User:Pythmere/VSAV/Lilith
Introduction
Lilith (リリス), the mobile Succubus, and Morrigan's literal other half. She joined the roster in VSAV and quickly disappeared in sequel releases. As a compliment to Morrigan, and having a ground-based fighting style, she stands out as a fan favorite.
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 |
---|---|
|
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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 |
Light Chop. Despite it's appearance it's basically identical in frame and function to the far version.
• At 36 pixels away from the opponent this turns into Far 5.LP.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 |
Drill. Nearly worthless, try to avoid using this. The hitbox is deceptively high and small so it will whiff crouching characters and it does not make for an anti-air either. The frame disadvantage on this move is terrible as well. It's one saving grace is that it's canceable, but during a dash it's neither cancelable or chainable so you most definitely want to avoid using it during a dash unless you fully intend to LI cancel it.
• At 36 pixels away from the opponent this turns into Far 5.MP.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 |
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.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 |
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.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 |
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.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
J.LP
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 |
J.HP
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 |
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 |
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
236LP
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 |
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.
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/+27236MP
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 |
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.
Moves faster, 13 active frames. Range becomes +2/-8 to +15/+5. Pretty good if spaced perfectly or timed perfectly on a meaty.236HP
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 |
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.
Moves extremely fast, 6 active frames. Range becomes +2/-8 to +8/-2. Mostly useful to combo from max range.236PP
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 |
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.
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.J.236LP
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 |
J.236MP
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 |
J.236HP
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 |
J.236PP
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
623LP
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 |
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.
(LP Version): Short uppercut.623MP
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 |
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.
(MP Version): Medium uppercut.623HP
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 |
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.
(HP Version): Far/high uppercut.623PP
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 |
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.
(ES Version): This version hits three times and has much better invulnerability duration compared to the startup. The startup is faster than the normal versions at 5F (instead of 7) and the invulnerability duration is longer at 10F (instead of 7) so unlike the normal versions this one can actually be used as a reversal and is much less prone to losing/trading. The downside to this is that Lilith will only hit once then teleport back to the ground to hit again, until all three hits are executed, which sometimes makes it prone to whiffing opponents on the second or third hit in certain situations. Also because the whole animation is very long and telegraphed, it's ridiculously easy to punish or block/whiff.Guard Cancel
623LP
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 |
623MP
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 |
623HP
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 |
623PP
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 |
Merry Turn
214LK
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 |
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.
(LK Version): Short range, fastest startup, best recovery, though still very easily punishable on block/whiff.214MK
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 |
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.
(MK Version): Medium range, slower startup, worse recovery.214HK
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 |
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.
(HK Version): Far range, slowest startup, worst recovery.214KK
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 |
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.
(ES Version): This version hits four times and has the same startup speed as the HK version. Despite it also having a good distance the recovery is actually better than the MK and HK versions, but still just as bad as the LK version (highly punishable on block).Pursuits
8P or 8K
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 |
8PP or 8KK
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
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 |
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. (MP Version): Medium hop. Can be used off far cancelable normals at max range.(HP Version): Long hop. Not particularly useful.
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 |
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.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 |
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.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 |
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.412[6]KK
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 |
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:
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 buttonshttps://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
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
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.
- 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.
- 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 | #1 |
Take | たけ | PP | |||
Kim | きむ | HK | Kanto region | http://twitter.com/kimlilith https://www.youtube.com/channel/UC-uHm_O2iyWmJkQ4sRValpA |
|
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 |
North America
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Diar | ディアー | 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. |