Lily Hawk

Street Fighter/Lily Hawk



Lily Hawk (リリー・ホーク, Rirī Hōku) is a video game character from the Street Fighter series, debuting as a new playable character in Street Fighter 6. She is a member of the Thunderfoot tribe, alongside T. Hawk and Juli.

Lily Hawk
Y'know what I think? Strength isn't something you can learn; it's something you yourself have to teach.
~ Lily Hawk
Origin
Origin Street Fighter 6
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Street Fighter 6
Voiced by Rie Kugimiya (Japanese), Tiana Camacho (English)
Characteristics
Species Human
Gender Female
Pronouns She/Her
Sexuality Heterosexual
Age Unknown
Birthday June 3
Height 5'3"
Weight 106 lbs
Ethnicity Indigenous Mexican
Status Alive
Alignment Neutral Good
Archetype Pint-Sized Powerhouse
Occupation N/A
Time Period Modern
Language Spanish / English
Combat Style Dual-Wielding War Clubs
Homeworld Earth
Relationships
Affiliations Toyno'lkonoi, T. Hawk, Singing Wolf, Dhalsim, Blanka
Enemies N/A

Background

This dropdown contains the synopsis of 's story. Read at your own risk as you may be spoiled otherwise!

Lily Hawk is a descendant of the Thunderfoot tribe who communicates with the spirits of nature, trusting their guidance as she travels the world. Despite her small stature, she possesses immense power.

Lily: That's the Spirit
Lily loves to travel, and a spirit named Toyno'Ikonoi instructs her through the wind to explore the world, which holds much to be seen. She reflects on a past Thunderfoot warrior who journeyed to protect the tribe and met many great fighters, hoping her own journey will be similarly meaningful.

Upon returning home, Dhalsim teleports from India to visit her. Fascinated by his teleportation, Lily wonders if he is a spirit. Dhalsim declines, instead challenging her to a fight to test her strength.

After the encounter, Lily contemplates how Dhalsim sensed a “great power” within her, possibly referring to her spirit Toyno'Ikonoi. She resolves to travel the world to grow stronger, eager to demonstrate her progress alongside Toyno'Ikonoi.

Dhalsim: An Omen
In Dhalsim’s Arcade mode, he notices a dormant “great power” while meditating at the Dhalsimer Temple and investigates. Teleporting to the Thunderfoot Settlement in Mexico, he meets Lily and challenges her to prove her strength. After the fight, Dhalsim befriends Lily and Chief Singing Wolf, taking a selfie together. Though he senses no malice in her spirit, he suspects that her power could be the Satsui no Hado.

Blanka: Real-life Cryptid
Lily mistakes advertisements for Blanka-chan’s “cryptid sprite” travel company as real, prompting her to visit Brazil. After fighting Blanka, she reassures him that she senses “the spirit of the jungle” within him, which she had been seeking. This convinces Blanka that Blanka-chan and the jungle spirit are indeed real.

Appearance

General Description: Lily is a short, athletic girl with tan skin and black hair styled in two tall pigtails. She has a youthful, energetic appearance suited for agility and playful combat style.

Facial Features: Lily has short, parted bangs in the front. In Outfit 3, she wears makeup including red lipstick and pink blush, adding a more polished appearance to her face.

Clothing/Outfit:

  • Default Outfit: Blue and white poncho with red and green designs, red and white bead necklace, white feathery earrings, red, white, and blue headband, red hair ties, torn pink shorts with white belt, and brown boots trimmed in the colors of the Mexican flag with white tassels above the ankles.
  • Outfit 2: Orange and green striped short-sleeve sweater, matching earflap beanie, frilly green shorts, orange boots, brown backpack with two keychains (a pink/blue/green bird and a Blanka Chan), thick black metallic bracelets on each wrist. Hair pigtails rest lower due to the hat, and war clubs are now green with a bird's head design at the tip.
  • Outfit 3: Sleeveless green frilly crop-top with white center and golden flower designs, red Charro tie, white pants with green accents and matching golden floral designs, thin red scarf around waist, white and gold fingerless gloves, golden boots with red flowers and green stems, green, gold, and white Sombrero carried on her back, hair in small folded pigtails with red ribbons and pink roses, war clubs with green plant motifs, red flower designs, and ribbon decorations. Makeup includes red lipstick and pink blush.

Special Features: Lily’s pigtails, colorful and culturally inspired attire, and decorated war clubs are signature design elements. Outfit 3 is notable for including makeup and elaborate floral detailing.

Alternate Forms/Disguises: Lily contains alternate outfit variations with different colors.

Personality

  • Youthful and Curious: Lily is an energetic and inquisitive girl, eager to explore the world and learn from her experiences.
  • Inexperienced but Enthusiastic: Her movements and fighting style show a lack of refinement due to her limited experience, though she demonstrates eagerness to grow.
  • Caring and Thoughtful: She seeks to make friends and looks out for others, showing concern for Juri's reckless behavior.
  • Vengeful and Principled: Lily holds a grudge against M. Bison for his past attack on the Thunderfoot tribe, reflecting her sense of justice.

Goals

  • Travel the world and grow stronger, being a true warrior (Ongoing).
  • Travel the world and see everything (Ongoing).

General Information

Name: Lily Hawk[1]

Other Names: Spark-In-Shadow[2] (Thunderfoot tribe members are given a second name to represent their true selves[3])

Origin: Street Fighter 6

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Street Fighter 6

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

Gender: Female

Sexuality: Heterosexual

Pronouns: She/Her

Handedness: Ambidextrous

Age: Unknown

Birthday: June 3rd[4]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: Mexico[8]

Story Role: Supporting Character, Shaman, Spiritual Character

Legacy: Global Legacy (Kimberly is one of the several legendary fighters that are known across the world that the player becomes a disciple of in Street Fighter VI[9])

Influence: Event Influence

Language: Spanish/English

Ethnicity: Indigenous Mexican[10]

Religion: Nature Spirits-Based Religion (Lily talks about the spirits of nature and talking to them, with them guiding her on her journey)

Classification: Descendant of the Thunderfoot Tribe[11]

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: N/A

Combat Style: Dual-Wielding War Clubs

Affiliations: Toyno'lkonoi, T. Hawk, Singing Wolf, Dhalsim, Blanka

Enemies: N/A

Height: 5'3"[12]

Weight: 106 lbs[13]

Status: Alive

Alignment: Neutral Good (Fought off the Custom Character due to initially believing him to be an "evil pest" due to her Elder telling her so[14]. As Lily wants to be a true warrior, she must wait until the very last moment to fight, only doing so as a last resort, as to choose combat is to risk placing the lives of many in danger, including oneself, ones allies, loved ones, and one's opponents as well[15])

Potential

Archetypal Tiering: Pint-Sized Powerhouse[20]

Codex Statistics

Grade: A

Tier: At least 9-A, likely Far Higher

Cardinality: Finite

Dimensionality: 3-D

Power Source

Attack Potency: At least Room level (Potency) (Fought against Dhalsim for him to test her strength[25], with Dhalsim noting he senses a great power within her[26]. In Dhalsim's arcade, he notes that he senses an incredible power from Lily[27]. Dhalsim is shown superior to Early Street Fighter V Ryu, as he is able to subdue Necalli[28], while Ryu couldn't[29], making him superior to Street Fighter V Era Chun-Li, who can[30] fight against[31], Juri Han, who can blow up the inside of a building[32] and cause a jet plane to explode[33]. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[34], and broke three cinderblocks with one attack[35]. The Street Fighter cast can break[36] apart cars overtime with various hits[37]. They can also destroy metal barrels[38]. Along with destroy stone walls overtime[39]. Can destroy barrels in a single hit[40]. The Street Fighter cast can break[41] apart cars overtime with various hits[42]. They can also destroy metal barrels[43]. Along with destroy stone walls overtime[44]. Can fight and harm Sagat[45], who broke a large rock in half[46]. Can destroy barrels in a single hit[47], Can fight and harm Zangief[48], who overpowered a large bear[49]. Should be comparable to Adon[50], who broke a chunk off a statue's head[51]. Should be comparable to characters like Birdie, who bent a large piece of metal[52]. Can destroy barrels in a single hit[53]. The cast is able to destroy barrels with a single hit[54]. Legendary Fighter's masters actions make their student able to destroy objects they couldn't prior such as wooden boxes and barrels[55]), likely Far Higher (Has noted on her journey that she has went to fight Dhalsim, Street Fighter 6 Era Ryu, & Street Fighter 6 Era Elena[56])

Durability: At least Room level (Potency), likely Far Higher

Striking Strength: At least Room Class (Potency), likely Far Higher

Lifting Strength: Class 50 (Lily should be comparable to Hugo, who can lift a semi-truck[57])

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[58]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[59]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[60]. Has raced with horses[61])

Attack Speed: Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[62], even during the Alpha series[63])

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[64]. Can go through intense battles and long periods of training)

Range: Standard Melee, Extended Melee with her Pogamoggans. Up to at least Kilometers with Air Manipulation (Noted by Lily herself that she can hear the voice of the spirits and imbue herself with their powers[65], including spirits in the realm of the sky who have control over the wind)

Intelligence: Unknown Intelligence

Knowledge:


Powers and Techniques








Equipment

Pogamoggans

 
Lily wielding her pogamoggans in Street Fighter 6.
  • Description: The pogamoggans are dual ball-headed war clubs wielded by Lily, serving as her primary weapons in combat. They are traditional arms of the Thunderfoot tribe and have been passed down through generations.
  • Appearance: Each pogamoggan consists of a long handle with a weighted, ball-shaped head. The design gives the weapons a distinctive silhouette and emphasizes striking power over cutting edges.
  • Usage: Lily wields the pogamoggans in tandem, using them to strike from deceptively long ranges. Her training allows her to generate immense force with relatively small swings, and she is capable of dual-wielding both clubs simultaneously during combat.
  • Function: The pogamoggans possess a displaced center of gravity, allowing momentum to build rapidly during motion. This design enables Lily to deliver powerful blows that far exceed what her size would normally allow.
  • Notable Traits: Due to her extensive training with the pogamoggans, Lily is able to fight opponents well above her weight class. Their cultural significance to the Thunderfoot tribe, combined with their unusual balance and force amplification, makes them both a symbolic and highly effective weapon.

Notable Techniques

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

 
Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

 
 

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

 
 

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

 

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

 

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

 
  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

 

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

 

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

 

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

 

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

 

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

 

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

 

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

 

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

 

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

 

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

 

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

 

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

 

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

 

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

 

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

 

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

 
When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[219]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[220]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[221]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[222]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[223]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[224]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[225]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

 

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.



Combat Style:
Thunderfoot Martial Arts
A traditional fighting style of the Thunderfoot people that revolves around wielding paired war clubs known as Pogamoggans. Their size and weight allow Lily to apply heavy pressure from a distance while still maintaining strong control in close quarters, creating openings for powerful throws and grappling techniques.

Influenced by the techniques of T. Hawk, Lily has adapted similar maneuvers to better suit her smaller frame, integrating swift movement and wind-assisted momentum. Her approach to combat prioritizes discipline and restraint, viewing strength as something guided by self-belief and responsibility rather than aggression.

Spiritual Powers (Wind)
Lily possesses the ability to manipulate wind through a spiritual bond with a powerful elemental entity. This power is primarily used to enhance her mobility, allowing her to move faster, jump farther, and reinforce her attacks with compressed air currents.

She can surround herself with rotating gusts known as Windclad, which increase the impact of her wind-based techniques. When drawing deeply on this power, Lily is capable of generating massive wind phenomena capable of overwhelming opponents through sheer force.

Ridge Thrust

Lily hops forward and strikes downward with both clubs in an overhead attack.

Horn Breaker

Lily thrusts one of her clubs straight toward the opponent’s head.

Great Spin

Lily leaps above the opponent and crashes down onto them with a spinning body press.

Double Arrow

While airborne, Lily delivers two rapid strikes using her clubs.

Desert Storm

Lily pivots forward and unleashes a fast three-hit combination with her clubs.

Earth's Rage

Lily spins in place and smashes the opponent with both clubs simultaneously.

Cross Hammer

Lily blocks an incoming attack and counters with a somersaulting overhead strike using both clubs.

Canyon Throw

Lily hooks the opponent’s ankle with her clubs and flips them upward.

Falling Cliff

Lily traps the opponent’s neck with crossed clubs, lifts them onto her shoulders, and throws them backward.

Condor Wind

Lily spins her clubs to summon wind, gaining one Windclad stock while performing a rotating attack.

Condor Spire

Lily surges forward on a gust of wind to tackle the opponent; the attack grows stronger depending on energy spent and Windclad stocks.

Tomahawk Buster

An aerial diagonal version of Condor Spire that retains all of its properties.

Condor Dive

A mid-air diving variant of Condor Spire performed diagonally toward the opponent.

Mexican Typhoon

Lily hooks the opponent with her clubs, spins upward around them, and slams them into the ground; the enhanced version increases its power.

Breezing Hawk

Lily engulfs the opponent in wind, striking repeatedly before finishing with a launching double uppercut.

Thunderbird

Lily spins rapidly while ascending, delivering a series of wind-powered strikes; can be performed mid-air and enhanced with Windclad.

Raging Typhoon

Lily performs two consecutive Mexican Typhoons; when near defeat, the second spin accelerates before ending in a powerful drop.



Common Moves

Drive Impact: Earth's Rage

Lunge forward with a powerful attack. Can be used to absorb an opponent's attack while launching your own offensive.
~ Street Fighter 6 Lily Command List Drive Impact: Earth's Rage

P (High) K (High)

Drive Reversal: Cross Hammer

Can be used after blocking an attack to quickly turn a defensive position into an offensive one. Can also be used when recovering from a knockdown. The input can be held while downed to perform this when rising.
~ Street Fighter 6 Lily Command List Drive Reversal: Cross Hammer

→ + P (High) K (High) (When blocking, recovering from a knockdown, or during a successful Drive Parry)

Drive Parry

Adopt a stance that allows you to deflect all opponent strikes. This stance can be sustained by holding down the command used to activate it.
~ Street Fighter 6 Lily Command List Drive Parry

P (Medium) K (Medium)

Parry Drive Rush
Immediately move forward from a Drive Parry stance. Normal or unique attacks performed while moving will have their properties changed.
~ Street Fighter 6 Lily Command List Parry Drive Rush

→ → (During a Drive Parry)

Cancel Drive Rush

Immediately move forward out of an attack. Can be performed during any special-cancelable move.
~ Street Fighter 6 Lily Command List Cancel Drive Rush

→ → OR (N or →) + P (Medium) K (Medium) (While connecting with a special-cancelable move)

Throws

Canyon Throw

Grab an opponent's leg with your war clubs and toss them into the air. Throws your opponent without switching placaes with them.
~ Street Fighter 6 Lily Command List Condor Wind

(N) or → + P (Low) K (Low) (When near opponent)

Falling Cliff

Grab an opponent's head between your war clubs and toss them behind you. Throws your opponent while switching places with them.
~ Street Fighter 6 Lily Command List Condor Wind

← + P (Low) K (Low) (When near opponent)

Unique Attacks

Ridge Thrust

An overhead attack that cannot be blocked while crouching.
~ Street Fighter 6 Lily Command List Condor Wind

↘ + P (High)

Horn Breaker

An attack with long reach that can be canceled into special moves.
~ Street Fighter 6 Lily Command List Horn Breaker

← + P (High)

Great Spin

A body press with an area of attack so wide that it can hit opponents even if it crosses over them.
~ Street Fighter 6 Lily Command List Great Spin

↓ + P (High) (During a jump)

Double Arrow

A combination attack that is useful against jumping opponents.
~ Street Fighter 6 Lily Command List Double Arrow

Punch (Mid) -> Pund (Mid) (During a jump)

Dessert Storm

A sequence of attacks that deals big damage.
~ Street Fighter 6 Lily Command List Dessert Storm

→ + P (High) -> P (HIGH) -> P (HIGH)

Special Moves

Condor Wind

Twirl your clubs above your head to summon and evelop yourself in wind. This will grant you one Windclad stock, which powers up certain special moves.
~ Street Fighter 6 Lily Command List Condor Wind

↓↙← + P (Hold the button to change effect)

Condor Spire

Leap into the air and charge forward while remaining low to the ground. Useful as a way of approaching from a distance.
~ Street Fighter 6 Lily Command List Condor Spire

↓↘→ + K (Effect changes when Windclad)

Tomahawk Buster

Use the momentum of swining your arms to diagonally leap into the air with a tackle. It is invincible against jumping attacks, making it useful as an anti-air attack.
~ Street Fighter 6 Lily Command List Tomahawk Buster

→↓↘ + P (Effect changes when Windclad)

Condor Dive

While airborne, diagonally descend with a powerful tackle. Useful for making surprise attacks from the air or as a way to counterattack someone after dodging a projectile.
~ Street Fighter 6 Lily Command List Condor Dive

P P (During a neutral jump or forward jump) (Effect changes when Windclad)

OD Condor Dive

A more powerful Condor Dive. Can also be used after an OD Tomahawk Buster.
~ Street Fighter 6 Lily Command List OD Condor Dive

P P P (During a neutral jump, forward jump, or OD Tomahawk Buster) (Effect changes when Windclad)

Mexican Typhoon

Grab your opponent with both war clubs and smash them into the ground with a spinning slam. Useful for slipping through an opponent's guard at close range.
~ Street Fighter 6 Lily Command List Condor Wind

360° + P (When near opponent)

Super Arts

Breezing Hawk

After the attack begins, you'll unleash a series of spinning attacks centered around your opponent. It is slow to come out, but it does lots of damage and is invincible at the start.
~ Street Fighter 6 Lily Command List Breezing Hawk

↓↘→↓↘→ + P

Thunderbird

Remaining in place, leap directly upwards while unleashing a series of spinning attacks. It executes quickly, making it useful as an anti-air attack or as a way to turn the tables while doing lots of damage.
~ Street Fighter 6 Lily Command List Thunderbird

↓↘→↓↘→ + K (Effect changes when Windclad)

Soaring Thunderbird

Thunderbird performed while airborne. It is primarily useful as a way to finish air combos.
~ Street Fighter 6 Lily Command List Soaring Thunderbird

↓↘→↓↘→ + K (During a jump) (Effect changes when Windclad)

Raging Typhoon

A more powerful Mexican Typhoon in which you smash your opponent into the ground twice. Can be used to slip through an opponent's guard at close range and deals tons of damage all at once.
~ Street Fighter 6 Lily Command List Raging Typhoon

↓↙←↓↙← + P (When near opponent) (More powerful when vitality is 25% or below)


Other

Standard Tactics: Lily fights utilizing her two war clubs while also speaking with and imbuing herself with the power of the spirits.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[231]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[232] and here[233]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles

Final Fight 3

Profiles
 
Kimberly

A descendant of the Thunderfoot tribe, Lily speaks with the spirits of nature, trusting in their guidance as she travels the globe. Don't judge a book by its cover—her small stature conceals truly titanic power.

  • Height: 5'3
  • Weight: 106 lbs
  • Likes: Cameras, birds of prey
  • Hates: Lies
Original Translation on left. Street Fighter 6

Trivia

  • Lily Hawk likes cameras and birds of prey[234].
  • Lily Hawk hates lies[235].
  • Lily is the third playable character with confirmed ties to the Thunderfoot tribe, following T. Hawk and Juli.
  • She is the fourth playable character to use dual-wielded weapons, after Eagle, Sodom, and Decapre.
  • Her finalized design is a slightly modified version of her initial leaked image. Only she and Akuma from the leak received this finalized update.
  • Lily shares design and conceptual similarities with Talim from the Soulcalibur series.
  • She is the first playable female character to represent Mexico, and the third overall, following El Fuerte and T. Hawk.
  • Lily is the second shortest playable character, standing just 3 inches taller than Ingrid.

Misconceptions

Lily is a little girl

Lily is believed to be a child due to her height, however, she is just a petite women. In official art from Nakayama it's even shown that she is an adult from her design[236].

Lily reminisces during her world tour cutscenes about things she did when she was a kid, indicating that she is far older[237].

Lily also notes how the village gave her a camera to stop her from leaving the village and going on her own when she was younger[238], though now the village lets her freely leave and come back whenever she wants, implying she's grown up.

She is likely either in her late teens or a young adult.

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[239]?

A: Akuma's punch causes the island to start collapsing[240], and specifically causes an explosion of this size in comparisson to the island[241], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[242]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[243], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[244]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[245] and cause a jet plane to explode[246], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[247]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[248]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[249], his ending in Alpha 3 has him easily kill M. Bison[250]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[251], and ends up winning[252], and him calling the Raging Demon a pitifully weak move[253]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[254], while Groan only plays when he's fighting Gen or Evil Ryu[255], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[256]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[257] suggest it to be equal[258] in power to[259] Akuma, several[260] characters[261] note[262] that[263] it isn't[264], as strong[265] as the[266] real Akuma[267]. The real Akuma even considers SiRN Akuma a mockery[268]. C. Viper notes the simulation is only passable as a simulation[269].

Battle Records

4 - 1 - 1


  • Random Character - Fight[270]
    • Conditions: None.
    • Location: Randomized
  • Random Character - Fight[271]
    • Conditions: None.
    • Location: Randomized
  • Make a Scrap Heap - Challenge[272]
    • Conditions: None.
    • Location: The Macho Ring, USA
  • Random Character - Fight[273]
    • Conditions: None.
    • Location: Randomized

References

  1. Street Fighter 6 Dhalsim Arcade
  2. Street Fighter 6 World Tour Lily Hawk Cutscenes
  3. Street Fighter 6 World Tour Lily Hawk Cutscenes
  4. Web Archive Link if twitter link ever dies
  5. Street Fighter Memorial Archives Beyond the World
  6. Final Fight Arcade Intro
  7. Street Fighter Memorial Archives Beyond the World
  8. Street Fighter 6 Lily Hawk Arcade
  9. Street Fighter VI Online Manual
  10. Street Fighter 6 Lily Hawk Arcade
  11. Street Fighter 6 Website Lily Hawk Profile
  12. Street Fighter 6 Website Lily Hawk Profile
  13. Street Fighter 6 Website Lily Hawk Profile
  14. Street Fighter 6 World Tour Lily Hawk Cutscenes
  15. Street Fighter 6 World Tour Lily Hawk Cutscenes
  16. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  17. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  18. Street Fighter Alpha 3 Game Manual Page 8
  19. Street Fighter VI Trainng Tutorial
  20. Street Fighter 6 Website Lily Hawk Profile
  21. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  22. Sakura Ganbaru!, Volume 1, Chapter 1
  23. Street Fighter 6 Lily Hawk Arcade
  24. Street Fighter 6 Dhalsim Arcade
  25. Street Fighter 6 Lily Hawk Arcade
  26. Street Fighter 6 Lily Hawk Arcade
  27. Street Fighter 6 Dhalsim Arcade Mode
  28. Street Fighter V Story A Shadow Falls
  29. Street Fighter V Story A Shadow Falls
  30. Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
  31. Super Street Fighter IV - Juri VS Chun Li Cinematic
  32. Super Street Fighter 4 Juri OVA
  33. Super Street Fighter 4 Juri OVA
  34. Street Fighter 1987
  35. Street Fighter 1987
  36. Street Fighter II: The World Warrior Car Minigame
  37. Street Fighter IV: Arcade Edition Car Minigame
  38. Street Fighter II
  39. Street Fighter II Turbo 16-Bit
  40. Street Fighter II
  41. Street Fighter II: The World Warrior Car Minigame
  42. Street Fighter IV: Arcade Edition Car Minigame
  43. Street Fighter II
  44. Street Fighter II Turbo 16-Bit
  45. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  46. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  47. Street Fighter II
  48. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  49. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  50. Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
  51. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  52. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
  53. Street Fighter IV: Arcade Edition
  54. Street Fighter V: Arcade Edition
  55. Street Fighter VI Online Manual
  56. Street Fighter 6 World Tour Lily Hawk Cutscenes
  57. Ultra Street Fighter IV Hugo Cutscenes
  58. Street Fighter Alpha Super Combos
  59. Street Fighter IV Dan Ending
  60. Street Fighter Alpha 3 - Sagat Story
  61. Street Fighter 6 World Tour Lily Hawk Cutscenes
  62. Street Fighter 2: Champion Edition
  63. Street Fighter Alpha 3 Guile's Sonic Boom
  64. Street Fighter 2: Turbo Game Manual Page 10
  65. Street Fighter 6 World Tour Lily Cutscenes
  66. Street Fighter 6 World Tour Lily Hawk Cutscenes
  67. Street Fighter 6 World Tour Lily Hawk Cutscenes
  68. Street Fighter 6 World Tour Lily Cutscenes
  69. Street Fighter 6 World Tour Lily Hawk Cutscenes
  70. Street Fighter 6 World Tour Lily Hawk Cutscenes
  71. Street Fighter 2: Turbo Game Manual Page 10
  72. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  73. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  74. Street Fighter Alpha 3 Game Manual Page 8
  75. Street Fighter VI Training Tutorial
  76. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  77. Street Fighter 1 Fighter Defeated Cutscene
  78. Street Fighter 1 Ending
  79. Street Fighter 1 Minigame
  80. Street Fighter 1 Minigame
  81. Street Fighter VI Karate Minigame
  82. Street Fighter VI Karate Minigame
  83. Street Fighter VI Karate Minigame
  84. Street Fighter VI Scrap Heap Minigame
  85. Street Fighter VI Scrap Heap 2 Minigame
  86. Street Fighter 6 All Jump Animations
  87. Street Fighter III 3rd Strike Game Manual Page 14
  88. Street Fighter 2: Turbo Game Manual Page 10
  89. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  90. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  91. Street Fighter Alpha 3 Game Manual Page 8
  92. Street Fighter VI Training Tutorial
  93. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  94. Street Fighter V Perfect Parry
  95. Street Fighter 6 Perfect Parry
  96. Street Fighter V Stun Animation
  97. Street Fighter Series
  98. Street Fighter III 3rd Impact Game Manual Page 15
  99. Street Fighter VI Ball Block Blitz
  100. Street Fighter Alpha Game Manual page 4
  101. Street Fighter III 3rd Impact Game Manual Page 14
  102. Street Fighter IV Game Manual Page 12
  103. Street Fighter 6 Perfect Parry
  104. Street Fighter Alpha Game Manual page 4
  105. Street Fighter III 3rd Strike Game Manual Page 15
  106. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  107. Street Fighter VI Training Tutorial
  108. Street Fighter Alpha Game Manual page 7
  109. Street Fighter Alpha 3 Game Manual Page 12
  110. Street Fighter Alpha 3 Game Manual Page 12
  111. Street Fighter VI Training Tutorial
  112. Street Fighter VI Training Tutorial
  113. Street Fighter V F.A.N.G. Gameplay
  114. Street Fighter V F.A.N.G. Gameplay
  115. Street Fighter 6 World Tour Kimberly Cutscenes
  116. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  117. Street Fighter 6 World Tour Akuma Mastery
  118. Street Fighter IV Game Manual Page 12
  119. Street Fighter Alpha Super Combos
  120. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  121. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  122. Street Fighter IV Game Manual Page 16
  123. Street Fighter 6 World Tour Lily Hawk Cutscenes
  124. Street Fighter 6 World Tour Lily Hawk Cutscenes
  125. Street Fighter VI Training Tutorial
  126. Street Fighter V Movie: A Shadow Falls
  127. Street Fighter Alpha 3 Game Over/Bad Ending
  128. Street Fighter V Karin Story
  129. Street Fighter V Karin Story
  130. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  131. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  132. Super Street Fighter IV - Juri OVA
  133. Super Street Fighter IV - Juri OVA
  134. Super Street Fighter IV - Juri OVA
  135. Super Street Fighter IV - Juri OVA
  136. Street Fighter IV Game Manual Page 15
  137. Street Fighter IV Game Manual Page 16
  138. Ultra Street Fighter IV Ryu Move List
  139. Street Fighter IV Game Manual Page 15
  140. Ultra Street Fighter IV Ryu Move List
  141. Street Fighter IV Game Manual Pages 15-16
  142. Street Fighter IV Game Manual Page 16
  143. Street Fighter IV Game Manual Page 16
  144. Sakura Ganbaru!, Volume 1, Chapter 1
  145. Street Fighter V Official Online Manual
  146. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  147. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  148. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  149. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  150. Street Fighter V Menat Story Ending
  151. Winter Street, U.S.A. | Street Fighter III: New Generation
  152. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  153. Frosty Boulevard | Street Fighter V
  154. Holly Jolly Beatdown | Street Fighter V
  155. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  156. Volcanic Rim | Street Fighter IV
  157. Street Fighter III: 2nd Impact Akuma Move List
  158. Street Fighter V Kolin's Crtical Art
  159. Street Fighter Blanka Electricity
  160. Ultra Street Fighter IV C. Viper vs Dan
  161. Street Fighter V: A Shadow Falls
  162. Street Fighter V: A Shadow Falls
  163. Street Fighter V: A Shadow Falls
  164. Street Fighter V Movie: A Shadow Falls
  165. Street Fighter V Movie: A Shadow Falls
  166. Street Fighter V F.A.N.G. Gameplay
  167. Street Fighter V F.A.N.G. Gameplay
  168. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  169. Street Fighter V Necalli Story Mode
  170. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  171. Street Fighter VI Akuma Moveset
  172. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  173. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  174. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  175. Street Fighter V Menat Story Ending
  176. Street Fighter 6 World Tour Lily Hawk Cutscenes
  177. Street Fighter 6 World Tour Lily Hawk Cutscenes
  178. Street Fighter 6 Lily Hawk Arcade
  179. Street Fighter 6 World Tour Lily Hawk Cutscenes
  180. Street Fighter 6 World Tour Lily Hawk Cutscenes
  181. Street Fighter 6 World Tour Lily Hawk Cutscenes
  182. Street Fighter 6 World Tour Lily Hawk Cutscenes
  183. Street Fighter 6 World Tour Lily Hawk Cutscenes
  184. Street Fighter 6 World Tour Lily Hawk Cutscenes
  185. Street Fighter 6 Lily Hawk Win Screen
  186. Street Fighter 6 World Tour Lily Hawk Cutscenes
  187. Street Fighter 6 World Tour Lily Hawk Cutscenes
  188. Street Fighter 6 World Tour Lily Hawk Cutscenes
  189. Street Fighter 6 Lily Hawk Move list
  190. Street Fighter 6 World Tour Lily Hawk Cutscenes
  191. Street Fighter 6 Website Lily Hawk Profile
  192. Street Fighter 6 World Tour Lily Cutscenes
  193. Street Fighter 6 World Tour Lily Cutscenes
  194. Street Fighter 6 Lily Hawk Arcade
  195. Street Fighter 6 World Tour Lily Cutscenes
  196. Street Fighter 6 World Tour Lily Hawk Cutscenes
  197. Street Fighter 6 World Tour Lily Hawk Cutscenes
  198. Street Fighter 6 World Tour Lily Hawk Cutscenes
  199. Street Fighter 6 World Tour Lily Hawk Cutscenes
  200. Street Fighter 6 World Tour Lily Hawk Cutscenes
  201. Street Fighter 6 World Tour Lily Hawk Cutscenes
  202. Street Fighter 6 Lily Move List
  203. Street Fighter 6 Lily Move List
  204. Street Fighter 6 World Tour Lily Hawk Cutscenes
  205. Street Fighter 6 World Tour Lily Hawk Cutscenes
  206. Street Fighter 6 World Tour Lily Hawk Cutscenes
  207. Street Fighter 6 Lily Move List
  208. Street Fighter 6 Lily Move List
  209. Street Fighter 6 Lily Move List
  210. Street Fighter 6 Lily Move List
  211. Street Fighter 6 Lily Move List
  212. Street Fighter 6 Lily Move List
  213. Street Fighter 6 Lily Move List
  214. Street Fighter 6 Lily Hawk Taunts
  215. Street Fighter 6 World Tour Lily Hawk Cutscenes
  216. Street Fighter 6 World Tour Lily Hawk Cutscenes
  217. Street Fighter 6 World Tour Lily Hawk Cutscenes
  218. Street Fighter 6 World Tour Lily Hawk Cutscenes
  219. Street Fighter VI Training Tutorial
  220. Street Fighter VI Training Tutorial
  221. Street Fighter VI Training Tutorial
  222. Street Fighter VI Training Tutorial
  223. Street Fighter VI Training Tutorial
  224. Street Fighter VI Training Tutorial
  225. Street Fighter VI Training Tutorial
  226. Street Fighter Alpha Game Manual page 4
  227. Street Fighter IV Game Manual Page 15
  228. Street Fighter IV Game Manual Page 16
  229. Street Fighter 6 Online Manual
  230. Street Fighter 6 World Tour Lily Hawk Cutscenes
  231. Street Fighter III Third Impact Game Manual Page 18
  232. Street Fighter IV Game Manual Page 12
  233. Street Fighter VI Online Manual
  234. Street Fighter 6 Website Lily Hawk Profile
  235. Street Fighter 6 Website Lily Hawk Profile
  236. Web Archive Link if twitter link ever dies
  237. Street Fighter 6 World Tour Lily Hawk Cutscenes
  238. Street Fighter 6 World Tour Lily Hawk Cutscenes
  239. Street Fighter Alpha 2 Ryu Arcade Ending
  240. Street Fighter Alpha 2 Ryu Arcade Ending
  241. Street Fighter Alpha 2 Ryu Arcade Ending
  242. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  243. Street Fighter IV Aftermath
  244. Street Fighter 4 - Intro: Chun Li
  245. Super Street Fighter 4 Juri OVA
  246. Super Street Fighter 4 Juri OVA
  247. Street Fighter V - E. Honda Arcade Mode Ending
  248. Final Fight Revenge Haggar Super Attack
  249. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  250. Street Fighter Alpha 3 Akuma Ending
  251. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  252. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  253. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  254. Street Fighter Alpha 3 OST Feel the Cool
  255. Street Fighter Alpha 3 OST Groan
  256. Street Fighter Alpha 3 Game Over
  257. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  258. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  259. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  260. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  261. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  262. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  263. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  264. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  265. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  266. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  267. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  268. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  269. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  270. Street Fighter VI Lily Hawk Story
  271. Street Fighter VI Lily Hawk Story
  272. Street Fighter VI Lily Hawk Story
  273. Street Fighter VI Lily Hawk Story
  274. Street Fighter VI Lily Hawk Story
  275. Street Fighter 6 Dhalsim Arcade
  276. Street Fighter 6 Blanka Arcade Mode
  277. Street Fighter 6 Blanka Arcade Mode Ending