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Lili is a spoiled brat who loves to get into fights with random people. Her rival is Asuka. | Lili is a spoiled brat who loves to get into fights with random people. Her rival is Asuka. | ||
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Lili is a rushdown character with an effective jab and some long reaching normals. With a useful backdash and her feisty rabbit she can cover ground quickly to escape from/apply pressure. From the air her EX divekick is safe on block and allows for high damage combo follow ups.}} | Lili is a rushdown character with an effective jab and some long reaching normals. With a useful backdash and her feisty rabbit she can cover ground quickly to escape from/apply pressure. From the air her EX divekick is safe on block and allows for {{high}} damage combo follow ups.}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Standing Light Punch | lp | speccancel }} | {{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | speccancel }} | {{SFxTMoveListRow | Standing Medium Punch | {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | speccancel }} | {{SFxTMoveListRow | Standing Hard Punch | {{hp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | speccancel }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | speccancel }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | speccancel }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | speccancel }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | speccancel }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low <br> hardknockdown }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} <br> {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Jump Light Punch | ub / u / uf + lp | high }} | {{SFxTMoveListRow | Jump Light Punch | {{ub}} / {{u}} / {{uf}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Medium Punch | ub / uf + mp | high <br> knockdown vs airborne }} | {{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | {{high}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Punch | u + mp | high }} | {{SFxTMoveListRow | Neutral Jump Medium Punch | {{u}} + {{mp}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Hard Punch | ub / u / uf + hp | high }} | {{SFxTMoveListRow | Jump Hard Punch | {{ub}} / {{u}} / {{uf}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Light Kick | ub / u / uf + lk | high }} | {{SFxTMoveListRow | Jump Light Kick | {{ub}} / {{u}} / {{uf}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Medium Kick | ub / u / uf + mk | high <br> crossup }} | {{SFxTMoveListRow | Jump Medium Kick | {{ub}} / {{u}} / {{uf}} + {{mk}} | {{high}} <br> crossup }} | ||
{{SFxTMoveListRow | Jump Hard Kick | ub / u / uf + hk | high }} | {{SFxTMoveListRow | Jump Hard Kick | {{ub}} / {{u}} / {{uf}} + {{hk}} | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Submissive Heel | f + hk | high <br> knockdown vs airborne }} | {{SFxTMoveListRow | Submissive Heel | {{f}} + {{hk}} | {{high}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Peacock Kick | f + mk | knockdown vs airborne }} | {{SFxTMoveListRow | Peacock Kick | {{f}} + {{mk}} | {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Peacock Waltz | f + mk --- hp | low on 2nd hit <br> hardknockdown on 2nd hit <br> knockdown vs airborne }} | {{SFxTMoveListRow | Peacock Waltz | {{f}} + {{mk}} {{---}} {{hp}} | {{low}} on 2nd hit <br> {{hardknockdown}} on 2nd hit <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Peacock Jive | f + mk --- mp --- hk | high on 3rd hit <br> knockdown on 3rd hit <br> knockdown vs airborne}} | {{SFxTMoveListRow | Peacock Jive | {{f}} + {{mk}} {{---}} {{mp}} {{---}} {{hk}} | {{high}} on 3rd hit <br> {{knockdown}} on 3rd hit <br> {{knockdown}} vs airborne}} | ||
{{SFxTMoveListRow | Dominating Heel | f + lk --- lk | low on 2nd hit <br> stagger on 2nd hit <br> knockdown vs airborne}} | {{SFxTMoveListRow | Dominating Heel | {{f}} + {{lk}} {{---}} {{lk}} | {{low}} on 2nd hit <br> {{stagger}} on 2nd hit <br> {{knockdown}} vs airborne}} | ||
{{SFxTMoveListRow | Heavy Languish | d + mp --- f + hp | speccancel <br> knockdown vs airborne }} | {{SFxTMoveListRow | Heavy Languish | {{d}} + {{mp}} {{---}} {{f}} + {{hp}} | {{speccancel}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Heavy Languish Beat | d + mp --- f + hp --- hk | knockdown on 3rd hit <br> knockdown vs airborne on <br> 2nd and 3rd hit }} | {{SFxTMoveListRow | Heavy Languish Beat | {{d}} + {{mp}} {{---}} {{f}} + {{hp}} {{---}} {{hk}} | {{knockdown}} on 3rd hit <br> {{knockdown}} vs airborne on <br> 2nd and 3rd hit }} | ||
{{SFxTMoveListRow | Left Right Combo | lp --- f + mp | speccancel <br> knockdown vs airborne on 2nd hit }} | {{SFxTMoveListRow | Left Right Combo | {{lp}} {{---}} {{f}} + {{mp}} | {{speccancel}} <br> {{knockdown}} vs airborne on 2nd hit }} | ||
{{SFxTMoveListRow | Left Right Back Strike | lp --- f + mp --- d + lk | speccancel <br> low on 3rd hit <br> knockdown vs airborne on <br> 2nd and 3rd hit }} | {{SFxTMoveListRow | Left Right Back Strike | {{lp}} {{---}} {{f}} + {{mp}} {{---}} {{d}} + {{lk}} | {{speccancel}} <br> {{low}} on 3rd hit <br> {{knockdown}} vs airborne on <br> 2nd and 3rd hit }} | ||
{{SFxTMoveListRow | Bed Time | lp --- f + mp --- mk | speccancel <br> knockdown vs airborne <br> on 2nd and 3rd hit }} | {{SFxTMoveListRow | Bed Time | {{lp}} {{---}} {{f}} + {{mp}} {{---}} {{mk}} | {{speccancel}} <br> {{knockdown}} vs airborne <br> on 2nd and 3rd hit }} | ||
{{SFxTMoveListRow | Andante | df + hk | knockdown vs airborne }} | {{SFxTMoveListRow | Andante | {{df}} + {{hk}} | {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Sforzando | air mp --- hp | knockdown vs airborne on <br> angled jump only <br> high }} | {{SFxTMoveListRow | Sforzando | air {{mp}} {{---}} {{hp}} | {{knockdown}} vs airborne on <br> angled jump only <br> {{high}} }} | ||
{{SFxTMoveListRow | Saisaris | air lk --- mk | high }} | {{SFxTMoveListRow | Saisaris | air {{lk}} {{---}} {{mk}} | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Kiss of Devotion | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Kiss of Devotion | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Femme Fatale | b + lp + lk | throw }} | {{SFxTMoveListRow | Femme Fatale | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Fortissimo | air lp + lk | airthrow }} | {{SFxTMoveListRow | Fortissimo | air {{lp}} + {{lk}} | {{airthrow}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Angel Knee | dp + k | ex <br> knockdown }} | {{SFxTMoveListRow | Angel Knee | {{dp}} + {{k}} | {{ex}} <br> {{knockdown}} }} | ||
{{SFxTMoveListRow | Angel Knee Ascension | ex Angel Knee --- k | }} | {{SFxTMoveListRow | Angel Knee Ascension | {{ex}} Angel Knee {{---}} {{k}} | }} | ||
{{SFxTMoveListRow | Sunflower Lance | qcf + k | ex ; rapidly tap k <br> for followups}} | {{SFxTMoveListRow | Sunflower Lance | {{qcf}} + {{k}} | {{ex}} ; rapidly tap {{k}} <br> for followups}} | ||
{{SFxTMoveListRow | Divine Step | forward jump qcf + k | ex ; <br> ex can be performed with any jump <br> hardknockdown <br> cannot hit airborne }} | {{SFxTMoveListRow | Divine Step | forward jump {{qcf}} + {{k}} | {{ex}} ; <br> {{ex}} can be performed with any jump <br> {{hardknockdown}} <br> cannot hit airborne }} | ||
{{SFxTMoveListRow | Air Spine Shot | air qcb + k | ex }} | {{SFxTMoveListRow | Air Spine Shot | air {{qcb}} + {{k}} | {{ex}} }} | ||
{{SFxTMoveListRow | Attack Reversal | hcb + p | ex ; l counter high and upper mid <br> m counters lower mid <br> h counters low <br> ex works as all counters }} | {{SFxTMoveListRow | Attack Reversal | {{hcb}} + {{p}} | {{ex}} ; {{l}} {{counter}} {{high}} and upper mid <br> {{m}} counters lower mid <br> {{h}} counters {{low}} <br> {{ex}} works as all counters }} | ||
{{SFxTMoveListRow | Feisty Rabbit | qcb + k | <br> knockdown vs airborne on ex }} | {{SFxTMoveListRow | Feisty Rabbit | {{qcb}} + {{k}} | <br> {{knockdown}} vs airborne on {{ex}} }} | ||
{{SFxTMoveListRow | Rabbit's Foot | Feisty Rabbit --- <br> lk | low <br> hardknockdown }} | {{SFxTMoveListRow | Rabbit's Foot | Feisty Rabbit {{---}} <br> {{lk}} | {{low}} <br> {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Cloisonne | Feisty Rabbit --- <br> mk | high hardknockdown }} | {{SFxTMoveListRow | Cloisonne | Feisty Rabbit {{---}} <br> {{mk}} | {{high}} {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Rabbit Thorn | Feisty Rabbit --- <br> hk | wallbounce }} | {{SFxTMoveListRow | Rabbit Thorn | Feisty Rabbit {{---}} <br> {{hk}} | {{wallbounce}} }} | ||
{{SFxTMoveListRow | Dendrobium | qcf + p | ex chrg <br> wallbounce on 4th hit on ex}} | {{SFxTMoveListRow | Dendrobium | {{qcf}} + {{p}} | {{ex}} {{chrg}} <br> {{wallbounce}} on 4th hit on ex}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Wind Up Spear | qcf + 3p | }} | {{SFxTMoveListRow | Wind Up Spear | {{qcf}} + {{3p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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=== Special Moves === | === Special Moves === | ||
* Attack Reversal: <br> {{ | * Attack Reversal: <br> {{ {{l}} counters highs / jump-ins / and most standing normals }} <br> {{ {{m}} counters lower mid attacks, such as crouching {{lp}} }} <br> {{ H counters {{low}} hits, such as crouching {{lk}} }} | ||
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* N/A | * N/A | ||
[[Category: Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 02:04, 9 December 2020


Lili
Ideal Team Position: Lili is a spoiled brat who loves to get into fights with random people. Her rival is Asuka.
Lili is a rushdown character with an effective jab and some long reaching normals. With a useful backdash and her feisty rabbit she can cover ground quickly to escape from/apply pressure. From the air her EX divekick is safe on block and allows for damage combo follow ups.
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks




























































crossup





Unique Attacks














































2nd and 3rd hit
















2nd and 3rd hit








on 2nd and 3rd hit







angled jump only





Throws












Special Moves











for followups





cannot hit airborne

































Super Combo


Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
- Attack Reversal:
{{counters highs / jump-ins / and most standing normals }}
{{counters lower mid attacks, such as crouching
}}
{{ H countershits, such as crouching
}}
Super Combos
N/A
The Basics
Lili wants to be in her oppositions face, keeping this in mind she is most effective with a quick moving partner. Characters that fit this role include Cammy and my personal choice Raven. Using Lili's feisty rabbit to close in on the opponent can be risky as it can be jabbed on reaction, giving the opponent a free combo. One of her most notable normals, peacock jive, covers a significant distance and the second hit can be linked into a light punch allowing for a powerful combo. EX angel knee is a good way to relieve pressure as it is invincible but any crouching opponent will avoid the move completely allowing for full punish, after the 2013 patch i believe the ascension follow up is becoming an overhead making the move much less risky, and even more dangerous. The last two normals i feel i should cover, Andante is a very powerful anti-air. This normal allows for a full juggle combo, but if placed incorrectly is extremely punishable, and Submissive Heel, an overhead that can be followed up by a full combo but requires precise timing. The downside to this move is that it has slow start up and can be punished on block.
Advanced Strategy
N/A
Combos
Bread and Butters
- Bed Time> Angel knee> Cr.Mp> Dendrobium> Peacock Waltz
- Anti-Air Andante> Cr.Mp(can use Cr.Hp if close enough)> Dendrobium> Peacock Waltz
- Bed Time> Hp> EX Dendrobium> Cr.Mp> Dendrobium> Peacock Waltz (one bar combo)
Hit Confirm Combos
- Cr.Lp> Cr.Lp> Cr.Mk> Dendrobium
- Peacock Jive (first 2 hits only)> Bed Time> Angel knee> Cr.Mp> Dendrobium> Peacock Waltz
Advanced Combos
- N/A
Combos Into Supers
- N/A