Vampire Savior/Lilith

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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 and Soul Flash
  • Abuse her throw/5HP option select
  • Convert stray hits into links and Luminous Illusion for big damage and okizeme
Strengths Weaknesses
  • Good walk speed and dash
  • Numerous (albeit situational) anti-airs
  • Very strong throw option select
  • High damage using Luminous Illusion for combos
  • Tremendous amount of plus frames for abusing frame advantage.
  • Tiger Knee Soul Flash is an effective low-risk tool
  • Has a super jump that compliments her air-to-air game
  • Dash pressure is effective at fighting through Tech-Hits and offers strong zurashi
  • Has the least health in the game (in the lowest health bracket)
  • High damage is meter dependent
  • Limited movement compared to the high tiers
  • Normal throw is low damage and follow-up options are limited if the opponent throw-techs
  • Command throw is a poor gimmick with significant start-up
  • Major execution barrier of links, LI cancels, and speedy confirms
VSAV Lilith Art.png

Movement

Walk: Like Morrigan, Lilith has above average walkspeed.

Dash: A ground-based dash. Good 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 will gain an extra frame of advantage (additional +1 to all dash buttons) as well as a frame less start up. The dashing attacks maintain some momentum, so Lilith will continue to slide a bit. This dash is core to Lilith's gameplan, pressure, punishes, and more—be sure to 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 sparkles. Fairly useful movement option, though not something to be spammed recklessly if not tiger-kneeing into Soul Flash.

/Data

Normal Moves

Standing Normals

5LP
5 LP
5LP
Vsav-LI-5-lp.png
Vsav-LI-5-lp-hitbox.png
Hitboxes Off
Hitboxes On
A strange 5LP that hits high up, whiffing on most crouching characters. Good on hit/block, but it's rarely worth using in block pressure with how low many characters can crouch in this game—instead, it's primarily used for keeping people from dashing/hopping in or out of your pressure, or for guard breaking. High level Lilith players will use 66LP as a low-committal ireppa punish that can quickly recover to also setup a throw (input 66LP, ~6HP). Also useful as a dash cancel for general movement / spacing as it's your fastest standing normal.
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
5 MP
5MP
Vsav-LI-5-mp.png
Vsav-LI-5-mp-hitbox.png
Hitboxes Off
Hitboxes On
A good poke with an effective hitbox, cancelability, and good frame advantage on hit/block. It's notably slower than your other mid-range pokes, however, so choosing the right poke isn't always as easy as it seems. It's a go-to move when at a distance for stopping ireppa and keeping an opponent blocking. Lilith can link off of this if it hits from a dash with 2LK. Whiffs on crouching QB & Gallon.
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
5 HP
5HP
Vsav-LI-5-hp.png
Vsav-LI-5-hp-hitbox.png
Hitboxes Off
Hitboxes On
Has a large hitbox, but hefty recovery. Acts as a solid anti-air if properly timed, and CL.HP will come out and anti-air anyway if they're too close. One could use it as a meaty due to its long active frames, but Lilith's other buttons are advantageous enough that there typically isn't a need for that. It's most useful against characters like Q-Bee, as it can cover their short hop angles well. Lilith players will poke with 66HP for a frame-trap; sometimes this version comes out instead of CL.5HP and it's still pretty effective. 66HP is also a good LI opportunity, but the range is finnicky.
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
5 LK
5LK
Vsav-LI-5-lk.png
Vsav-LI-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
A very good button to start combos and transition into pressure, especially off of dash. It can counter-poke your opponent without the worry of it being crouched, and the frame advantage is so good that you can either make frame traps on block or link a 2LP/2LK/2MK on hit. This is also used after a ES Soul Flash connects: go in with 66LK and start a combo. A highly versatile button in the right hands.
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
5 MK
5MK
Vsav-LI-5-mk.png
Vsav-LI-5-mk-hitbox.png
Hitboxes Off
Hitboxes On
An effective ground poke with better frame data than 5MP, but in exchange it cannot be special cancelled. On a read or well-placed zurashi, you can cancel to LI. Lilith can abuse this move while dashing as it can stuff jumps and set up effective offensive routes on block. It also connects on all crouching opponents.
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
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
A slow, multi-hitting button with poor frame data that has limited use as an anti-air, delay, or punish tool. It's too slow to be used to punish the majority of moves in the game—but its range, startup, multiple hits, and ability to be dashed in with can allow you to situationally use it as an LI confirm tool from ranges that wouldn't normally give you anything.
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
Close 5LP
cl.5LP
Vsav-LI-cl-lp.png
Vsav-LI-cl-lp-hitbox.png
Hitboxes Off
Hitboxes On
Used as a grounded UB, an anti short hop / IAD tool or to bully tall crouchers. Combined with her dash, you can use 66LP as a jailing tool on opponents who cannot crouch it. This is all except the 5 shorties MO, LI, GA, QB, & BU. This allows frame-traps or throw traps on block as well as combo links on hit.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 7 6 5 H: 9 G: 8
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 7 3 H: 6 G: 3 W: 0
CL.5MP
Close 5MP
cl.5MP
Vsav-LI-cl-mp.png
Vsav-LI-cl-mp-hitbox.png
Hitboxes Off
Hitboxes On
The hitbox is deceptively high and small so it will whiff crouching characters and it does not make for a good anti-air either. Do not use this move in competitive play
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 4 22 -5 -6 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 16 6 H: 15 G: 9 W: 3
CL.5HP
Close 5HP
cl.5HP
Vsav-Li-cl-hp.png
Vsav-LI-cl-hp-hitbox.png
Hitboxes Off
Hitboxes On
This is the preferred move to use when attempting to input a throw, since accidentally getting this is way better than accidentally getting 5MP. Although it's not special cancelable it has decent frame advantage and a rather bizarre/interesting hitbox that avoids a lot more attacks that it appears.In general it's a great meaty for anti-jumping, which is why it's so good as a throw/anti-jump option select. Cancel into LI on hit for big damage. This whiffs on crouching Q-Bee. It is also the ideal grounded UB move after landing from an air-string.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 22 3 2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 7 H: 24 G: 15 W: 6
CL.5LK
Close 5LK
cl.5LK
Vsav-LI-5-lk.png
Vsav-LI-cl-lk-hitbox.png
Hitboxes Off
Hitboxes On
Identical in appearance to far 5LK, except that the frame advantage on the close version is less favorable. Lilith is better off using 2LP up close, as it stuffs jumps easier & has more advantage on hit & block. Allows a renda into 2LK
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
Close 5HK
cl.5HK
Vsav-LI-cl-hk-1.png
Vsav-LI-cl-hk-1-hitbox.png
Vsav-LI-cl-hk-2-hitbox.png
Vsav-LI-cl-hk-3-hitbox.png
Vsav-LI-cl-hk-4-hitbox.png
Vsav-LI-cl-hk-5-hitbox.png
Hitboxes Off
Hitboxes On
This whiffs on crouching opponents, I only see it in competitive play to punish the Pit of Blame. This move will only connect for (2) hits against most crouching opponents, so it's not the go-to LI-confirm tool we all hope for.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 3,3,3,3 27 -5 -6 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6x4 2x4 H: 11+5x3 G: 8+2x3 W: 6

Crouching Normals

2LP
2 LP
2LP
Vsav-LI-2-lp.png
Vsav-LI-2-lp-hitbox.png
Hitboxes Off
Hitboxes On
Jab that is not a low. It's one way to confirm into LI, as chaining or linking crouching jabs into themselves begins the LI input naturally. very effective as a pressure tool as it has lots of advantage on hit & block.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 3 8 8 7 H: 11 G: 10
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 6 3 H: 6 G: 3 W: 0
2MP
2 MP
2MP
Vsav-LI-2-mp.png
Vsav-LI-2-mp-hitbox.png
Hitboxes Off
Hitboxes On
Situational anti-air against moves that plan to hit you high when standing, like Sasquatch doing an early J.MP offense. Omit from chains if you plan to connect LI at mid-screen.
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
2 HP
2HP
Vsav-LI-2-hp.png
Vsav-LI-2-hp-hitbox.png
Hitboxes Off
Hitboxes On
Situational Anti-air at mid-range spacing. This is an essential move for comboing LI in the corner. It's neutral on hit/block making it pretty decent even if not cmd-super-canceled.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 24 -2 -3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 8 H: 24 G: 15 W: 6
2LK
2 LK
2LK
Vsav-LI-2-lk.png
Vsav-LI-2-lk-hitbox.png
Hitboxes Off
Hitboxes On
Hits low, cancelable, with some frame advantage. A typical low short. Not as advantageous as 2LP, but still pretty good & allows a renda bonus. This will be your basic offensive strike/throw mixing tool - 2LK or throw.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 3 10 6 5 H: 9 G: 8
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 5 2 H: 6 G: 3 W: 0
2MK
2 MK
2MK
Vsav-LI-2-mk.png
Vsav-LI-2-mk-hitbox.png
Hitboxes Off
Hitboxes On
Hits low, cancelable, decent frame advantage and very fast startup. Unique from Morrigan's in its superior range and the fact that it's as fast as a crouching light, the only downside being its increased recovery frames. Good for cancels on block or kara-cancels into Soul Flash at midrange.
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
2 HK
2HK
Vsav-LI-2-hk.png
Vsav-LI-2-hk-hitbox.png
Hitboxes Off
Hitboxes On
Combo into 2HK for a knockdown, or use it on block to setup a gimmicky frame-trap with a late LI cancel. It is highly unsafe on block, with the only exception being the risk of a LI cancel. Can also low profile some pokes and fireballs, letting you punish them on reaction.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 8 27 - -20 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 18 8 H: 24 G: 15 W: 6

Jumping Normals

8J.LP
8J LP
8J.LP
Vsav-LI-j-lp.png
Vsav-LI-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
Has fast start-up but very stubby range. Not a particularly effective jump-in tool, but occasionally works. This can be effective when used after a super jump to setup air-carry strings. or recovery in time to descend with appropriate air-to-ground buttons
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 5 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 8 4 H: 6 G: 3 W: 0
8J.MP
8J MP
8J.MP
Vasv-Li-j-mp.png
Vsav-LI-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Only used in chains for the carry potential, but otherwise you only see it when competitive players are building meter or missing an air throw.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 17 7 H: 15 G: 9 W: 3
8J.HP
8J HP
8J.HP
Vsav-LI-j-hp.png
Vsav-LI-j-hp-hitbox.png
Hitboxes Off
Hitboxes On
A fantastic attack for air-to-air, Option 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.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 9 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 20 8 H: 24 G: 15 W: 6
8J.LK
8J LK
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
Bizarre hurtbox. Can be used to wall out opponent's from walking underneath you, due to Lilith's throwbox extending so far to the ground.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 7 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 5 2 H: 6 G: 3 W: 0
8J.MK
8J MK
8J.MK
Vsav-LI-j-mk.png
Vsav-LI-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
Can cross-up mid & wide opponents, is effective descending air-to-ground once the opponent respects your J.HP
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 7 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 15 6 H: 15 G: 9 W: 3
8J.HK
8J HK
8J.HK
Vsav-LI-j-hk.png
Vsav-LI-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Great range. Typically used at max range when everything else would miss. This is pretty good for beating anti-airs when spaced properly since the hitbox is so good at max range. Vertical jumping HK makes a pretty good poke or zoning tool simply because of the range & hitbox.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 6 9 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 20,18 7,7 H: 24 G: 15 W: 6

Diagonal Jumping Normal

J.MP
9J MP
9J.MP
Vasv-Li-j-mp.png
Vsav-LI-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Only used in chains for the carry potential, but otherwise you only see it when competitive players are building meter or missing an air throw.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 16 6 H: 15 G: 9 W: 3
J.LK
9J LK
9J.LK
Vsav-LI-j-lk.png
Vsav-LI-j-lk-1-hitbox.png
Vsav-LI-j-lk-2-hitbox.png
Hitboxes Off
Hitboxes On
Often used in chain to facilitate the air carry potential. This move's bizarre hurtbox carries with it a few interesting properties. It can prevent Lilith from jumping over the opponent, due to her throwbox extending so far to the ground. It is also particularly good at beating blockable Guard Cancels against your jump ins.
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
9J HK
9J.HK
Vsav-LI-j-hk.png
Vsav-LI-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Great range. Typically used at max range when everything else would miss. This is pretty good for beating anti-airs when spaced properly since the hitbox is so good at max range. Vertical jumping HK makes a pretty good poke or zoning tool simply because of the range & hitbox.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 10 10 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 20,18 7,7 H: 24 G: 15 W: 6

Normal Throws

6MP or 6HP
P THROW
6MP or 6HP
Vsav-LI-ground-throw.png
Vsav-LI-ground-throw.png
Hitboxes Off
Hitboxes On
Highly effective when option selected with close HP. Good damage, typical for a throw. Aim to throw into the corner and avoid using 6MP to avoid the risk of getting 5MP on whiff If the opponent tech's your throw, you get to make offensive plays by showing a Shining Blade or another Throw.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 93 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-92 whole body 19 (6) 9 (3) H: 9 G: 0 W: 0
J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-LI-air-throw.png
Vsav-LI-air-throw.png
Hitboxes Off
Hitboxes On
Highly effective as Lilith is often super jumping & approaching with 9J.HP, so air throws option selected a lot.
J.6P or J.4P
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 81 + 1 + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-81 whole body 22 (22) 7 (7) H: 9 G: 0 W: 0

Special Moves

Soul Flash

236P
SOUL FLASH
236P
Vsav-LI-soul-flash.png
Normal
Vsav-LI-es-soul-flash.png
Es
Vsav-LI-soul-flash-hitbox.png
Normal
Vsav-LI-es-soul-flash-hitbox.png
Es
Hitboxes Off
Hitboxes On
Slow moving fireball that can also be tiger-kneed as an anti-air zoning tool.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 49 33 2 -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 6 H: 21 G: 16 W: 12

Slowest moving option. It's very good mid range as it provides a bit of a shield which Lilith can use to discourage jump-ins and also to set up a wall that she can move forward behind, allowing her to push her way towards the opponent by force.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 17 33 2 -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 6 H: 21 G: 16 W: 12

Moves faster, 13 active frames. Range becomes +2/-8 to +15/+5. Pretty good if spaced perfectly or timed perfectly on a meaty.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 9 33 2 -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 6 H: 21 G: 16 W: 12

Moves extremely fast, 6 active frames. Range becomes +2/-8 to +8/-2. Mostly useful to combo from max range.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
20 81 35 9 -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 11x3 4x3 H: 0 G: 0 W: 0

Moves at medium speed and travels furthest with 60 active frames. It hits three times. A high damage 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
SHINING BLADE
623P
Vsav-LI-shining-blade.png
Normal
Vsav-LI-es-shining-blade-1.png
Es
Vsav-LI-shining-blade-1-hitbox.png
Vsav-LI-shining-blade-2-hitbox.png
Normal
Vsav-LI-es-shining-blade-1-hitbox.png
Vsav-LI-es-shining-blade-1.png-hitbox.png
Es
Hitboxes Off
Hitboxes On
Invulnerable through the first active frame. Poor downward reach; some shorter characters/moves can effectively "safejump" it from below, be it a reversal DP or GC. 4F ground/landing recovery. While functional, do not expect the same results as Demon Cradle or Shadow Blade.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 15 24 + landing 4 - -19 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body, 8-9 not head 23,16 6,5 H: 31 G: 26 W: 22

Short uppercut.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 19 22 + landing 4 - -21 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body, 8-9 not head 25,17 7,5 H: 31 G: 26 W: 22

Medium uppercut.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 21 24 + landing 4 - -25 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body, 8-9 not head 27,18 8,5 H: 31 G: 26 W: 22

Far/high uppercut.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 12(14)14(15)15 41 + landing 4 - -36 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-10 whole body (28,17)+(23,12)+(20,10) (11,6)+(9,4)+(8,3) H: 0 G: 0 W: 0
This version hits three times and has much better invulnerability. The startup is faster than the normal versions at 5F (instead of 7) and the invulnerability duration is longer at 10F (instead of 7) so unlike the normal versions this one can actually be used as a reversal and is much less prone to trading. Depending on the spacing, it is possible & common that the opponent will fall out of the subsequent hits, making it unsafe on hit. On block, the animation & recovery is so committal that the opponent can setup a huge Dark Force punish.

Guard Cancel

623P
SHINING BLADE GC
623P
Vsav-LI-shining-blade.png
Normal
Vsav-LI-es-shining-blade-1.png
Es
Vsav-LI-shining-blade-1-hitbox.png
Vsav-LI-shining-blade-2-hitbox.png
Normal
Vsav-LI-es-shining-blade-1-hitbox.png
Vsav-LI-es-shining-blade-1.png-hitbox.png
Es
Hitboxes Off
Hitboxes On
(GC Version): Identical to her normal/ES versions. Pretty good as a GC, as most DP-Type GC's are, though it still suffers from the same issues as the non-GC versions.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 15 24 + landing 4 - -19 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body, 8-9 not head 11,7 3,2 H: 31 G: 26 W: 22

Go-to GC option

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 19 22 + landing 4 - -21 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body, 8-9 not head 12,8 3,2 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 21 24 + landing 4 - -25 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body, 8-9 not head 13,8 4,2 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 12(14)14(15)15 41 + landing 4 - -36 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-10 whole body (13,8)+(11,6)+(10,4) (5,3)+(4,2)+(4,1) H: 0 G: 0 W: 0
Option to spend meter to add a little more damage

Merry Turn

214K
MERRY TURN
214K
Vsav-LI-merry-turn.png
Normal
Vsav-LI-es-merry-turn.png
Es
Vsav-LI-merry-turn-1-hitbox.png
Vsav-LI-merry-turn-2-hitbox.png
Normal
Vsav-LI-es-merry-turn-1-hitbox.png
Vsav-LI-es-merry-turn-2-hitbox.png
Es
Hitboxes Off
Hitboxes On
A quick Tatsu-style move that is highly unsafe and whiffs on crouchers from most distances, making it highly situational if not useless. It can start Dark Force juggle combos in the corner, or be used as a meterless punish/confirm on standing opponents for a knockdown where Shining Blade wouldn't reach. Overall, though, it's not very recommended to use over other options.
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, but still very easily punishable on block/whiff.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 18 21 + landing 10 - -25 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 3-7 feet 24 7 H: 24 G: 21 W: 18

Medium range, slower startup, worse recovery.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 21 23 + landing 10 - -30 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 4-8 feet 26 8 H: 24 G: 21 W: 18

Far range, slowest startup, worst recovery.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 5,2,2,2,2,2,2,2 23 + landing 10 - -28 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 2-6 feet 20,7x3~4 6,6x3~4 H: 0 G: 0 W: 0
This version hits four times and has the same startup speed, but better recovery than the HK version. It's also the worst against crouchers, as the multiple hits will whiff and won't even grant a knockdown at point blank range.

Pursuits

8P/K or 8KK/PP
PURSUIT
8P/K or 8KK/PP
Vsav-LI-pursuit.png
Normal
Vsav-LI-es-pursuit.png
Es
Vsav-LI-pursuit-hitbox.png
Normal
Vsav-LI-pursuit-es-hitbox.png
Es
Hitboxes Off
Hitboxes On
Typical pursuit in terms of speed and damage, however Lilith's pursuit is one of the few that causes the character to bounce to the other side of the opponent after using it. Thus, you don't want to use it against a cornered opponent, but if your back is to the corner it's fairly useful for getting out quickly. Because Lilith relies on okizeme so much it's generally a bad idea to use this move unless it will deathblow or approach at a distance. It is occasionally effective to whiff it in order to close distance.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
34 1 landing 1 + turning 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid - - 7 7 H: 24 G: 0 W: 6
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
34 1 landing 1 + turning 2 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid - - 4x3 4x3 H: 0 G: 0 W: 0
Spend meter if the Deathblow is possible

Command Throws

632[4]P
MYSTIC ARROW
632[4]P
Vsav-LI-mystic-arrow.png
Vsav-LI-mystic-arrow-throw.png
Hitboxes Off
Hitboxes On
This is very atypical of a normal command throw in the sense that Lilith will hop towards the opponent before attempting the grab, which drastically limits it's use. Button strength determines the distance she hops. Because of the startup this move is rarely used. If she grabs she will shoot the opponent across the screen for a wall bounce.

(LP Version): Short hop. Best version to cancel into at point blank. (MP Version): Medium hop. Can be used off far cancelable normals at max range. (HP Version): Long hop. Not particularly useful.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
38 1 29 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 13 airborne 27 7 H: 18 G: 0 W: 12
632[4]PP
ES MYSTIC ARROW
632[4]PP
Vsav-LI-es-mystic-arrow.png
Vsav-LI-mystic-arrow-throw.png
Hitboxes Off
Hitboxes On
This is very atypical of a normal command throw in the sense that Lilith will hop towards the opponent before attempting the grab, which drastically limits it's use. Button strength determines the distance she hops. Because of the startup this move is rarely used. If she grabs she will shoot the opponent across the screen for a wall bounce. ES enables a wall bounce & a juggle-state, so everything will combo afterwards.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
38 1 29 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 13 airborne 29 8 H: 0 G: 0 W: 0

Ex Moves

623KK
SPLENDOR LOVE
623KK
Vsav-LI-splendor-love.png
Vsav-LI-splendor-love-1-hitbox.png
Vsav-LI-splendor-love-2-hitbox.png
Vsav-LI-splendor-love-3-hitbox.png
Vsav-LI-splendor-love-4-hitbox.png
Vsav-LI-splendor-love-5-hitbox.png
Hitboxes Off
Hitboxes On
Good range, but slow startup and no invulnerability. Rather than being used as a DP as it may seem, it's instead a situational punish/confirm tool, especially in scenarios where LI is out of range. It do as much damage or more than LI in some confirms, but its strange juggle properties make its damage fairly inconsistent at times. Since the input is also much safer and easier than LI, it's good to buffer from cancelable pokes like 2MK and 5MP.
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
LUMINOUS ILLUSION
LP,LP,Towards,LK,HP
Vsav-LI-luminous-illusion-1.png
Vsav-LI-luminous-illusion-hitbox.png
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Hitboxes On
Perhaps Lilith's most defining move, and her highest execution barrier. Being a command super, it breaks traditional canceling restrictions, allowing you to cancel into it from any of her normals, even at the end of chains. Extremely fast startup, combos off just about anything when close enough, gives great oki, and even greater damage—it's even good as a reversal in some situations. Its only real limitation is the input; but once mastered, it makes Lilith's damage off of almost everything skyrocket. Since it drags opponents in on hit, it can even catch extended hurtboxes as a punish or callout. One highly useful tidbit about the input is that you can use a down-forward instead of just forward, making a string like 2LP 2LP 3LK a far more natural feeling confirm.
LP,LP,Towards,LK,HP
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 20 1 + landing 1 - -23 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1 whole body 4+1x18+12+12 2+0x18+5+5 H: 0 G: 0 W: 0
J.LP,LP,Towards,LK,HP
AIR LUMINOUS ILLUSION
J.LP,LP,Towards,LK,HP
Vsav-LI-luminous-illusion-1.png
Vsav-LI-luminous-illusion-hitbox.png
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Hitboxes On
The air version of Luminous Illusion sadly cannot be comboed into consistently, but it can be used after blocking an opponent's air-to-air in an attempt to interrupt their string. Other than that, it's just a very unusual callout tool.
J.LP,LP,Towards,LK,HP
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
2 20 1 + landing 1 - -23 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1 whole body 4+1x18+12+12 2+0x18+5+5 H: 0 G: 0 W: 0
412[6]KK
GLOOMY PUPPET
412[6]KK
Vsav-LI-gloomy-puppet-show-1.png
Vsav-LI-gloomy-puppet-show-hitbox.png
Hitboxes Off
Hitboxes On
One of the few supers in the game that costs two stocks. Slow, unsafe, and no invulnerability, only usable in combos with very specific Dark Force routes. Damage is dependent on how well the Lilith player inputs the dance sequence. You can first use Lilith's Mimic Doll Dark Force then do the Puppet Show, since the doll will mimic the hat toss it can catch people unaware by the 2nd projectile. The game counts this super as a projectile, meaning it cannot be executed while a Soul Flash is still on-screen.

Dances probabilities:

   Dance #1 = 10/32 odds
   Dance #2 = 9/32 odds
   Dance #3 = 10/32 odds
   Dance #4 = 1/32 odds
   Dance #5 = 1/32 odds
   Dance #6 = 1/32 odds This one uses MK & HK buttons

https://kakuge.com/wiki/pages/%E3%82%B0%E3%83%AB%E3%83%BC%E3%83%9F%E3%83%BC%E3%83%91%E3%83%9A%E3%83%83%E3%83%88%E3%82%B7%E3%83%A7%E3%82%A6: http://www.temptation.tk/vampire/SAVIOR/lilith/page1.htm

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
25 43 91 - -32 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 4+20 2+6 H: 0 G: 0 W: 0

Dark Force

Illusion Attack: Mindless Doll - Same strength P + K:

Both of Lilith's Dark Forces have fairly situational use.
  • Mimic Doll (Light/Medium Version): An intangible copy image follows behind Lilith and mimics everything she does, with a delay. The doll can't be hit, but it will perform every action Lilith does exactly as she does it, which includes throwing 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 style juggles in the corner.
    The copy has no juggle restrictions, meaning you can whiff a move at the right time so that an opponent falls into the copy's attempt at the move and it will connect. Most useful, however, is juggling your Soul Flash into the copy's Soul Flash repeatedly until Dark Force ends, leading to very damaging combos. If your copy's Luminous Illusion hits the opponent as they are falling, it curiously puts them into an idle standing position, allowing you to instantly reset into a mixup of your choosing.
  • Mirror Doll (Heavy Version): An intangible copy image teleports behind the opponent and "mirrors" everything Lilith does, without any delay. The doll will keep the same distance from the opponent as Lilith's real body in the opposite direction, essentially making the opponent act as a mirror. Since the opponent is being hit from both sides equally, Lilith's moves will have no pushback, enabling some unique combos, especially midscreen. If the distance causes the Mirror Doll to be off-screen, it will effectively despawn until it's onscreen again, meaning it cannot act as a way to hit the opponent from full screen away.

Though Mimic Doll is a more useful Dark Force in general as its reward with proper setup can be huge, Mirror Doll can be potentially useful midscreen if you wish to do strike/throw pressure or confirm a full chain into Luminous Illusion without having to worry about pushback. For either version, you can use a Soul Flash before it deactivates to provide cover and avoid being punished.

Colors

Colors-lilith.gif

Notable Players

Japan

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

Name (English) Name (Japanese) Color Location Contact Notes
Kaji HP Lilith color hp small.png Kanto region http://twitter.com/drastic_oval Arguably the best VSav player in the game's history.
Take たけ PP Lilith color pp small.png
Kim きむ HK Lilith color hk small.png Kanto region http://twitter.com/kimlilith
https://www.youtube.com/channel/UC-uHm_O2iyWmJkQ4sRValpA
Arcade DIY and American BBQ enthusiast. Runs regular events for VSAV and VSAV2.
Yamamoto 山本 MP Lilith color mp small.png Kanto region http://twitter.com/vineyard000
Lily リリィ KK Lilith color kk small.png Kanto region https://twitter.com/ririrililith
https://www.youtube.com/channel/UCuHXlxLQPpUTHiZ0FtcdxkQ
Mano まの LP Lilith color lp small.png Chugoku region https://twitter.com/manoth5
https://www.twitch.tv/fantasistaokayama
Arcade clerk and Fantasista Okayama regular. Gamest Cup Women's champion. Longtime partner of BOW (AU).

North America

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

South America

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

Europe

Name (English) Name (Japanese) Color Location Contact Notes
Beistraxis べいちゃん HK Lilith color hk small.png Germany https://twitter.com/Nanoqoun The Vsav Sith, Beistraxis Darkforce!!!
Cocoa ココア LP Lilith color lp small.png Hungary https://twitter.com/CocoaAdept Tourney organizer and commentator. Addicted to doing Gloomy Puppet Show.
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