Lilith

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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....

Move List

Movement

44: Short back-dash

Normal Moves

5A: Short forward kick.

5B: Short forward poke. Slow, little range. Whiffs on all crouching cast except for Haruka, Luna, and Kurumi.

5C: Slow head butt

2A: Fast short poke. Chains into itself. Hits low.

2B: Low kick. decent speed. Good for footsies. Hits low.

2C: Anti Air uppercut. Fast but short horizontal range.

j.A: Quick upwards knee attack. Has active frames.

j.B: Body splash that can cross up.

j.C: Midair drop kick.

B+C:

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 launches the opponent upon hit, causes a non-techable knockdown, and can go under certain projectiles.

Throws

4/6C:

Lilith performs a Sitout Powerbomb, facing the direction being held. This move does 13% damage to higher-defense characters, and 15% damage to lower-defense characters.

Command Normals

6+b: Drop kick like her j.C. Hits low, knocks down.

Special Moves

623 A/B/C: すたなー (Stunner)

In the A/B versions, Lilith kicks the opponent in the gut and then performs a Stunner. In the C version, Lilith jumps forward with her knee sticking out. This move is a throw, and all versions can be comboed into. 14-15% damage.

41236 A/B/C: ぶれんばすたー (Brainbuster)

Lilith dashes forward, grabs the opponent, and performs a Brainbuster. The distance Lilith dashes forward depends on the button pressed. This move is a throw. A: 12-13% damage. B: 13-15% damage. C: 15-17% damage.

421 A/B/C: すかいえるぼー (Sky Elbow)

Lilith jumps forward and performs an Elbow Drop. The height and distance at which Lilith jumps depends on the button pressed. This move is an overhead, and launches on hit. A: 4-5% damage. B/C: 7% damage.

63214 A/B/C: ふぇいすくらっしゃー (Face Crusher)

Lilith jumps forward, grabs the opponent, and performs a Spinning Facebuster. The distance Lilith jumps forward depends on the button pressed. This move is a throw, and it whiffs against crouching opponents. 11-12% damage.

360° A/B/C: はいぱーこめっとばすたー (Hyper Comet Buster)

Lilith grabs the opponent, and then hurts them and does a lot of damage. This move is a throw, it has a lot of range. 28-31% damage.

263C: ぱーがとりーふれいむ (Purgatory Flame)

Lilith drinks from a bowl and then breathes fire for approximately 1 1/2 seconds. The fire is active for its entire duration. This move has a significant start-up and recovery time, also launches the opponent upon hit. 6% damage (1 hit). 10-12% damage (2 hits).

Liberty Arts

360° B+C: F.M.B. (Final Meteo Buster)

Lilith grabs the opponent. She then performs her normal throw, the Stunner, the Face Crusher, and finally the Hyper Comet Buster. This move is a throw, and like her other 360°'s has a lot of range. 46-51% damage.
  • 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 Shiera's 6D; it travels full screen, is cheap (at a cost of only 1 bar), and the delay before Shiera actually fires makes it great for oki.

After 6D there are a couple of options:

On block:

  • B+C (luckily B+C is safe on block)
  • 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 reflect I suggest walking forward with caution and be prepared to block any incoming "counters". It is not a total waste when 6D is reflected, 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 some 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

Haruka

Lilith

Luna

Kurumi

Saki

Kaede

Natalia

Eri

Ayane


Combos

Without Assist

421A/B/C > 623C


Eko

2B > 6D > 421A > 6B or 623C (2B > 6D has to be done relatively fast, to the point of drumming the inputs)

j.B crossup > 2C+2D > 623C knockdown(opponent is most likely stunned, repeat this combo again)

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.

Corner: (B+C > 2D)x2 > 623C

Shiera

623A > 6D > 623C (small window to input 623A > 6D)

623A+3D > delayed 6B > 623C (delay for 6B varies, watch the opponent's height)

6B > 3D > 623C > 623C

421A > 3D > 623C > 623C

j.B crossup > 2C+3D > 623C > 623C (input 2C as 3C, combo stuns)

- followups:

-- repeat combo ~89%

-- 360A/B/C ~75%

-- 360BC ~92%

6BCD > 421B > 623C~6D > 623C

3D > 623C > (wait for 3D to hit after 623C) 421A > 623C > 3D > 623C (stun) > crossup jB > 3D > 623C > (wait for 3D to hit after 623C) 421A > 623C > 2D > 623C ~100% (Lilith death combo, 360BC after the stun will most likely kill as well)

Corner: j.C > 623A+3D > BC > 623C (BC may crossup) ~50%

Corner j.C > 3D > (delay jC > delay jC) or (421A > jC) or (B+C > jC) > 623C ~40%

Kanae

2D > 5A+B > 623C > 2D > 623C > 5D

Juliet

2B > 3D > 623C or B+C (2B > 3D, you drum the inputs)

crossup j.B > 3C+D (jB has to be done deep, when all the hits connect asap the combo will stun the opponent, if it doesn't stun you can end the combo with 623C or B+C)

421A/B/C > 623C > 3D > 623C (with correct timing this should stun) > 421A > 623C > 3D > 623C ~65% (requires 2 assist meter)

Corner: jC > 3C+D > 623C (stuns)

Corner: (Opponent needs to be near the corner) crossup jB > 3A+D > 2A > 623C (stuns) > (now push the opponent into the corner) deep jC+D > B+C > 3D > 623C ~70% (requires 3 assist meter)

Vanguard Princess

FAQNetplayLinksChangelog

Yui KutunaHaruka KutunaLilithLuna HimekiKurumi MirumatiSaki MitonoyaKaede HiohNatalia GlinkaEri HasumiAyane IkuseHilda Rize

KanaeShieraEkoJuliet

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