I knew there was something missing. Here’s a Lilith guide I’ve been working on:
Normals:
LP
Standing - one of the little wings on Lilith’s head becomes a blade that extend forward. Your typical LP. Weak, fast, and can be cancelled.
Crouching - a crouching jab.
Jumping - a wing becomes a spike that extend over the should that is towards the opponent. Good for tacking on more hits in air chains.
MP
Standing, far - a chop to the mid. Has a some range, but use her MK instead if you want to poke.
Standing, close - one of her wings morph around an arms for piercing punch. Good priority.
Crouching - she kneels with her head down and her back over and towards her opponent. Her wing form into blades that extend forward.
Jumping - wing morph into blades that extend over her shoulders. Good for air-to-air and in air chains.
HP
Standing, far - her wings shoot out spikes. Good priority and range.
Standing. close - she punches upward and spikes shoot from below. Good priority. Can be used as an anti-air, but horizontal range is so poor that you’ll only be doing it against deep jump-ins and crossovers.
Crouching - her wings fuse into a large, flexible blade which she twirls around like a cape. Very good range and pushes your opponent away to a safe distance if blocked.
Jumping - good for jumping in against short characters, as it is fast and has good priority. Range leave something to be desired though.
LK
Standing - a leg crosses over the other to give a kick to the shin. Like all light attacks, weak, fast, and cancellable.
Crouching - she extends a leg to the side.
Jumping - a flying knee.
MK
Standing - a straight back kick. Fast with good range, but can’t be cancelled. Great for poking.
Crouching - Lilith sits leaning back with her arms supporting her and a leg extended. Good range and cancellable.
Jumping - a flying back kick. Good range, can be used as air-to-air, starting air chains, and for crossing up.
HK
Standing, far - an axe kick, literally, as Lilith’s wings wraps around her boots and morphs into an axe blade. Ugh, strong and can hit twice but slow and can be easily seen coming. It is obviously intended to be an overhead since the AI blocks it standing, but for some reason it can be blocked crouching. I don’t recommend using this at all.
Standing, close - now this is a great normal. She does a no-handed cartwheel that does multiple hits, and pushes your opponent away if blocked. More importantly, you can cancel this into her Luminous Illusion, so you should always do so if you have a level. Do it while dashing to ensure that everything hits.
Crouching - Lilith slides forward with a one of her wings wrap around an extended leg and morphs into a blade. It knocks down opponents but it has bad recovery if blocked. Should only be used in chain combos and for punishing mistakes.
Jumping - she turns and kicks out with a wing wrapped around an extended leg leg. Good range and priority.
Note:
With the exception of her close HP, none of her normals are a viable anti-air.
Cancellables:
Far Standing Close Standing Crouching Jumping
LP Yes Yes Yes Yes
MP No No No Yes
HP No No No No
LK Yes Yes Yes Yes
MK No No Yes Yes
HK No No No No
Note:
All normals can be cancelled into a stronger normal. The only normal that can’t be cancelled at all is HK.
Command Moves:
Forward Dash F,F
Lilith floats forward with her wing flapping to thrust her forward. A decent forward moving dash. You can also cancel it with any normal, special, or super.
Back Dash B,B
She leans away as she flies back. Like the Forward Dash, this is cancellable.
High Jump D, U
Her super jump. She give a shout as she jumps with sparkles trailing her. Simply a higher jump. Time it right, and you can use it to avoid many specials and supers.
Note: Lilith has no kick throw.
Specials:
Soul Flash (air) QCF+P
This is Lilith’s projectile. She’s throws out a green bat with a ring of hearts around it. Use the low version because it lasts the longest. Even though it is fairly weak, it is more useful than most people think since it comes out relatively quickly. It’s main use is for stopping projectiles and rushdown. Use this to halt projectiles. It would stop just about any non-ES projectile if you time it right. Soul Flashes can keep rushdown characters at bay. To stop them, try dashing back when they come at you and throw out a Soul Flash.
ES Soul Flash
This comes out rather slow. It is good for combos, but easy to see coming. I personally don’t use it in serious play.
Shining Blade F,D,DF+P
Lilith’s anti-air. She jumps up while extending a wing sharpened into a blade. It has pretty good priority. The low version doesn’t reach very high and don’t move lilith forward at all, making it safest as an anti-air. The fierce version is used for combos. I don’t use the strong version.
ES Shining Blade
This can be used as anti-air and in combos. I don’t use this a lot as there are better combos you can use a level of super with.
Merry Turn QCB+K
Lilith’s version of the Hurricane Kick. I don’t use this a lot, not even for combos. I do throw this out randomly during backdashes to surprise opponents.
ES Merry Turn
I use this even less than the special. There are simply better options for the use of a super level.
Mystic Arrow HCB+P
A special throw where Lilith hops forward and her wing form into a bow and arm. She then uses the opponent as an arrow and sends them flying into the wall. I like to mix these up with chain combos. Opponents turtle when I come close, expecting chain combos, but gets this instead. Don’t abuse this though, otherwise people will catch on and will punish you when you try to use it.
ES Mystic Arrow
The ES version bounces the thrown opponent up when they hit the wall and you can juggle them afterwards. I like to use the Luminous Illusion as a follow up to this one.
Toe Pierce
This is a good pursuit attack, so you should use it often. Lilith flips over to where the opponent is and stomps on them. Be careful if your opponent is at or near the corner, because then you’ll end up at the corner.
ES Toe Pierce
I don’t use this at all. It doesn’t do enough damage to bother spending a level on.
EX Moves:
Splendor Love F,D,DF+KK
This isn’t a very good EX move for Lilith since you have no invincibility at start-up and it comes out too slow to be used in combos. This is enhanced to do more hits during Dark Force Power.
Luminous Illusion (air) LP,LP,F,LK,HP
Lilith’s best EX move. You can use this in the air and in combos. You should be able to do this quickly, as it you’ll be using this one a lot.
Gloomy Puppet Show (level 2) HCF+KK
This a fun EX move. It’s great for showing off, and something to do when time is running out. It can be used as an anti-air, but it is difficult to hit with Damage isn’t great unless you can get all button presses right. Even then, it’s not worth the two levels. Just do two Luminous Illusions instead.
Dark Force:
Dark Force Change
Mindless Doll P+K (Equal Strength) (LP,LP, F, MP, HP in Dark Force Power)
This is Lilith’s Dark Force Change. In the Light and Medium version, and duplicate of Lilith follows her and mimics everything she does, even the Luminous Illusion. So you can have four Liliths in the screen by activating the Mindless Doll and landing a Luminous Illusion. The Heavy version acts like Morrigan’s DF. A duplicate appears on the opposite side of the opponent and acts like a mirror image. Doing a Luminous Illusion while this is activated just cancels the DF and have you doing a normal Luminous Illusion.
Dark Force Power
When this is activated, Lilith starts flashing and all her attacks does unrecoverable red damage. It costs two levels to activate it and you lose the ability to chain in the air. However, having it activated would make even Lilith’s normal chain combos lethal. You can still activate the Mindless Doll version one by doing the command listed above, but it is deactivated when you get hit. No time bar appear if you activate the Mindless Doll, but it lasts a bit longer than the Dark Force Power. The EX move that was enhanced during Dark Force Power is the Splendor Love.
B&B Combos:
j.HP, c.LK, c.MP, c.MK. c.HP
j.HP, c.LK, c.MP. c.MK. c.HK, U+P/U+K
j.HP, LP, LP, F, LK, HP
Dashing close HK, Luminous Illusion
I’ll be adding strategies against different opponents later. I prefer Vampire Savior, but only because Lilith’s there.