リリー
Lily — 대책
Key Info
- Overhead that leads to combos on hit
- 3HP
- Defense
- No OD reversal
- 4F startup anti-air invincible move available
- [Windclad] 236HK
- Hits even on meaty jump-ins
- [Windclad] 236HK
- 236236K startup 10F, not projectile-invincible
- 214214P startup 13F
- Fully invincible
- Hits meaty reversal (Jinrai) attempts
- Damage increases with [Windclad] stacks
- Can activate during a jump
- (Close range) 214214P startup 8F
- Fully invincible
- Moves that are plus on block
- [Windclad] 236LK
- +1F on block
- [Windclad] 236MK
- +1F on block
- [Windclad] 236HK
- +1F on block
- [Windclad] 236KK
- +2F on block
- [Windclad] 236LK
Neutral Game (Focus Points)
- Punish 214P (Wind stock move)
- Lily builds Windclad stocks with 214P, which power up her other moves
- Projectile characters should throw fireballs to prevent her from stocking Windclad
- Understand that [Windclad] 236K on block is a +1F guessing game
- Lily is +1F after block — cycle through Just Parry and fastest mash to contest
- Drive Reversal is an option, but +1F is not threatening enough to spend 2 Drive stocks on by default
- Identify situations where accepting the command grab is acceptable
- After Lily's command grab, she builds Wind stock but gets no okizeme — there will always be moments where accepting the grab is correct
- For example, when you have 3000+ HP remaining, accepting the grab resets to neutral and can actually be an opportunity
- Use Drive Reversal after blocking [Windclad] 236KK
- [Windclad] 236KK gives Lily +2F on block
- Close-range 63214789P (command grab) becomes guaranteed — a clean advantage for Lily
- Push her back with Drive Reversal
623P
Lily's anti-air invincible special (Condor Spire variants). Range and damage vary by strength. [Windclad] further enhances them.
623LP
623MP
623HP
[Windclad] 623LP
[Windclad] 623MP
[Windclad] 623HP
Recommended Counter
The properties are comparable to other DP-style moves — do not jump carelessly.
Warning
[Windclad] 623LP has 4F startup. If you attack during a meaty jump-in, it will hit you. When you read [Windclad] 623LP during a meaty jump-in, do not attack — guard instead.
214P
- 214LP
- 214MP
- 214HP
- 214PP
Recommended Counter
Letting this go unpunished allows her to build Windclad stocks. Structure your neutral game to prevent her from stocking.
236K
Condor Spire — consumes Wind stock to rush in. On block while [Windclad] is active, Lily is +1F at point-blank. The universal counter is Drive Reversal the moment you block it.
Drive Reversal costs 2 Drive stocks, so you can also just play out the +1F guessing game without spending gauge.
The recommended cycle is: fastest mash / OD reversal / Just Parry — rotate these options.
236LK
236MK
236HK
236KK
[Windclad] 236LK
[Windclad] 236MK
[Windclad] 236HK
[Windclad] 236KK
Recommended Counter
After blocking 236K (without Windclad)
- All versions are -15F or worse — punish hard with a heavy attack
After blocking [Windclad] 236K
- Lily is +1F at point-blank on block
- +1F point-blank is not very threatening — the guessing game below is better than spending 2 stocks on Drive Reversal
- Fastest mash beats throws
- Just Parry beats LK strike
- Other recommended options are fastest mash and neutral jump
- At a draw against her fastest light, you win against fastest throw
- She may also use c.LP into command grab — when you read command grab, always go for neutral jump
- At a draw against her fastest light, you win against fastest throw
- Lily is +1F at point-blank on block
After blocking [Windclad] 236KK
- Lily is +2F on block
- Unlike [Windclad] 236K, command grab is now guaranteed in the frame data
- Command grab and strike become a true guessing game — use Drive Reversal to escape
- Even slow reactions are fine — do not give up on this
- Lily is +2F on block
(Neutral/Forward Jump) PP
(Neutral or forward jump) PP — Tomahawk Buster
(Neutral or forward jump) PPP — Tomahawk Buster followup
[Windclad] (Neutral or forward jump) PP
[Windclad] (During OD Tomahawk Buster) PPP
Recommended Counter
-23F to -24F on block — a guaranteed punish. Raw Rush → heavy attack with 10F or faster startup confirms.
(Close Range) 63214789P
Lily's command grab (Condor Wind).
- (Close range) 63214789LP
- (Close range) 63214789MP
- (Close range) 63214789HP
- (Close range) 63214789PP
Recommended Counter
When you read it, neutral jump or backdash.
Mid-screen, it leads to no okizeme after the hit — do not be overly afraid of it. In the corner, 2HP becomes a guaranteed meaty — look for Drive Impact or Just Parry to create an opportunity.
2HP
Her longest-range normal, placeable while crouching. Blocking it starts the guessing game described below.
The counter is to jump over it or poke back. The recovery is long enough that even beginners can punish it reliably.
2HP → 214P
A sequence Lily always uses to build Wind stock in the middle of a neutral exchange. The universal full-coverage counter is to activate a laterally-strong SA move the moment you see the wind-stock animation — it confirms.
If that is too difficult, Drive Impact is recommended on reaction to the wind stock animation. However, it loses to light Wind (214LP). Conversely, Raw Rush confirms against light Wind, creating a guessing game.
Recommended Counter
Press Parry at the timing you would block medium Wind, then add a step input — this Parries medium Wind and confirms Raw Rush against light Wind.
Fuzzy Parry was considered effective early in the game's life, but the difficulty-to-reward ratio is poor and winning options are limited.
Just using Drive Impact alone is fine.
Organize your effective options. Focus on these four:
- Drive Impact
- Beats 214MP, loses to 214LP
- Fastest Raw Rush
- Beats 214LP, loses to 214MP
- Beats 214LP, loses to 214MP
- Fuzzy strike
- Beats 214LP, draws with 214MP
- Forward jump
- Beats delayed 214P followup
- Use when the opponent reads your fuzzy strike
- Add to your rotation once the guessing game starts cycling
Meaty Jump-in
Key points when going for okizeme on Lily.
- No OD reversal
- Lily has no OD reversal — standard okizeme is fine
- [Windclad] 236HK (anti-air invincible)
- 4F startup and hits even on meaty jump-ins
- When she has Wind stock, hold the option to guard without attacking
- 214214P (SA2)
- 13F startup, fully invincible
- Close-range version is 8F startup
- Can activate during a jump — watch for it on aerial okizeme too
- 236236K (SA1)
- 10F startup
Recommended Counter
- No OD reversal — frame-timed meaty attacks are stable
- Only when she has Wind stock, watch for [Windclad] 623LP's 4F startup
- 5F or later meaty attacks are safe against it
- When SA2 gauge is available, use 9F or later meaty attacks to account for the close-range 8F version
LPLK (Throw)
Lily is +20F after forward throw. Rush leads into okizeme, and it can also dodge OD reversal. Back wakeup removes okizeme, making it the stable option — but be aware that a Wind-stock guessing game still occurs.
- On in-place wakeup
- You can punish Wind-stock attempts, but Rush will set up okizeme against you
- On back wakeup
- A Rush heavy attack confirms — watch Lily's actions closely after the throw
Recommended Counter
- When she goes for medium Wind stock, you can react to Rush and attack
- In that case, Rush Drive Impact is the answer — remember this
- Back wakeup to create distance, then poke in on a Wind-stock read is also effective
4LPLK (Back Throw)
Lily is +32F after back throw. In-place wakeup leads into Rush okizeme. Throw is also guaranteed — this is genuine okizeme pressure.
Recommended Counter
- Back wakeup is the stable option
- Against back wakeup, Lily gets no okizeme
- However, as with forward throw, a Wind-stock guessing game still occurs — keep that in mind
- On in-place wakeup, play for tech or reversal guessing game
