Lily

Menu

Normal Attacks

Hitbox Image
Standing Light Punch
6
16
350
High
Chain, Special, Super
--
--
+6
-1
3
8
Hitbox Image
Standing Medium Punch
9
29
800
High
--
--
--
+1
-4
4
17
Hitbox Image
Standing Heavy Punch
11
35
900
High
Special, Super
Crumple +84 on Punish Counter.
--
0
-5
3
22
Hitbox Image
Standing Light Kick
4
18
300
High
Chain, Special, Super
--
--
+1
-4
3
12
Hitbox Image
Standing Medium Kick
7
24
600
High
Special, Super
--
--
+2
-1
3
15
Hitbox Image
Standing Heavy Kick
14
38
1000
High
--
Knockdown +47 on Punish Counter.
--
+1
-5
4
21
Hitbox Image
Crouching Light Punch
6
16
300
High
Chain, Special, Super
--
--
+5
-1
3
8
Hitbox Image
Crouching Medium Punch
8
28
700
High
Super
--
--
+1
-3
3
18
Hitbox Image
Crouching Heavy Punch
10
37
500, 500
High
Second Hit: Special, Super
First hit whiffs if not close. 6 frames on whiff but 7 frames on hit? Something goofy about the way the two hits work, they aren't really two hits...
--
0
-2
7
22
Hitbox Image
Crouching Light Kick
5
18
200
Low
Chain
--
--
+2
-2
2
12
Hitbox Image
Crouching Medium Kick
10
30
500
Low
Special, Super
--
--
+1
-5
3
18
Hitbox Image
Crouching Heavy Kick
11, 19
44
450, 450
Low
--
--
--
Knockdown +32
-12
2, 2
24

Unique Attacks

Hitbox Image
Down-Forward + Heavy Punch (Ridge Thrust)
25
45
900
Overhead
--
--
--
+2
-3
3
18
Hitbox Image
Back + Heavy Punch (Horn Breaker)
14
35
800
High
Special, Super
--
--
+5
-2
4
18
Hitbox Image
Forward + Heavy Punch
18
43
900
High
Special, Super, Target Combo
--
--
+1
-5
2
24

Target Combos

Forward + Heavy Punch, Heavy Punch, Heavy Punch (Desert Storm)
18, 20, 20
43, 48, 64
900, 500, 500
High
--
Third hit always scales to 80% (400).
--
+1, 0, Knockdown +23
-5, -9, -26
2, 2, 5
24, 27, 42
Jump Medium Punch, Jump Medium Punch
9, 10
--
700, 700
Overhead
Super
Limited Juggle State on air hit.
--
+7..., --
+3..., --
4, 3
3 Landing

Jump Attacks

Hitbox Image
Jump Light Punch
5
--
300
Overhead
--
--
--
+6...
+2...
9
3 Landing
Hitbox Image
Jump Medium Punch
9
--
700
Overhead
--
Limited Juggle State on air hit.
--
+7...
+3...
4
3 Landing
Hitbox Image
Jump Heavy Punch
10
--
800
Overhead
--
Knockdown on aerial hit.
--
+7...
+3...
6
3 Landing
Hitbox Image
Jump Light Kick
6
--
300
Overhead
--
Crosses up.
--
+4...
0...
6
3 Landing
Hitbox Image
Jump Medium Kick
8
--
500
Overhead
--
Crosses up.
--
+8...
+4...
5
3 Landing
Hitbox Image
Jump Heavy Kick
11
--
800
Overhead
--
--
--
+10...
+6...
6
3 Landing
Hitbox Image
Jump, Down + Heavy Punch (Great Spin)
9
--
800
Overhead
--
Crosses up.
--
+11...
+7...
11
8 Landing

Special Moves

Condor Wind (Light Punch)
47...109
Down, Down-Back, Back + Light Punch
47...109
--
--
Light Punch version only charges up a Wind Stock, does not attack. Hold Punch to continue charging, up to three stocks.
--
--
--
--
--
Condor Wind (Medium Punch)
23...93
Down, Down-Back, Back + Medium Punch
51...121
900
High
Charges up a Wind Stock. Hold Punch to continue charging, up to three stocks. Held Attack comes out on frame 4 once Punch is released.
--
+2
-8
5
25
Condor Wind (Heavy Punch)
25...93
Down, Down-Back, Back + Heavy Punch
53...121
1100
High
Charges up a Wind Stock. Hold Punch to continue charging, up to three stocks. Held Attack comes out on frame 4 once Punch is released.
--
Knockdown +30
-8
5
25
Condor Wind (Overdrive)
21 (40)
Down, Down-Back, Back + PP
47 (40)
1200
High
Limited Juggle State on hit. Charges up a Wind Stock. Held version (data in parenthesis) only charges one stock, takes 40 total frames, and will not attack after the hold.
--
Knockdown +39 (--)
-5 (--)
5 (--)
23 (--)
Condor Spire (Light Kick)
17 (9)
Down, Down-Forward, Forward + Light Kick
45 (51)
800 (100, 100, 800)
High
Wind Stock version in parenthesis.
--
Knockdown +33 (Knockdown +47)
-8...+4 (+1...+7)
13 (5, 18)
16 (14)
Condor Spire (Medium Kick)
21 (13)
Down, Down-Forward, Forward + Medium Kick
49 (55)
900 (100, 100, 900)
High
Wind Stock version in parenthesis.
--
Knockdown +37 (Knockdown +49)
-8...+4 (+1...+7)
13 (5, 18)
16 (14)
Condor Spire (Heavy Kick)
25 (17)
Down, Down-Forward, Forward + Heavy Kick
53 (59)
1000 (100, 100, 1000)
High
Wind Stock version in parenthesis.
--
Knockdown +37 (Knockdown +52)
-8...+4 (+1...+7)
13 (5, 18)
16 (14)
Condor Spire (Overdrive)
15 (9)
Down, Down-Forward, Forward + KK
43 (46)
1000 (100, 100, 1000)
High
Wind Stock version in parenthesis.
--
Knockdown +42 (Knockdown +56)
-8...+4 (+2...+8)
13 (24)
16 (14)
NormalHitbox Image Wind StockHitbox Image
Tomahawk Buster (Light Punch)
6 (4)
Forward, Down, Down-Forward + Light Punch
49 (49)
900 (400, 600)
High
Anti-Air invincible on frames 1-10. Wind Stock version in parenthesis.
--
Knockdown +36 (Knockdown +41)
-27 (-25)
11 (14)
33 (33)
NormalHitbox Image Wind StockHitbox Image
Tomahawk Buster (Medium Punch)
8 (6)
Forward, Down, Down-Forward + Medium Punch
56 (56)
1000 (400, 800)
High
Anti-Air invincible on frames 1-12. Wind Stock version in parenthesis.
--
Knockdown +36 (Knockdown +41)
-32 (-30)
12 (15)
37 (37)
NormalHitbox Image Wind StockHitbox Image
Tomahawk Buster (Heavy Punch)
10 (8)
Forward, Down, Down-Forward + Heavy Punch
61 (61)
1200 (400, 1000)
High
Anti-Air invincible on frames 1-14. Wind Stock version in parenthesis.
--
Knockdown +36 (Knockdown +41)
-35 (-33)
14 (17)
38 (38)
NormalHitbox Image Wind StockHitbox Image
Tomahawk Buster (Overdrive)
6 (4)
Forward, Down, Down-Forward + PP
60 (60)
800, 600 (400, 600, 600)
High
Anti-Air and Throw invincible on frames 1-10. Wind Stock version in parenthesis. Can cancel into Overdrive Condor Dive on hit.
--
Knockdown +32 (Knockdown +33)
-35 (-35)
12 (15)
43 (43)
Condor Dive
12 (12)
Neutral or Forward Jump, PP
--
800 (200, 800)
High
Wind Stock version in parenthesis. Active until landing. Recovery on whiff is 24, but recovery on hit/block is variable based on height (31.../36...).
--
Knockdown +32...+37 (Knockdown +33...+38)
-19...-24 (-19...-24)
**
24* (24*)
Condor Dive (Overdrive)
12 (12)
Neutral or Forward Jump, PPP
--
1400 (200, 1400)
High
Wind Stock version in parenthesis. Active until landing. Recovery on whiff is 24, but recovery on hit/block is variable based on height (31.../36...).
--
Knockdown +40...+46 (Knockdown +42...+48)
-19...-24 (-19...-24)
**
24* (24*)
Mexican Typhoon
5
360 + P
--
2000 (2300) / 2400 (2760) / 2800 (3220) / 2900 (3350)
Throw
Wind Stock version in parenthesis. Light Punch version has the most range but the least damage, Heavy Punch has the least range but the most damage. Overdrive has maximum range and damage compared to the normal versions.
--
Knockdown +28
--
3
53

Super Arts

Breezing Hawk (Level 1)
13
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
2200
High
Strike/Throw invincible on frames 1-14. Breaks armor.
--
Knockdown +27
-36
**
54
Thunderbird (Level 2)
9 (9)
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
2500 (2800)
--
Fully invincible on frames 1-41. Breaks armor. Wind Stock version in parenthesis. Can be used in the air.
--
Knockdown +42 (Knockdown +43)
-60 (-59)
**
63
Raging Typhoon (Level 3)
7
Down, Down-Back, Back, Down, Down-Back, Back + P
4500 (5000)
Throw + Hit
Fully invincible on frames 1-8. Breaks armor. Critical Art in parenthesis. Can be combo'd into as a hit or used empty as a grab, although the opponent can jump away after the screen freeze.
--
Knockdown +4
--
2
106

Misc.

Stats
Health — 10,000
Forward Walk Speed — 4.2
Back Walk Speed — 2.70
Forward Dash — 21 frames / 115.421 distance
Back Dash — 24 frames / 93.852 distance
Prejump Frames — 5
Forward Throw
5
30 (whiff) / 116 (hit)
1500
Throw
--
--
--
+20
3
23
Back Throw
5
30 (whiff) / 132 (hit)
1400
Throw
--
--
--
+32
3
23