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. | |||
{{TOClimit|2}} | {{TOClimit|2}} | ||
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{{MoveDataCargoImage|LI_5LP|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_5LP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
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}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_5MP|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_5MP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
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}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_5HP|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_5HP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
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}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_5LK|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_5LK|caption=|hitbox=yes}} | ||
| info = | | info = | ||
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}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_5MK|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_5MK|caption=|hitbox=yes}} | ||
| info = | | info = | ||
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}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_5HK|2|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_5HK|2|caption=|hitbox=yes}} | ||
| info = | | info = | ||
A terrible move not used in competitive play | |||
{{AttackDataCargo-VSAV/Query|LI_5HK}} | {{AttackDataCargo-VSAV/Query|LI_5HK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_CL_5LP|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_CL_5LP|caption=|hitbox=yes}} | ||
| info = | | 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}} | {{AttackDataCargo-VSAV/Query|LI_CL_5LP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_CL_5MP|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_CL_5MP|caption=|hitbox=yes}} | ||
| info = | | 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}} | {{AttackDataCargo-VSAV/Query|LI_CL_5MP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_CL_5HP|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_CL_5HP|caption=|hitbox=yes}} | ||
| info = | | 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}} | {{AttackDataCargo-VSAV/Query|LI_CL_5HP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_CL_5LK|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_CL_5LK|caption=|hitbox=yes}} | ||
| info = | | 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. | |||
{{AttackDataCargo-VSAV/Query|LI_CL_5LK}} | {{AttackDataCargo-VSAV/Query|LI_CL_5LK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_CL_5HK|5|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_CL_5HK|5|caption=|hitbox=yes}} | ||
| info = | | 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}} | {{AttackDataCargo-VSAV/Query|LI_CL_5HK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_2LP|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_2LP|caption=|hitbox=yes}} | ||
| info = | | 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}} | {{AttackDataCargo-VSAV/Query|LI_2LP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_2MP|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_2MP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
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}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_2HP|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_2HP|caption=|hitbox=yes}} | ||
| info = | | 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}} | {{AttackDataCargo-VSAV/Query|LI_2HP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_2LK|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_2LK|caption=|hitbox=yes}} | ||
| info = | | 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}} | {{AttackDataCargo-VSAV/Query|LI_2LK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_2MK|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_2MK|caption=|hitbox=yes}} | ||
| info = | | info = | ||
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}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_2HK|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_2HK|caption=|hitbox=yes}} | ||
| info = | | 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. | |||
{{AttackDataCargo-VSAV/Query|LI_2HK}} | {{AttackDataCargo-VSAV/Query|LI_2HK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_8J_LP|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_8J_LP|caption=|hitbox=yes}} | ||
| info = | | 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. | |||
{{AttackDataCargo-VSAV/Query|LI_8J_LP}} | {{AttackDataCargo-VSAV/Query|LI_8J_LP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_8J_MP|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_8J_MP|caption=|hitbox=yes}} | ||
| info = | | 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}} | {{AttackDataCargo-VSAV/Query|LI_8J_MP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_8J_HP|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_8J_HP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
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}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_8J_LK|2|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_8J_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_8J_LK}} | {{AttackDataCargo-VSAV/Query|LI_8J_LK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_8J_MK|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_8J_MK|caption=|hitbox=yes}} | ||
| info = | | 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}} | {{AttackDataCargo-VSAV/Query|LI_8J_MK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_8J_HK|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_8J_HK|caption=|hitbox=yes}} | ||
| info = | | 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}} | {{AttackDataCargo-VSAV/Query|LI_8J_HK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_J_MP|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_J_MP|caption=|hitbox=yes}} | ||
| info = | | 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}} | {{AttackDataCargo-VSAV/Query|LI_J_MP}} | ||
}} | }} | ||
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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}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_J_HK|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_J_HK|caption=|hitbox=yes}} | ||
| info = | | 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}} | {{AttackDataCargo-VSAV/Query|LI_J_HK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_6MP_or_6HP|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_6MP_or_6HP|caption=|hitbox=yes}} | ||
| info = | | 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. | |||
{{AttackDataCargo-VSAV/Query|LI_6MP_or_6HP}} | {{AttackDataCargo-VSAV/Query|LI_6MP_or_6HP}} | ||
}} | }} | ||
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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}} | ||
}} | }} | ||
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{{MoveDataCargoImage|LI_236PP|caption=Es|hitbox=yes}} | {{MoveDataCargoImage|LI_236PP|caption=Es|hitbox=yes}} | ||
| info = | | info = | ||
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}} | ||
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 | 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 = | ||
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. | ||
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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 | 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 | (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 = | ||
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 = | ||
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 = | ||
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 | |||
(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}} | ||
}} | }} | ||
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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 | 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}} | ||
}} | }} | ||
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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}} | ||
}} | }} | ||
Line 619: | Line 618: | ||
{{MoveDataCargoImage|LI_412[6]KK|caption=|hitbox=yes}} | {{MoveDataCargoImage|LI_412[6]KK|caption=|hitbox=yes}} | ||
| info = | | info = | ||
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 | |||
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}} | |||
}} | }} | ||
== 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 | : 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 | * '''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 |
---|---|
|
|
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.
Normal Moves
Standing Normals
5LP
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 |
Guard Cancel
623P
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 |
Merry Turn
214K
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 |
Pursuits
8P/K or 8KK/PP
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 |
Command Throws
632[4]P
(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
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
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
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
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
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
Notable Players
Japan
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/21.html
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Kaji | — | HP ![]() |
Kanto region | http://twitter.com/drastic_oval | Arguably the best VSav player in the game's history. |
Take | たけ | PP ![]() |
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Kim | きむ | HK ![]() |
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 ![]() |
Kanto region | http://twitter.com/vineyard000 | |
Lily | リリィ | KK ![]() |
Kanto region | https://twitter.com/ririrililith https://www.youtube.com/channel/UCuHXlxLQPpUTHiZ0FtcdxkQ |
|
Mano | まの | LP ![]() |
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 ![]() |
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 ![]() |
Brazil | https://twitter.com/ISW_TheSeeker | Commentates on NekoPunchi's streams, also known for his strong Morrigan. |