Vampire Savior/Lilith: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
 
(237 intermediate revisions by 14 users not shown)
Line 1: Line 1:
[[Image:colors-lilith.gif|frame|right|Costume Colors]]
{{VSAV Character Intro|char=Lilith|content=
[[Image:portrait-lilith.gif|frame|right|Lilith]]
 
 
 
== Introduction ==
== Introduction ==
Lilith (リリス), the Lost Child of Desire. Generally regarded as the "Dan" of Vampire Savior, not technically the worst character in the cast but Lilith players will find they have quite an uphill battle against the majority of the cast. Her primary weakness is lack of mixups, since she's one of the few characters without air movement options or a ground overhead or ground-to-air dash or even a close range instant cmd throw, to make matters worse she also has poor defense options and poor anti-airs. Still, good Lilith players are no joke when they play to the character's strength and can even beat top tier characters. Her strengths include rushdown with frame advantage normals and crossups, as well as having a good cmd super in which she can chain-cancel with.
'''Lilith (リリス)''', the mobile Succubus.


Primary objective: Dash to tick throws/fireball pressure, land LI.
At birth, Belial feared that Morrigan was too powerful for her own good and split her soul into three parts. He knew that in time she would come to be able to control her great power, and so sealed a portion of this power within himself, and hid the remainder inside a pocket dimension. Unbeknownst to him, this piece would develop a consciousness of its own. Jedah would discover this unfulfilled soul, and fashion it a body in order to lure Morrigan into his Majigen. Thus was the creation of Lilith, a "sister" succubus. With the reunion of the two, they combine into the powerful entity destined to rule Makai.


== Normal Moves ==
'''Lilith''' has a speedy ground game with big burst damage. At the highest level of play, she has to embrace a strong sense of game mechanics to overcome her mid to low tier placement.


=== Standing ===
== Gameplay ==
{{Content Box|content=
'''Primary Objectives:'''
* Pressure the opponent with dashing frame traps and Soul Flash
* Abuse her throw/5HP option select
* Convert stray hits into links and Luminous Illusion for big damage and okizeme
{{ProConTable
|pros=
* Good walk speed and dash
* Numerous (albeit situational) anti-airs
* Very strong throw option select
* High damage using Luminous Illusion for combos
* Tremendous amount of plus frames for abusing frame advantage.
* Tiger Knee Soul Flash is an effective low-risk tool
* Has a super jump that compliments her air-to-air game
* Dash pressure is effective at fighting through Tech-Hits and offers strong [https://glossary.infil.net/?t=Piano zurashi]
|cons=
* Has the least health in the game (in the lowest health bracket)
* High damage is meter dependent
* Limited movement compared to the high tiers
* Normal throw is low damage and follow-up options are limited if the opponent throw-techs
* Command throw is a poor gimmick with significant start-up
* Major execution barrier of links, LI cancels, and speedy confirms
}}
}}
}}


{| border="0" cellspacing="5" width="1000"
== Movement ==
| width="" | [[image:Lilith-flp.png‎‎|center]]
| width="" style="background:#f0f0f0;"| '''LP'''
[ Startup: 5 | Hit:+6 | Block:+5 (normal)]
[ Startup: 4 | Hit:+7 | Block:+6 (dashing)]
 
Ear poke. The hitbox is somewhat high which makes it whiff most crouching characters. Advantageous on hit/block and gains a renda bonus. Primarily used for dash cancelling or guard breaking rather than as an actual threat. Can also be used to hit people out of poorly spaced hops or instant air dashes especially during overaggressive blockstrings and resets in pressure.


|-
'''Walk:''' Like Morrigan, Lilith has above average walkspeed.
| width="" | [[image:Lilith-nlp.png‎‎|center]]
| width="" | '''n.LP'''
[ Startup: 5 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 (normal) ]
[ Startup: 4 | Hit:+7 | Block:+6 (dashing)]


Light Chop. Despite it's appearance it's basically identical in frame and function to the far version.
'''Dash:''' A ground-based dash. Good speed, cancelable very early into a quickstop by pressing 4 out of a forward dash or 6 out of a back dash. Attacking during a dash will result in a while-dashing attack. '''All of Lilith's dashing attacks will gain an extra frame of advantage (additional +1 to all dash buttons) as well as a frame less start up.''' The dashing attacks maintain some momentum, so Lilith will continue to slide a bit. This dash is core to Lilith's gameplan, pressure, punishes, and more—be sure to use it!


:• At 36 pixels away from the opponent this turns into Far 5.LP.
'''Jump:''' Average jump height and arc. Average startup speed and movement speed. Added cancellable landing recovery pose.


|-
'''Super Jump:''' A much higher jump than her standard jump, and also more startup. Lilith will automatically turn around if she crosses over the opponent, allowing her to attack towards the opponent. Aside from the auto turn and jump arc it is identical in all other regards. This move is accompanied by a voice sample and a trail of graphical sparkles. Fairly useful movement option, though not something to be spammed recklessly if not tiger-kneeing into Soul Flash.
| width="" | [[image:Lilith-fmp.png‎‎|center]]
| width="" style="background:#f0f0f0;"| '''MP'''
[ Startup: 8 | Hit:+4 | Block:+3 (normal) ]
[ Startup: 7 | Hit:+5 | Block:+4 (dashing)]


Side Chop. Good long hitbox, cancelable, and excellent frame advantage on hit/block make this rather ideal for dash pressure and general midrange poking. Your basic go-to move when at a distance. It is important to learn which characters can crouch under this move. Has a hitbox located higher than MK so it is often used to catch people jumping out of pressure and also used to guard break after a blocked airchain.
{{TOClimit|2}}
|-
{{#vardefine:cargoTable|VSAV_MoveData}}
| width="" | [[image:Lilith-nmp.png‎‎|center]]
[[/Data]]
| width="" | '''n.MP'''
=== Normal Moves ===
[ Startup: 6 | Hit:-5 | Block:-6 (normal) ]
[ Startup: 5 | Hit:-4 | Block:-5 (dashing)]


Drill. Nearly worthless, try to avoid using this. The hitbox is deceptively high and small so it will whiff crouching characters and it does not make for an anti-air either. The frame disadvantage on this move is terrible as well. It's one saving grace is that it's canceable, but during a dash it's neither cancelable or chainable so you most definitely want to avoid using it during a dash unless you fully intend to LI cancel it.
==== Standing Normals ====


:• At 36 pixels away from the opponent this turns into Far 5.MP.
=====<font style="visibility:hidden; float:right">5LP</font>=====
{{MoveDataCargo
| title = 5 LP
| input = 5LP
| images =
{{MoveDataCargoImage|LI_5LP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_5LP|caption=|hitbox=yes}}
| info =
A strange 5LP that hits high up, whiffing on most crouching characters. Good on hit/block, but it's rarely worth using in block pressure with how low many characters can crouch in this game—instead, it's primarily used for keeping people from dashing/hopping in or out of your pressure, or for guard breaking. High level Lilith players will use 66LP as a low-committal ireppa punish that can quickly recover to also setup a throw (input 66LP, ~6HP). Also useful as a dash cancel for general movement / spacing as it's your fastest standing normal.  
{{AttackDataCargo-VSAV/Query|LI_5LP}}
}}


|-
=====<font style="visibility:hidden; float:right">5MP</font>=====
| width="" | [[image:Lilith-fhp.png‎‎|center]]
{{MoveDataCargo
| width="" style="background:#f0f0f0;"| '''HP'''
| title = 5 MP
[ Startup: 9 | Hit:-1 | Block:-2 (normal) ]
| input = 5MP
[ Startup: 8 | Hit:-0 | Block:-1 (dashing)]
| images =
{{MoveDataCargoImage|LI_5MP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_5MP|caption=|hitbox=yes}}
| info =
A good poke with an effective hitbox, cancelability, and good frame advantage on hit/block. It's notably slower than your other mid-range pokes, however, so choosing the right poke isn't always as easy as it seems. It's a go-to move when at a distance for stopping ireppa and keeping an opponent blocking. Lilith can link off of this if it hits from a dash with 2LK. Whiffs on crouching QB & Gallon.
{{AttackDataCargo-VSAV/Query|LI_5MP}}
}}


Needles. Pretty good hitbox, but not very good frame advantage. This is sometimes used due to the long active duration, which allows one to buffer LI easily during it, and also to slide a great distance during a dash. One could use it as a meaty due to it's long active hitframes, but in general it's only very sparsely used. Although n.HP is preferred, the dashing version is a good way to guardbreak after a blocked fireball or a blocked j.HK due it large horizontal hitbox.
=====<font style="visibility:hidden; float:right">5HP</font>=====
|-
{{MoveDataCargo
| width="" | [[image:Lilith-nhp.png‎‎|center]]
| title = 5 HP
| width="" | '''n.HP'''
| input = 5HP
[ Startup: 9 | Hit:+3 | Block:+2 (normal) ]
| images =
[ Startup: 8 | Hit:+4 | Block:+3 (dashing)]
{{MoveDataCargoImage|LI_5HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_5HP|caption=|hitbox=yes}}
| info =
Has a large hitbox, but hefty recovery. Acts as a solid anti-air to beat upback if properly timed, and CL.HP will come out and anti-air anyway if they're too close. One could use it as a meaty due to its long active frames, but Lilith's other buttons are advantageous enough that there typically isn't a need for that. It's most useful against characters like Q-Bee, as it can cover their short hop angles well. Lilith players will poke with 66HP for a frame-trap; sometimes this version comes out instead of CL.5HP and it's still pretty effective. 66HP is also a good LI opportunity, but the range is finnicky.
{{AttackDataCargo-VSAV/Query|LI_5HP}}
}}


Upper Spikes. This is the preferred move to use when attempting to input a throw, since accidentally getting this is way better than accidentally getting n.MP. Although it's not special cancelable it has decent frame advantage and a rather bizarre/interesting hitbox. This move seems to move Lilith forward a deceptive amount making quite a lot of counter-pokes whiff through her body entirely. It also has very good vertical reach so it's a pretty good option select between throw/anti-jump-out.
=====<font style="visibility:hidden; float:right">5LK</font>=====
{{MoveDataCargo
| title = 5 LK
| input = 5LK
| images =
{{MoveDataCargoImage|LI_5LK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_5LK|caption=|hitbox=yes}}
| info =
A very good button to start combos and transition into pressure, especially off of dash. It can counter-poke your opponent without the worry of it being crouched, and the frame advantage is so good that you can either make frame traps on block or link a 2LP/2LK/2MK on hit. This is also used after a ES Soul Flash connects: go in with 66LK and start a combo. A highly versatile button in the right hands.
{{AttackDataCargo-VSAV/Query|LI_5LK}}
}}


:• At 32 pixels away from the opponent this turns into Far 5.HP.
=====<font style="visibility:hidden; float:right">5MK</font>=====
{{MoveDataCargo
| title = 5 MK
| input = 5MK
| images =
{{MoveDataCargoImage|LI_5MK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_5MK|caption=|hitbox=yes}}
| info =
An effective ground poke with better frame data than 5MP, but in exchange it cannot be special cancelled. On a read or well-placed zurashi, you can cancel to LI. Lilith can abuse this move while dashing as it can stuff jumps and set up effective offensive routes on block. It also connects on all crouching opponents.
{{AttackDataCargo-VSAV/Query|LI_5MK}}
}}


|-
=====<font style="visibility:hidden; float:right">5HK</font>=====
| width="" | [[image:Lilith-flk.png‎‎|center]]
{{MoveDataCargo
| width="" style="background:#f0f0f0;"| '''LK'''
| title = 5 HK
[ Startup: 6 | Hit:+5 | Block:+4 | Renda: H:+8 B:+7 (normal) ]
| input = 5HK
[ Startup: 5 | Hit:+6 | Block:+5 (dashing)]
| images =
{{MoveDataCargoImage|LI_5HK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_5HK|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_5HK|2|caption=|hitbox=yes}}
| info =
A slow, multi-hitting button with poor frame data that has limited use as an anti-air, delay, or punish tool. It's too slow to be used to punish the majority of moves in the game—but its range, startup, multiple hits, and ability to be dashed in with can allow you to situationally use it as an LI confirm tool from ranges that wouldn't normally give you anything.
{{AttackDataCargo-VSAV/Query|LI_5HK}}
}}


Shin kick. Has a lower hitbox than LP which makes it more commonly used as a dash attack than LP. The far version of this move has roughly the same advantage and renda bonus as LP, however it looks identical in appearance to the close version which does not have the same advantage, making the move somewhat problematic. In general, a pretty good light attack, best if spaced to max range or chained/linked into itself.
==== Close Normals ====
|-
| width="" | [[image:Lilith-nlk.png‎‎|center]]
| width="" | '''n.LK'''
[ Startup: 6 | Hit:+3 | Block:+2 | Renda: H:+6 B:+5 (normal) ]
[ Startup: 5 | Hit:+4 | Block:+3 (dashing)]


Identical in appearance to LK, except that the frame advantage on the close version is only about half as good as the far version or LP. Be that as it may, it basically has the same uses.
=====<font style="visibility:hidden; float:right">CL.5LP</font>=====
{{MoveDataCargo
| title = Close 5LP
| input = cl.5LP
| images =
{{MoveDataCargoImage|LI_CL_5LP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_CL_5LP|caption=|hitbox=yes}}
| info =
Used as a grounded UB, an anti short hop / IAD tool or to bully tall crouchers. Combined with her dash, you can use 66LP as a jailing tool on opponents who cannot crouch it. This is all except the 5 shorties MO, LI, GA, QB, & BU. This allows frame-traps or throw traps on block as well as combo links on hit.
{{AttackDataCargo-VSAV/Query|LI_CL_5LP}}
}}


:• At 36 pixels away from the opponent this turns into Far 5.LK.
=====<font style="visibility:hidden; float:right">CL.5MP</font>=====
{{MoveDataCargo
| title = Close 5MP
| input = cl.5MP
| images =
{{MoveDataCargoImage|LI_CL_5MP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_CL_5MP|caption=|hitbox=yes}}
| info =
The hitbox is deceptively high and small so it will whiff crouching characters and it does not make for a good anti-air either. Do not use this move in competitive play
{{AttackDataCargo-VSAV/Query|LI_CL_5MP}}
}}


|-
=====<font style="visibility:hidden; float:right">CL.5HP</font>=====
| width="" | [[image:Lilith-fmk.png‎‎|center]]
{{MoveDataCargo
| width="" style="background:#f0f0f0;"| '''MK'''
| title = Close 5HP
[ Startup: 6 | Hit:+2 | Block:+1 (normal) ]
| input = cl.5HP
[ Startup: 5 | Hit:+3 | Block:+2 (dashing) ]
| images =
{{MoveDataCargoImage|LI_CL_5HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_CL_5HP|caption=|hitbox=yes}}
| info =
This is the preferred move to use when attempting to input a throw, since accidentally getting this is way better than accidentally getting 5MP. Although it's not special cancelable it has decent frame advantage and a rather bizarre/interesting hitbox that avoids a lot more attacks that it appears.In general it's a great meaty for anti-jumping, which is why it's so good as a throw/anti-jump option select. Cancel into LI on hit for big damage. This whiffs on crouching Q-Bee. It is also the ideal grounded UB move after landing from an air-string.
{{AttackDataCargo-VSAV/Query|LI_CL_5HP}}
}}


Boot. Good hitbox. However it is not cancelable and the frame advantage off it is not quite as good as far MP, but it's still advantageous. The dash version makes a pretty good tick throw setup when alternated with staggers. Due to the total worthlessness of close MP it's sometimes a good idea to use MK in order to avoid running the risk of getting close MP by accident.
=====<font style="visibility:hidden; float:right">CL.5LK</font>=====
|-
{{MoveDataCargo
| width="" | [[image:Lilith-fhk1.png‎‎|center]][[image:Lilith-fhk2.png‎‎|center]]
| title = Close 5LK
| width="" | '''HK'''
| input = cl.5LK
[ Startup: 20 | Hit:-5 | Block:-6 (normal) ]
| images =
[ Startup: 19 | Hit:-4 | Block:-5 (dashing)]
{{MoveDataCargoImage|LI_CL_5LK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_CL_5LK|caption=|hitbox=yes}}
| info =
Identical in appearance to far 5LK, except that the frame advantage on the close version is less favorable. Lilith is better off using 2LP up close, as it stuffs jumps easier & has more advantage on hit & block. Allows a renda into 2LK
{{AttackDataCargo-VSAV/Query|LI_CL_5LK}}
}}


Scythe. Despite it's very slow startup and appearance this move is not an overhead. Which basically makes it pretty worthless. You can sometimes use it as an anti-air, or to set up a frame trap LI-cancel gimmick, but in general you won't be using this move much (if at all).
=====<font style="visibility:hidden; float:right">CL.5HK</font>=====
|-
{{MoveDataCargo
| width="" | [[image:Lilith-nhk1.png‎‎|center]][[image:Lilith-nhk2.png‎‎|center]][[image:Lilith-nhk3.png‎‎|center]][[image:Lilith-nhk4.png‎‎|center]]
| title = Close 5HK
| width="" style="background:#f0f0f0;"| '''n.HK'''
| input = cl.5HK
[ Startup: 8 | Hit:-5 | Block:-6 (normal) ]
| images =
[ Startup: 7 | Hit:-4 | Block:-5 (dashing)]
{{MoveDataCargoImage|LI_CL_5HK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_CL_5HK|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_CL_5HK|2|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_CL_5HK|3|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_CL_5HK|4|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_CL_5HK|5|caption=|hitbox=yes}}
| info =
This whiffs on crouching opponents, I only see it in competitive play to punish the Pit of Blame. This move will only connect for (2) hits against most crouching opponents, so it's not the go-to LI-confirm tool we all hope for.
{{AttackDataCargo-VSAV/Query|LI_CL_5HK}}
}}


Spinner. Because this move is multi-hit, it makes for a good hit-confirm into LI, since you have plenty of time to both buffer the input and confirm the hit. Unfortunately, like the far version, it's both uncancellable and disadvantageous on hit/block, so ideally you would cancel to LI regardless if it hits or not.
==== Crouching Normals ====


:• At 36 pixels away from the opponent this turns into Far 5.HK.
=====<font style="visibility:hidden; float:right">2LP</font>=====
{{MoveDataCargo
| title = 2 LP
| input = 2LP
| images =
{{MoveDataCargoImage|LI_2LP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_2LP|caption=|hitbox=yes}}
| info =
Jab that is not a low. It's one way to confirm into LI, as chaining or linking crouching jabs into themselves begins the LI input naturally. very effective as a pressure tool as it has lots of advantage on hit & block.  
{{AttackDataCargo-VSAV/Query|LI_2LP}}
}}


|}
=====<font style="visibility:hidden; float:right">2MP</font>=====
{{MoveDataCargo
| title = 2 MP
| input = 2MP
| images =
{{MoveDataCargoImage|LI_2MP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_2MP|caption=|hitbox=yes}}
| info =
Situational anti-air against moves that plan to hit you high when standing, like Sasquatch doing an early J.MP offense. Omit from chains if you plan to connect LI at mid-screen.
{{AttackDataCargo-VSAV/Query|LI_2MP}}
}}


=== Crouching ===
=====<font style="visibility:hidden; float:right">2HP</font>=====
{{MoveDataCargo
| title = 2 HP
| input = 2HP
| images =
{{MoveDataCargoImage|LI_2HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_2HP|caption=|hitbox=yes}}
| info =
Situational Anti-air at mid-range spacing. This is an essential move for comboing LI in the corner. It's neutral on hit/block making it pretty decent even if not cmd-super-canceled.
{{AttackDataCargo-VSAV/Query|LI_2HP}}
}}


{| border="0" cellspacing="5" width="1000"
=====<font style="visibility:hidden; float:right">2LK</font>=====
| width="" | [[image:Lilith-clp.png‎‎|center]]
{{MoveDataCargo
| width="" style="background:#f0f0f0;"| '''c.LP'''
| title = 2 LK
[ Startup: 4 | Hit:+8 | Block:+7 | Renda: H:+11 B:+10 ]
| input = 2LK
| images =
{{MoveDataCargoImage|LI_2LK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_2LK|caption=|hitbox=yes}}
| info =
Hits low, cancelable, with some frame advantage. A typical low short. Not as advantageous as 2LP, but still pretty good & allows a renda bonus. This will be your basic offensive strike/throw mixing tool - 2LK or throw.  
{{AttackDataCargo-VSAV/Query|LI_2LK}}
}}


Jab. High blockable. Despite being high blockable this is one of Lilith's essential moves due to it having the highest frame advantage and renda bonus out of her moveset. It's also one of the ways she can confirm into LI, as chaining or linking crouching jabs into themselves begins the LI input. Generally a good way to reset/start dash pressure due to it having extremely good frame advantage.
=====<font style="visibility:hidden; float:right">2MK</font>=====
|-
{{MoveDataCargo
| width="" | [[image:Lilith-cmp.png‎‎|center]]
| title = 2 MK
| width="" | '''c.MP'''
| input = 2MK
[ Startup: 6 | Hit:+2 | Block:+1 ]
| images =
{{MoveDataCargoImage|LI_2MK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_2MK|caption=|hitbox=yes}}
| info =
Hits low, cancelable, decent frame advantage and very fast startup. Unique from Morrigan's in its superior range and the fact that it's as fast as a crouching light, the only downside being its increased recovery frames. Good for cancels on block or kara-cancels into Soul Flash at midrange.
{{AttackDataCargo-VSAV/Query|LI_2MK}}
}}


Wing Blades. Kind of a relatively crappy move. Her c.MK has better range, faster startup, and much better advantage. Fortunately it's not disadvantageous and it's cancelable, but for the most part she has other moves that do everything it does but better.
=====<font style="visibility:hidden; float:right">2HK</font>=====
|-
{{MoveDataCargo
| width="" | [[image:Lilith-chp.png‎‎|center]]
| title = 2 HK
| width="" style="background:#f0f0f0;"| '''c.HP'''
| input = 2HK
[ Startup: 9 | Hit:-2 | Block: -3 ]
| images =
{{MoveDataCargoImage|LI_2HK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_2HK|caption=|hitbox=yes}}
| info =
Combo into 2HK for a knockdown, or use it on block to setup a gimmicky frame-trap with a late LI cancel. It is highly unsafe on block, with the only exception being the risk of a LI cancel. Can also low profile some pokes and fireballs, letting you punish them on reaction.
{{AttackDataCargo-VSAV/Query|LI_2HK}}
}}


Wing Whip. One of Lilith's essential moves for comboing LI. Typically chained into and then cmd-super canceled into LI. It's unfortunately not frame advantageous and not cancelable, but it's also not particularly punishable. It's only mildly useful as a poke though, typically players only use it during chains.
==== Jumping Normals ====
|-
| width="" | [[image:Lilith-clk.png‎‎|center]]
| width="" | '''c.LK'''
[ Startup: 4 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]


Low Short. Hits low, cancelable, good frame advantage. A typical low short. Not as advantageous as c.LP, but still pretty good and also gains a renda bonus.
=====<font style="visibility:hidden; float:right">8J.LP</font>=====
|-
{{MoveDataCargo
| width="" | [[image:Lilith-cmk.png‎‎|center]]
| title = 8J LP
| width="" style="background:#f0f0f0;"| '''c.MK'''
| input = 8J.LP
[ Startup: 4 | Hit:-2 | Block:-3 ]
| images =
{{MoveDataCargoImage|LI_8J_LP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_8J_LP|caption=|hitbox=yes}}
| info =
Has fast start-up but very stubby range. Not a particularly effective jump-in tool, but occasionally works. This can be effective when used after a super jump to setup air-carry strings. or recovery in time to descend with appropriate air-to-ground buttons
{{AttackDataCargo-VSAV/Query|LI_8J_LP}}
}}


Low Forward. Hits low, cancelable, decent frame advantage. It's a nice poke, and is useful during dash rushdown for cancelling into Soul Flash pressure or simply to combo into Soul Flash or Merry Turn. The best part about this move though is the disturbingly fast startup, as it shares the same startup speed as c.LP and c.LK at four frames. Definitely the move of choice for special cancels.
=====<font style="visibility:hidden; float:right">8J.MP</font>=====
|-
{{MoveDataCargo
| width="" | [[image:Lilith-chk.png‎‎|center]]
| title = 8J MP
| width="" | '''c.HK'''
| input = 8J.MP
[ Startup: 14 | Hit: Knockdown | Block:-20 ]
| images =
{{MoveDataCargoImage|LI_8J_MP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_8J_MP|caption=|hitbox=yes}}
| info =
Only used in chains for the carry potential, but otherwise you only see it when competitive players are building meter or missing an air throw.
{{AttackDataCargo-VSAV/Query|LI_8J_MP}}
}}


Scythe Slide. Hits low, sweeps. This move is pretty horrible. Only use it when you're able to hitconfirm it off a normal chain. About the only other time you'd want to use this is if you were going to try a gimmicky blocked c.HK into LI frametrap.  
=====<font style="visibility:hidden; float:right">8J.HP</font>=====
|}
{{MoveDataCargo
| title = 8J HP
| input = 8J.HP
| images =
{{MoveDataCargoImage|LI_8J_HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_8J_HP|caption=|hitbox=yes}}
| info =
A fantastic attack for air-to-air, Option selects air throws & most air-to-ground interactions. It is also used in air chains or to cross-up wide opponents like LE, QA & GA.  
{{AttackDataCargo-VSAV/Query|LI_8J_HP}}
}}


=== Jumping ===
=====<font style="visibility:hidden; float:right">8J.LK</font>=====
{{MoveDataCargo
| title = 8J LK
| input = 8J.LK
| images =
{{MoveDataCargoImage|LI_8J_LK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_8J_LK|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_8J_LK|2|caption=|hitbox=yes}}
| info =
Bizarre hurtbox. Can be used to wall out opponent's from walking underneath you, due to Lilith's throwbox extending so far to the ground.
{{AttackDataCargo-VSAV/Query|LI_8J_LK}}
}}


{| border="0" cellspacing="5" width="1000"
=====<font style="visibility:hidden; float:right">8J.MK</font>=====
| width="" | [[image:Lilith-jlp.png‎‎|center]]
{{MoveDataCargo
| width="" style="background:#f0f0f0;"| '''j.LP'''
| title = 8J MK
[ Startup: 5 ]
| input = 8J.MK
| images =
{{MoveDataCargoImage|LI_8J_MK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_8J_MK|caption=|hitbox=yes}}
| info =
Can cross-up mid & wide opponents, is effective descending air-to-ground once the opponent respects your J.HP
{{AttackDataCargo-VSAV/Query|LI_8J_MK}}
}}


Needle. Typical jumping jab. Her fastest startup for a jumping attack. Sometimes used together with j.LK to confirm into LI.
=====<font style="visibility:hidden; float:right">8J.HK</font>=====
|-
{{MoveDataCargo
| width="" | [[image:Lilith-jmp.png‎‎|center]]
| title = 8J HK
| width="" | '''j.MP'''
| input =8J.HK
[ Startup: 6 ]
| images =
{{MoveDataCargoImage|LI_8J_HK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_8J_HK|caption=|hitbox=yes}}
| info =
Great range. Typically used at max range when everything else would miss. This is pretty good for beating anti-airs when spaced properly since the hitbox is so good at max range. Vertical jumping HK makes a pretty good poke or zoning tool simply because of the range & hitbox.
{{AttackDataCargo-VSAV/Query|LI_8J_HK}}
}}


Blades. Decent j.MP. The hitbox extends downwards somewhat which is good for startup a jumpin airchain, such as j.MP j.MK.
==== Diagonal Jumping Normal ====
|-
| width="" | [[image:Lilith-jhp.png‎‎|center]]
| width="" style="background:#f0f0f0;"| '''j.HP'''
[ Startup: 7 ]


Spinning Rims. Deceptive hitbox. The sprite looks like it hits all around her, but it does not. Usable as a crossup against wide characters, though not as much crossup potential as j.MK. A general purpose air-to-air or air-to-ground move. Possibly her best jumping attack, though j.LP and j.MK are her go-to moves in the air.
=====<font style="visibility:hidden; float:right">J.MP</font>=====
|-
{{MoveDataCargo
| width="" | [[image:Lilith-jlk1.png‎‎|center]][[image:Lilith-jlk2.png‎‎|center]]
| title = 9J MP
| width="" | '''j.LK'''
| input = 9J.MP
[ Startup: 6 ]
| images =
{{MoveDataCargoImage|LI_J_MP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_J_MP|caption=|hitbox=yes}}
| info =
Only used in chains for the carry potential, but otherwise you only see it when competitive players are building meter or missing an air throw.
{{AttackDataCargo-VSAV/Query|LI_J_MP}}
}}


Knee. Typical jumping short. Useful in air battles or after chicken blocking. Also useful to stuff some anti-airs.
=====<font style="visibility:hidden; float:right">J.LK</font>=====
|-
{{MoveDataCargo
| width="" | [[image:Lilith-jmk.png‎‎|center]]
| title = 9J LK
| width="" style="background:#f0f0f0;"| '''j.MK'''
| input = 9J.LK
[ Startup: 6 ]
| images =
{{MoveDataCargoImage|LI_J_LK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_J_LK|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_J_LK|2|caption=|hitbox=yes}}
| info =
Often used in chain to facilitate the air carry potential. This move's bizarre hurtbox carries with it a few interesting properties. It can prevent Lilith from jumping over the opponent, due to her throwbox extending so far to the ground. It is also particularly good at beating blockable Guard Cancels against your jump ins.
{{AttackDataCargo-VSAV/Query|LI_J_LK}}
}}


Leg Thrust. Has crossup potential. May be better as a crossup than j.HP in some regards. Also useful in air-to-air battles since it extends quite a ways forwards. Pretty good after airblocking as well since the startup is quite fast and the reach is good.
=====<font style="visibility:hidden; float:right">J.HK</font>=====
|-
{{MoveDataCargo
| width="" | [[image:Lilith-jhk.png‎‎|center]]
| title = 9J HK
| width="" | '''j.HK'''
| input = 9J.HK
[ Startup: 9 ]
| images =
{{MoveDataCargoImage|LI_J_HK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_J_HK|caption=|hitbox=yes}}
| info =
Great range. Typically used at max range when everything else would miss. This is pretty good for beating anti-airs when spaced properly since the hitbox is so good at max range. Vertical jumping HK makes a pretty good poke or zoning tool simply because of the range & hitbox.
{{AttackDataCargo-VSAV/Query|LI_J_HK}}
}}


Scythe Swing. Great range. Typically used at max range when everything else would miss. This is pretty good for beating anti-airs when spaced properly since the hitbox is so good at max range. Not very good in air-to-air battles though since the startup is slow. Vertical jumping HK makes a pretty good poke or zoning tool simply because of the range and hitbox. Still, it's not something that is used frequently, but rather just when the situation calls for it.
==== Normal Throws ====
|}


== Command Normal Moves ==
=====<font style="visibility:hidden; float:right">6MP or 6HP</font>=====
{{MoveDataCargo
| title = P THROW
| input = 6MP or 6HP
| images =
{{MoveDataCargoImage|LI_6MP_or_6HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_6MP_or_6HP|caption=|hitbox=yes}}
| info =
Highly effective when option selected with close HP. Good damage, typical for a throw. Aim to throw into the corner and avoid using 6MP to avoid the risk of getting 5MP on whiff If the opponent tech's your throw, you get to make offensive plays by showing a Shining Blade or another Throw.
{{AttackDataCargo-VSAV/Query|LI_6MP_or_6HP}}
}}


'''P Throw:''' Hug Cut. Pretty decent normal throw as Lilith recovers very quickly, giving it pretty good okizeme options. If the opponent techs they will be reset just outside of sweep range, and Lilith still recovers before the opponent, making it pretty good for okizeme even if tech'd. Ideally you'd want to throw towards the corner, and avoid using MP in order to avoid the risk of getting n.MP.
=====<font style="visibility:hidden; float:right">J.6P or J.4P</font>=====
{{MoveDataCargo
| title = AIR THROW
| input = J.6P or J.4P
| images =
{{MoveDataCargoImage|LI_J_6P_or_J_4P|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_J_6P_or_J_4P|caption=|hitbox=yes}}
| info =
Highly effective as Lilith is often super jumping & approaching with 9J.HP, so air throws option selected a lot.
{{AttackDataCargo-VSAV/Query|LI_J_6P_or_J_4P}}
}}


'''Air Throw:''' Slam. Pretty good air throw. The range is good and it grabs people in front or very slightly above her. She recovers quickly from this airthrow so even if the opponent tech hits she recovers a few frames sooner than them. It's controllable and she throws opposite of the direction held, so throwing away from the corner results in the opponent being tossed towards the corner. Not a bad anti-air option select when used in combination with chicken blocking.
=== Special Moves ===


'''Pursuit:''' Stomp. Typical pursuit in terms of speed and damage, however Lilith's pursuit is one of the few that causes the character to bounce to the other side of the opponent after using it. Thus, you don't want to use it against a cornered opponent, but if your back is to the corner it's fairly useful for getting out quickly. Because Lilith relies on okizeme so much it's generally a bad idea to use this move unless it will KO the opponent, or if you are intentionally whiffing it in order to close the distance between you and the opponent.
==== Soul Flash ====


== Movement ==
=====<font style="visibility:hidden; float:right">236P</font>=====
{{MoveDataCargo
| title = SOUL FLASH
| input = 236P
| images =
{{MoveDataCargoImage|LI_236LP|caption=Normal}}
{{MoveDataCargoImage|LI_236PP|caption=Es}}
| hitboxes =
{{MoveDataCargoImage|LI_236LP|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|LI_236PP|caption=Es|hitbox=yes}}
| info =
Slow moving fireball that can also be tiger-kneed as an anti-air zoning tool.
{{AttackDataCargo-VSAV/Query|LI_236LP}}
Slowest moving option. It's very good mid range as it provides a bit of a shield which Lilith can use to discourage jump-ins and also to set up a wall that she can move forward behind, allowing her to push her way towards the opponent by force.
{{AttackDataCargo-VSAV/Query|LI_236MP}}
Moves faster, 13 active frames. Range becomes +2/-8 to +15/+5. Pretty good if spaced perfectly or timed perfectly on a meaty.
{{AttackDataCargo-VSAV/Query|LI_236HP}}
Moves extremely fast, 6 active frames. Range becomes +2/-8 to +8/-2. Mostly useful to combo from max range.
{{AttackDataCargo-VSAV/Query|LI_236PP}}
Moves at medium speed and travels furthest with 60 active frames. It hits three times. A high damage zurashi tool in the corner that enables link on hit. try 2MK or 66LK depending on spacing
{{AttackDataCargo-VSAV/Query|LI_J_236LP}}
{{AttackDataCargo-VSAV/Query|LI_J_236MP}}
{{AttackDataCargo-VSAV/Query|LI_J_236HP}}
{{AttackDataCargo-VSAV/Query|LI_J_236PP}}
}}


'''Walk:''' Average Fast-type walk speed and height.
==== Shining Blade ====


'''Dash:''' A ground-based dash. Good movement speed, cancelable fairly early into a quickstop by pressing 4 out of a forward dash or 6 out of a back dash. Attacking during a dash will result in a while-dashing attack. Generally speaking Lilith's while-dashing attacks gain a small frame advantage over her normal attacks but lose their ability to chain or cancel. The dashing attacks also maintain some dash momentum and Lilith will continue to slide for a bit.
=====<font style="visibility:hidden; float:right">623P</font>=====
{{MoveDataCargo
| title = SHINING BLADE
| input = 623P
| images =
{{MoveDataCargoImage|LI_623LP|caption=Normal}}
{{MoveDataCargoImage|LI_623PP|caption=Es}}
| hitboxes =
{{MoveDataCargoImage|LI_623LP|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_623LP|2|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|LI_623PP|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_623PP|2|caption=Es|hitbox=yes}}
| info =
Invulnerable through the first active frame. Poor downward reach; some shorter characters/moves can effectively "safejump" it from below, be it a reversal DP or GC. 4F ground/landing recovery. While functional, do not expect the same results as Demon Cradle or Shadow Blade.
{{AttackDataCargo-VSAV/Query|LI_623LP}}
Short uppercut.
{{AttackDataCargo-VSAV/Query|LI_623MP}}
Medium uppercut.
{{AttackDataCargo-VSAV/Query|LI_623HP}}
Far/high uppercut.
{{AttackDataCargo-VSAV/Query|LI_623PP}}
This version hits three times and has much better invulnerability. The startup is faster than the normal versions at 5F (instead of 7) and the invulnerability duration is longer at 10F (instead of 7) so unlike the normal versions this one can actually be used as a reversal and is much less prone to trading. Depending on the spacing, it is possible & common that the opponent will fall out of the subsequent hits, making it unsafe on hit. On block, the animation & recovery is so committal that the opponent can setup a huge Dark Force punish.
}}


'''Jump:''' Average jump height and arc. Average startup speed and movement speed. Added cancellable landing recovery pose.
==== Guard Cancel ====


'''Super Jump:''' A much higher jump than her standard jump, and also more startup. Lilith will automatically turn around if she crosses over the opponent, allowing her to attack towards the opponent. Aside from the auto turn and jump arc it is identical in all other regards. This move is accompanied by a voice sample and a trail of graphical sparklies. Fairly useful movement option though not something to be spammed recklessly.
=====<font style="visibility:hidden; float:right">623P</font>=====
{{MoveDataCargo
| title = SHINING BLADE GC
| input = 623P
| images =
{{MoveDataCargoImage|LI_623LP|caption=Normal}}
{{MoveDataCargoImage|LI_623PP|caption=Es}}
| hitboxes =
{{MoveDataCargoImage|LI_623LP|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_623LP|2|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|LI_623PP|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_623PP|2|caption=Es|hitbox=yes}}
| info =
(GC Version): Identical to her normal/ES versions. Pretty good as a GC, as most DP-Type GC's are, though it still suffers from the same issues as the non-GC versions.
{{AttackDataCargo-VSAV/Query|LI_623LP_GC}}
Go-to GC option
{{AttackDataCargo-VSAV/Query|LI_623MP_GC}}
{{AttackDataCargo-VSAV/Query|LI_623HP_GC}}
{{AttackDataCargo-VSAV/Query|LI_623PP_GC}}
Option to spend meter to add a little more damage
}}


== Specials ==
==== Merry Turn ====
{| border="0" cellspacing="5" width="1200"
| width="" | [[image:Lilith-236p.png‎‎|center]][[image:Lilith-236pp.png‎‎|center]]
| width="" style="background:#f0f0f0;"| '''Soul Flash (fireball) – 236P (air):'''


: Lilith's most useful special move by far. A little bat ball projectile that floats a short distance before disappearing. The interesting thing about this move is that it causes a special hit-reel which makes it significantly better on hit than on block. Additionally, the attack strength used causes a drastic change in the speed in which the projectile moves. The Jab version is particularly useful for zoning and rushdown pressure, while the HP version is highly comboable due to it's speed. Because it's also possible to perform in the air it's rather handy for midrange, since being in the air means you're less prone to being comboed during the recovery than if you were on the ground. Because of this, 2369LP is a rather staple Lilith poke.
=====<font style="visibility:hidden; float:right">214K</font>=====
* '''(LP Version):''' The strength of this move is the fact that it moves slow. It's very good mid range as it provides a bit of a shield which Lilith can use to discourage jump-ins and also to set up a wall that she can move forward behind, allowing her to push her way towards the opponent by force. Additionally, although the frame advantage is +2/-8 on hit/block, the projectile moves slow and that advantage assumes you are point blank, so for every frame that it takes to reach the opponent a frame is added to the advantage of the move. Because the active frames for the LP is 35F that makes the advantage range anywhere between +2/-8 to +37/+27
{{MoveDataCargo
* '''(MP Version):''' Moves faster, 13 active frames. Range becomes +2/-8 to +15/+5. Pretty good if spaced perfectly or timed perfectly on a meaty.
| title = MERRY TURN
* '''(HP Version):''' Moves extremely fast, 6 active frames. Range becomes +2/-8 to +8/-2. Mostly useful to combo from max range.
| input = 214K
* '''(ES Version):''' Moves at medium speed and travels further, 60 active frames, also hits three times. This might have been her most useful version if it didn't hit three times, making it easymode tech/GC bait. Though, since it's autonomous of her it can still be used to pressure/mixup the opponent if they have a terrible GC and/or suck at teching. With 60 active frames and a longer travel distance it's certainly the most useful for midrange zoning.
| images =
{{MoveDataCargoImage|LI_214LK|caption=Normal}}
{{MoveDataCargoImage|LI_214KK|caption=Es}}
| hitboxes =
{{MoveDataCargoImage|LI_214LK|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_214LK|2|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|LI_214KK|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_214KK|2|caption=Es|hitbox=yes}}
| info =
A quick Tatsu-style move that is highly unsafe and whiffs on crouchers from most distances, making it highly situational if not useless. It can start Dark Force juggle combos in the corner, or be used as a meterless punish/confirm on standing opponents for a knockdown where Shining Blade wouldn't reach. Overall, though, it's not very recommended to use over other options. The first active frame is on the grounded, so it is air-state unblockable.
{{AttackDataCargo-VSAV/Query|LI_214LK}}
Short range, fastest startup, best recovery, but still very easily punishable on block/whiff.
{{AttackDataCargo-VSAV/Query|LI_214MK}}
Medium range, slower startup, worse recovery.
{{AttackDataCargo-VSAV/Query|LI_214HK}}
Far range, slowest startup, worst recovery.
{{AttackDataCargo-VSAV/Query|LI_214KK}}
This version hits four times and has the same startup speed, but better recovery than the HK version. It's also the worst against crouchers, as the multiple hits will whiff and won't even grant a knockdown at point blank range.
}}


|-
==== Pursuits ====
| width="" | [[image:Lilith-623p-head.png‎‎|center]][[image:Lilith-623p2.png‎‎|center]][[image:Lilith-623ppw.png‎‎|center]][[image:Lilith-623ppx.png‎‎|center]]
| width="" | '''Shining Blade (DP) – 623P (GC):'''


: An uppercut. The startup on all of her normal versions is 7F while the invulnerability duration is 8F, which makes it prone to losing or trading if you do it too early. It's also air blockable as soon as she leaves the ground. Thus, it's not horrifically bad as an uppercut but it's also not particularly good. Perhaps the worst aspect to it though is that the hitbox is relatively high for a DP, which also makes it prone to whiffing very small crouching characters like Q-Bee. The landing recovery once touching the ground is 4F, making it possible to punish with a ground combo.
=====<font style="visibility:hidden; float:right">8P/K or 8KK/PP</font>=====
* '''(LP Version):''' Short uppercut.
{{MoveDataCargo
* '''(MP Version):''' Medium uppercut.
| title = PURSUIT
* '''(HP Version):''' Far/high uppercut.
| input = 8P/K or 8KK/PP
* '''(ES Version):''' This version hits three times and has much better invulnerability duration compared to the startup. The startup is faster than the normal versions at 5F (instead of 7) and the invulnerability duration is longer at 10F (instead of 7) so unlike the normal versions this one can actually be used as a reversal and is much less prone to losing/trading. The downside to this is that Lilith will only hit once then teleport back to the ground to hit again, until all three hits are executed, which sometimes makes it prone to whiffing opponents on the second or third hit in certain situations. Also because the whole animation is very long and telegraphed, it's ridiculously easy to punish or block/whiff.
| images =
* '''(GC Version):''' Identical to her normal/ES versions. Pretty good as a GC, as most DP-Type GC's are, though it still suffers from the same issues as the non-GC versions. Use sparingly.
{{MoveDataCargoImage|LI_8P_or_8K|caption=Normal}}
{{MoveDataCargoImage|LI_8PP_or_8KK|caption=Es}}
| hitboxes =
{{MoveDataCargoImage|LI_8P_or_8K|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|LI_8PP_or_8KK|caption=Es|hitbox=yes}}
| info =
Typical pursuit in terms of speed and damage, however Lilith's pursuit is one of the few that causes the character to bounce to the other side of the opponent after using it. Thus, you don't want to use it against a cornered opponent, but if your back is to the corner it's fairly useful for getting out quickly. Because Lilith relies on okizeme so much it's generally a bad idea to use this move unless it will deathblow or approach at a distance. It is occasionally effective to whiff it in order to close distance.  
{{AttackDataCargo-VSAV/Query|LI_8P_or_8K}}
{{AttackDataCargo-VSAV/Query|LI_8PP_or_8KK}}
Spend meter if the Deathblow is possible
}}


|-
==== Command Throws ====
| width="" | [[image:Lilith-214k1.png‎‎|center]][[image:Lilith-214k2.png‎‎|center]][[image:Lilith-214k3.png‎‎|center]]
| width="" style="background:#f0f0f0;"| ''' Merry Turn (tatsu) – 214K:'''


: Lilith's hurricane kick wanna-be. A single hit spin move that takes her into the air. Unfortunately the recovery on this makes it not very useful unless you can hit confirm it. The only reason to use it is for a knockdown.
=====<font style="visibility:hidden; float:right">632[4]P</font>=====
* '''(LK Version):''' Short range, fastest startup, best recovery, though still very easily punishable on block/whiff.
{{MoveDataCargo
* '''(MK Version):''' Medium range, slower startup, worse recovery.
| title = MYSTIC ARROW
* '''(HK Version):''' Far range, slowest startup, worst recovery.
| input = 632[4]P
* '''(ES Version):''' This version hits four times and has the same startup speed as the HK version. Despite it also having a good distance the recovery is actually better than the MK and HK versions, but still just as bad as the LK version (highly punishable on block).
| images =
{{MoveDataCargoImage|LI_632[4]P|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_632[4]P|caption=|hitbox=yes}}
| info =
This is very atypical of a normal command throw in the sense that Lilith will hop towards the opponent before attempting the grab, which drastically limits it's use. Button strength determines the distance she hops. Because of the startup this move is rarely used. If she grabs she will shoot the opponent across the screen for a wall bounce.


|-
(LP Version): Short hop. Best version to cancel into at point blank.
| width="" | [[image:Lilith-624p.png‎‎|center]]
(MP Version): Medium hop. Can be used off far cancelable normals at max range.
| width="" | ''' Mystic Arrow (throw) - 624P:'''
(HP Version): Long hop. Not particularly useful.
{{AttackDataCargo-VSAV/Query|LI_632[4]P}}
}}


: This is very atypical of a normal command throw in the sense that Lilith will hop towards the opponent before attempting the grab, which drastically limits it's use. Button strength determines the distance she hops. Because of the startup this move is extremely rarely used. If she grabs she will shoot the opponent across the screen behind her.
=====<font style="visibility:hidden; float:right">632[4]PP</font>=====
* '''(LP Version):''' Short hop. Best version to cancel into at point blank.
{{MoveDataCargo
* '''(MP Version):''' Medium hop. Can be used off far cancelable normals at max range.
| title = ES MYSTIC ARROW
* '''(HP Version):''' Long hop. Not particularly useful.
| input = 632[4]PP
* '''(ES Version):''' Very long hop. This version will also wallslam the opponent which will allow for a followup juggle of some kind.
| images =
{{MoveDataCargoImage|LI_632[4]PP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_632[4]PP|caption=|hitbox=yes}}
| info =
This is very atypical of a normal command throw in the sense that Lilith will hop towards the opponent before attempting the grab, which drastically limits it's use. Button strength determines the distance she hops. Because of the startup this move is rarely used. If she grabs she will shoot the opponent across the screen for a wall bounce. ES enables a wall bounce & a juggle-state, so everything will combo afterwards.
{{AttackDataCargo-VSAV/Query|LI_632[4]PP}}
}}


|-
==== Ex Moves ====
| width="" |
| width="" style="background:#f0f0f0;"| ''' Super Jump (sj) - 2 7/8/9:'''


: A high jump. This will cause Lilith to jump very high and very far. In addition, if she crosses over the opponent she will automatically turn around in the air allowing you to attack towards the opponent, unlike a normal jump.
=====<font style="visibility:hidden; float:right">623KK</font>=====
|}
{{MoveDataCargo
| title = SPLENDOR LOVE
| input = 623KK
| images =
{{MoveDataCargoImage|LI_623KK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_623KK|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_623KK|2|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_623KK|3|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_623KK|4|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_623KK|5|caption=|hitbox=yes}}
| info =
Good range, but slow startup and no invulnerability. Rather than being used as a DP as it may seem, it's instead a situational punish/confirm tool, especially in scenarios where LI is out of range. It do as much damage or more than LI in some confirms, but its strange juggle properties make its damage fairly inconsistent at times. Since the input is also much safer and easier than LI, it's good to buffer from cancelable pokes like 2MK and 5MP.
{{AttackDataCargo-VSAV/Query|LI_623KK}}
}}


== Supers ==
=====<font style="visibility:hidden; float:right">LP,LP,Towards,LK,HP</font>=====
{{MoveDataCargo
| title = LUMINOUS ILLUSION
| input = LP,LP,Towards,LK,HP
| images =
{{MoveDataCargoImage|LI_LP_LP_Towards_LK_HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_LP_LP_Towards_LK_HP|caption=|hitbox=yes}}
| info =
Perhaps Lilith's most defining move, and her highest execution barrier. Being a command super, it breaks traditional canceling restrictions, allowing you to cancel into it from any of her normals, even at the end of chains. Extremely fast startup, combos off just about anything when close enough, gives great oki, and even greater damage—it's even good as a reversal in some situations. Its only real limitation is the input; but once mastered, it makes Lilith's damage off of almost everything skyrocket. Since it drags opponents in on hit, it can even catch extended hurtboxes as a punish or callout. One highly useful tidbit about the input is that you can use a down-forward instead of just forward, making confirms from crouch more natural feeling.
{{AttackDataCargo-VSAV/Query|LI_LP_LP_Towards_LK_HP}}
}}


{| border="0" cellspacing="5" width="1200"
=====<font style="visibility:hidden; float:right">J.LP,LP,Towards,LK,HP</font>=====
| width="" | [[image:Lilith-623kk3.png‎‎|center]][[image:Lilith-623kk4.png‎‎|center]][[image:Lilith-623kk5.png‎‎|center]]
{{MoveDataCargo
| width="" style="background:#f0f0f0;"| ''' Splendor Love (bats) - 623KK:'''
| title = AIR LUMINOUS ILLUSION
This has no invulnerability frames despite the motion and appearance. As far as supers go this one's not very useful. The long recovery and poor startup make it basically worthless outside of combos, especially due to the complete lack of invincibility. The only reason to use it outside of a combo is just to see Lilith naked. However, the damage is pretty decent inside combos (a tiny bit more damage than LI) and it's hit confirmable off a link into c.MK. Still, most Lilith players rather attempt a LI instead of S.Love so it's very rarely used.
| input = J.LP,LP,Towards,LK,HP
| images =
{{MoveDataCargoImage|LI_J_LP_LP_Towards_LK_HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_J_LP_LP_Towards_LK_HP|caption=|hitbox=yes}}
| info =
The air version of Luminous Illusion sadly cannot be comboed into consistently, but it can be used after blocking an opponent's air-to-air in an attempt to interrupt their string. Other than that, it's just a very unusual callout tool.
{{AttackDataCargo-VSAV/Query|LI_J_LP_LP_Towards_LK_HP}}
}}


|-
=====<font style="visibility:hidden; float:right">412[6]KK</font>=====
| width="" | [[image:Lilith-LI2.png‎‎|center]]
{{MoveDataCargo
| width="" | ''' Luminous Illusion (raging demon) - LP, LP, 6, LK, HP (air): '''
| title = GLOOMY PUPPET
Lilith's most useful super, assuming you can execute it well. Because it's a cmd super it's comboability is high. The damage is also good and it's recovery on whiff is basically non-existent (actually 1F). Even though there is some punishable recovery on block it's not especially easy to punish it. Generally speaking this is the move you want to practice doing, because it's one of Lilith's strongest assets as a use any-time any-where kind of move. The 4F startup on this move makes it an excellent point-blank punish as well.
| input = 412[6]KK
| images =
{{MoveDataCargoImage|LI_412[6]KK|caption=}}
| hitboxes =
{{MoveDataCargoImage|LI_412[6]KK|caption=|hitbox=yes}}
| info =
One of the few supers in the game that costs two stocks. Slow, unsafe, and no invulnerability, only usable in combos with very specific Dark Force routes. Damage is dependent on how well the Lilith player inputs the dance sequence. You can first use Lilith's Mimic Doll Dark Force then do the Puppet Show, since the doll will mimic the hat toss it can catch people unaware by the 2nd projectile. The game counts this super as a projectile, meaning it cannot be executed while a Soul Flash is still on-screen.


For some reason, after Dark-Force has ended, Luminous Illusion does significantly less damage. Her two Dark-Force both affect the damage in different ways. Never activate Dark-Force.
Dances probabilities:
    Dance #1 = 10/32 odds
    Dance #2 = 9/32 odds
    Dance #3 = 10/32 odds
    Dance #4 = 1/32 odds
    Dance #5 = 1/32 odds
    Dance #6 = 1/32 odds This one uses MK & HK buttons


|-
https://kakuge.com/wiki/pages/%E3%82%B0%E3%83%AB%E3%83%BC%E3%83%9F%E3%83%BC%E3%83%91%E3%83%9A%E3%83%83%E3%83%88%E3%82%B7%E3%83%A7%E3%82%A6: http://www.temptation.tk/vampire/SAVIOR/lilith/page1.htm
| width="" | [[image:Lilith-426kk1.png‎‎|center]][[image:Lilith-426kk3.png‎‎|center]]
{{AttackDataCargo-VSAV/Query|LI_412[6]KK}}
| width="" style="background:#f0f0f0;"| ''' Gloomy Puppet Show (dance) - 426KK: '''
}}
One of the few supers in the game that costs two stocks. Damage is dependent on how well the Lilith player inputs the attack inputs shown during the dance. Pretty worthless as a super, especially due to how much it costs and it's ridiculously slow startup. If the damage was actually worth it it might be something to use occasionally, but since it's not worth it this move hardly gets any use. One esoteric gimmick is to first use Lilith's Mimic Doll Dark Force then do the Puppet Show, since the doll will mimic the hat toss it can catch people unaware.
|}


== Dark Force ==
== Dark Force ==


''' Illusion Attack: Mindless Doll - Same strength P + K:'''
''' Illusion Attack: Mindless Doll - Same strength P + K:'''
: Both of Lilith's Dark Forces are fairly useful, though the recovery duration kind of hurts it. If you find yourself building up more meter than you can use, it may be a good idea to use a DF. Though ideally you'd want to knock the opponent down or superjump away from them before deactivation to avoid punishment, or use a LP/ES Soul Flash right before deactivation to help provide some cover fire.
: Both of Lilith's Dark Forces have fairly situational use.  
* '''Mimic Doll (Light/Medium Version):''' A copy image follows behind Lilith and mimics everything she does with a short delay. The doll can't be hit, but it will perform every action Lilith does exactly as she does it, which includes throwing actual fireballs and even her Puppet Show projectile. Unfortunately it's not possible to set up unblockables with this move because the doll doesn't retain overhead properties on jumping attacks. It is, however, possible to launch some pretty beefy pressure and perform custom-combo-esque juggles.
* '''Mimic Doll (Light/Medium Version):''' An intangible copy image follows behind Lilith and mimics everything she does, with a delay. The doll can't be hit, but it will perform every action Lilith does exactly as she does it, which includes throwing fireballs and even her Puppet Show projectile. Unfortunately it's not possible to set up unblockables with this move because the doll doesn't retain overhead properties on jumping attacks. It is, however, possible to launch some pretty beefy pressure and perform custom-combo style juggles in the corner.<br>The copy has no juggle restrictions, meaning you can whiff a move at the right time so that an opponent falls into the copy's attempt at the move and it will connect. Most useful, however, is juggling your Soul Flash into the copy's Soul Flash repeatedly until Dark Force ends, leading to very damaging combos. If your copy's Luminous Illusion hits the opponent as they are falling, it curiously puts them into an idle standing position, allowing you to instantly reset into a mixup of your choosing.
* '''Mirror Doll (Heavy Version):''' A copy image teleports behind the opponent and mirrors everything Lilith does with no delay. The doll will keep relative distance from the opponent as Lilith's real body, and will face towards the opponent, essentially making the opponent act as a mirror. Like the Mimic Doll the doll can't be hit but it will copy every action Lilith does exactly as she does it.
* '''Mirror Doll (Heavy Version):''' An intangible copy image teleports behind the opponent and "mirrors" everything Lilith does, without any delay. The doll will keep the same distance from the opponent as Lilith's real body in the opposite direction, essentially making the opponent act as a mirror. Since the opponent is being hit from both sides equally, Lilith's moves will have no pushback, enabling some unique combos, especially midscreen. If the distance causes the Mirror Doll to be off-screen, it will effectively despawn until it's onscreen again, meaning it cannot act as a way to hit the opponent from full screen away.
 
Though '''Mimic Doll''' is a more useful Dark Force in general as its reward with proper setup can be huge, '''Mirror Doll''' can be potentially useful midscreen if you wish to do strike/throw pressure or confirm a full chain into Luminous Illusion without having to worry about pushback. For either version, you can use a Soul Flash before it deactivates to provide cover and avoid being punished.
== Strategies ==
 
: Lilith's main damage comes from tick throwing and staggers into LI. However, she also has pretty good crossups which she can attempt to use after landing a frame advantage normal or jumpin (then rejump). Her crossups being her one and only source of reliable high/low and left/right mixups.
: Lilith lacks a solid anti-air and her pokes aren't quite as good as many of the other cast members, thus it's important to zone and poke with 236P, and preferably j.2369P in order to discourage jump-ins.
: For defense Lilith doesn't really have much to rely on other than her sub-par 623P, so maintaining initiative is crucial.  
: Due to the speed at which LI starts up and it's safety on whiff it's a pretty good idea to use it whenever you can, off anything. If it whiffs it's almost like a command dash, and if it hits you get damage since it combos off anything. You can even buffer it off dashing attacks and air attacks.
: Even though 236P's frame advantage is poor at point blank, it's quite good when used at a distance and can add a lot to her pressure game. Staggering normals into cancelable links then cancelling into 236P is going to provide you with advantageous situations, since it would be dangerous for the opponent to attempt a jump out and they won't be able to poke through the fireball, allowing Lilith to move in for free.
: It's recommended to stay on the ground as much as possible, but again due to her poor anti-air game you'll find yourself using vertical jumps, chicken block / air throw option selects, and sometimes even backdashes in addition to TK Soul Flashes in order to not get air dominated.
: A generic/common approach with Lilith would be to j.2369LP for cover, then chase it with d.MP/d.MK followed by c.LP, +c.MK xx 236P. Vary with c.LP/c.LK staggers and close d.MK into throw.
: Lilith does have a few gimmicks at her disposal, such as super jumping over the opponent and attacking once she will turn towards them. She can also use her particularly laggy d.HK or c.HK to set up an LI frametrap by intentionally confirming a block and then cancelling before the opponent retaliates. But for the most part it's not a good use of meter.
: As a gamble, Lilith can also use one of her Dark Force modes in order to bolster her midrange pressure or enhance her combo damage. Though these come at the risk of punishable deactivation which could lead to massive punishment. Generally you'll only want to take this risk if you feel you absolutely need the activation invulnerability to escape a mixup/trap or if you're very confident you can cover your deactivation window.
 
== Combos ==
 
=== Basic ===
 
:* c.LK c.MP c.MK c.HP > LI
:: Bread and butter chain into optional LI
:* c.LP c.LP +c.MK xx 214K/236P/623KK
:: A link into c.MK taking advantage of the renda bonus from chained c.LPs. Good for hit/block confirming. On block the 236P is preferred, and on hit you can combo into either 214K or 623KK for a knockdown plus damage. Alternately you can replace the c.MK with a dashing attack for added pressure.
:* c.LK c.MK c.HK
:: Useful chain for a simple knockdown. Not really that great for oki but not exactly terrible either.
:* d.MP, +c.LP, +c.MK, 236P
:: Typical airtight blockstring. On hit you can switch 236P with 214K or 623KK for a valid combo as well.
:* d.LP/d.MP/d.LK, +c.LP/+c.LK/+c.MK > etc
:: To elaborate on the above: the far range dashing LP, MP, or LK will link into c.LP or c.LK or c.MK on hit for a valid link and is also airtight on block if timed properly. However, only the far versions of these moves will reward with enough frame advantage to make it valid/airtight, not the near versions.
:* 624PP, 214HK / walking-LI or dashing-LI
:: Technically it's possible to get an LI off a max range from corner 624PP but it requires you to either walk, dash, or jump. However, 214HK is an easy followup. You can also do a dashing normal or jumping HK and it will not reset the opponent, but rather it will cause a down instead.
 
=== Situational ===
:* c.LP c.LP, +d.LP, +c.LP, MP LI
:: Only works on standing characters and requires some insanely good link timing. Alternately you can switch the MP with a +c.MK 214HK ender.
:* c.LP, +c.MK, 623KK
:: Only works point blank, or against wide characters, or in the corner.
:* Dark Force 1, c.MK, 623LP, [236LP]xN
:: Corner only. End with LI.
:* Dark Force 3, [c.LP]xN
:: Possible midscreen. End with n.HK into LI if close enough.
 
== Matchups ==
 
'''[[Vampire Savior/Q-Bee|Q-Bee]]:''' 3-7 Q-Bee's favor. By far and away Lilith's worst matchup. Q-Bee not only crouches under Lilith's fireball but also Lillith's MP. To make matters worse Q-Bee is free to poke with her low attacks right under them, totally ignoring them. That right there takes away a huge chunk of Lilith's offensive game. And on the defensive front, although fireballs can sometimes discourage an IAD spamming Q-Bee, it isn't difficult at all for the Q-Bee player to use float block option selects to get over the fireball. And if you place the fireball too high it's much too easy for the Q-Bee player to walk right up to it and poke under it. Because some of Q-Bee's pokes out range Lilith's pokes and even her fireball, this matchup is incredibly tough for Lilith. For the nail in the coffin, Q-Bee is able to anti-air Lilith very effectively, while the reverse is not true at all. The one hope Lilith has in this matchup is to neutral/defensive jump/superjump to mess with Q-Bee's IAD auto-target function, TK fireballs from a large distance, and pray for random successful LI's. Meanwhile Q-Bee can just out-poke everything all day and fish for whiffed DP attempts.
 
== Frame Data ==
=== Normals ===
{| border="1em" cellpadding="3" cellspacing="0"
| align="center" style="background:#f0f0f0;"|'''Move'''
| align="center" style="background:#f0f0f0;"|'''Startup'''
| align="center" style="background:#f0f0f0;"|'''Hit'''
'''Advantage'''
| align="center" style="background:#f0f0f0;"|'''Block'''
'''Advantage'''
| align="center" style="background:#f0f0f0;"|'''Meter'''
'''Whiff/Block/Hit'''
| align="center" style="background:#f0f0f0;"|'''Guard'''
| align="center" style="background:#f0f0f0;"|'''Cancel'''
| align="center" style="background:#f0f0f0;"|'''Notes'''
|-
| n.LP|| 5|| +6|| +5|| 0/3/6 || Mid || Yes/Rapid|| Renda+: H:+9 B:+8
|-
| n.MP|| 6|| -5|| -6|| 3/ 9/15|| Mid|| Yes||
|-
| n.HP|| 9|| +3|| +2|| 6/15/24|| Mid|| ×||
|-
| n.LK|| 6|| +3|| +2|| 0/ 3/ 6|| Mid|| Yes/Rapid|| Renda+: H:+6 B:+5
|-
| n.MK|| 6|| +2|| +1|| 3/ 9/15|| Mid|| ×||
|-
| n.HK|| 8|| -5|| -6|| 6/ 8+2*3/11+5*3|| Mid|| ×||
|-
| LP|| 5|| +6|| +5|| 0/ 3/ 6|| Mid|| Yes/Rapid|| Renda+: H:+9 B:+8
|-
| MP|| 8|| +4|| +3|| 3/ 9/15|| Mid|| Yes||
|-
| HP|| 9|| -1|| -2|| 6/15/24|| Mid|| ×||
|-
| LK|| 6|| +5|| +4|| 0/ 3/ 6|| Mid|| Yes/Rapid|| Renda+: H:+8 B:+7
|-
| MK|| 6|| +2|| +1|| 3/ 9/15|| Mid|| ×||
|-
| HK|| 20|| -5|| -6|| 6/10+4/15+9|| Mid|| ×||
|}
 
 
{| border="1em" cellpadding="3" cellspacing="0"
| align="center" style="background:#f0f0f0;"|'''Move'''
| align="center" style="background:#f0f0f0;"|'''Startup'''
| align="center" style="background:#f0f0f0;"|'''Hit'''
'''Advantage'''
| align="center" style="background:#f0f0f0;"|'''Block'''
'''Advantage'''
| align="center" style="background:#f0f0f0;"|'''Meter'''
'''Whiff/Block/Hit'''
| align="center" style="background:#f0f0f0;"|'''Guard'''
| align="center" style="background:#f0f0f0;"|'''Cancel'''
| align="center" style="background:#f0f0f0;"|'''Notes'''
|-
| c.LP|| 4|| +8|| +7|| 0/ 3/ 6|| Mid|| Yes/Rapid|| Renda+: H:+11 B:+10
|-
| c.MP|| 6|| +2|| +1|| 3/ 9/15|| Mid|| Yes||
|-
| c.HP|| 9|| -2|| -3|| 6/15/24|| Mid|| ×||
|-
| c.LK|| 4|| +6|| +5|| 0/ 3/ 6|| Low|| Yes|| Renda+: H:+9 B:+8
|-
| c.MK|| 4|| -2|| -3|| 3/ 9/15|| Low|| Yes||
|-
| c.HK|| 14|| Down|| -20|| 6/15/24|| Low|| ×||
|}
 
 
{| border="1em" cellpadding="3" cellspacing="0"
| align="center" style="background:#f0f0f0;"|'''Move'''
| align="center" style="background:#f0f0f0;"|'''Startup'''
| align="center" style="background:#f0f0f0;"|'''Hit'''
'''Advantage'''
| align="center" style="background:#f0f0f0;"|'''Block'''
'''Advantage'''
| align="center" style="background:#f0f0f0;"|'''Meter'''
'''Whiff/Block/Hit'''
| align="center" style="background:#f0f0f0;"|'''Guard'''
| align="center" style="background:#f0f0f0;"|'''Cancel'''
| align="center" style="background:#f0f0f0;"|'''Notes'''
|-
| dn.LP|| 4|| +7|| +6|| 0/ 3/ 6|| Mid|| ×||
|-
| dn.MP|| 5|| -4|| -5|| 3/ 9/15|| Mid|| ×||
|-
| dn.HP|| 8|| +4|| +3|| 6/15/24|| Mid|| ×||
|-
| dn.LK|| 5|| +4|| +3|| 0/ 3/ 6|| Mid|| ×||
|-
| dn.MK|| 5|| +3|| +2|| 3/ 9/15|| Mid|| ×||
|-
| dn.HK|| 7|| -4|| -5|| 6/ 8+2*3/11+5*3|| Mid|| ×||
|-
| d.LP|| 4|| +7|| +6|| 0/ 3/ 6|| Mid|| ×||
|-
| d.MP|| 7|| +5|| +4|| 3/ 9/15|| Mid|| ×||
|-
| d.HP|| 8|| 0|| -1|| 6/15/24|| Mid|| ×||
|-
| d.LK|| 5|| +6|| +5|| 0/ 3/ 6|| Mid|| ×||
|-
| d.MK|| 5|| +3|| +2|| 3/ 9/15|| Mid|| ×||
|-
| d.HK|| 19|| -4|| -5|| 6/10+4/15+9|| Mid|| ×||
|}
 
 
{| border="1em" cellpadding="3" cellspacing="0"
| align="center" style="background:#f0f0f0;"|'''Move'''
| align="center" style="background:#f0f0f0;"|'''Startup'''
| align="center" style="background:#f0f0f0;"|'''Meter'''
'''Whiff/Block/Hit'''
| align="center" style="background:#f0f0f0;"|'''Guard'''
| align="center" style="background:#f0f0f0;"|'''Cancel'''
| align="center" style="background:#f0f0f0;"|'''Notes'''
|-
| j.LP || 5 || 0/ 3/ 6 || High || Yes ||
|-
| j.MP|| 6|| 3/ 9/15|| High|| Yes||
|-
| j.HP|| 7|| 6/15/24|| High|| ×||
|-
| j.LK|| 6|| 0/ 3/ 6|| High|| Yes||
|-
| j.MK|| 6|| 3/ 9/15|| High|| Yes||
|-
| j.HK|| 9|| 6/15/24|| High|| ×||
|}
 
=== Specials ===
 
{| border="1em" cellpadding="3" cellspacing="0"
| align="center" style="background:#f0f0f0;"|'''Move'''
| align="center" style="background:#f0f0f0;"|'''Startup'''
| align="center" style="background:#f0f0f0;"|'''Hit'''
'''Advantage'''
| align="center" style="background:#f0f0f0;"|'''Block'''
'''Advantage'''
| align="center" style="background:#f0f0f0;"|'''Meter'''
'''Whiff/Block/Hit'''
| align="center" style="background:#f0f0f0;"|'''Guard'''
| align="center" style="background:#f0f0f0;"|'''Notes'''
|-
| 236LP||  13|| +2||  -8||  12/16/21||  Mid||  Downs Airborne Opponents
|-
| 236MP||  13||  +2||  -8||  12/16/21||  Mid
|-
| 236HP||  13||  +2||  -8||  12/16/21||  Mid
|-
| 236PP||  20||  +9||  -1||  0/ 0/ 0||  Mid
|-
| j.236LP||  12||  ||  ||  12/16/21||  Mid||  Downs Airborne Opponents
|-
| j.236MP||  12||  || || 12/16/21||  Mid||  Landing Suki: 1F
|-
| j.236HP||  12||  || || 12/16/21||  Mid
|-
| j.236PP||  19||  || || 0/ 0/ 0||  Mid
|-
| 623LP||  7||  Down||  -19||  22/26/31||  Mid||  Inv: 7F
|-
| 623MP||  7||  Down||  -21||  22/26/31||  Mid||  Landing Suki: 4F
|-
| 623HP||  7||  Down||  -25||  22/26/31||  Mid
|-
| 623PP||  5||  Down||  -36||  0/ 0/ 0||  Mid||  Inv: 10F
|-
| 214LK||  4||  Down||  -19||  18/21/24||  Mid||  Landing Suki: 10F
|-
| 214MK|| 5|| Down|| -25|| 18/21/24|| Mid
|-
| 214HK|| 6|| Down|| -30|| 18/21/24|| Mid
|-
| 214KK|| 6|| Down|| -20|| 0/ 0/ 0|| Mid
|-
| 624LP||  38||  Down||  -||  12/18||  Throw
|-
| 624MP|| 38|| Down|| -|| 12/18|| Throw
|-
| 624HP|| 38|| Down|| -|| 12/18|| Throw
|-
| 624PP|| 38|| Down|| -|| 0/ 0|| Throw||  Wallslams.
|}
 
=== Supers ===
 
{| border="1em" cellpadding="3" cellspacing="0"
| align="center" style="background:#f0f0f0;"|'''Move'''
| align="center" style="background:#f0f0f0;"|'''Gauge'''
| align="center" style="background:#f0f0f0;"|'''Startup'''
| align="center" style="background:#f0f0f0;"|'''Hit'''
'''Advantage'''
| align="center" style="background:#f0f0f0;"|'''Block'''
'''Advantage'''
| align="center" style="background:#f0f0f0;"|'''Guard'''
| align="center" style="background:#f0f0f0;"|'''Notes'''
|-
| 623KK||  1||  16||  Down||  -61||  Mid||  (*1)
|-
| LP LP 6 LK HP||  1||  4||  Down||  -23||  Mid||  (*2)
|-
| 426KK||  2||  25||  Down||  -32||  Mid|| 
|}
:'''Notes:'''


:'''1:''' Landing Suki 10F
==Colors==
:'''2:''' Landing Suki on block 10F, air version startup 2F, Invincible 1F.
[[File:colors-lilith.png]]


== Notable Players ==
== Notable Players ==


=== Japan ===
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/21.html
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/21.html
{| class="wikitable"
{| class="wikitable"
Line 549: Line 685:
|Kanto region
|Kanto region
|http://twitter.com/drastic_oval
|http://twitter.com/drastic_oval
|Best Lilith in the world.
|Arguably the best VSav player in the game's history.
|-
|-
|Take
|Take
Line 562: Line 698:
|style="text-align:center;"| HK [[file:lilith_color_hk_small.png]]
|style="text-align:center;"| HK [[file:lilith_color_hk_small.png]]
|Kanto region
|Kanto region
|http://twitter.com/kimlilith
|http://twitter.com/kimlilith<br>https://www.youtube.com/channel/UC-uHm_O2iyWmJkQ4sRValpA
|
|Arcade DIY and American BBQ enthusiast. Runs regular events for VSAV and VSAV2.
|-
|-
|Yamamoto
|Yamamoto
Line 571: Line 707:
|http://twitter.com/vineyard000
|http://twitter.com/vineyard000
|
|
|-
|Lily
|リリィ
|style="text-align:center;"| KK [[file:lilith_color_kk_small.png]]
|Kanto region
|https://twitter.com/ririrililith<br>https://www.youtube.com/channel/UCuHXlxLQPpUTHiZ0FtcdxkQ
|
|-
|Mano
|まの
|style="text-align:center;"| LP [[file:lilith_color_lp_small.png]]
|Chugoku region
|https://twitter.com/manoth5<br>https://www.twitch.tv/fantasistaokayama
|Arcade clerk and Fantasista Okayama regular. Gamest Cup Women's champion. Longtime partner of BOW (AU).
|-
|}
=== North America ===
{| class="wikitable"
!width="95"|Name (English)
!width="105"| Name (Japanese)
!width="70"| Color
!width="125"|Location
!Contact
!Notes
|-
|Diar
|ダイアー
|style="text-align:center;"| PP [[file:lilith_color_pp_small.png]]
|California, USA
|https://twitter.com/VsavDiar
|Highly talented and respected player with outstanding results. Nicknamed "AmeriKaji" for his outstanding execution. Also races cars in his spare time.
|-
|}
|}


=== South America ===


{{VSav}}
{| class="wikitable"
!width="95"|Name (English)
!width="105"| Name (Japanese)
!width="80"| Color
!width="125"|Location
!Contact
!Notes
|-
|The Seeker
|シーカー
|style="text-align:center;"| KK [[file:lilith_color_kk_small.png]]
|Brazil
|https://twitter.com/ISW_TheSeeker
|Commentates on NekoPunchi's streams, also known for his strong Morrigan.
|-
|}


=== Europe ===
{| class="wikitable"
!width="95"|Name (English)
!width="105"| Name (Japanese)
!width="70"| Color
!width="125"|Location
!Contact
!Notes
|-
|Beistraxis
|べいちゃん
|style="text-align:center;"| HK [[file:lilith_color_hk_small.png]]
|Germany
|https://twitter.com/Nanoqoun
|The Vsav Sith, Beistraxis Darkforce!!!
|-
|Cocoa
|ココア
|style="text-align:center;"| LP [[file:lilith_color_lp_small.png]]
|Hungary
|https://twitter.com/cocoayippie
|Tourney organizer and commentator. Addicted to doing Gloomy Puppet Show.
|-
|}
[[Category:Lilith]]
[[Category:Vampire Savior]]
[[Category:Vampire Savior]]
{{Navbox-VSav}}

Latest revision as of 00:53, 8 June 2024

Introduction

Lilith (リリス), the mobile Succubus.

At birth, Belial feared that Morrigan was too powerful for her own good and split her soul into three parts. He knew that in time she would come to be able to control her great power, and so sealed a portion of this power within himself, and hid the remainder inside a pocket dimension. Unbeknownst to him, this piece would develop a consciousness of its own. Jedah would discover this unfulfilled soul, and fashion it a body in order to lure Morrigan into his Majigen. Thus was the creation of Lilith, a "sister" succubus. With the reunion of the two, they combine into the powerful entity destined to rule Makai.

Lilith has a speedy ground game with big burst damage. At the highest level of play, she has to embrace a strong sense of game mechanics to overcome her mid to low tier placement.

Gameplay

Primary Objectives:

  • Pressure the opponent with dashing frame traps and Soul Flash
  • Abuse her throw/5HP option select
  • Convert stray hits into links and Luminous Illusion for big damage and okizeme
Strengths Weaknesses
  • Good walk speed and dash
  • Numerous (albeit situational) anti-airs
  • Very strong throw option select
  • High damage using Luminous Illusion for combos
  • Tremendous amount of plus frames for abusing frame advantage.
  • Tiger Knee Soul Flash is an effective low-risk tool
  • Has a super jump that compliments her air-to-air game
  • Dash pressure is effective at fighting through Tech-Hits and offers strong zurashi
  • Has the least health in the game (in the lowest health bracket)
  • High damage is meter dependent
  • Limited movement compared to the high tiers
  • Normal throw is low damage and follow-up options are limited if the opponent throw-techs
  • Command throw is a poor gimmick with significant start-up
  • Major execution barrier of links, LI cancels, and speedy confirms
VSAV Lilith Art.png

Movement

Walk: Like Morrigan, Lilith has above average walkspeed.

Dash: A ground-based dash. Good speed, cancelable very early into a quickstop by pressing 4 out of a forward dash or 6 out of a back dash. Attacking during a dash will result in a while-dashing attack. All of Lilith's dashing attacks will gain an extra frame of advantage (additional +1 to all dash buttons) as well as a frame less start up. The dashing attacks maintain some momentum, so Lilith will continue to slide a bit. This dash is core to Lilith's gameplan, pressure, punishes, and more—be sure to use it!

Jump: Average jump height and arc. Average startup speed and movement speed. Added cancellable landing recovery pose.

Super Jump: A much higher jump than her standard jump, and also more startup. Lilith will automatically turn around if she crosses over the opponent, allowing her to attack towards the opponent. Aside from the auto turn and jump arc it is identical in all other regards. This move is accompanied by a voice sample and a trail of graphical sparkles. Fairly useful movement option, though not something to be spammed recklessly if not tiger-kneeing into Soul Flash.

/Data

Normal Moves

Standing Normals

5LP
5 LP
5LP
Vsav-LI-5-lp.png
Vsav-LI-5-lp-hitbox.png
Hitboxes Off
Hitboxes On
A strange 5LP that hits high up, whiffing on most crouching characters. Good on hit/block, but it's rarely worth using in block pressure with how low many characters can crouch in this game—instead, it's primarily used for keeping people from dashing/hopping in or out of your pressure, or for guard breaking. High level Lilith players will use 66LP as a low-committal ireppa punish that can quickly recover to also setup a throw (input 66LP, ~6HP). Also useful as a dash cancel for general movement / spacing as it's your fastest standing normal.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 7 6 5 H: 9 G: 8
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 6 3 H: 6 G: 3 W: 0
5MP
5 MP
5MP
Vsav-LI-5-mp.png
Vsav-LI-5-mp-hitbox.png
Hitboxes Off
Hitboxes On
A good poke with an effective hitbox, cancelability, and good frame advantage on hit/block. It's notably slower than your other mid-range pokes, however, so choosing the right poke isn't always as easy as it seems. It's a go-to move when at a distance for stopping ireppa and keeping an opponent blocking. Lilith can link off of this if it hits from a dash with 2LK. Whiffs on crouching QB & Gallon.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 3 17 4 3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 15 6 H: 15 G: 9 W: 3
5HP
5 HP
5HP
Vsav-LI-5-hp.png
Vsav-LI-5-hp-hitbox.png
Hitboxes Off
Hitboxes On
Has a large hitbox, but hefty recovery. Acts as a solid anti-air to beat upback if properly timed, and CL.HP will come out and anti-air anyway if they're too close. One could use it as a meaty due to its long active frames, but Lilith's other buttons are advantageous enough that there typically isn't a need for that. It's most useful against characters like Q-Bee, as it can cover their short hop angles well. Lilith players will poke with 66HP for a frame-trap; sometimes this version comes out instead of CL.5HP and it's still pretty effective. 66HP is also a good LI opportunity, but the range is finnicky.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 4 26 -1 -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19 6 H: 24 G: 15 W: 6
5LK
5 LK
5LK
Vsav-LI-5-lk.png
Vsav-LI-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
A very good button to start combos and transition into pressure, especially off of dash. It can counter-poke your opponent without the worry of it being crouched, and the frame advantage is so good that you can either make frame traps on block or link a 2LP/2LK/2MK on hit. This is also used after a ES Soul Flash connects: go in with 66LK and start a combo. A highly versatile button in the right hands.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 8 5 4 H: 8 G: 7
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 7 4 H: 6 G: 3 W: 0
5MK
5 MK
5MK
Vsav-LI-5-mk.png
Vsav-LI-5-mk-hitbox.png
Hitboxes Off
Hitboxes On
An effective ground poke with better frame data than 5MP, but in exchange it cannot be special cancelled. On a read or well-placed zurashi, you can cancel to LI. Lilith can abuse this move while dashing as it can stuff jumps and set up effective offensive routes on block. It also connects on all crouching opponents.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 16 2 1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 15 6 H: 15 G: 9 W: 3
5HK
5 HK
5HK
Vsav-LI-5-hk.png
Vsav-LI-5-hk-1-hitbox.png
Vsav-LI-5-hk-2-hitbox.png
Hitboxes Off
Hitboxes On
A slow, multi-hitting button with poor frame data that has limited use as an anti-air, delay, or punish tool. It's too slow to be used to punish the majority of moves in the game—but its range, startup, multiple hits, and ability to be dashed in with can allow you to situationally use it as an LI confirm tool from ranges that wouldn't normally give you anything.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
20 3,2 30 -5 -6 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 7+19 2+8 H: 15+9 G: 10+4 W: 6

Close Normals

CL.5LP
Close 5LP
cl.5LP
Vsav-LI-cl-lp.png
Vsav-LI-cl-lp-hitbox.png
Hitboxes Off
Hitboxes On
Used as a grounded UB, an anti short hop / IAD tool or to bully tall crouchers. Combined with her dash, you can use 66LP as a jailing tool on opponents who cannot crouch it. This is all except the 5 shorties MO, LI, GA, QB, & BU. This allows frame-traps or throw traps on block as well as combo links on hit.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 7 6 5 H: 9 G: 8
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 7 3 H: 6 G: 3 W: 0
CL.5MP
Close 5MP
cl.5MP
Vsav-LI-cl-mp.png
Vsav-LI-cl-mp-hitbox.png
Hitboxes Off
Hitboxes On
The hitbox is deceptively high and small so it will whiff crouching characters and it does not make for a good anti-air either. Do not use this move in competitive play
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 4 22 -5 -6 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 16 6 H: 15 G: 9 W: 3
CL.5HP
Close 5HP
cl.5HP
Vsav-Li-cl-hp.png
Vsav-LI-cl-hp-hitbox.png
Hitboxes Off
Hitboxes On
This is the preferred move to use when attempting to input a throw, since accidentally getting this is way better than accidentally getting 5MP. Although it's not special cancelable it has decent frame advantage and a rather bizarre/interesting hitbox that avoids a lot more attacks that it appears.In general it's a great meaty for anti-jumping, which is why it's so good as a throw/anti-jump option select. Cancel into LI on hit for big damage. This whiffs on crouching Q-Bee. It is also the ideal grounded UB move after landing from an air-string.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 22 3 2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 7 H: 24 G: 15 W: 6
CL.5LK
Close 5LK
cl.5LK
Vsav-LI-5-lk.png
Vsav-LI-cl-lk-hitbox.png
Hitboxes Off
Hitboxes On
Identical in appearance to far 5LK, except that the frame advantage on the close version is less favorable. Lilith is better off using 2LP up close, as it stuffs jumps easier & has more advantage on hit & block. Allows a renda into 2LK
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 10 3 2 H: 6 G: 5
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 7 4 H: 6 G: 3 W: 0
CL.5HK
Close 5HK
cl.5HK
Vsav-LI-cl-hk-1.png
Vsav-LI-cl-hk-1-hitbox.png
Vsav-LI-cl-hk-2-hitbox.png
Vsav-LI-cl-hk-3-hitbox.png
Vsav-LI-cl-hk-4-hitbox.png
Vsav-LI-cl-hk-5-hitbox.png
Hitboxes Off
Hitboxes On
This whiffs on crouching opponents, I only see it in competitive play to punish the Pit of Blame. This move will only connect for (2) hits against most crouching opponents, so it's not the go-to LI-confirm tool we all hope for.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 3,3,3,3 27 -5 -6 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6x4 2x4 H: 11+5x3 G: 8+2x3 W: 6

Crouching Normals

2LP
2 LP
2LP
Vsav-LI-2-lp.png
Vsav-LI-2-lp-hitbox.png
Hitboxes Off
Hitboxes On
Jab that is not a low. It's one way to confirm into LI, as chaining or linking crouching jabs into themselves begins the LI input naturally. very effective as a pressure tool as it has lots of advantage on hit & block.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 3 8 8 7 H: 11 G: 10
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 6 3 H: 6 G: 3 W: 0
2MP
2 MP
2MP
Vsav-LI-2-mp.png
Vsav-LI-2-mp-hitbox.png
Hitboxes Off
Hitboxes On
Situational anti-air against moves that plan to hit you high when standing, like Sasquatch doing an early J.MP offense. Omit from chains if you plan to connect LI at mid-screen.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 18 3 2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 15 6 H: 15 G: 9 W: 3
2HP
2 HP
2HP
Vsav-LI-2-hp.png
Vsav-LI-2-hp-hitbox.png
Hitboxes Off
Hitboxes On
Situational Anti-air at mid-range spacing. This is an essential move for comboing LI in the corner. It's neutral on hit/block making it pretty decent even if not cmd-super-canceled.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 24 -2 -3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 8 H: 24 G: 15 W: 6
2LK
2 LK
2LK
Vsav-LI-2-lk.png
Vsav-LI-2-lk-hitbox.png
Hitboxes Off
Hitboxes On
Hits low, cancelable, with some frame advantage. A typical low short. Not as advantageous as 2LP, but still pretty good & allows a renda bonus. This will be your basic offensive strike/throw mixing tool - 2LK or throw.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 3 10 6 5 H: 9 G: 8
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 5 2 H: 6 G: 3 W: 0
2MK
2 MK
2MK
Vsav-LI-2-mk.png
Vsav-LI-2-mk-hitbox.png
Hitboxes Off
Hitboxes On
Hits low, cancelable, decent frame advantage and very fast startup. Unique from Morrigan's in its superior range and the fact that it's as fast as a crouching light, the only downside being its increased recovery frames. Good for cancels on block or kara-cancels into Soul Flash at midrange.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 3 24 -2 -3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 15 6 H: 15 G: 9 W: 3
2HK
2 HK
2HK
Vsav-LI-2-hk.png
Vsav-LI-2-hk-hitbox.png
Hitboxes Off
Hitboxes On
Combo into 2HK for a knockdown, or use it on block to setup a gimmicky frame-trap with a late LI cancel. It is highly unsafe on block, with the only exception being the risk of a LI cancel. Can also low profile some pokes and fireballs, letting you punish them on reaction.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 8 27 - -20 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 18 8 H: 24 G: 15 W: 6

Jumping Normals

8J.LP
8J LP
8J.LP
Vsav-LI-j-lp.png
Vsav-LI-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
Has fast start-up but very stubby range. Not a particularly effective jump-in tool, but occasionally works. This can be effective when used after a super jump to setup air-carry strings. or recovery in time to descend with appropriate air-to-ground buttons
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 5 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 8 4 H: 6 G: 3 W: 0
8J.MP
8J MP
8J.MP
Vasv-Li-j-mp.png
Vsav-LI-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Only used in chains for the carry potential, but otherwise you only see it when competitive players are building meter or missing an air throw.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 17 7 H: 15 G: 9 W: 3
8J.HP
8J HP
8J.HP
Vsav-LI-j-hp.png
Vsav-LI-j-hp-hitbox.png
Hitboxes Off
Hitboxes On
A fantastic attack for air-to-air, Option selects air throws & most air-to-ground interactions. It is also used in air chains or to cross-up wide opponents like LE, QA & GA.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 9 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 20 8 H: 24 G: 15 W: 6
8J.LK
8J LK
8J.LK
Vsav-LI-j-lk.png
Vsav-LI-j-lk-1-hitbox.png
Vsav-LI-j-lk-2-hitbox.png
Hitboxes Off
Hitboxes On
Bizarre hurtbox. Can be used to wall out opponent's from walking underneath you, due to Lilith's throwbox extending so far to the ground.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 7 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 5 2 H: 6 G: 3 W: 0
8J.MK
8J MK
8J.MK
Vsav-LI-j-mk.png
Vsav-LI-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
Can cross-up mid & wide opponents, is effective descending air-to-ground once the opponent respects your J.HP
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 7 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 15 6 H: 15 G: 9 W: 3
8J.HK
8J HK
8J.HK
Vsav-LI-j-hk.png
Vsav-LI-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Great range. Typically used at max range when everything else would miss. This is pretty good for beating anti-airs when spaced properly since the hitbox is so good at max range. Vertical jumping HK makes a pretty good poke or zoning tool simply because of the range & hitbox.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 6 9 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 20,18 7,7 H: 24 G: 15 W: 6

Diagonal Jumping Normal

J.MP
9J MP
9J.MP
Vasv-Li-j-mp.png
Vsav-LI-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Only used in chains for the carry potential, but otherwise you only see it when competitive players are building meter or missing an air throw.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 16 6 H: 15 G: 9 W: 3
J.LK
9J LK
9J.LK
Vsav-LI-j-lk.png
Vsav-LI-j-lk-1-hitbox.png
Vsav-LI-j-lk-2-hitbox.png
Hitboxes Off
Hitboxes On
Often used in chain to facilitate the air carry potential. This move's bizarre hurtbox carries with it a few interesting properties. It can prevent Lilith from jumping over the opponent, due to her throwbox extending so far to the ground. It is also particularly good at beating blockable Guard Cancels against your jump ins.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 7 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 8 4 H: 6 G: 3 W: 0
J.HK
9J HK
9J.HK
Vsav-LI-j-hk.png
Vsav-LI-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Great range. Typically used at max range when everything else would miss. This is pretty good for beating anti-airs when spaced properly since the hitbox is so good at max range. Vertical jumping HK makes a pretty good poke or zoning tool simply because of the range & hitbox.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 10 10 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 20,18 7,7 H: 24 G: 15 W: 6

Normal Throws

6MP or 6HP
P THROW
6MP or 6HP
Vsav-LI-ground-throw.png
Vsav-LI-ground-throw.png
Hitboxes Off
Hitboxes On
Highly effective when option selected with close HP. Good damage, typical for a throw. Aim to throw into the corner and avoid using 6MP to avoid the risk of getting 5MP on whiff If the opponent tech's your throw, you get to make offensive plays by showing a Shining Blade or another Throw.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 93 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-92 whole body 19 (6) 9 (3) H: 9 G: 0 W: 0
J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-LI-air-throw.png
Vsav-LI-air-throw.png
Hitboxes Off
Hitboxes On
Highly effective as Lilith is often super jumping & approaching with 9J.HP, so air throws option selected a lot.
J.6P or J.4P
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 81 + 1 + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-81 whole body 22 (22) 7 (7) H: 9 G: 0 W: 0

Special Moves

Soul Flash

236P
SOUL FLASH
236P
Vsav-LI-soul-flash.png
Normal
Vsav-LI-es-soul-flash.png
Es
Vsav-LI-soul-flash-hitbox.png
Normal
Vsav-LI-es-soul-flash-hitbox.png
Es
Hitboxes Off
Hitboxes On
Slow moving fireball that can also be tiger-kneed as an anti-air zoning tool.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 49 33 2 -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 6 H: 21 G: 16 W: 12

Slowest moving option. It's very good mid range as it provides a bit of a shield which Lilith can use to discourage jump-ins and also to set up a wall that she can move forward behind, allowing her to push her way towards the opponent by force.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 17 33 2 -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 6 H: 21 G: 16 W: 12

Moves faster, 13 active frames. Range becomes +2/-8 to +15/+5. Pretty good if spaced perfectly or timed perfectly on a meaty.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 9 33 2 -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 6 H: 21 G: 16 W: 12

Moves extremely fast, 6 active frames. Range becomes +2/-8 to +8/-2. Mostly useful to combo from max range.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
20 81 35 9 -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 11x3 4x3 H: 0 G: 0 W: 0

Moves at medium speed and travels furthest with 60 active frames. It hits three times. A high damage zurashi tool in the corner that enables link on hit. try 2MK or 66LK depending on spacing

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 49 variable + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 6 H: 21 G: 16 W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 17 variable + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 6 H: 21 G: 16 W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 9 variable + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 6 H: 21 G: 16 W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
19 81 variable + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 11x3 4x3 H: 0 G: 0 W: 0

Shining Blade

623P
SHINING BLADE
623P
Vsav-LI-shining-blade.png
Normal
Vsav-LI-es-shining-blade-1.png
Es
Vsav-LI-shining-blade-1-hitbox.png
Vsav-LI-shining-blade-2-hitbox.png
Normal
Vsav-LI-es-shining-blade-1-hitbox.png
Vsav-LI-es-shining-blade-1.png-hitbox.png
Es
Hitboxes Off
Hitboxes On
Invulnerable through the first active frame. Poor downward reach; some shorter characters/moves can effectively "safejump" it from below, be it a reversal DP or GC. 4F ground/landing recovery. While functional, do not expect the same results as Demon Cradle or Shadow Blade.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 15 24 + landing 4 - -19 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body, 8-9 not head 23,16 6,5 H: 31 G: 26 W: 22

Short uppercut.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 19 22 + landing 4 - -21 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body, 8-9 not head 25,17 7,5 H: 31 G: 26 W: 22

Medium uppercut.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 21 24 + landing 4 - -25 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body, 8-9 not head 27,18 8,5 H: 31 G: 26 W: 22

Far/high uppercut.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 12(14)14(15)15 41 + landing 4 - -36 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-10 whole body (28,17)+(23,12)+(20,10) (11,6)+(9,4)+(8,3) H: 0 G: 0 W: 0
This version hits three times and has much better invulnerability. The startup is faster than the normal versions at 5F (instead of 7) and the invulnerability duration is longer at 10F (instead of 7) so unlike the normal versions this one can actually be used as a reversal and is much less prone to trading. Depending on the spacing, it is possible & common that the opponent will fall out of the subsequent hits, making it unsafe on hit. On block, the animation & recovery is so committal that the opponent can setup a huge Dark Force punish.

Guard Cancel

623P
SHINING BLADE GC
623P
Vsav-LI-shining-blade.png
Normal
Vsav-LI-es-shining-blade-1.png
Es
Vsav-LI-shining-blade-1-hitbox.png
Vsav-LI-shining-blade-2-hitbox.png
Normal
Vsav-LI-es-shining-blade-1-hitbox.png
Vsav-LI-es-shining-blade-1.png-hitbox.png
Es
Hitboxes Off
Hitboxes On
(GC Version): Identical to her normal/ES versions. Pretty good as a GC, as most DP-Type GC's are, though it still suffers from the same issues as the non-GC versions.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 15 24 + landing 4 - -19 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body, 8-9 not head 11,7 3,2 H: 31 G: 26 W: 22

Go-to GC option

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 19 22 + landing 4 - -21 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body, 8-9 not head 12,8 3,2 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 21 24 + landing 4 - -25 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body, 8-9 not head 13,8 4,2 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 12(14)14(15)15 41 + landing 4 - -36 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-10 whole body (13,8)+(11,6)+(10,4) (5,3)+(4,2)+(4,1) H: 0 G: 0 W: 0
Option to spend meter to add a little more damage

Merry Turn

214K
MERRY TURN
214K
Vsav-LI-merry-turn.png
Normal
Vsav-LI-es-merry-turn.png
Es
Vsav-LI-merry-turn-1-hitbox.png
Vsav-LI-merry-turn-2-hitbox.png
Normal
Vsav-LI-es-merry-turn-1-hitbox.png
Vsav-LI-es-merry-turn-2-hitbox.png
Es
Hitboxes Off
Hitboxes On
A quick Tatsu-style move that is highly unsafe and whiffs on crouchers from most distances, making it highly situational if not useless. It can start Dark Force juggle combos in the corner, or be used as a meterless punish/confirm on standing opponents for a knockdown where Shining Blade wouldn't reach. Overall, though, it's not very recommended to use over other options. The first active frame is on the grounded, so it is air-state unblockable.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 15 18 + landing 10 - -19 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 2-6 feet 22 6 H: 24 G: 21 W: 18

Short range, fastest startup, best recovery, but still very easily punishable on block/whiff.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 18 21 + landing 10 - -25 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 3-7 feet 24 7 H: 24 G: 21 W: 18

Medium range, slower startup, worse recovery.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 21 23 + landing 10 - -30 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 4-8 feet 26 8 H: 24 G: 21 W: 18

Far range, slowest startup, worst recovery.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 5,2,2,2,2,2,2,2 23 + landing 10 - -28 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 2-6 feet 20,7x3~4 6,6x3~4 H: 0 G: 0 W: 0
This version hits four times and has the same startup speed, but better recovery than the HK version. It's also the worst against crouchers, as the multiple hits will whiff and won't even grant a knockdown at point blank range.

Pursuits

8P/K or 8KK/PP
PURSUIT
8P/K or 8KK/PP
Vsav-LI-pursuit.png
Normal
Vsav-LI-es-pursuit.png
Es
Vsav-LI-pursuit-hitbox.png
Normal
Vsav-LI-pursuit-es-hitbox.png
Es
Hitboxes Off
Hitboxes On
Typical pursuit in terms of speed and damage, however Lilith's pursuit is one of the few that causes the character to bounce to the other side of the opponent after using it. Thus, you don't want to use it against a cornered opponent, but if your back is to the corner it's fairly useful for getting out quickly. Because Lilith relies on okizeme so much it's generally a bad idea to use this move unless it will deathblow or approach at a distance. It is occasionally effective to whiff it in order to close distance.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
34 1 landing 1 + turning 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid - - 7 7 H: 24 G: 0 W: 6
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
34 1 landing 1 + turning 2 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid - - 4x3 4x3 H: 0 G: 0 W: 0
Spend meter if the Deathblow is possible

Command Throws

632[4]P
MYSTIC ARROW
632[4]P
Vsav-LI-mystic-arrow.png
Vsav-LI-mystic-arrow-throw.png
Hitboxes Off
Hitboxes On
This is very atypical of a normal command throw in the sense that Lilith will hop towards the opponent before attempting the grab, which drastically limits it's use. Button strength determines the distance she hops. Because of the startup this move is rarely used. If she grabs she will shoot the opponent across the screen for a wall bounce.

(LP Version): Short hop. Best version to cancel into at point blank. (MP Version): Medium hop. Can be used off far cancelable normals at max range. (HP Version): Long hop. Not particularly useful.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
38 1 29 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 13 airborne 27 7 H: 18 G: 0 W: 12
632[4]PP
ES MYSTIC ARROW
632[4]PP
Vsav-LI-es-mystic-arrow.png
Vsav-LI-mystic-arrow-throw.png
Hitboxes Off
Hitboxes On
This is very atypical of a normal command throw in the sense that Lilith will hop towards the opponent before attempting the grab, which drastically limits it's use. Button strength determines the distance she hops. Because of the startup this move is rarely used. If she grabs she will shoot the opponent across the screen for a wall bounce. ES enables a wall bounce & a juggle-state, so everything will combo afterwards.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
38 1 29 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 13 airborne 29 8 H: 0 G: 0 W: 0

Ex Moves

623KK
SPLENDOR LOVE
623KK
Vsav-LI-splendor-love.png
Vsav-LI-splendor-love-1-hitbox.png
Vsav-LI-splendor-love-2-hitbox.png
Vsav-LI-splendor-love-3-hitbox.png
Vsav-LI-splendor-love-4-hitbox.png
Vsav-LI-splendor-love-5-hitbox.png
Hitboxes Off
Hitboxes On
Good range, but slow startup and no invulnerability. Rather than being used as a DP as it may seem, it's instead a situational punish/confirm tool, especially in scenarios where LI is out of range. It do as much damage or more than LI in some confirms, but its strange juggle properties make its damage fairly inconsistent at times. Since the input is also much safer and easier than LI, it's good to buffer from cancelable pokes like 2MK and 5MP.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
16 6,4,4,4,4,4,4,4,4,1 46 + landing 10 - -61 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-50 throw, 10-12 feet (15,6)+6x8 (5,2)+2x8 H: 0 G: 0 W: 0
LP,LP,Towards,LK,HP
LUMINOUS ILLUSION
LP,LP,Towards,LK,HP
Vsav-LI-luminous-illusion-1.png
Vsav-LI-luminous-illusion-hitbox.png
Hitboxes Off
Hitboxes On
Perhaps Lilith's most defining move, and her highest execution barrier. Being a command super, it breaks traditional canceling restrictions, allowing you to cancel into it from any of her normals, even at the end of chains. Extremely fast startup, combos off just about anything when close enough, gives great oki, and even greater damage—it's even good as a reversal in some situations. Its only real limitation is the input; but once mastered, it makes Lilith's damage off of almost everything skyrocket. Since it drags opponents in on hit, it can even catch extended hurtboxes as a punish or callout. One highly useful tidbit about the input is that you can use a down-forward instead of just forward, making confirms from crouch more natural feeling.
LP,LP,Towards,LK,HP
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 20 1 + landing 1 - -23 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1 whole body 4+1x18+12+12 2+0x18+5+5 H: 0 G: 0 W: 0
J.LP,LP,Towards,LK,HP
AIR LUMINOUS ILLUSION
J.LP,LP,Towards,LK,HP
Vsav-LI-luminous-illusion-1.png
Vsav-LI-luminous-illusion-hitbox.png
Hitboxes Off
Hitboxes On
The air version of Luminous Illusion sadly cannot be comboed into consistently, but it can be used after blocking an opponent's air-to-air in an attempt to interrupt their string. Other than that, it's just a very unusual callout tool.
J.LP,LP,Towards,LK,HP
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
2 20 1 + landing 1 - -23 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1 whole body 4+1x18+12+12 2+0x18+5+5 H: 0 G: 0 W: 0
412[6]KK
GLOOMY PUPPET
412[6]KK
Vsav-LI-gloomy-puppet-show-1.png
Vsav-LI-gloomy-puppet-show-hitbox.png
Hitboxes Off
Hitboxes On
One of the few supers in the game that costs two stocks. Slow, unsafe, and no invulnerability, only usable in combos with very specific Dark Force routes. Damage is dependent on how well the Lilith player inputs the dance sequence. You can first use Lilith's Mimic Doll Dark Force then do the Puppet Show, since the doll will mimic the hat toss it can catch people unaware by the 2nd projectile. The game counts this super as a projectile, meaning it cannot be executed while a Soul Flash is still on-screen.

Dances probabilities:

   Dance #1 = 10/32 odds
   Dance #2 = 9/32 odds
   Dance #3 = 10/32 odds
   Dance #4 = 1/32 odds
   Dance #5 = 1/32 odds
   Dance #6 = 1/32 odds This one uses MK & HK buttons

https://kakuge.com/wiki/pages/%E3%82%B0%E3%83%AB%E3%83%BC%E3%83%9F%E3%83%BC%E3%83%91%E3%83%9A%E3%83%83%E3%83%88%E3%82%B7%E3%83%A7%E3%82%A6: http://www.temptation.tk/vampire/SAVIOR/lilith/page1.htm

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
25 43 91 - -32 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 4+20 2+6 H: 0 G: 0 W: 0

Dark Force

Illusion Attack: Mindless Doll - Same strength P + K:

Both of Lilith's Dark Forces have fairly situational use.
  • Mimic Doll (Light/Medium Version): An intangible copy image follows behind Lilith and mimics everything she does, with a delay. The doll can't be hit, but it will perform every action Lilith does exactly as she does it, which includes throwing fireballs and even her Puppet Show projectile. Unfortunately it's not possible to set up unblockables with this move because the doll doesn't retain overhead properties on jumping attacks. It is, however, possible to launch some pretty beefy pressure and perform custom-combo style juggles in the corner.
    The copy has no juggle restrictions, meaning you can whiff a move at the right time so that an opponent falls into the copy's attempt at the move and it will connect. Most useful, however, is juggling your Soul Flash into the copy's Soul Flash repeatedly until Dark Force ends, leading to very damaging combos. If your copy's Luminous Illusion hits the opponent as they are falling, it curiously puts them into an idle standing position, allowing you to instantly reset into a mixup of your choosing.
  • Mirror Doll (Heavy Version): An intangible copy image teleports behind the opponent and "mirrors" everything Lilith does, without any delay. The doll will keep the same distance from the opponent as Lilith's real body in the opposite direction, essentially making the opponent act as a mirror. Since the opponent is being hit from both sides equally, Lilith's moves will have no pushback, enabling some unique combos, especially midscreen. If the distance causes the Mirror Doll to be off-screen, it will effectively despawn until it's onscreen again, meaning it cannot act as a way to hit the opponent from full screen away.

Though Mimic Doll is a more useful Dark Force in general as its reward with proper setup can be huge, Mirror Doll can be potentially useful midscreen if you wish to do strike/throw pressure or confirm a full chain into Luminous Illusion without having to worry about pushback. For either version, you can use a Soul Flash before it deactivates to provide cover and avoid being punished.

Colors

Colors-lilith.png

Notable Players

Japan

Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/21.html

Name (English) Name (Japanese) Color Location Contact Notes
Kaji HP Lilith color hp small.png Kanto region http://twitter.com/drastic_oval Arguably the best VSav player in the game's history.
Take たけ PP Lilith color pp small.png
Kim きむ HK Lilith color hk small.png Kanto region http://twitter.com/kimlilith
https://www.youtube.com/channel/UC-uHm_O2iyWmJkQ4sRValpA
Arcade DIY and American BBQ enthusiast. Runs regular events for VSAV and VSAV2.
Yamamoto 山本 MP Lilith color mp small.png Kanto region http://twitter.com/vineyard000
Lily リリィ KK Lilith color kk small.png Kanto region https://twitter.com/ririrililith
https://www.youtube.com/channel/UCuHXlxLQPpUTHiZ0FtcdxkQ
Mano まの LP Lilith color lp small.png Chugoku region https://twitter.com/manoth5
https://www.twitch.tv/fantasistaokayama
Arcade clerk and Fantasista Okayama regular. Gamest Cup Women's champion. Longtime partner of BOW (AU).

North America

Name (English) Name (Japanese) Color Location Contact Notes
Diar ダイアー PP Lilith color pp small.png California, USA https://twitter.com/VsavDiar Highly talented and respected player with outstanding results. Nicknamed "AmeriKaji" for his outstanding execution. Also races cars in his spare time.

South America

Name (English) Name (Japanese) Color Location Contact Notes
The Seeker シーカー KK Lilith color kk small.png Brazil https://twitter.com/ISW_TheSeeker Commentates on NekoPunchi's streams, also known for his strong Morrigan.

Europe

Name (English) Name (Japanese) Color Location Contact Notes
Beistraxis べいちゃん HK Lilith color hk small.png Germany https://twitter.com/Nanoqoun The Vsav Sith, Beistraxis Darkforce!!!
Cocoa ココア LP Lilith color lp small.png Hungary https://twitter.com/cocoayippie Tourney organizer and commentator. Addicted to doing Gloomy Puppet Show.
General
FAQ
Controls
Glossary
HUD
Training
Community
Tournaments
Links
Characters
Anakaris
Aulbath
Bishamon
Bulleta
Demitri
Felicia
Gallon
Jedah
Lei-Lei
Lilith
Morrigan
Q-Bee
Sasquatch
Victor
Zabel
Mechanics
Other
Hacks