Lily
Who is Lily?
Lily is the protégé of series veteran T.Hawk, and as such, plays a lot like him, even sharing many of his normals. She is a poke-focused grappler who prods opponents and looks for an opening to exploit with her gap-closing Condor Dive and Condor Spire. When she gets that opening, she sticks to the opponent like glue and forces them to guess with her command grab.
What sets Lily apart from T.Hawk, however, is her unique Windclad mechanic. With this, Lily uses her Condor Wind special to power up her other strike specials, giving them extra damage, frame advantage, and combo potential. Building up one or multiple Windclad stocks and landing one good hit can quickly swing a round in Lily’s favor, putting the opponent in sticky situations where they have to commit to risky options or face an endless loop of mixups and punishment.
Lily has her struggles in neutral, as her tools to get up close are reliant on her getting a Windclad stock, which not every opponent will allow. Her walkspeed is below average, making her play more like a heavyweight character despite her small size. She makes up for all of this with her great pokes that lead into her strike-throw mix, tick throws, anti-airs, spacing traps, and—most importantly—her fearsome Mexican Typhoon command grab.
Don’t let her small stature and cheery demeanor fool you—Lily is a high-risk, high-return character who devastates health bars with both strikes and throws. Though she may struggle in neutral against some characters, all Lily needs is one good opening and a Windclad stock to ride a tailwind of momentum straight to victory. If you enjoy the thrill of a vortex character but also like playing with good pokes, then be sure to give Lily a try!
Pick / Avoid
Play Lily if…
Breezy: Large pokes and reliable anti-airs for playing an effective keepout game.
Well-Traveled: A long-ranged command grab that enables a powerful strike/throw mixup.
Pint-Sized Powerhouse: Advancing attacks that lead directly into pressure with the right setup.
Think twice if…
Hurricane Pain: Juggling an extra resource that can be difficult to build in certain matchups.
Slow and Steady: Relying on sluggish movement when left without resources.
Like a Bird of Prey: Utilizing a simple, straightforward gameplan with few gimmicks.
Vitals
- Fwd Walk
- 0.042
- Back Walk
- 0.027
- Fwd Dash
- 1.26
- Back Dash
- 0.94
- Fwd Jump
- 1.95
- Back Jump
- 1.56
- Jump Height
- 2.14
- Throw Range
- 0.80
- Drive Rush
- 1.90
Guides & Data
Players to Watch
Community
Patch History
- 5HP startup reduced 11 → 10; head hurtbox invincibility shifted back 1 frame to match (10-35 → 9-34)
- Allows a much more consistent combo from PC 5LP where other moves would whiff or reach the opponent on late active frames
- Ridge Thrust (3HP) increased pushback on block
- OD Condor Spire (236KK, Regular/Windclad) now has two possible travel distances depending on the button combination
- Far: MK+HK / Modern: A[3S]
- Short: LK+MK or LK+HK / Modern: A[1S] or A[2S]
- Can be more easily spaced on later active frames for improved advantage or to remain safe from Drive Reversal
- The new Short Windclad version has 8f less KD Advantage compared to the original Far version
- Regular version: recovery reduced 16 → 13; blockstun 21 → 18 (Block Advantage unaffected); KD Advantage +42(54) → +43(55); Perfect Parry Advantage -27(-15) → -24(-12)
- Windclad Condor Dive (W.j.PP/PPP) can now spend a Windclad stock to perform a follow-up Condor Dive on the hit/block rebound
- Can only be performed once per jump; useful to extend combo damage, or punish the opponent trying to dash or Drive Rush to punish the initial Dive
- The OD version only costs 1 additional Drive bar regardless of which Condor Dive starter was used; grants a Hard Knockdown on hit for great oki anywhere on screen
Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.









