Vanguard Princess/Lilith
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 | |||
---|---|---|---|
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. |
Normal Moves
5A | |||
---|---|---|---|
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. |
5C | |||
---|---|---|---|
Guard | Air Guard | Support | |
Mid | No | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
106 | - / Spin | +20% | |
Slow head butt, moves Lilith forward slightly. |
2A | |||
---|---|---|---|
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 | |||
---|---|---|---|
Guard | Air Guard | Support | |
Low | - | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
74 | - / Butt Plant | +15% | |
Low kick. Decent speed, good for footsies. |
2C | |||
---|---|---|---|
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 | |||
---|---|---|---|
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 | |||
---|---|---|---|
Guard | Air Guard | Support | |
High | Yes | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
64 | - / - | +10% | |
Body splash with a huge crossup hitbox. |
j.C | |||
---|---|---|---|
Guard | Air Guard | Support | |
High | Yes | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
89 | - / - | +20% | |
Midair drop kick. Causes significant hitstun. |
Command Normals
6B | |||
---|---|---|---|
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
Liberty Arts
- 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 | - |