Vampire Savior/Lilith: Difference between revisions

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== Movement ==
'''Walk:''' Amazing fast  walk speed, use it!
'''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.
'''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 sparklies. Fairly useful movement option though not something to be spammed recklessly.


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{{MoveDataCargoImage|LI_5LP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_5LP|caption=|hitbox=yes}}
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The hitbox is pretty high which makes it whiff most crouching characters. Advantageous on hit/block and gains a renda bonus. Primarily used for keeping people from dashing/hopping in, or for guard breaking. It has very few follow up routes. High level Lilith players will use 66LP as a low-committal ireppa punish that can quickly recovery to also setup a throw. Input 66LP, ~6HP.
{{AttackDataCargo-VSAV/Query|LI_5LP}}
{{AttackDataCargo-VSAV/Query|LI_5LP}}
The hitbox is pretty high which makes it whiff most crouching characters. Advantageous on hit/block and gains a renda bonus. Primarily used for keeping people from dashing/hopping in, or for guard breaking. It has very few follow up routes. High level Lilith players will use 66LP as a low-committal ireppa punish that can quickly recovery to also setup a throw. Input 66LP, ~6HP.
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{{MoveDataCargoImage|LI_5MP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_5MP|caption=|hitbox=yes}}
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Effective hitbox, cancelable, and good frame advantage on hit/block make this rather ideal for general mid-range poking. Your basic go-to move when at a distance for stopping Ireppa. Lilith can link off of this if it hits from a dash
{{AttackDataCargo-VSAV/Query|LI_5MP}}
{{AttackDataCargo-VSAV/Query|LI_5MP}}
Effective hitbox, cancelable, and good frame advantage on hit/block make this rather ideal for general mid-range poking. Your basic go-to move when at a distance for stopping Ireppa. Lilith can link off of this if it hits from a dash
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{{MoveDataCargoImage|LI_5HP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_5HP|caption=|hitbox=yes}}
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This is sometimes used due to the long active duration, which allows one to buffer DI easily during it. One could use it as a meaty due to it's long active hitframes, but in general it's only very sparsely used. It is only really used against Q-Bee's okizeme as it can cover her Ireppa & down-back in certain Okizeme routes where close 5HP whiffs on her. Lilith players will poke with 66HP for a frame-trap, sometimes this version of HP comes out & it is still effective
{{AttackDataCargo-VSAV/Query|LI_5HP}}
{{AttackDataCargo-VSAV/Query|LI_5HP}}
This is sometimes used due to the long active duration, which allows one to buffer DI easily during it. One could use it as a meaty due to it's long active hitframes, but in general it's only very sparsely used. It is only really used against Q-Bee's okizeme as it can cover her Ireppa & down-back in certain Okizeme routes where close 5HP whiffs on her. Lilith players will poke with 66HP for a frame-trap, sometimes this version of HP comes out & it is still effective
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{{MoveDataCargoImage|LI_5LK|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_5LK|caption=|hitbox=yes}}
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Dashing into this far version of 66LK is very strong. It can counter poke your opponent, create frame traps & you can also link 2LK on hit! This is also used after a ES Soul Flash connects, link with 66LK.
{{AttackDataCargo-VSAV/Query|LI_5LK}}
{{AttackDataCargo-VSAV/Query|LI_5LK}}
Dashing into this far version of 66LK is very strong. It can counter poke your opponent, create frame traps & you can also link 2LK on hit! This is also used after a ES Soul Flash connects, link with 66LK.
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{{MoveDataCargoImage|LI_5MK|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_5MK|caption=|hitbox=yes}}
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An effective ground poke with slightly better advantage than MP. However it is not special cancel-enabled. On a read or a well placed zurrashi you can cancel to LI. Lilith can abuse this move while dashing as it stuff jumps & sets up effective offensive routes on hit or block.
{{AttackDataCargo-VSAV/Query|LI_5MK}}
{{AttackDataCargo-VSAV/Query|LI_5MK}}
An effective ground poke with slightly better advantage than MP. However it is not special cancel-enabled. On a read or a well placed zurrashi you can cancel to LI. Lilith can abuse this move while dashing as it stuff jumps & sets up effective offensive routes on hit or block.
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{{MoveDataCargoImage|LI_5HK|2|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_5HK|2|caption=|hitbox=yes}}
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A terrible move not used in competitive play
{{AttackDataCargo-VSAV/Query|LI_5HK}}
{{AttackDataCargo-VSAV/Query|LI_5HK}}
A terrible move not use din competitive play
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{{MoveDataCargoImage|LI_CL_5LP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_CL_5LP|caption=|hitbox=yes}}
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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}}
{{AttackDataCargo-VSAV/Query|LI_CL_5LP}}
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.
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{{MoveDataCargoImage|LI_CL_5MP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_CL_5MP|caption=|hitbox=yes}}
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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}}
{{AttackDataCargo-VSAV/Query|LI_CL_5MP}}
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
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{{MoveDataCargoImage|LI_CL_5HP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_CL_5HP|caption=|hitbox=yes}}
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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}}
{{AttackDataCargo-VSAV/Query|LI_CL_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.
    • At 32 pixels away from the opponent this turns into Far 5.HP.
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{{MoveDataCargoImage|LI_CL_5LK|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_CL_5LK|caption=|hitbox=yes}}
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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.
{{AttackDataCargo-VSAV/Query|LI_CL_5LK}}
{{AttackDataCargo-VSAV/Query|LI_CL_5LK}}
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.
    • At 36 pixels away from the opponent this turns into Far 5.LK.
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{{MoveDataCargoImage|LI_CL_5HK|5|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_CL_5HK|5|caption=|hitbox=yes}}
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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}}
{{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.
    • At 36 pixels away from the opponent this turns into Far 5.HK.
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{{MoveDataCargoImage|LI_2LP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_2LP|caption=|hitbox=yes}}
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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}}
{{AttackDataCargo-VSAV/Query|LI_2LP}}
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.
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{{MoveDataCargoImage|LI_2MP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_2MP|caption=|hitbox=yes}}
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Situational anti-air against moves that plan to hit you high when standing, like Sasquatch doing an early J.MP offense.
{{AttackDataCargo-VSAV/Query|LI_2MP}}
{{AttackDataCargo-VSAV/Query|LI_2MP}}
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.
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{{MoveDataCargoImage|LI_2HP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_2HP|caption=|hitbox=yes}}
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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}}
{{AttackDataCargo-VSAV/Query|LI_2HP}}
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.
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{{MoveDataCargoImage|LI_2LK|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_2LK|caption=|hitbox=yes}}
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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}}
{{AttackDataCargo-VSAV/Query|LI_2LK}}
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.
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{{MoveDataCargoImage|LI_2MK|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_2MK|caption=|hitbox=yes}}
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Hits low, cancelable, decent frame advantage. Good for kara-cancels to soul flash at mid-far range. It's a nice poke that recovers quick enough to reactively Shining Blade if they jumped at you.
{{AttackDataCargo-VSAV/Query|LI_2MK}}
{{AttackDataCargo-VSAV/Query|LI_2MK}}
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.
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{{MoveDataCargoImage|LI_2HK|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_2HK|caption=|hitbox=yes}}
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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.
{{AttackDataCargo-VSAV/Query|LI_2HK}}
{{AttackDataCargo-VSAV/Query|LI_2HK}}
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.
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{{MoveDataCargoImage|LI_8J_LP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_8J_LP|caption=|hitbox=yes}}
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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.
{{AttackDataCargo-VSAV/Query|LI_8J_LP}}
{{AttackDataCargo-VSAV/Query|LI_8J_LP}}
Needle. Typical jumping jab. Her fastest startup for a jumping attack. Sometimes used together with j.LK to confirm into LI.
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{{MoveDataCargoImage|LI_8J_MP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_8J_MP|caption=|hitbox=yes}}
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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}}
{{AttackDataCargo-VSAV/Query|LI_8J_MP}}
Blades. Decent j.MP. The hitbox extends downwards somewhat which is good for startup a jumpin airchain, such as j.MP j.MK.
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{{MoveDataCargoImage|LI_8J_HP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_8J_HP|caption=|hitbox=yes}}
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A fantastic attack for air-to-air, Option select 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}}
{{AttackDataCargo-VSAV/Query|LI_8J_HP}}
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.
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{{MoveDataCargoImage|LI_8J_LK|2|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_8J_LK|2|caption=|hitbox=yes}}
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Relatively weak air normal that is mostly used in chain to facilitate the air carry potential.
{{AttackDataCargo-VSAV/Query|LI_8J_LK}}
{{AttackDataCargo-VSAV/Query|LI_8J_LK}}
Knee. Typical jumping short. Useful in air battles or after chicken blocking. Also useful to stuff some anti-airs.
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{{MoveDataCargoImage|LI_8J_MK|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_8J_MK|caption=|hitbox=yes}}
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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}}
{{AttackDataCargo-VSAV/Query|LI_8J_MK}}
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.
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{{MoveDataCargoImage|LI_8J_HK|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_8J_HK|caption=|hitbox=yes}}
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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}}
{{AttackDataCargo-VSAV/Query|LI_8J_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.
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{{MoveDataCargoImage|LI_J_MP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_J_MP|caption=|hitbox=yes}}
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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}}
{{AttackDataCargo-VSAV/Query|LI_J_MP}}
Blades. Decent j.MP. The hitbox extends downwards somewhat which is good for startup a jumpin airchain, such as j.MP j.MK.
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{{MoveDataCargoImage|LI_J_LK|2|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_J_LK|2|caption=|hitbox=yes}}
| info =
| info =
Relatively weak air normal that is mostly used in chain to facilitate the air carry potential.
{{AttackDataCargo-VSAV/Query|LI_J_LK}}
{{AttackDataCargo-VSAV/Query|LI_J_LK}}
Knee. Typical jumping short. Useful in air battles or after chicken blocking. Also useful to stuff some anti-airs.
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{{MoveDataCargoImage|LI_J_HK|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_J_HK|caption=|hitbox=yes}}
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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}}
{{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.
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{{MoveDataCargoImage|LI_6MP_or_6HP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_6MP_or_6HP|caption=|hitbox=yes}}
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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.
{{AttackDataCargo-VSAV/Query|LI_6MP_or_6HP}}
{{AttackDataCargo-VSAV/Query|LI_6MP_or_6HP}}
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.
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{{MoveDataCargoImage|LI_J_6P_or_J_4P|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_J_6P_or_J_4P|caption=|hitbox=yes}}
| info =
| 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}}
{{AttackDataCargo-VSAV/Query|LI_J_6P_or_J_4P}}
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.
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{{MoveDataCargoImage|LI_236PP|caption=Es|hitbox=yes}}
{{MoveDataCargoImage|LI_236PP|caption=Es|hitbox=yes}}
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| info =
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.
Slow moving fireball that can also be tiger-kneed as an anti-air zoning tool.  
{{AttackDataCargo-VSAV/Query|LI_236LP}}
{{AttackDataCargo-VSAV/Query|LI_236LP}}
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
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}}
{{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.
Moves faster, 13 active frames. Range becomes +2/-8 to +15/+5. Pretty good if spaced perfectly or timed perfectly on a meaty.
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Moves extremely fast, 6 active frames. Range becomes +2/-8 to +8/-2. Mostly useful to combo from max range.
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}}
{{AttackDataCargo-VSAV/Query|LI_236PP}}
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.
Moves at medium speed and travels furthest with 60 active frames. It hits three times. A high damage zurrasi 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_236LP}}
{{AttackDataCargo-VSAV/Query|LI_J_236MP}}
{{AttackDataCargo-VSAV/Query|LI_J_236MP}}
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{{MoveDataCargoImage|LI_623PP|2|caption=Es|hitbox=yes}}
{{MoveDataCargoImage|LI_623PP|2|caption=Es|hitbox=yes}}
| info =
| info =
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.
A sub-par uppercut that has Lilith's head vulnerable before the invulnerability runs out. It also hits high above her, so some short crouchers can cause it to whiff. The landing recovery is 4F, making it possible to punish on the ground. It's a DP, but not as effective as traditional DPs like Shadow Blade or Demon Cradle.  
{{AttackDataCargo-VSAV/Query|LI_623LP}}
{{AttackDataCargo-VSAV/Query|LI_623LP}}
Short uppercut.
Short uppercut.
Line 456: Line 460:
Far/high uppercut.
Far/high uppercut.
{{AttackDataCargo-VSAV/Query|LI_623PP}}
{{AttackDataCargo-VSAV/Query|LI_623PP}}
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.
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.
}}
}}


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{{MoveDataCargoImage|LI_623PP|2|caption=Es|hitbox=yes}}
{{MoveDataCargoImage|LI_623PP|2|caption=Es|hitbox=yes}}
| info =
| 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. Use sparingly.
(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}}
{{AttackDataCargo-VSAV/Query|LI_623LP_GC}}
Go-to GC option
{{AttackDataCargo-VSAV/Query|LI_623MP_GC}}
{{AttackDataCargo-VSAV/Query|LI_623MP_GC}}
{{AttackDataCargo-VSAV/Query|LI_623HP_GC}}
{{AttackDataCargo-VSAV/Query|LI_623HP_GC}}
{{AttackDataCargo-VSAV/Query|LI_623PP_GC}}
{{AttackDataCargo-VSAV/Query|LI_623PP_GC}}
Option to spend meter to add a little more damage
}}
}}


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{{MoveDataCargoImage|LI_214KK|2|caption=Es|hitbox=yes}}
{{MoveDataCargoImage|LI_214KK|2|caption=Es|hitbox=yes}}
| info =
| info =
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.
A terrible move that I only see Kaji use for a Cheap Kill as style points. It is recommended to not use this move.
{{AttackDataCargo-VSAV/Query|LI_214LK}}
{{AttackDataCargo-VSAV/Query|LI_214LK}}
Short range, fastest startup, best recovery, though still very easily punishable on block/whiff.
Short range, fastest startup, best recovery, though still very easily punishable on block/whiff.
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{{MoveDataCargoImage|LI_8PP_or_8KK|caption=Es|hitbox=yes}}
{{MoveDataCargoImage|LI_8PP_or_8KK|caption=Es|hitbox=yes}}
| info =
| info =
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.  
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_8P_or_8K}}
{{AttackDataCargo-VSAV/Query|LI_8PP_or_8KK}}
{{AttackDataCargo-VSAV/Query|LI_8PP_or_8KK}}
Spend meter if the Deathblow is possible
}}
}}


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{{MoveDataCargoImage|LI_632[4]P|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_632[4]P|caption=|hitbox=yes}}
| info =
| info =
{{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 rarely used. If she grabs she will shoot the opponent across the screen for a wall bounce.
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.


(LP Version): Short hop. Best version to cancel into at point blank.
(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.
(MP Version): Medium hop. Can be used off far cancelable normals at max range.
(HP Version): Long hop. Not particularly useful.
(HP Version): Long hop. Not particularly useful.
{{AttackDataCargo-VSAV/Query|LI_632[4]P}}
}}
}}


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{{MoveDataCargoImage|LI_632[4]PP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_632[4]PP|caption=|hitbox=yes}}
| info =
| 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}}
{{AttackDataCargo-VSAV/Query|LI_632[4]PP}}
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.
(ES Version): Very long hop. This version will also wallslam the opponent which will allow for a followup juggle of some kind.
}}
}}


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| info =
| info =
{{AttackDataCargo-VSAV/Query|LI_623KK}}
{{AttackDataCargo-VSAV/Query|LI_623KK}}
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 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.
This has no invulnerability frames despite the motion and appearance. The damage is good when all hits connect. The damage seems inconsistent. There are some rare anti-air & Cheap-Kill applications for this move,
}}
}}


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{{MoveDataCargoImage|LI_LP_LP_Towards_LK_HP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_LP_LP_Towards_LK_HP|caption=|hitbox=yes}}
| info =
| info =
The main combo-super because it's a command super and breaks traditional canceling restrictions. Extremely fast startup, combos off just about anything, even good as a reversal in some situations. It is an excellent tool for punishing the opponent's moves. The 6 needs to be input the direction that Morrigan is facing. lilith recovers in time to maintain effective Okizeme.
{{AttackDataCargo-VSAV/Query|LI_LP_LP_Towards_LK_HP}}
{{AttackDataCargo-VSAV/Query|LI_LP_LP_Towards_LK_HP}}
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.
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.
}}
}}


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{{MoveDataCargoImage|LI_J_LP_LP_Towards_LK_HP|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_J_LP_LP_Towards_LK_HP|caption=|hitbox=yes}}
| info =
| info =
The main combo-super because it's a command super and breaks traditional canceling restrictions. Extremely fast startup, combos off just about anything, even good as a reversal in some situations. It is an excellent tool for punishing the opponent's moves. The 6 needs to be input the direction that Morrigan is facing. lilith recovers in time to maintain effective Okizeme.
{{AttackDataCargo-VSAV/Query|LI_J_LP_LP_Towards_LK_HP}}
{{AttackDataCargo-VSAV/Query|LI_J_LP_LP_Towards_LK_HP}}
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.
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.
}}
}}


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{{MoveDataCargoImage|LI_412[6]KK|caption=|hitbox=yes}}
{{MoveDataCargoImage|LI_412[6]KK|caption=|hitbox=yes}}
| info =
| info =
{{AttackDataCargo-VSAV/Query|LI_412[6]KK}}
One of the few supers in the game that costs two stocks. 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. Gloomy Puppet cannot be executed while a Soul Flash is on-screen.
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. Gloomy Puppet cannot be executed while a Soul Flash is on-screen.


Dances probabilities:
Dances probabilities:
     Dance #1 = 10/32 odds
     Dance #1 = 10/32 odds
     Dance #2 = 9/32 odds
     Dance #2 = 9/32 odds
Line 632: Line 629:


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
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
{{AttackDataCargo-VSAV/Query|LI_412[6]KK}}
}}
}}
== Movement ==
'''Walk:''' Average Fast-type walk speed and height.
'''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.
'''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 sparklies. Fairly useful movement option though not something to be spammed recklessly.


== 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 are seldomly useful. Use Soul Flash before deactivation to provide cover.
* '''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):''' 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 juggles.
* '''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):''' 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.



Revision as of 00:19, 23 May 2023

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
  • Abuse her strong throw option select
  • Convert hits into Luminous Illusion for big damage + okizeme
Strengths Weaknesses
  • Great walk speed
  • Although situational, she has numerous 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 enables effective air-to-air options
  • Dash pressure is effective at fighting through Tech-Hits and offers strong zurashi
  • She has the least health in the game (in the lowest health bracket)
  • Her high damage is meter dependent
  • Shining Blade has a blind spot & lots of landing recovery, making it not as effective as other DPs
  • Her normal throw is weak, as the damage is low & effective follow-up options are limited if the opponent throw-techs
  • Her command throw is a gimmick with significant start-up
  • Shining Blade invincibility does not overlap her active frames & she is head vulnerable. On rare occasions it can trade or lose
  • She has a major execution barrier of links, LI cancels, & speedy confirms
VSAV Lilith Art.png

Movement

Walk: Amazing fast walk speed, use it!

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.

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 sparklies. Fairly useful movement option though not something to be spammed recklessly.

/Data

Normal Moves

Standing Normals

5LP
5LP
Vsav-LI-5-lp.png
Vsav-LI-5-lp-hitbox.png
Hitboxes Off
Hitboxes On
The hitbox is pretty high which makes it whiff most crouching characters. Advantageous on hit/block and gains a renda bonus. Primarily used for keeping people from dashing/hopping in, or for guard breaking. It has very few follow up routes. High level Lilith players will use 66LP as a low-committal ireppa punish that can quickly recovery to also setup a throw. Input 66LP, ~6HP.
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
5MP
Vsav-LI-5-mp.png
Vsav-LI-5-mp-hitbox.png
Hitboxes Off
Hitboxes On
Effective hitbox, cancelable, and good frame advantage on hit/block make this rather ideal for general mid-range poking. Your basic go-to move when at a distance for stopping Ireppa. Lilith can link off of this if it hits from a dash
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
5HP
Vsav-LI-5-hp.png
Vsav-LI-5-hp-hitbox.png
Hitboxes Off
Hitboxes On
This is sometimes used due to the long active duration, which allows one to buffer DI easily during it. One could use it as a meaty due to it's long active hitframes, but in general it's only very sparsely used. It is only really used against Q-Bee's okizeme as it can cover her Ireppa & down-back in certain Okizeme routes where close 5HP whiffs on her. Lilith players will poke with 66HP for a frame-trap, sometimes this version of HP comes out & it is still effective
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
5LK
Vsav-LI-5-lk.png
Vsav-LI-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
Dashing into this far version of 66LK is very strong. It can counter poke your opponent, create frame traps & you can also link 2LK on hit! This is also used after a ES Soul Flash connects, link with 66LK.
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
5MK
Vsav-LI-5-mk.png
Vsav-LI-5-mk-hitbox.png
Hitboxes Off
Hitboxes On
An effective ground poke with slightly better advantage than MP. However it is not special cancel-enabled. On a read or a well placed zurrashi you can cancel to LI. Lilith can abuse this move while dashing as it stuff jumps & sets up effective offensive routes on hit or block.
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
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 terrible move not used in competitive play
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
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
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
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
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.
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
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
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
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.
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
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
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
2MK
Vsav-LI-2-mk.png
Vsav-LI-2-mk-hitbox.png
Hitboxes Off
Hitboxes On
Hits low, cancelable, decent frame advantage. Good for kara-cancels to soul flash at mid-far range. It's a nice poke that recovers quick enough to reactively Shining Blade if they jumped at you.
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
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.
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
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.
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
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
Vsav-LI-j-hp.png
Vsav-LI-j-hp-hitbox.png
Hitboxes Off
Hitboxes On
A fantastic attack for air-to-air, Option select 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
Vsav-LI-j-lk.png
Vsav-LI-j-lk-1-hitbox.png
Vsav-LI-j-lk-2-hitbox.png
Hitboxes Off
Hitboxes On
Relatively weak air normal that is mostly used in chain to facilitate the air carry potential.
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
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
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
J.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
J.LK
Vsav-LI-j-lk.png
Vsav-LI-j-lk-1-hitbox.png
Vsav-LI-j-lk-2-hitbox.png
Hitboxes Off
Hitboxes On
Relatively weak air normal that is mostly used in chain to facilitate the air carry potential.
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
J.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.
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 zurrasi 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
A sub-par uppercut that has Lilith's head vulnerable before the invulnerability runs out. It also hits high above her, so some short crouchers can cause it to whiff. The landing recovery is 4F, making it possible to punish on the ground. It's a DP, but not as effective as traditional DPs like Shadow Blade or Demon Cradle.
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 terrible move that I only see Kaji use for a Cheap Kill as style points. It is recommended to not use this move.
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, though 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 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).

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
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
This has no invulnerability frames despite the motion and appearance. The damage is good when all hits connect. The damage seems inconsistent. There are some rare anti-air & Cheap-Kill applications for this move,
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
The main combo-super because it's a command super and breaks traditional canceling restrictions. Extremely fast startup, combos off just about anything, even good as a reversal in some situations. It is an excellent tool for punishing the opponent's moves. The 6 needs to be input the direction that Morrigan is facing. lilith recovers in time to maintain effective Okizeme.
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 main combo-super because it's a command super and breaks traditional canceling restrictions. Extremely fast startup, combos off just about anything, even good as a reversal in some situations. It is an excellent tool for punishing the opponent's moves. The 6 needs to be input the direction that Morrigan is facing. lilith recovers in time to maintain effective Okizeme.
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. 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. Gloomy Puppet cannot be executed while a Soul Flash is 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 are seldomly useful. Use Soul Flash before deactivation to provide cover.
  • 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 juggles.
  • 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.

Colors

Colors-lilith.gif

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 Okayama 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.
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