Vampire Savior/Lilith: Difference between revisions
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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. | 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. Also extremely useful as a dash cancel for general movement / spacing. | ||
{{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}} | ||
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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 | 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 with 2LK. This move whiffs on crouching QB & Gallon | ||
{{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 | This is sometimes used due to the long active duration, which allows one to buffer LI 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. 66HP is a phenomenal LI opportunity | ||
{{AttackDataCargo-VSAV/Query|LI_5HP}} | {{AttackDataCargo-VSAV/Query|LI_5HP}} | ||
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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. | 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. Connects on all crouching opponents. | ||
{{AttackDataCargo-VSAV/Query|LI_5MK}} | {{AttackDataCargo-VSAV/Query|LI_5MK}} | ||
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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. | Identical in appearance to far 5LK, except that the frame advantage on the close version is less favorable. Lilith is better off using 2LP up close, as it stuffs jumps easier & has more advantage on hit & block. Allows a renda into 2LK | ||
{{AttackDataCargo-VSAV/Query|LI_CL_5LK}} | {{AttackDataCargo-VSAV/Query|LI_CL_5LK}} | ||
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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. | Situational anti-air against moves that plan to hit you high when standing, like Sasquatch doing an early J.MP offense. Omit from chains if you plan to connect LI at mid-screen. | ||
{{AttackDataCargo-VSAV/Query|LI_2MP}} | {{AttackDataCargo-VSAV/Query|LI_2MP}} | ||
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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. | Has fast start-up but very stubby range. Not a particularly effective jump-in tool, but occasionally works. This can be effective when used after a super jump to setup air-carry strings. or recovery in time to descend with appropriate air-to-ground buttons | ||
{{AttackDataCargo-VSAV/Query|LI_8J_LP}} | {{AttackDataCargo-VSAV/Query|LI_8J_LP}} | ||
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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 | A fantastic attack for air-to-air, Option selects air throws & most air-to-ground interactions. It is also used in air chains or to cross-up wide opponents like LE, QA & GA. | ||
{{AttackDataCargo-VSAV/Query|LI_8J_HP}} | {{AttackDataCargo-VSAV/Query|LI_8J_HP}} | ||
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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. | Highly effective when option selected with close HP. Good damage, typical for a throw. Aim to throw into the corner and avoid using 6MP to avoid the risk of getting 5MP on whiff If the opponent tech's your throw, you get to make offensive plays by showing a Shining Blade or another Throw. | ||
{{AttackDataCargo-VSAV/Query|LI_6MP_or_6HP}} | {{AttackDataCargo-VSAV/Query|LI_6MP_or_6HP}} | ||
}} | }} |
Revision as of 15:12, 24 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 very early into a quickstop by pressing 4 out of a forward dash or 6 out of a back dash. Attacking during a dash will result in a while-dashing attack. All of Lilith's dashing attacks gain extra frame advantage & less start up. The dashing attacks maintain some dash momentum so Lilith will continue to slide a bit. This tool is amazing. use it!
Jump: Average jump height and arc. Average startup speed and movement speed. Added cancellable landing recovery pose.
Super Jump: A much higher jump than her standard jump, and also more startup. Lilith will automatically turn around if she crosses over the opponent, allowing her to attack towards the opponent. Aside from the auto turn and jump arc it is identical in all other regards. This move is accompanied by a voice sample and a trail of graphical 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 zurashi tool in the corner that enables link on hit. try 2MK or 66LK depending on spacing
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
12 | 49 | variable + landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 18 | 6 | H: 21 G: 16 W: 12 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
12 | 17 | variable + landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 18 | 6 | H: 21 G: 16 W: 12 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
12 | 9 | variable + landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 18 | 6 | H: 21 G: 16 W: 12 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
19 | 81 | variable + landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 11x3 | 4x3 | H: 0 G: 0 W: 0 |
Shining Blade
623P
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 ![]() |
|||
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. |