Vanguard Princess/Lilith

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Lilith-portrait.png

Profile

One unknown day this child of Satan made its way from the underworld to our own. Lilith goes around claiming to be the direct descendant of Satan, though no one believes her.

As such, Lilith fights to prove what she says is true....


Base Health: 1000

Guts Threshold: 45%

Guts Factor: 25%

Total Effective Health: 1113

Move List

Note: As of 1.07, Lilith takes 50~75% less damage while walking forward. It's based on what hits her and how much life she has. Note that if Lilith gets hit into a combo while walking forward, subsequent attacks will not be reduced.

Movement

44: Short back-dash. Reversal invincible to throws and to strikes below the waist, so good for evading lots of things.

Throws

6C/4C
Lilith throw.png Guard Air Guard Support
Throw - No
Damage Hit / Counter Hit Counter Scale
115 or 135 Knockdown +0%
Lilith performs a Sitout Powerbomb, facing the direction being held.


623+C: Stunner
Lilith airthrow.png Guard Air Guard Support
Throw No Partial
Damage Hit / Counter Hit Counter Scale
187 Knockdown +50%
Lilith jumps forward with her knee sticking out. This move is an anti-air throw, but can also be comboed into. Very, very good for combos or punishing jumps. Assists can be used until the move hits.


41236+A/B/C: Brainbuster
Lilith dashthrow.png Guard Air Guard Support
Throw - No
Damage Hit / Counter Hit Counter Scale
A: 140
B: 157
C: 180
Knockdown +20%
Lilith dashes forward, grabs the opponent, and performs a Brainbuster. The distance Lilith dashes forward depends on the button pressed.


63214+A/B/C: Face Crusher
Lilith leapthrow.png Guard Air Guard Support
Throw - No
Damage Hit / Counter Hit Counter Scale
140 Knockdown +20%
Lilith jumps forward, grabs the opponent, and performs a Spinning Facebuster. The distance Lilith jumps forward depends on the button pressed. Hitbox is significantly high off the ground so can be used to evade lots of moves. This move is a throw, and it whiffs against crouching opponents (except for Luna, who it can grab even while crouching).


360° +A/B/C: Hyper Comet Buster
Lilith 360throw.png Guard Air Guard Support
Throw - No
Damage Hit / Counter Hit Counter Scale
246 Knockdown +20%
Instant grab, can be used as a reversal. Has very long range and can grab limbs. Excellent for mixups or punishing mistakes. The heavier the button you use to do the grab, the more range the throw has, but the more recovery it gains.

A Version: 92 Range
B Version: 102 Range
C Version: 110 Range


Normal Moves

5A
Lilith 5a.png Guard Air Guard Support
Mid No Yes
Damage Hit / Counter Hit Counter Scale
25 - / Increased Hitstun +20%
Short forward kick. Excellent fast poke, but doesn't hit low.


5B
Lilith 5b.png Guard Air Guard Support
Mid No Yes
Damage Hit / Counter Hit Counter Scale
79 - / Butt Plant +20%
Short forward poke. Slow, but has good range and beats many other pokes. Whiffs on all crouching cast except for Haruka, Luna, and Kurumi.


5C
Lilith 5c.png Guard Air Guard Support
Mid No Yes
Damage Hit / Counter Hit Counter Scale
106 - / Spin +20%
Slow head butt, moves Lilith forward slightly.


2A
Lilith 2a.png Guard Air Guard Support
Low Yes Yes
Damage Hit / Counter Hit Counter Scale
20 - / - +0%
Fast short poke. Chains into itself. Great for tick-throw setups.


2B
Lilith 2b.png Guard Air Guard Support
Low - Yes
Damage Hit / Counter Hit Counter Scale
74 - / Butt Plant +15%
Low kick. Decent speed, good for footsies.


2C
Lilith 2c.png Guard Air Guard Support
Mid No Yes
Damage Hit / Counter Hit Counter Scale
89 - / Launch +30%
Anti-air uppercut. Fast, but short horizontal range.


j.A
Lilith ja.png Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
35 - / - +10%
Quick upwards knee attack. Has active frames until landing.


j.B
Lilith jb.png Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
64 - / - +10%
Body splash with a huge crossup hitbox.


j.C
Lilith jc.png Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
89 - / - +20%
Midair drop kick. Causes significant hitstun.


Command Normals

6B
Lilith 6b.png Guard Air Guard Support
Low No Yes
Damage Hit / Counter Hit Counter Scale
100 Knockdown +40%
Drop kick. Has very good range. Very useful for mixups.


Special Moves

B+C / 6+E
Lilith headbutt.png Guard Air Guard Support
Mid No Yes
Damage Hit / Counter Hit Counter Scale
140 Spin +20%
This move is similar to 5C, but Lilith glows red and slides forward further, making this move a useful tool to get in on the opponent. This move's startup has full invincibility above the toes. It is also does significant damage to the opponent's Assist and Calcium meters.


623+A/B: Stunner
Lilith kickbam.png Guard Air Guard Support
Mid - Yes
Damage Hit / Counter Hit Counter Scale
145 Knockdown +20%
Lilith kicks the opponent in the gut and then performs a Stunner. This move can be combo'd into. B version steps farther forward but has more startup. Throw invulnerable startup. Unblockable. Can be reflected. Doesn't work if the opponent is in blockstun.


421+A/B/C: Sky Elbow
Lilith elbow.png Guard Air Guard Support
Overhead - Yes
Damage Hit / Counter Hit Counter Scale
A: 46
B/C: 66
Launch +40%
Lilith jumps forward and performs an Elbow Drop. The height and distance at which Lilith jumps depends on the button pressed. Juggle time on hit is severely reduced if they are juggled into the corner. Her hurtbox shrinks down a bit during startup while Lilith is still on the ground, and a short moment of full invulnerability while rising. As Lilith gets to the apex of her leap, she gains a hurtbox again that corresponds to the button used: A - covers her head and a bit of her upper torso, B - covers her body above her legs, C - covers her whole body.


263+C: Purgatory Flame
Lilith fire.png Guard Air Guard Support
Mid No Yes
Damage Hit / Counter Hit Counter Scale
56 Launch +0%
Lilith drinks from a bowl and then breathes fire for approximately two seconds. The fire is active for its most of the duration. This move has significant start-up and recovery time. Overall a very bad move. The input can be shortcutted as 262C.


Liberty Arts

360° +BC: F.M.B. (Final Meteo Buster)
Lilith super.png Guard Air Guard Support
Throw - No
Damage Hit / Counter Hit Counter Scale
435 Knockdown +100%
Super Command Grab. Can be used as a reversal. Instant startup after the super flash. If they have not done something to escape before the super flash, the super is guaranteed to connect. Very good at grabbing limbs as well. Has 122 Range.


  • Tip
All of Lilith's 360° command inputs can be executed in either direction, and you only need to hit "3 and a half" cardinal directions. i.e. 412369.

Strategy

Playing Lilith requires patience due to her lack of mobility (no forward dash). As such she relies heavily on the use of her assist to lay down cover fire so that she may traverse the screen through other methods.

The ideal assist to lay down cover fire is Sierra's 6D; it travels full screen, is cheap (at a cost of only 1 bar), and the delay before Sierra actually fires makes it great for oki.

After 6D there are a couple of options:

On block:

  • B+C
  • 623C
  • walk forward
  • jump-in A/B/C (I recommend A as it has the least amount of push back and if done at the end of 6D can lead to a tick throw 360)

On hit:

  • B+C for non-techable knockdown
  • jump-in A/B/C
  • crossup j.B tick throw (Hyper Comet Buster)
  • nothing into (Hyper Comet Buster) (be sure to wait for hitstun to end completely)

On assist proxy, I suggest walking forward with caution and be prepared to block any incoming "counters". It is not a total waste when 6D is proxied, however. The assist is effectively taken out of play while 6D fires allowing you to inch forth just a little bit more; there is no rush, get in with patience, Lilith has a high rate of assist bar recovery which means you have all the time in the world to make your opponent cry with 360BC

So now that you're in, it's time for Lilith to lay down the damage. Up close, she relies heavily on tick throws and counter-hit pressure.

Midscreen oki (assuming they block correctly):

  • (option crossup) j.B tick throw (Hyper Comet Buster)
  • (option crossup) j.B, 5A, (Hyper Comet Buster)
  • (option crossup) j.B, 2A, 2A, (Hyper Comet Buster)
  • (option crossup) j.B, 2A, 5A, wait (if they jump away B+C, if they jump straight up 2C, if they do nothing then throw)
  • (option crossup) j.B, 2C, 3D, (on hit: 623C, 2nd hit of 3D, 623C) (on block: use any of the above/below again)
  • empty jump, (Hyper Comet Buster)
  • j.A tickthrow (Hyper Comet Buster)
  • j.A, 5A/2A tick throw (Hyper Comet Buster)

For all of the above you should always have a 6D up while you're doing it. Corner oki is essentially the same, except you can't crossup if they're "completely" in the corner. Addendum: You can replace Hyper Comet Buster with Super, if you so choose.

After Hyper Comet Buster you should lay down 6D cover fire and then traverse the screen again to set it up all over again. There is enough time to simply walk over and be able to crossup j.B with ease. Be wary though, crossup j.B does get beat by DPs.

If you are having trouble against "jumpy" characters then make use of Lilith's godlike 2C. It will beat out a lot of airborne moves and take a lot of players out of the sky for good if abused correctly (if the opponent is backed up into the corner, you can simply crouch and they won't dare jump towards you). On counter-hit the opponent will be sent sailing in the air where you can follow up with 623C to start your oki MIND GAMEZZ.

If tick throws don't seem to be working (mashing out with kaede 2A or simply jumping away) then make use of lilith's 5A/2A which both have good reach and can easily be staggered in block strings (note: 2A can chain into itself while 5A cannot, 2A also has less pushback).

Matchups

Yui: Worst Nightmare #1. She has huge normals that also set up her petal-projectile game. Because of this, your assist will mostly be used to 4D those projectiles, otherwise, you will never get in. Your 2C isn't going to save you because properly spaced overheads and j.C will not get hit by it. Even when you get in, Yui's DP greatly reduces your oki potential.

Haruka: Worst Nightmare #2. Shields, lightning, and off-ground fullscreen lasers. Did I forget she has good normals as well? Yeah, you have to go through all that using Lilith's mobility (or rather, lack thereof). The good news: once you get in, you can go to town on her. Aside from her throw, there's little she can do to get you back at fullscreen again.

Lilith

Luna: Worst Nightmare #3. You will get shot. You will be chipped. If you get hit, you will almost certainly wind up back at fullscreen distance. And like with most characters, if she starts jumping back with j.A, there's little you can do about it. On the other hand, Luna backs herself into a corner very quickly, and she won't want to come out unless Lilith gets knocked down out of fear for 623C and 2C. Stay on the ground, at least when close, otherwise Luna's 236B(s) will likely wreck you. Avoid trades at all costs.

Kurumi

Saki

Kaede

Natalia

Eri

Ayane

Combos

Without Assist

421X, 623C (217+)

CH 5B, 5C (176)

CH 2C, 623C (250)

  • Only works against grounded opponents.

Eko

6B~6D, 623C

421A, 623C~3D, 623C

6D~2B, 421A, 623C (296)

j.B (crossup), 2C+2D, 623C (356)

B+C, 6D, B+C, 2D, 623C (466)

Eko 5D Reset

  • Just before any 623X move lands, use 5D. The 5D will hit at the end of the attack, causing the reset. If you do it too early, the opponent will be in the air after the 5D lands and will just tech out.

Eko 3D Meaty Mixup

  • Anytime you land 623C midscreen, you have perfect spacing to place a meaty Eko 3D dive kick. After the 623C, wait half a second and input 3D (before the opponent lands on the ground), with a well timed 421B elbow drop you can land on either side of the opponent on their wakeup as 3D hits meaty. If the opponent does not block correctly and Eko connects with the dive kick you can combo another 623C and go right back into this mixup. Timing is strict.

Sierra

CH 2C, 623C~2D, 623C (425)

623A~6D, 421A, 623C (292)

623B+3D, 623C (309)

623B+2D, 623C

623B+3D, 421B, 623C~2D, 623C (452)

3D, 623C (195)

421X, 623C~2D, 623C (392)

j.B (crossup), 2C+3D, B+C, 623C (354)

6B+C+D, 421B, 623C (300)

Juliet

2B~3D, B+C (266)

421X~6D/2D, 623C

6B~6D/2D, 623C

Juliet 3D Meaty Crossup

  • Anytime you land a Stunner, you have perfect spacing to place a meaty 3D. Use Juliet's 3D and do a j.B crossup as the opponent is waking up. If the opponent does not block correctly and Juliet connects you can combo into another Stunner and go right back into this crossup. This can be done off knockdowns caused by other moves, but depending on where Juliet starts her attack, the opponent can just backdash out of the crossup. It's less effective against characters with DPs, but starting the crossup earlier can work.

Kanae

CH 2C, 623C~2D, 421C, 623C (471)

CH 2C, 623C~2D, 421C, 623C~2D, 421C, 623C (626, Mid)

  • Only works vs Grounded and not in the corner.

CH A2A j.C, 623C~2D, 421C, 623C

CH A2A j.C, 623C~2D, 421C, 623C~2D, 421C, 623C

  • Air to Air combos.

B+C~2D, 421C, 623C (384)

B+C~2D, 421C, 623C~2D, 421C, 623C (561, Mid)

  • Unblockable setup or straight combo.

421X, 623C~2D, 421C, 623C (458)

421X, 623C~2D, 421C, 623C~2D, 421C, 623C (613, Mid)

5D, 6B, 2C (189)

3D, 623C (172)

3D, (4), 421B, 623C (227)

3D, (4), 421B, 623C~2D, 421C, 623C (426, Mid)

2D, 421C, 623C (266)

2D, 421C, 623C~2D, 421C, 623C (465, Mid)

6D (hits), 623C (172)

Hilda

623A/B~5D, 623C~5D, 623C

  • 623C~5D can be repeated until you run out of meter.

623A/B~2D, 623C~5D ...
623A/B~3D, 623C~5D ...

  • These do more damage for the same meter, but have stricter timings.

5D, 623A/B ...

6D, j.C, 623C~5D ...

  • j.B can be used instead, if you find the timing too hard.

2D, 6B, 421A, 623C ...

6B~3D, 623C ...

Frame Data

Move Start-up Duration Recovery Total On Hit On Block
44 - - - 37 - -
Jump 13 - 3 - - -
Reflect 1 12 27 40 - -
Throw 9 1 29 39 Down -
623C 21 3 49 73 Down -
41236A 29 24 43 96 Down -
41236B 42 30 21 93 Down -
41236C 63 8 25 96 Down -
63214A 27 8 55 90 Down -
63214B 29 5 56 90 Down -
63214C 37 1 55 93 Down -
360A 6 1 56 63 Down -
360B 6 1 64 71 Down -
360C 6 1 71 78 Down -
5A 6 4 13 23 +1 0
5B 16 3 16 35 +10 +9
5C 24 3 22 49 +11 +8
2A 3 5 11 19 +5 +4
2B 12 3 24 39 0 0
2C 6 6 26 38 -7 -6
j.A 4 Landing 6 - [27] [31]
j.B 13 36 6 - [35] [36]
j.C 16 3 6 - [47] [36]
6B 35 1 27 63 Down +4
BC 45 6 38 99 Down -14
623A 13 1 21 35 Down -
623B 20 2 26 48 Down -
421A 42 2 42 86 Down +7
421B 47 3 44 94 Down +7
421C 60 4 41 105 Down +7
263C 41 92 73 206 Down -134
360BC 5 1 41 47 Down -


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