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....
(Speculatively to her ending, which has yet to be translated, the only thing she proved in the end was that she was Zangief's bastard child, and so she hid her face away in her castle along with Juliet, who swore servitude in exchange for open access to the medieval torture chamber and assorted maid outfits.)
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. She knees an aerial opponent in the gut and then performs the Stunner. This move is unblockable, and all versions can be comboed into upon hit. This move does 14% damage to higher-defense characters, and 15% damage to lower-defense characters.
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 unblockable. To higher-defense characters, the A version does 12% damage, the B version does 13% damage, and the C version does 15% damage. To lower-defense characters, the A version does 13% damage, the B version does 15% damage, and the C version does 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 it launches the opponent. To higher-defense characters, the A version does 4% damage, and the B/C versions do 7% damage. To lower-defense characters, the A version does 5% damage, and the B/C version do 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 unblockable, and it whiffs against crouching opponents. This move does 11% damage to higher-defense characters, and 12% damage to lower-defense characters.
360° A/B/C: はいぱーこめっとばすたー (Hyper Comet Buster)
- Lilith grabs the opponent. She sprouts shadowy wings as she lifts the opponent up by her stomach. Lilith then jumps up, does a backflip, and slams the opponent onto her back upon the ground. This move is unblockable. It does 28% damage to higher-defense characters, and 31% damage to lower-defense characters.
Tap A/B/C repeatedly: (unlisted)
- 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. This move also launches the opponent upon hit. It does 6% damage (1 hit) or 10% damage (2 hits) to higher-defense characters, and 6% damage (1 hit) or 12% damage (2 hits) to lower-defense characters
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 unblockable. It does 46% damage to higher-defense characters, and 51% damage to lower-defense characters.
- Tip
- All of Lilith's 360° command inputs can be executed in either direction regardless of the direction the opponent is facing (ie: if you perform a 6321478 360° input while your opponent is facing your right, you can still use the same 6321478 command instead of mirroring it as 4123698 even when the opponent is facing your left). Use this to your advantage, because the game client as well as certain game controllers do not always fare particularly well in registering the 360° inputs in certain directions.
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
Serious Advantage Match-ups:
Eri: You'll quickly notice the ideal pattern of an attacker constantly throwing themselves at you. This is to your advantage. Eri's entire move list is full of rekkas, and some of them will hit you from time to time because they're so fast, but she deals very little damage from each one. That means it'll be quite a number of combos before she kills you, and that gives you practice. Her 214A attack is a crossup though, so you will have to stay alert for hits from behind.
Advantage Match-ups:
Natalia: This match is easy for you because you only need to remember one simple strategy: Wait, block, then throw. Since Natalia also has no projectile attacks, she'll just keep charging you to unleash her pilebunker at close range. This makes her the perfect victim for your main throw attacks. All you have to do is block that one attack, then unleash Hyper Comet Buster on her. Alternatively, you can avoid it by jumping away and then using your assist to counter. Natalia can still do some serious damage, though, so make sure you use Facecrusher with more discretion since her 5C and Rising Peach attack counter it often.
Saki: Your fight with Saki will generally be an easy one, on two conditions: you knock her down often, and never jump towards her. It's not hard to win this if you use your assist well. That's because other than her 214A/B/C attack and her 236A petals, there's nothing else that will completely ruin you -- and it's still quite blockable. The moment she misses on her 623A/B/C Youseizan and her Flying Katana attacks, you're open for the kill.
Fair Match-ups:
Kurumi: Kurumi has no ridiculously dangerous or powerful attacks other than her special. She's just really fast. This will be a fight between your assists and grabbing her for massive damage. You'll be exchanging blows throughout.
Kaede: She has a few attacks that you have little control over, but her constant onslaught still gives you plenty of chances to throw her. She has to watch out for your throws, and you have to watch out for her damage and speed. She'll also stun you from time to time. Your 5C actually counters her 5C, and her 5B is faster than your 5B, so it's a toss-up. Attacking with your assist at the same time will get you some results.
Ayane: Normally you would think a range attacker would be a huge disadvantage, but the key here is that Ayane's arrows will fly over your head, because you're so short! Her 214A Holy Arrow rains downwards, however, and those will annoy you. Her specials will also counter most of your throws. But aside from the arrows, both of you have a very defensive style of play. You'll get a few throws in. Just remember to watch out for her 5C attack and don't use Face Crusher when she has arrows -- it'll counter you every time. B+C headbutt is your friend.
Disadvantage Match-ups:
Haruka: Yui's sister is not a fun opponent. Because she prefers to stay away and cast spells until you die, you are forced to pursue her. That means struggling through Melt Shots and thunder bolts just to get to her. And when you do, you'll be greeted with a variety of punches, counters and kicks. Your facecrusher will also whiff alot. However, if you manage to get close enough, you can double-team her with your assist. This is also the perfect chance to abuse your flame attack (tap A/B/C repeatedly), which will be quite some trouble for her. Just don't give her time to do her stuff.
Serious Disadvantage Match-ups:
Yui: You lack mobility, and range. Yui will exploit that to no end. She has enough sword atttacks at long range to give you fits, so this is going to be another defensive battle. Let her come to you; patience is key. Use Brainbuster after she misses on her Ama Ikazuchi, 5C or B+C on okizeme, and Hyper Comet Buster after blocking her special.
Luna: If you've ever played super turbo, imagine E.Honda vs Ryu/Sagat. Except a million times worse, it only will get worse if Luna's assist is Shiera. Only thing to do is wait for a slight opening... You'll chew up some damage even trying to get close, and if you get hit once expect to get hit 7 more times. 421 A/B/C can emulate a flying butt attack (refering to E.Honda) if that ever seems to hit make sure to do 623 C after. This entire match is just you trying to get a good hit in, while dodging/blocking the entire round.
Hilda: While Hilda's moves make her relatively powerful compared to the other characters, Lilith is literally at her mercy. Her normal attacks (5A butterfly daggers, 5B energy ball, 5C dark energy spear) and her 6A fullscreen laser are all ranged attacks and can counter all attempts by Lilith to advance forward, making the Sky Elbow, Brainbuster and Face Crusher almost unusable. The only time you can get close is charging with 5B+C or blindly jumping forward during Hilda's idle moments, or if she charges at you herself with her 6B finger attack. In this case, having Shiera's 6D laser as an assist is almost a necessity. You can also try to whiff a 63214C Face Crusher on purpose to pounce forward and evade Hilda's 22A airborne energy volley attack and throw her after she lands. Whenever you get close enough, try to make use of your 6B attack to knock Hilda down once, so you have time to unleash a combo once she gets up.
Combos
No Assist
Midscreen
421A/B/C > 623C
With Eko Assist
Midscreen
- 2B > 6D > 421A > 6B or 623C (2B > 6D has to be done relatively fast, to the point of drumming the inputs)
- jB 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 Combo
(Practicability questionable) J.c 2c 2d 623c (opponent should be stunned) 360a/b/c/b+c 75-85% damage.
- (B+C > 2D)x2 > 623C
With Shiera Assist
Midscreen
- 623A > 6D > 623C (small window to input 623A > 6D) ~30%
- 623A+3D > delayed 6B > 623C (delay for 6B varies, watch the opponent's height) ~38%
- 6B > 3D > 623C > 623C ~40%
- 421A > 3D > 623C > 623C ~37%
- jB crossup > 2C+3D > 623C > 623C (input 2C as 3C, combo stuns) ~46%
- followups:
-- repeat combo ~89%
-- 360A/B/C ~75%
-- 360BC ~92%
- 6BCD > 421B > 623C > 6D > 623C (623C > 6D, you drum the inputs) ~50%
- 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
all midscreen combos work
- jC > 623A+3D > BC > 623C (BC may crossup) ~50%
- jC > 3D > (delay jC > delay jC) or (421A > jC) or (B+C > jC) > 623C ~40%
With Kanae Assist
Midscreen
- 2D > 5A+B > 623C > 2D > 623C > 5D
With Juliet Assist
Midscreen
- 2B > 3D > 623C or B+C (2B > 3D, you drum the inputs)
- crossup jB > 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)
- (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)

