User:Pythmere/VSAV/Lilith

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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
  • Great walk speed
  • Has numerous anti airs including a Dragon Punch
  • Very strong Throw Option Select
  • High Damage using Luminous Illusion for combos
  • Tremendous amount of plus frames for abusing frame advantage.
  • Tiger Knee Fireball is an effective low-risk tool
  • Has a super jump that enables effective air-to-air options
  • Dash pressure is effective to fight through Tech-Hit's and offers strong zurashi
  • She has the lowest health in the game (in the least health bracket)
  • Her high damage is meter dependent
  • Her DP has a blind spot & lots of landing recovery, making it not as effective as other DPs
  • Her normal throw is weak, as the damage is low & effective follow-up options are limited
  • Her command throw is a gimmick with significant start-up
  • She has a major execution barrier of Links, LI cancels & speedy confirms
VSAV Lilith Art.png

/Data

Normal Moves

Standing Normals

5LP
5 LP
5LP
Vsav-LI-5-lp.png
Vsav-LI-5-lp-hitbox.png
Hitboxes Off
Hitboxes On
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
Ear poke. The hitbox is somewhat high which makes it whiff most crouching characters. Advantageous on hit/block and gains a renda bonus. Primarily used for dash cancelling or guard breaking rather than as an actual threat. Can also be used to hit people out of poorly spaced hops or instant air dashes especially during overaggressive blockstrings and resets in pressure.
5MP
5 MP
5MP
Vsav-LI-5-mp.png
Vsav-LI-5-mp-hitbox.png
Hitboxes Off
Hitboxes On
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
Side Chop. Good long hitbox, cancelable, and excellent frame advantage on hit/block make this rather ideal for dash pressure and general midrange poking. Your basic go-to move when at a distance. It is important to learn which characters can crouch under this move. Has a hitbox located higher than MK so it is often used to catch people jumping out of pressure and also used to guard break after a blocked airchain.
5HP
5 HP
5HP
Vsav-LI-5-hp.png
Vsav-LI-5-hp-hitbox.png
Hitboxes Off
Hitboxes On
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
Needles. Pretty good hitbox, but not very good frame advantage. This is sometimes used due to the long active duration, which allows one to buffer LI easily during it, and also to slide a great distance during a dash. One could use it as a meaty due to it's long active hitframes, but in general it's only very sparsely used. Although n.HP is preferred, the dashing version is a good way to guardbreak after a blocked fireball or a blocked j.HK due it large horizontal hitbox.
5LK
5 LK
5LK
Vsav-LI-5-lk.png
Vsav-LI-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
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
Shin kick. Has a lower hitbox than LP which makes it more commonly used as a dash attack than LP. The far version of this move has roughly the same advantage and renda bonus as LP, however it looks identical in appearance to the close version which does not have the same advantage, making the move somewhat problematic. In general, a pretty good light attack, best if spaced to max range or chained/linked into itself.
5MK
5 MK
5MK
Vsav-LI-5-mk.png
Vsav-LI-5-mk-hitbox.png
Hitboxes Off
Hitboxes On
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
Boot. Good hitbox. However it is not cancelable and the frame advantage off it is not quite as good as far MP, but it's still advantageous. The dash version makes a pretty good tick throw setup when alternated with staggers. Due to the total worthlessness of close MP it's sometimes a good idea to use MK in order to avoid running the risk of getting close MP by accident.
5HK
5 HK
5HK
Vsav-LI-5-hk.png
Vsav-LI-5-hk-1-hitbox.png
Vsav-LI-5-hk-2-hitbox.png
Hitboxes Off
Hitboxes On
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
Scythe. Despite it's very slow startup and appearance this move is not an overhead. Which basically makes it pretty worthless. You can sometimes use it as an anti-air, or to set up a frame trap LI-cancel gimmick, but in general you won't be using this move much (if at all).

Close Normals

CL.5LP
CL LP
CL.5LP
Vsav-LI-cl-lp.png
Vsav-LI-cl-lp-hitbox.png
Hitboxes Off
Hitboxes On
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
CL MP
CL.5MP
Vsav-LI-cl-mp.png
Vsav-LI-cl-mp-hitbox.png
Hitboxes Off
Hitboxes On
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
CL HP
CL.5HP
Vsav-Li-cl-hp.png
Vsav-LI-cl-hp-hitbox.png
Hitboxes Off
Hitboxes On
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
CL LK
CL.5LK
Vsav-LI-5-lk.png
Vsav-LI-cl-lk-hitbox.png
Hitboxes Off
Hitboxes On
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
CL HK
CL.5HK
Vsav-LI-cl-hk-1.png
Vsav-LI-cl-hk-1-hitbox.png
Vsav-LI-cl-hk-2-hitbox.png
Vsav-LI-cl-hk-3-hitbox.png
Vsav-LI-cl-hk-4-hitbox.png
Vsav-LI-cl-hk-5-hitbox.png
Hitboxes Off
Hitboxes On
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
2 LP
2LP
Vsav-LI-2-lp.png
Vsav-LI-2-lp-hitbox.png
Hitboxes Off
Hitboxes On
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
Jab. High blockable. Despite being high blockable this is one of Lilith's essential moves due to it having the highest frame advantage and renda bonus out of her moveset. It's also one of the ways she can confirm into LI, as chaining or linking crouching jabs into themselves begins the LI input. Generally a good way to reset/start dash pressure due to it having extremely good frame advantage.
2MP
2 MP
2MP
Vsav-LI-2-mp.png
Vsav-LI-2-mp-hitbox.png
Hitboxes Off
Hitboxes On
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
Wing Blades. Kind of a relatively crappy move. Her c.MK has better range, faster startup, and much better advantage. Fortunately it's not disadvantageous and it's cancelable, but for the most part she has other moves that do everything it does but better.
2HP
2 HP
2HP
Vsav-LI-2-hp.png
Vsav-LI-2-hp-hitbox.png
Hitboxes Off
Hitboxes On
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
Wing Whip. One of Lilith's essential moves for comboing LI. Typically chained into and then cmd-super canceled into LI. It's unfortunately not frame advantageous and not cancelable, but it's also not particularly punishable. It's only mildly useful as a poke though, typically players only use it during chains.
2LK
2 LK
2LK
Vsav-LI-2-lk.png
Vsav-LI-2-lk-hitbox.png
Hitboxes Off
Hitboxes On
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
Low Short. Hits low, cancelable, good frame advantage. A typical low short. Not as advantageous as c.LP, but still pretty good and also gains a renda bonus.
2MK
2 MK
2MK
Vsav-LI-2-mk.png
Vsav-LI-2-mk-hitbox.png
Hitboxes Off
Hitboxes On
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
Low Forward. Hits low, cancelable, decent frame advantage. It's a nice poke, and is useful during dash rushdown for cancelling into Soul Flash pressure or simply to combo into Soul Flash or Merry Turn. The best part about this move though is the disturbingly fast startup, as it shares the same startup speed as c.LP and c.LK at four frames. Definitely the move of choice for special cancels.
2HK
2 HK
2HK
Vsav-LI-2-hk.png
Vsav-LI-2-hk-hitbox.png
Hitboxes Off
Hitboxes On
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
Scythe Slide. Hits low, sweeps. This move is pretty horrible. Only use it when you're able to hitconfirm it off a normal chain. About the only other time you'd want to use this is if you were going to try a gimmicky blocked c.HK into LI frametrap.

Jumping Normals

J.LP
J LP
J.LP
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results Needle. Typical jumping jab. Her fastest startup for a jumping attack. Sometimes used together with j.LK to confirm into LI.
8J.MP
8J MP
8J.MP
Vasv-Li-j-mp.png
Vsav-LI-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
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
Blades. Decent j.MP. The hitbox extends downwards somewhat which is good for startup a jumpin airchain, such as j.MP j.MK.
J.HP
J HP
J.HP
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results Spinning Rims. Deceptive hitbox. The sprite looks like it hits all around her, but it does not. Usable as a crossup against wide characters, though not as much crossup potential as j.MK. A general purpose air-to-air or air-to-ground move. Possibly her best jumping attack, though j.LP and j.MK are her go-to moves in the air.
8J.LK
8J LK
8J.LK
Vsav-LI-j-lk.png
Vsav-LI-j-lk-1-hitbox.png
Vsav-LI-j-lk-2-hitbox.png
Hitboxes Off
Hitboxes On
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
Knee. Typical jumping short. Useful in air battles or after chicken blocking. Also useful to stuff some anti-airs.
8J.MK
8J MK
8J.MK
Vsav-LI-j-mk.png
Vsav-LI-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
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
Leg Thrust. Has crossup potential. May be better as a crossup than j.HP in some regards. Also useful in air-to-air battles since it extends quite a ways forwards. Pretty good after airblocking as well since the startup is quite fast and the reach is good.
J.HK
J HK
J.HK
Vsav-LI-j-hk.png
Vsav-LI-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
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
Scythe Swing. Great range. Typically used at max range when everything else would miss. This is pretty good for beating anti-airs when spaced properly since the hitbox is so good at max range. Not very good in air-to-air battles though since the startup is slow. Vertical jumping HK makes a pretty good poke or zoning tool simply because of the range and hitbox. Still, it's not something that is used frequently, but rather just when the situation calls for it.

Diagonal Jumping Normal

J.MP
J MP
J.MP
Vasv-Li-j-mp.png
Vsav-LI-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
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
Blades. Decent j.MP. The hitbox extends downwards somewhat which is good for startup a jumpin airchain, such as j.MP j.MK.
J.LK
J LK
J.LK
Vsav-LI-j-lk.png
Vsav-LI-j-lk-1-hitbox.png
Vsav-LI-j-lk-2-hitbox.png
Hitboxes Off
Hitboxes On
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
Knee. Typical jumping short. Useful in air battles or after chicken blocking. Also useful to stuff some anti-airs.
J.HK
J HK
J.HK
Vsav-LI-j-hk.png
Vsav-LI-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
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
Scythe Swing. Great range. Typically used at max range when everything else would miss. This is pretty good for beating anti-airs when spaced properly since the hitbox is so good at max range. Not very good in air-to-air battles though since the startup is slow. Vertical jumping HK makes a pretty good poke or zoning tool simply because of the range and hitbox. Still, it's not something that is used frequently, but rather just when the situation calls for it.

Normal Throws

6MP or 6HP
P THROW
6MP or 6HP
Vsav-LI-ground-throw.png
Vsav-LI-ground-throw.png
Hitboxes Off
Hitboxes On
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
Hug Cut. Pretty decent normal throw as Lilith recovers very quickly, giving it pretty good okizeme options. If the opponent techs they will be reset just outside of sweep range, and Lilith still recovers before the opponent, making it pretty good for okizeme even if tech'd. Ideally you'd want to throw towards the corner, and avoid using MP in order to avoid the risk of getting n.MP.
J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-LI-air-throw.png
Vsav-LI-air-throw.png
Hitboxes Off
Hitboxes On
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
Slam. Pretty good air throw. The range is good and it grabs people in front or very slightly above her. She recovers quickly from this airthrow so even if the opponent tech hits she recovers a few frames sooner than them. It's controllable and she throws opposite of the direction held, so throwing away from the corner results in the opponent being tossed towards the corner. Not a bad anti-air option select when used in combination with chicken blocking.

Special Moves

Soul Flash

236LP
LP SOUL FLASH
236LP
Vsav-LI-soul-flash.png
Vsav-LI-soul-flash-hitbox.png
Hitboxes Off
Hitboxes On
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/+27
236MP
MP SOUL FLASH
236MP
Vsav-LI-soul-flash.png
Vsav-LI-soul-flash-hitbox.png
Hitboxes Off
Hitboxes On
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
HP SOUL FLASH
236HP
Vsav-LI-soul-flash.png
Vsav-LI-soul-flash-hitbox.png
Hitboxes Off
Hitboxes On
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
ES SOUL FLASH
236PP
Vsav-LI-es-soul-flash.png
Vsav-LI-es-soul-flash-hitbox.png
Hitboxes Off
Hitboxes On
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
AIR LP SOUL FLASH
J.236LP
Vsav-LI-soul-flash.png
Vsav-LI-soul-flash-hitbox.png
Hitboxes Off
Hitboxes On
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
AIR MP SOUL FLASH
J.236MP
Vsav-LI-soul-flash.png
Vsav-LI-soul-flash-hitbox.png
Hitboxes Off
Hitboxes On
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
AIR HP SOUL FLASH
J.236HP
Vsav-LI-soul-flash.png
Vsav-LI-soul-flash-hitbox.png
Hitboxes Off
Hitboxes On
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
AIR ES SOUL FLASH
J.236PP
Vsav-LI-es-soul-flash.png
Vsav-LI-es-soul-flash-hitbox.png
Hitboxes Off
Hitboxes On
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
LP SHINING BLADE
623LP
Vsav-LI-shining-blade.png
Vsav-LI-shining-blade-1-hitbox.png
Vsav-LI-shining-blade-2-hitbox.png
Hitboxes Off
Hitboxes On
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
MP SHINING BLADE
623MP
Vsav-LI-shining-blade.png
Vsav-LI-shining-blade-1-hitbox.png
Vsav-LI-shining-blade-2-hitbox.png
Hitboxes Off
Hitboxes On
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
HP SHINING BLADE
623HP
Vsav-LI-shining-blade.png
Vsav-LI-shining-blade-1-hitbox.png
Vsav-LI-shining-blade-2-hitbox.png
Hitboxes Off
Hitboxes On
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
ES SHINING BLADE
623PP
Vsav-LI-es-shining-blade-1.png
Vsav-LI-es-shining-blade-1-hitbox.png
Vsav-LI-es-shining-blade-1.png-hitbox.png
Hitboxes Off
Hitboxes On
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
LP SHINING BLADE GC
623LP
Vsav-LI-shining-blade.png
Vsav-LI-shining-blade-1-hitbox.png
Vsav-LI-shining-blade-2-hitbox.png
Hitboxes Off
Hitboxes On
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
(GC Version): Identical to her normal/ES versions. Pretty good as a GC, as most DP-Type GC's are, though it still suffers from the same issues as the non-GC versions. Use sparingly.
623MP
MP SHINING BLADE GC
623MP
Vsav-LI-shining-blade.png
Vsav-LI-shining-blade-1-hitbox.png
Vsav-LI-shining-blade-2-hitbox.png
Hitboxes Off
Hitboxes On
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
(GC Version): Identical to her normal/ES versions. Pretty good as a GC, as most DP-Type GC's are, though it still suffers from the same issues as the non-GC versions. Use sparingly.
623HP
HP SHINING BLADE GC
623HP
Vsav-LI-shining-blade.png
Vsav-LI-shining-blade-1-hitbox.png
Vsav-LI-shining-blade-2-hitbox.png
Hitboxes Off
Hitboxes On
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
(GC Version): Identical to her normal/ES versions. Pretty good as a GC, as most DP-Type GC's are, though it still suffers from the same issues as the non-GC versions. Use sparingly.
623PP
ES SHINING BLADE GC
623PP
Vsav-LI-es-shining-blade-1.png
Vsav-LI-es-shining-blade-1-hitbox.png
Vsav-LI-es-shining-blade-1.png-hitbox.png
Hitboxes Off
Hitboxes On
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
(GC Version): Identical to her normal/ES versions. Pretty good as a GC, as most DP-Type GC's are, though it still suffers from the same issues as the non-GC versions. Use sparingly.

Merry Turn

214LK
LK MERRY TURN
214LK
Vsav-LI-merry-turn.png
Vsav-LI-merry-turn-1-hitbox.png
Vsav-LI-merry-turn-2-hitbox.png
Hitboxes Off
Hitboxes On
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
MK MERRY TURN
214MK
Vsav-LI-merry-turn.png
Vsav-LI-merry-turn-1-hitbox.png
Vsav-LI-merry-turn-2-hitbox.png
Hitboxes Off
Hitboxes On
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
HK MERRY TURN
214HK
Vsav-LI-merry-turn.png
Vsav-LI-merry-turn-1-hitbox.png
Vsav-LI-merry-turn-2-hitbox.png
Hitboxes Off
Hitboxes On
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
ES MERRY TURN
214KK
Vsav-LI-es-merry-turn.png
Vsav-LI-es-merry-turn-1-hitbox.png
Vsav-LI-es-merry-turn-2-hitbox.png
Hitboxes Off
Hitboxes On
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
PURSUIT
8P or 8K
Vsav-LI-pursuit.png
Vsav-LI-pursuit-hitbox.png
Hitboxes Off
Hitboxes On
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
Stomp. Typical pursuit in terms of speed and damage, however Lilith's pursuit is one of the few that causes the character to bounce to the other side of the opponent after using it. Thus, you don't want to use it against a cornered opponent, but if your back is to the corner it's fairly useful for getting out quickly. Because Lilith relies on okizeme so much it's generally a bad idea to use this move unless it will KO the opponent, or if you are intentionally whiffing it in order to close the distance between you and the opponent.
8PP or 8KK
ES PURSUIT
8PP or 8KK
Vsav-LI-es-pursuit.png
Vsav-LI-pursuit-es-hitbox.png
Hitboxes Off
Hitboxes On
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
Stomp. Typical pursuit in terms of speed and damage, however Lilith's pursuit is one of the few that causes the character to bounce to the other side of the opponent after using it. Thus, you don't want to use it against a cornered opponent, but if your back is to the corner it's fairly useful for getting out quickly. Because Lilith relies on okizeme so much it's generally a bad idea to use this move unless it will KO the opponent, or if you are intentionally whiffing it in order to close the distance between you and the opponent.

Command Throws

632[4]P
MYSTIC ARROW
632[4]P
Vsav-LI-mystic-arrow.png
Vsav-LI-mystic-arrow-throw.png
Hitboxes Off
Hitboxes On
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
ES MYSTIC ARROW
632[4]PP
Vsav-LI-es-mystic-arrow.png
Vsav-LI-mystic-arrow-throw.png
Hitboxes Off
Hitboxes On
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
SPLENDOR LOVE
623KK
Vsav-LI-splendor-love.png
Vsav-LI-splendor-love-1-hitbox.png
Vsav-LI-splendor-love-2-hitbox.png
Vsav-LI-splendor-love-3-hitbox.png
Vsav-LI-splendor-love-4-hitbox.png
Vsav-LI-splendor-love-5-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
16 6,4,4,4,4,4,4,4,4,1 46 + landing 10 - -61 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-50 throw, 10-12 feet (15,6)+6x8 (5,2)+2x8 H: 0 G: 0 W: 0
This has no invulnerability frames despite the motion and appearance. As far as supers go this one's not very useful. The long recovery and poor startup make it basically worthless outside of combos, especially due to the complete lack of invincibility. The damage is pretty decent inside combos (a tiny bit more damage than LI) and it's hit confirmable off a link into c.MK. Still, most Lilith players rather attempt a LI instead of S.Love so it's very rarely used.
LP,LP,Towards,LK,HP
LUMINOUS ILLUSION
LP,LP,Towards,LK,HP
Vsav-LI-luminous-illusion-1.png
Vsav-LI-luminous-illusion-hitbox.png
Hitboxes Off
Hitboxes On
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
AIR LUMINOUS ILLUSION
J.LP,LP,Towards,LK,HP
Vsav-LI-luminous-illusion-1.png
Vsav-LI-luminous-illusion-hitbox.png
Hitboxes Off
Hitboxes On
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
GLOOMY PUPPET
412[6]KK
Vsav-LI-gloomy-puppet-show-1.png
Vsav-LI-gloomy-puppet-show-hitbox.png
Hitboxes Off
Hitboxes On
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 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

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

Colors-lilith.gif

Notable Players

Japan

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

Name (English) Name (Japanese) Color Location Contact Notes
Kaji HP Lilith color hp small.png Kanto region http://twitter.com/drastic_oval #1
Take たけ PP Lilith color pp small.png
Kim きむ HK Lilith color hk small.png Kanto region http://twitter.com/kimlilith
https://www.youtube.com/channel/UC-uHm_O2iyWmJkQ4sRValpA
Yamamoto 山本 MP Lilith color mp small.png Kanto region http://twitter.com/vineyard000
Lily リリィ KK Lilith color kk small.png Kanto region https://twitter.com/ririrililith
https://www.youtube.com/channel/UCuHXlxLQPpUTHiZ0FtcdxkQ

North America

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

South America

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