STREET FIGHTER 6
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68 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes Chains into 5LP/5LK/2LP/2LK; more damage than other light attacks; DR cancel is delayed until after 2nd active frame
Standing Medium Punch
5MP5M
Cancel -
Notes Strong poke with great range and hitbox priority; no head hurtbox on frames 8-25
Standing Light Kick
5LK5L
Notes Chains into 5LP/5LK/2LP/2LK; true blockstring when chained from 2LK; Lily's fastest button but incredibly short range
Standing Medium Kick
5MK5M
Cancel Sp SA
Notes Combo tool (primarily for counter-hit links); decent neutral buffer that can go over low pokes and has low whiff recovery
Standing Heavy Kick
5HK5H
Notes 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; extends a hurtbox 1f before active that is vulnerable to projectiles
Crouching Medium Punch
2MP2M
Cancel SA
Notes 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 strikes (preventing its use as an anti-air)
Crouching Heavy Punch
2HP2H
Cancel Sp SA (2nd)
Notes Counter-hit/Punish Counter puts airborne opponents into limited juggle state; incredible anti-air hitbox but cannot hit cross-up; ; 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
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/5LK/2LP/2LK
Crouching Medium Kick
2MK2M
Notes Slow and stubby compared to most cancelable 2MKs in the game; Range: 1.364; special/DR cancel is delayed until after active frames
Squall Kick
2HK2H
Notes 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
Condor Dive
j.PP
Notes Usable during neutral/forward jump; final active frame has an expanded downward hitbox; can hit cross-up
Horn Breaker
4HP4H
Notes Good range, strong hitbox priority (strong bufferable neutral tool); extends a hurtbox in front of body until the end of recovery
Desert Storm 1
6HP6H
Cancel TC Sp SA
Notes 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)
Desert Storm 2
6HP~HP6HP~H
Cancel TC
Notes 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)
Desert Storm 3
6HP~HP~HP6HP~HP~H
Notes () 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
Jumping Light Punch
j.LPj.L
Notes Decent horizontal air-to-air
Jumping Medium Punch
j.MPj.M
Cancel Sp SA2 TC
Notes Puts airborne opponents into limited juggle state; decent hitbox priority for horizontal jump-in approaches (longest horizontal range of all Lily's air normals) cancel window into Condor Dive and Air SA2 is longer, enabling some juggles that would whiff if canceled early; lower body projectile invuln 9-22f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Causes spike knockdown vs. airborne opponents; good downward hitbox priority for close range jump-ins; lower body projectile invuln 10-15f (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Cross-up
Jumping Medium Kick
j.MKj.M
Notes Cross-up; lower body projectile invuln 8-22f and 8-12f around the kicking foot (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Lower body projectile invuln 11-26f (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Great Spin
j.2HPj.2H
Notes Cross-up; can be used from any jump direction; extended backwards hurtbox is projectile invuln 9-19f
Condor Spire
236HK236H
Notes 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)
Condor Spire (Windclad)
W.236HKW.236H
Notes 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
Cancel SA2
Notes Button combination determines travel distance; far version MK+HK (Modern A[3S]), short version LK+MK / LK+HK (Modern A[2S] / A[1S]); can be spaced out for better frame advantage, allowing a strike/throw mixup on block; short version is easier to space on later active frames for frame advantage (extends a proximity guard box beyond its max range); 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
W.236MKHKW.236MKH
Notes 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; longer travel distance and more knockdown advantage than the LKK version; range on the 3rd hit's first active frame: 3.351
236LK236L
Notes 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)
W.236LKW.236L
Notes 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)
236MK236M
Notes 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)
W.236MKW.236M
Notes 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)
Tomahawk Buster
623HP623H
Notes Puts opponent into limited juggle state on hit; cannot hit cross-up
Tomahawk Buster (Windclad)
W.623HPW.623H
Notes 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
623LP623L
W.623LPW.623L
Notes 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 +49~53 depending on distance; cannot hit cross-up
623MP623M
W.623MPW.623M
Notes 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
623PP
Cancel j.PPP (hit)
Notes 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
Condor Wind (attack)
214HP (HOLD OK)
Cancel SA3*
Notes 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
Condor Wind (stock)
214LP214L
Notes 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)
Cancel SA3
Notes 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
214PP (HOLD OK)
Cancel SA2 SA3*
Notes 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
Double Arrow
j.MP~MPj.MP~M
Notes Puts airborne opponents into limited juggle state
Condor Dive (Windclad)
W.j.PP
Cancel Sp*
Notes 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; cancelable into a follow-up Dive at the cost of 1 Windclad stock (and 1 Drive bar for OD version); hitconfirm time refers to follow-up Dive cancel window at the lowest/highest connect (actual timing to combo into follow-up is variable)
j.PPP
Notes Usable during neutral/forward jump, or canceled from 623PP on hit; final active frame has an expanded downward hitbox; can hit cross-up
W.j.PPP
Notes 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; cancelable into a follow-up Dive at the cost of 1 Windclad stock (and 1 Drive bar for OD version); hitconfirm time refers to follow-up Dive cancel window at the lowest/highest connect (actual timing to combo into follow-up is variable)
Mexican Typhoon
360+HP360+H
Notes Puts Lily fullscreen after successful grab; Range: 0.98
360+LP360+L
Notes Puts Lily fullscreen after successful grab; Range: 1.38
360+MP360+M
Notes Puts Lily fullscreen after successful grab; Range: 1.23
360+PP
Thunderbird
236236K
Notes 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
Breezing Hawk
236236P
Notes First 2 hits give full animation; partial connect gives reduced damage and KD advantage; Dmg distribution: 80x13,1160 (full animation), 80x2,1680 (partial animation)
Soaring Thunderbird (Windclad)
j.236236K
Notes 2f startup if canceled from OD Condor Spire (this version's Full Invuln lasts 1-41f); 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
Thunderbird (Windclad)
Notes 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
Soaring Thunderbird
Notes 2f startup if canceled from OD Condor Spire (this version's Full Invuln lasts 1-41f); 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
Raging Typhoon
214214P
Notes 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)