Street Fighter X Tekken/Lili: Difference between revisions

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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 | &nbsp;&nbsp;&nbsp;Angel Knee Ascension | ex Angel Knee --- k |  }}
{{SFxTMoveListRow | &nbsp;&nbsp;&nbsp;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 | &nbsp;&nbsp;&nbsp;Rabbit's Foot | Feisty Rabbit --- <br> lk | low <br> hardknockdown }}
{{SFxTMoveListRow | &nbsp;&nbsp;&nbsp;Rabbit's Foot | Feisty Rabbit {{---}} <br> {{lk}} | {{low}} <br> {{hardknockdown}} }}
{{SFxTMoveListRow | &nbsp;&nbsp;&nbsp;Cloisonne | Feisty Rabbit --- <br> mk | high hardknockdown }}
{{SFxTMoveListRow | &nbsp;&nbsp;&nbsp;Cloisonne | Feisty Rabbit {{---}} <br> {{mk}} | {{high}} {{hardknockdown}} }}
{{SFxTMoveListRow | &nbsp;&nbsp;&nbsp;Rabbit Thorn | Feisty Rabbit --- <br> hk | wallbounce }}
{{SFxTMoveListRow | &nbsp;&nbsp;&nbsp;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> {{#motion: l counters highs / jump-ins / and most standing normals }} <br> {{#motion: m counters lower mid attacks, such as crouching lp }} <br> {{#motion: H counters low hits, such as crouching lk }}
* 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

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Lili

Sfxt lili face.jpg

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 High.png damage combo follow ups.

Strengths Weaknesses

{{{5}}}

{{{6}}}


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Speccancel.png
Standing Light Kick
Lk.png
Speccancel.png
Standing Medium Kick
Mk.png
Speccancel.png
Standing Hard Kick
Hk.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Knockdown.png vs airborne
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Submissive Heel
F.png + Hk.png
High.png
Knockdown.png vs airborne
Peacock Kick
F.png + Mk.png
Knockdown.png vs airborne
Peacock Waltz
F.png + Mk.png ---.png Hp.png
Low.png on 2nd hit
Hardknockdown.png on 2nd hit
Knockdown.png vs airborne
Peacock Jive
F.png + Mk.png ---.png Mp.png ---.png Hk.png
High.png on 3rd hit
Knockdown.png on 3rd hit
Knockdown.png vs airborne
Dominating Heel
F.png + Lk.png ---.png Lk.png
Low.png on 2nd hit
Stagger.png on 2nd hit
Knockdown.png vs airborne
Heavy Languish
D.png + Mp.png ---.png F.png + Hp.png
Speccancel.png
Knockdown.png vs airborne
Heavy Languish Beat
D.png + Mp.png ---.png F.png + Hp.png ---.png Hk.png
Knockdown.png on 3rd hit
Knockdown.png vs airborne on
2nd and 3rd hit
Left Right Combo
Lp.png ---.png F.png + Mp.png
Speccancel.png
Knockdown.png vs airborne on 2nd hit
Left Right Back Strike
Lp.png ---.png F.png + Mp.png ---.png D.png + Lk.png
Speccancel.png
Low.png on 3rd hit
Knockdown.png vs airborne on
2nd and 3rd hit
Bed Time
Lp.png ---.png F.png + Mp.png ---.png Mk.png
Speccancel.png
Knockdown.png vs airborne
on 2nd and 3rd hit
Andante
Df.png + Hk.png
Knockdown.png vs airborne
Sforzando
air Mp.png ---.png Hp.png
Knockdown.png vs airborne on
angled jump only
High.png
Saisaris
air Lk.png ---.png Mk.png
High.png

Throws

Name
Command
Notes
Kiss of Devotion
F.png or N.png + Lp.png + Lk.png
Throw.png
Femme Fatale
B.png + Lp.png + Lk.png
Throw.png
Fortissimo
air Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Angel Knee
Dp.png + K.png
Ex.png
Knockdown.png
   Angel Knee Ascension
Ex.png Angel Knee ---.png K.png
Sunflower Lance
Qcf.png + K.png
Ex.png ; rapidly tap K.png
for followups
Divine Step
forward jump Qcf.png + K.png
Ex.png ;
Ex.png can be performed with any jump
Hardknockdown.png
cannot hit airborne
Air Spine Shot
air Qcb.png + K.png
Ex.png
Attack Reversal
Hcb.png + P.png
Ex.png ; L.png Counter.png High.png and upper mid
M.png counters lower mid
H.png counters Low.png
Ex.png works as all counters
Feisty Rabbit
Qcb.png + K.png

Knockdown.png vs airborne on Ex.png
   Rabbit's Foot
Feisty Rabbit ---.png
Lk.png
Low.png
Hardknockdown.png
   Cloisonne
Feisty Rabbit ---.png
Mk.png
High.png Hardknockdown.png
   Rabbit Thorn
Feisty Rabbit ---.png
Hk.png
Wallbounce.png
Dendrobium
Qcf.png + P.png
Ex.png Chrg.png
Wallbounce.png on 4th hit on ex

Super Combo

Name
Command
Notes
Wind Up Spear
Qcf.png + 3p.png


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

  • Attack Reversal:
    {{ L.png counters highs / jump-ins / and most standing normals }}
    {{ M.png counters lower mid attacks, such as crouching Lp.png }}
    {{ H counters Low.png hits, such as crouching Lk.png }}


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