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Lily

リリー

Lily — 对策

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
    • 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

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

起き攻め時

Wakeup defense options to be aware of

  • No OD invincible reversal
    • Lily has no OD invincible move, so normal meaty setups are stable
  • [Wind Gauge] 236HK (anti-air invincibility)
    • 4F startup that can hit even a well-timed safejump — if she has Wind Gauge, consider withholding your attack on the safejump and just guarding
  • 214214P / SA2 (13F startup, fully invincible)
    • Close-range version has 8F startup
    • Can be activated in the air, so be cautious with aerial okizeme as well
  • 236236K / SA1 (10F startup)

Recommended Counter

  • No OD reversal → frame-advantage meaty setups are reliable
  • Only when she has Wind Gauge, be aware of [Wind Gauge] 623LP's 4F startup
    • A 5F+ move used as a meaty will beat it cleanly
  • If she has SA2 gauge (close-range version has 8F startup), use a 9F+ meaty to stay safe

Condor Dive(垂直或前跳中)PP

Condor Dive

Counter-strategy for Condor Dive — punish frames, blocking direction, yomi paths — to be added.

Counter-strategy for Mexican Typhoon — punish frames, blocking direction, yomi paths — to be added.

Do not let Lily stockpile wind charges. If you have a projectile, use it to prevent her from charging safely.

Countering the 2HP → 214P sequence

A staple Lily tactic — she slips in a wind charge after 2HP in the confusion. The universal answer is to punish with a horizontally strong SA move the moment you see the wind charge animation.

If that is difficult, Drive Impact is the recommended option, though it loses to 214LP. Conversely, raw dash is guaranteed against 214LP, so there is a rock-paper-scissors element at play.

Recommended counters

Focus on these four options.

  • Drive Impact
    • Beats 214MP, loses to 214LP

  • Raw dash (fastest)
    • Beats 214LP, loses to 214MP

  • Fuzzy strike
    • Beats 214LP, ties with 214MP

  • Forward jump
    • Beats a delayed 214P follow-up
    • Use this when the opponent starts reading your fuzzy strike
    • Add it to the rotation once the matchup read cycle is in motion

Condor Spire is a wind-consuming rushing move. The non-Windclad versions are -8 on block (full punish), but the Windclad versions are +1 / +2 on block — Lily's advantage. Know the yomi tree.

Recommended counters

After blocking the regular 236K

  • All strengths are -8 on block, so 15F–16F punishes are guaranteed
  • Convert from a heavy normal into your max combo

After blocking 【Windclad】236K (Lily +1 close)

Lily is at +1 point-blank. +1 is not actually that scary, so instead of burning Drive Reversal, run the following yomi:

  • Mash a fast button that beats throws
  • Just-parry Lily's LK strike
  • Mash + hold up-back as a coverage option
    • Trades with Lily's fastest crouch jab and beats her fastest throw

She also goes for jab-into-throw, so always lay in up-back when reading the throw.

After blocking 【Windclad】236KK (Lily +2 close)

Lily is at +2 and unlike 【Windclad】236K her command grab is now meaty. Strike/throw mix-up exists, so just Drive Reversal it out. The reaction window is generous — don't give up on the input.

Crouching Heavy Punch is her longest-range ground normal and can be placed while crouching. Blocking it starts the dangerous 2HP → 214P mix-up situation.

  • Jump over it or whiff-punish it on recovery — it has long recovery, even beginners can punish it with a dash-up heavy
  • Preemptively poke with a faster, longer-range button to beat the 2HP before it comes out

2HP → 214P

This is Lily's core Wind Gauge-building sequence — if left unchecked she will max out her Wind Gauge and dramatically increase her damage output.

The universal counter is to throw out a horizontally-strong SA move the moment you see the wind charge animation. If that is difficult, the following read-based options apply:

Recommended Counter

Fuzzy Parry (parry the Medium Wind timing, add step input for Light Wind raw Rush) was considered strong early on, but the difficulty-to-return ratio is poor and the number of winning options is limited. Drive Impact alone is the simpler answer.

Organize your effective options around these four choices:

  • Drive Impact
    • Beats 214MP (Medium Wind), loses to 214LP (Light Wind)
  • Raw Drive Rush (fastest input)
    • Beats 214LP (Light Wind), loses to 214MP (Medium Wind)
  • Fuzzy strike
    • Beats 214LP (Light Wind), draws with 214MP (Medium Wind)
  • Forward jump
    • Beats delayed 214P cancel
    • Use this option when the opponent starts reading your fuzzy strike

Rotate these four options as reads — no single choice beats everything.

Lily is +32 after the throw. In-place tech leads to a full meaty rush with even command-grab coverage — a true vortex.

  • Back tech is the stable option — Lily has no oki after back tech, though the Wind Gauge rock-paper-scissors is still in play
  • In-place tech: run the graze/invincible read loop instead

Normal versions

  • 623LP (Light Tomahawk Buster)
    • Lily is -27 on block
  • 623MP (Medium Tomahawk Buster)
    • Lily is -32 on block
  • 623HP (Heavy Tomahawk Buster)
    • Lily is -35 on block

OD version

  • 623PP (OD Tomahawk Buster)
    • Lily is -35 on block

Recommended counters

All versions are extremely minus on block (-27 or worse) — always punish with maximum damage. Avoid jumping in recklessly, as this is an anti-air reversal.

  • Any strength on block: take your full max combo
  • Don't jump in blindly — Tomahawk Buster has anti-air invincibility