j.PPP (Windclad) | 50,350 | 10% Immediate | KD +41(+47) | -36(-41) | 19 total | 7,15 |
360+LP | 10% Immediate | HKD +28 | ||||
360+MP | 10% Immediate | HKD +28 | ||||
360+HP | 10% Immediate | HKD +28 | ||||
360+PP | 10% Immediate | HKD +28 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
214LP | |||||
214MP (HOLD OK) | 4000 | [8000] | 2000 | 1000 (700) | 500 (250) |
214HP (HOLD OK) | 4000 | [8000] | 2000 | 1000 (700) | 500 (250) |
214PP (HOLD OK) | 4000 | [8000] | -20000 | 1000 (700) | 500 (250) |
214[PP] | -20000 | ||||
236LK | 5000 | [7000] | 2000 | 1000 (700) | 500 (250) |
236MK | 5000 | [7000] | 2000 | 1000 (700) | 500 (250) |
236HK | 5000 | [7000] | 2000 | 1000 (700) | 500 (250) |
236KK | 5000 | [7000] | -20000 | 1000 (700) | 500 (250) |
236LK (Windclad) | 1500x2,2000 | [500x2,6000] | 600,700x2 | 250x2,600 (175x2,420) | 125x2,300 (62x2,150) |
236MK (Windclad) | 1500x2,2000 | [500x2,6000] | 600,700x2 | 250x2,600 (175x2,420) | 125x2,300 (62x2,150) |
236HK (Windclad) | 1500x2,2000 | [500x2,6000] | 600,700x2 | 250x2,600 (175x2,420) | 125x2,300 (62x2,150) |
236KK (Windclad) | 1500x2,2000 | [7000] | -20000 | 250x2,600 (175x2,420) | 125x2,300 (62x2,150) |
623LP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
623MP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
623HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
623PP | 2000x2 | [5000] | -20000 | 500x2 (350x2) | 250x2 (125x2) |
623LP (Windclad) | 2000x2 | [5000] | 1000x2 | 500,600 (350,420) | 250,300 (125,150) |
623MP (Windclad) | 2000x2 | [5000] | 1000x2 | 500,600 (350,420) | 250,300 (125,150) |
623HP (Windclad) | 2000x2 | [5000] | 1000x2 | 500,600 (350,420) | 250,300 (125,150) |
623PP (Windclad) | 2000,1000x2 | [5000] | -20000 | 200,400,500 (140,280,350) | 100,200,250 (50,100,125) |
j.PP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.PPP | 4000 | [5000] | -20000 | 1000 (700) | 500 (250) |
j.PP (Windclad) | 2500x2 | [2500x2] | 1000,2000 | 500,600 (350,420) | 250,300 (125,150) |
j.PPP (Windclad) | 2500x2 | [2500x2] | -20000 | 500,600 (350,420) | 250,300 (125,150) |
360+LP | [10000] | 5000 | 3000 (2100) | ||
360+MP | [10000] | 5000 | 3000 (2100) | ||
360+HP | [10000] | 5000 | 3000 (2100) | ||
360+PP | [10000] | -20000 | 3000 (2100) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
214LP | |||||||
214MP (HOLD OK) | 2.07 (1.98) | 1 | 1 | 2 | |||
214HP (HOLD OK) | 2.12 (1.98) | 1 | 1 | 2 | |||
214PP (HOLD OK) | 2.15 (2.03) | 1 | 1 | 3 | |||
214[PP] | |||||||
236LK | 8-31 (FKD) | 2.438 (1.416) | 1 | 1 | 3 | ||
236MK | 9-35 (FKD) | 3.077 (1.502) | 1 | 1 | 3 | ||
236HK | 11-39 (FKD) | 3.286 (1.723) | 1 | 1 | 3 | ||
236KK | 7-29 (FKD) | 3.175 (1.703) | 1 | 1 | 3 | ||
236LK (Windclad) | 9-39 (FKD) | 3.255 (1.105) | 3,3,1 | 3,3,1 | 5,9,12 | ||
236MK (Windclad) | 13-43 (FKD) | 3.705 (1.316) | 3,3,1 | 3,3,1 | 5,9,12 | ||
236HK (Windclad) | 17-47 (FKD) | 4.342 (1.469) | 3,3,1 | 3,3,1 | 5,9,12 | ||
236KK (Windclad) | 9-32 Projectile | 9-34 (FKD) | 3.831 (0.902) | 3,3,1 | 3,3,1 | 5,9,12 | |
623LP | 1-10 Air | 7-37 (FKD) | 1.05 (1st) | 1 | 1 | 3 | |
623MP | 1-12 Air | 9-44 (FKD) | 0.93 (1st) | 1 | 1 | 3 | |
623HP | 1-14 Air | 11-49 (FKD) | 0.93 (1st) | 1 | 1 | 3 | |
623PP | 1-10 Throw, 1-10 Air | 7-45 (FKD) | 0.93 (1st) | 1 | 1 | 5,6 | |
623LP (Windclad) | 1-10 Air | 7-37 (FKD) | 0.80 (1st) | 1,1 | 1,1 | 12,13 | |
623MP (Windclad) | 1-12 Air | 9-44 (FKD) | 0.80 (1st) | 1,1 | 1,1 | 12,13 | |
623HP (Windclad) | 1-14 Air | 11-49 (FKD) | 0.856 (1st) | 1,1 | 1,1 | 12,13 | |
623PP (Windclad) | 1-10 Throw, 1-10 Air | 7-45 (FKD) | 0.80 (1st) | 1,1,1 | 1,1,1 | 12,15,16 | |
j.PP | Until Land (FKD) | 10 | 10 | 50 | |||
j.PPP | Until Land (FKD) | 10 | 10 | 50 | |||
j.PP (Windclad) | Until Land (FKD) | 10 | 10,10 | 50,50 | |||
j.PPP (Windclad) | Until Land (FKD) | 10 | 10,10 | 50,50 | |||
360+LP | 1.38 | ||||||
360+MP | 1.23 | ||||||
360+HP | 0.98 | ||||||
360+PP | 1.38 |
input | Notes |
---|---|
input | Notes |
214LP | Windclad stock gained on frame 46 (frames 71 and 90 if held); LP must be held for 59f/89f for Lv.2/Lv.3 versions (releasing too early extends the animation without building a stock); can build up to 3 Windclad stocks; stocks can be spent for enhanced versions of Condor Spire, Tomahawk Buster, or Condor Dive |
214MP (HOLD OK) | Windclad stock gained on the first active frame (or frames 46, 71 and 90 if held); can delay the attack by holding MP (attack comes out 4f after button release); cancels and self-hitstop do not occur until after the 2nd active frame; useful for comboing into SA3 as it leaves the opponent grounded on hit; puts airborne opponents into limited juggle state on hit; head hurtbox shrinks during active frames and the first 16 recovery frames |
214HP (HOLD OK) | Windclad stock gained on the first active frame (or frames 46, 71 and 90 if held); can delay the attack by holding HP (attack comes out 4f after button release); puts opponents into limited juggle state on hit; cancel into SA3 does not combo (only useful when absorbed by armor); cancels and self-hitstop do not occur until after the 2nd active frame; head hurtbox shrinks during active frames and the first 16 recovery frames |
214PP (HOLD OK) | Windclad stock gained on the 1st active frame; holding the buttons for 16-24f increases the startup (attack comes out 4f after button release); puts opponents into limited juggle state on hit (can land a corner follow-up juggle with up to 6f startup); holding for 25f or longer results in non-attack version instead; SA3 cancel does not combo on hit (only useful when absorbed by armor); cancels and self-hitstop do not occur until after the 2nd active frame; head hurtbox shrinks during active frames and the first 16 recovery frames |
214[PP] | Windclad stock gained on frame 38; buttons must be held 25f for the non-attack version to come out; can built up to 3 Windclad stocks; stocks can be spent for enhanced versions of Condor Spire, Tomahawk Buster, or Condor Dive; 7f faster than the LP version, making it much safer to use in neutral |
236LK | Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (corner juggle follow-up is possible only vs. airborne opponents at longer ranges) |
236MK | Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (corner juggle follow-up is possible when hitting on active frame 10 or later) |
236HK | Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (corner juggle follow-up is possible when hitting on active frame 9 or later) |
236KK | Can be spaced out for better frame advantage, allowing a strike/throw mixup on block; puts opponent into limited juggle state on hit (corner juggle follow-up is possible when hitting on active frame 5 or later); SA2 hitconfirm time decreases when connecting from longer ranges |
236LK (Windclad) | Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 5f startup (up to 10f startup on max range connect) |
236MK (Windclad) | Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 7f startup (up to 11f startup on max range connect) |
236HK (Windclad) | Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 10f startup (up to 14f startup on max range connect) |
236KK (Windclad) | Consumes 1 Windclad Stock; 3 hits (can lose hits from farther range); can be spaced out for better frame advantage if only 3rd hit connects; puts opponent into limited juggle state on hit; can land a follow-up juggle with 16f startup (up to 22f startup on max range connect); SA2 hitconfirm time decreases when connecting from longer ranges |
623LP | Puts opponent into limited juggle state on hit; cannot hit cross-up |
623MP | Puts opponent into limited juggle state on hit; cannot hit cross-up |
623HP | Puts opponent into limited juggle state on hit; cannot hit cross-up |
623PP | Puts opponent into limited juggle state on hit (cancelable into OD Condor Dive for extra damage at the cost of 2 Drive bars); cannot hit cross-up |
623LP (Windclad) | Consumes 1 Windclad Stock (2f faster, 100 more damage, better juggles and KD Adv.); puts opponents into limited juggle state; 4f startup means this move cannot be safe jumped unless jump-in is spaced out to make it whiff; if 2nd hit connects vs. standing grounded opponent, they are launched close enough to follow up midscreen with SA1, SA2, 2HK, or 2HP (and more in the corner); KD Adv. of 2nd hit is +48~52 depending on distance; cannot hit cross-up |
623MP (Windclad) | Consumes 1 Windclad Stock (2f faster, 200 more damage, better juggles and KD Adv.); puts opponents into limited juggle state; if 2nd hit connects vs. standing grounded opponent, they are launched higher and fall more slowly (KD +47~50 and follow-ups only possible in the corner); cannot hit cross-up |
623HP (Windclad) | Consumes 1 Windclad Stock (2f faster, 200 more damage, better juggles and KD Adv.); puts opponents into limited juggle state; if 2nd hit connects vs. standing grounded opponent, they are launched higher and fall more slowly (KD +46~49 and follow-ups only possible in the corner); cannot hit cross-up |
623PP (Windclad) | Consumes 1 Windclad Stock (2f faster, 200 more damage, better juggles and KD Adv.); puts opponents into limited juggle state; 4f startup means this move cannot be safe jumped unless jump-in is spaced out to make it whiff; cancelable into OD Condor Dive on hit (if 623PP hits grounded opponents, the final cancel frame into j.PPP will not connect); has extra range on the 2nd active frame vs. grounded opponents only for combo consistency; cannot hit cross-up |
j.PP | Usable during neutral/forward jump; final active frame has an expanded downward hitbox; can hit cross-up |
j.PPP | Usable during neutral/forward jump, or canceled from 623PP on hit; final active frame has an expanded downward hitbox; can hit cross-up |
j.PP (Windclad) | Consumes 1 Windclad Stock; usable during neutral/forward jump; final active frame has an expanded downward hitbox; can hit cross-up; bounces farther away on block than regular version, making it harder for some characters to punish |
j.PPP (Windclad) | Consumes 1 Windclad Stock; usable during neutral/forward jump, or canceled from 623PP on hit; final active frame has an expanded downward hitbox; can hit cross-up; bounces farther away on block than regular version, making it harder for some characters to punish |
360+LP | Puts Lily fullscreen after successful grab; Range: 1.38 |
360+MP | Puts Lily fullscreen after successful grab; Range: 1.23 |
360+HP | Puts Lily fullscreen after successful grab; Range: 0.98 |
360+PP | Puts Lily fullscreen after successful grab; Range: 1.38 |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236P | 2200 (1840) | 10 | 2(5)2(7)2(8)2(8)2 | 54 | 101 | KD +27(+19) | -36 | LH |
236236K | 2600 | 9 | 2(2)3x6(9)2 | 39+24 land | 104 | KD +42 | -60(-66) | LH |
236236K | 2900 | 9 | 2x11,3(6)2 | 39+24 land | 104 | KD +46 | -59(-65) | LH |
j.236236K | 2600 | 9 | 2(2)3x6(9)2 | 25 land | - | KD +36~42 | -54(-66) | LH |
j.236236K | 2900 | 9 | 2x11,3(6)2 | 25 land | - | KD +39~45 | -51(-65) | LH |
214214P | 4500 | 5+2 | 2 | 106 | 114 | HKD +4 | - | T |
214214P | 5000 | 5+2 | 2 | 106 | 114 | HKD +4 | - | T |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236P | 100x5 (500) | 30% Minimum | KD +27(+19) | -54 | 57 total | 3x4,10 |
236236K | 550,50xN (750~850) | 40% Minimum | KD +42 | -87(-80) | 36 total | 0,3x6 |
236236K | 225x2,50xN (750~900) | 40% Minimum | KD +46 | -87(-80) | 37 total | 1x11 |
j.236236K | 552,33x6 (684~750) | 40% Minimum | KD +36~42 | -67(-94) | 36 total | 0,3x6 |
j.236236K | 225x2,30x10 (375~750) | 40% Minimum | KD +39~45 | -67(-94) | 39 total | 0,1x10 |
214214P | 50% Minimum; 10% Immediate | HKD +4 | ||||
214214P | 50% Minimum; 10% Immediate | HKD +4 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236P | 500x5 (2500) | 200x13,2400(5000) / 200x2,4200(4600) | -10000 | -10000 |
236236K | 1000x5~7 (5000~7000) | 500x7,6500 (10000) | -20000 | -20000 |
236236K | 750x8~11 (6000~8250) | 500x12,4000 (10000) | -20000 | -20000 |
j.236236K | 800,700x6 (5000) | 500x12,4000 (10000) | -20000 | -20000 |
j.236236K | 500x12 (6000) | 500x12,4000 (10000) | -20000 | -20000 |
214214P | 15000 | -30000 | ||
214214P | 20000 | -30000 |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236P | 1-11 Strike/Throw | Break | 3.077 (1.716) | 1 | 1xN | 99 | |
236236K | 1-41 Full | Break | 7-80 (FKD) | 1.13 | 1 | 1xN | 99 |
236236K | 1-41 Full | Break | 7-80 (FKD) | 1.61 | 1 | 1xN | 99 |
j.236236K | 1-41 Full | Break | Until Land (FKD) | 1.35 | 1 | 1xN | 99 |
j.236236K | 1-41 Full | Break | Until Land (FKD) | 1.61 | 1 | 1xN | 99 |
214214P | 1-8 Full | 1.755 (1.728) | |||||
214214P | 1-8 Full | 1.755 (1.728) |
input | Notes |
---|---|
input | Notes |
236236P | First 2 hits give full animation; partial connect gives reduced damage and KD advantage; Dmg distribution: 80x13,1160 (full animation), 80x2,1680 (partial animation) |
236236K | Connects 7 times vs. stand block, 5 times vs. crouch block (affects Block Adv, Chip Damage, and Drive Damage); hits on both sides of Lily (good anti-air against cross-ups); must be Perfect Parried twice (3 times for tall standing characters); suction effect on hit (can be used against extended projectile hurtboxes); Dmg distribution: 100x7,1900 |
236236K | Consumes 1 Windclad stock (+300 damage, +4 KD Adv, better horizontal range in both directions); connects 11 times vs. stand block, 8 times vs. crouch block (affects Block Adv, Chip Damage, and Drive Damage); hits on both sides of Lily (good anti-air against cross-ups); must be Perfect Parried twice (3 times for tall standing characters); suction effect on hit (can be used against extended projectile hurtboxes); Dmg distribution: 100x12,1700 |
j.236236K | 2f startup if canceled from OD Condor Spire; total recovery time before landing depends on activation height; hits on both sides of Lily; if input after a cross-up jump, Lily turns to face the opponent (can be used to escape anti-air punish after jumping out of corner); Dmg distribution: 100x7,1900 |
j.236236K | 2f startup if canceled from OD Condor Spire; consumes 1 Windclad stock (+300 damage, +4 KD Adv, better horizontal range in both directions); total recovery time before landing depends on activation height; hits on both sides of Lily; if input after a cross-up jump, Lily turns to face the opponent (can be used to escape anti-air punish after jumping out of corner); Dmg distribution: 100x12,1700 |
214214P | Can be jumped out of during startup; can be comboed into like a hit-grab (immediate damage scaling applies to any combo into SA3); cinematic time regenerates ~1.7 Drive bars for Lily; Range: 1.728 (1.755 on 2nd active frame) |
214214P | Can be jumped out of during startup; can be comboed into like a hit-grab (immediate damage scaling applies to any combo into SA3); available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Lily; Range: 1.728 (1.755 on 2nd active frame) |