

Lili
Ideal Team Position: Anchor
Typically characters with mobility like Lili lend themselves well on the point, but she is a unique case where her effectiveness as a character doesn’t come into play until she’s at close range. Once she’s in an opponent’s face, she has a plethora of chase-down options to ensure that battle continues to remain in tight quarters. She is able to hit opponents overhead from ranges where they might be thinking she would press buttons, and can use that threat to pressure the opponent with other moves like low attacks, lunging stance attacks, or attempt a jump-in attack to continue building pressure before the opponent can react with an anti-air. If the opponent does not have a strong anti-air reversal or air crush technique worth sweating over, Lili can shut down any air-to-air attempts with a number of great air normals, or utilize her air throw for a hard knockdown. Lili’s primary weakness is preventing opponents from pressuring her if she loses her momentum: her best reversal requires meter and her primary grounded anti-air option can frequently lose to properly-angled air attacks. That being said, once Lili is in the opponent’s face and at advantage, she can exploit any opening into big damage and strong options against knocked down opponents.
Strengths | Weaknesses |
---|---|
+Able to clear large gaps of distance quickly thanks to fast-recovering dash and walkspeed, as well as several special attacks that advance her forward +Strong high/low game thanks to two of the fastest comboable overheads in the game in qcf+KK and f+HK, as well as the ability to start combos off of low attacks. +Very difficult to retreat against her once she gets in +Air-to-air game is strong thanks to fast air normals, decent follow-up juggles, and an air throw for further priority +Several safe blockstrings that allow her to confirm further pressure +Divekicks that can generate frame advantage +Ambiguous divekick crossups |
-Struggles defensively thanks to lackluster anti-air and footsie options -Low Health -Typically needs meter to deal significant damage -Difficulty dealing with pressure herself as her best reversal requires meter -Difficulty comboing on crouching opponents |
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


Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far\Close LP | H | 30 | 4 | 2 | 8 | +7 | +3 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far\Close MP | H | 60 | 6 | 3 | 12 | +6 | +2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Far\Close HP | H | 90 | 8 | 4 | 18 | +3 | -2 | SM,EX,SA,CA | 3 | 1 | 1 | - | |
Far\Close LK | L | 30 | 7 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far\Close MK | H | 60 | 10 | 4 | 18 | -1 | -5 | SM,EX,SA,CA | 2 | 1 | 1 | Attacking leg crushes airborne attacks frames 10-14 | |
Far\Close HK | H | 90 | 12 | 2 | 23 | 0 | -5 | - | 3 | 1 | 1 | - | |
Crouch LP | H | 30 | 4 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MP | L | 60 | 5 | 4 | 11 | +6 | +2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HP | H | 90 | 7 | 4 | 20 | +2 | -2 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing | |
Crouch LK | L | 30 | 4 | 3 | 9 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK | L | 60 | 5 | 3 | 16 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HK | L | 90 | 9 | 3 | 26 | hard knockdown | -9 | - | 3 | 1 | - | - | |
Jump LP | M | 40 | 5 | 9 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MP | M | 70 | 6 | 4 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal MP | M | 70 | 6 | 4 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | Knockdown on airborne opponent | |
Jump Up HP | M,M | 70,30 | 7 | 2(2)2 | until ground+4 | +20 | +8 | - | 3,3 | 1 | 1 | Knockdown on airborne opponent | |
Jump Diagonal HP | M,M | 60,4 | 7 | 2(2)2 | until ground+4 | +20 | +8 | - | 3,3 | 1 | 1 | - | |
Jump LK | M | 40 | 4 | 8 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | Hits High from frame 6 | |
Jump MK | M | 70 | 6 | 8 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HK | M | 100 | 7 | 8 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 130 | 2 | 54 | switch | -34 | - | 0 | - | - | Crushes crouching attacks frames 1-12, lower body crushes crouching attacks frames 13-14, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 110 | 6 | 7 | 24 | hard knockdown | -2 | - | - | - | - | Invulnerability frames 1-6, Resembles EX Angel Knee |
Arm Grab Flip | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Over the Back Toss | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Fortissimo | LP+LK (air) | air throw | 160 | 5 | 2 | until ground+4 | hard knockdown | - | - | - | - | - | - |
Submissive Heel | f+HK | M | 40 | 17 | 2 | 28 | +4 | -6 | - | 3 | 1 | 0 | "Forces standing, Hard knockdown on airborne opponent |
" | |||||||||||||
Andante | df+HK | H | 50 | 8 | 3 | 26 | float | -9 | - | 3 | 1 | 0 | Upper body crushes airborne attacks frames 8-10, Whiffs on crouching opponent |
Peacock Kick | f+MK | H | 60 | 10 | 2 | 21 | +1 | 0 | - | 4 | 1 | 0 | Knockdown on airborne opponent |
Peacock Waltz | f+MK > HP | L | 120 | 19 | 2 | 32 | hard knockdown | -15 | - | 6 | 1 | 0 | - |
- | f+MK > MP | H | 40 | 18 | 2 | 17 | +6 | -1 | - | 5 | 1 | 0 | Knockdown on airborne opponent |
Peacock Jive | f+MK > MP > HK | M | 70 | 17 | 3 | 40 | knockdown | -25 | - | 6 | 1 | 0 | - |
- | f+LK | H | 50 | 6 | 3 | 23 | 0 | -4 | SM,EX,SA,CA | 1 | 1 | 0 | "Forces standing, Knockdown on airborne opponent |
" | |||||||||||||
Dominating Heel | f+LK > LK | L | 70 | 18 | 2 | 35 | +25 | -6 | - | 1 | 1 | 0 | Forces standing, Doesn’t combo with rest of string, Whiffs on airborne opponent |
Heavy Languish | d+MP > f+HP | H | 40 | 7 | 3 | 22 | +4 | -2 | SM,EX,SA,CA | 3 | 1 | 0 | Knockdown on airborne opponent |
Heavy Languish Beat **LC | d+MP > f+HP > HK | H | 80 | 16 | 2 | 31 | hard knockdown | -11 | - | 4 | 1 | 0 | - |
Left Right Combo | LP > f+MP | H | 60 | 7 | 3 | 15 | +3 | +1 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Left Right Back Strike | LP > f+MP > d+LK | L | 30 | 16 | 3 | 20 | +2 | 0 | SM,EX,SA,CA | 1 | 1 | 0 | - |
Bed Time | LP > f+MP > MK | H | 50 | 8 | 4 | 21 | 0 | -2 | SM,EX,SA,CA | 2 | 1 | 0 | Knockdown on airborne opponent |
Sforzando | (air) MP > HP | M,M | 60,40 | 7 | 2(2)2 | until ground+4 | +20 | -8 | - | 3,3 | 1,1 | 0 | - |
Saisaris | (air) LK > MK | M | 70 | 6 | 8 | until ground+4 | +16 | +5 | - | 2 | 1 | 0 | - |
Feisty Rabbit LK | qcb+LK | - | - | - | - | 40 | - | - | LK Feisty Rabbit | - | - | - | Upper body projectile and lower body invulnerability frames 6-26, Airborne frames 6-26, Can be canceled by SM,EX,SA,CA if canceled into itself |
Feisty Rabbit MK | qcb+MK | - | - | - | - | 47 | - | - | MK Feisty Rabbit | - | - | - | Upper body projectile and lower body invulnerability frames 9-30, Airborne frames 9-30, Can be canceled by SM,EX,SA,CA if canceled into itself |
Feisty Rabbit HK | qcb+HK | - | - | - | - | 48 | - | - | HK Feisty Rabbit | - | - | - | Upper body projectile and lower body invulnerability frames 12-31, Airborne frames 12-31, Can be canceled by SM,EX,SA,CA if canceled into itself |
Feisty Rabbit EX | qcb+KK | H | 20x3 | 17 | 2(1)4 | 21 | -5 | -5 | EX Feisty Rabbit | 3,3,3 | 0,0,0 | 0 | Invulnerability frames 1-9, Upper body projectile, lower body, and throw invulnerability frames 10-32, Airborne frames 10-32, 150 damage and can be canceled by SM,EX,SA,CA if canceled into itself, Knockdown on airborne opponent |
Rabbit's Foot | LK during Feisty Rabbit | L | 100 | 14 | 4 | 19 | hard knockdown | -5 | - | 3 | 1 | 0 | - |
Rabbit's Foot EX | LK during EX Feisty Rabbit | L | 100 | 13 | 4 | 19 | hard knockdown | -5 | - | 3 | 1 | 0 | - |
Cloisonne | MK during Feisty Rabbit | M | 40,60 | 18 | 3(7)3 | 26 | hard knockdown | -5 | - | 3,3 | 1,1 | 0 | Airborne frames 17-27 |
Cloisonne EX | MK during EX Feisty Rabbit | M | 40,60 | 14 | 3(7)3 | 26 | hard knockdown | -5 | - | 3,3 | 1,1 | 0 | Airborne frames 13-23 |
Rabbit Thorn | HK during Feisty Rabbit | H | 120 | 15 | 7 | 26 | wall bounce | -13 | - | 3 | 1 | 0 | Airborne frames 12-25 |
Rabbit Thorn EX | HK during EX Feisty Rabbit | H | 120 | 15 | 7 | 26 | wall bounce | -13 | - | 3 | 1 | 0 | Airborne frames 12-25 |
Angel Knee LK | f,d,df+LK | H | 70 | 5 | 2 | 25 | float | -5 | - | 0 | 1 | 0 | Airborne frames 5-19 |
Angel Knee MK | f,d,df+MK | H | 70 | 6 | 6 | 23 | float | -7 | - | 3 | 4 | 0 | Airborne frames 6-21 |
Angel Knee HK | f,d,df+HK | H | 70 | 9 | 7 | 26 | float | -10 | - | 3 | 4 | 0 | Airborne frames 7-23 |
Angel Knee EX | f,d,df+KK | H | 80 | 6 | 7 | 22 | float | -7 | - | 3 | 3 | 0 | Invulnerability frames 1-12, Airborne frames 5-19 |
Angel Knee Ascension | K during EX Angel Knee | H | 30 | 19 | 11 | 22 | float | -11 | jump | 4 | 1 | 0 | Lower body invulnerability frames 3-39 |
Sunflower Lance LK | qcf+LK | M | 20,50 | 17 | 4 | 30 | -3 | -5 | - | 3,3 | 1,1 | 0 | Airborne frames 8-22, Knockdown on airborne opponent, Hits standing/crouching opponent on frame 20 |
Sunflower Lance MK | qcf+MK | M | 20,50 | 20 | 4 | 32 | -4 | -7 | - | 3,3 | 1,1 | 0 | Airborne frames 10-25, Knockdown on airborne opponent, Hits standing/crouching opponent on frame 23 |
Sunflower Lance HK | qcf+HK | M | 20,50 | 21 | 4 | 35 | -6 | -10 | - | 4,4 | 1,1 | 0 | Airborne frames 10-26, Knockdown on airborne opponent, Hits standing/crouching opponent on frame 24 |
Sunflower Lance EX | qcf+KK | M | 20,10x4,20x2 | 15 | 6(22)3 | 20 | float | +3 | - | 7,10,4,6,6,6,6,7,6 | 1,1,1,1,1,1,1,1,1 | 0 | Projectile invulnerability frames 1-24, Airborne frames 9-24, 3rd-7th attacks only execute on hit, Knockdown on airborne opponent, Hits standing/crouching opponent on frame 20 |
Sunflower Lance 2nd hit LK | qcf+LK > LK | H | 50 | 16 | 3 | 30 | -5 | -7 | - | 4 | 1 | 0 | Knockdown on airborne opponent |
Sunflower Lance 2nd hit MK **LC | qcf+MK > MK | H | 50 | 16 | 3 | 33 | -7 | -10 | - | 4 | 1 | 0 | Knockdown on airborne opponent |
Sunflower Lance 2nd hit HK **LC | qcf+HK > HK | H | 50 | 16 | 3 | 37 | -11 | -14 | - | 5 | 1 | 0 | Knockdown on airborne opponent |
Sunflower Lance 3rd hit LK **LC | qcf+LK > LK > LK | H,M,M,M | 20,40,40,30 | 13 | 2,2,3(3)2 | 28 | hard knockdown | -11 | - | 5,5,5,6 | 1,1,1,1 | 0 | Airborne frames 7-21, 1st and 2nd hit whiff on regular sized characters |
Sunflower Lance 3rd hit MK **LC | qcf+MK > MK > MK | H,M,M,M | 20,40,40,30 | 13 | 2,2,3(3)2 | 28 | hard knockdown | -11 | - | 5,5,5,6 | 1,1,1,1 | 0 | Airborne frames 7-21, 1st and 2nd hit whiff on regular sized characters |
Sunflower Lance 3rd hit HK **LC | qcf+HK > HK > HK | H,M,M,M | 20,40,40,30 | 13 | 2,2,3(3)2 | 25 | hard knockdown | -12 | - | 6,6,6,6 | 1,1,1,1 | 0 | Airborne frames 7-21, 1st and 2nd hit whiff on regular sized characters |
Divine Step | qcf+K during forward jump | M | 70,30,40 | 27 | until ground | 36 | hard knockdown | -20 | - | 3,1,1 | 1,1,1 | - | Whiffs on airborne opponent |
Divine Step EX | qcf+KK (air) | M | 70,30,40 | 22 | until ground | 31 | hard knockdown | -14 | - | 3,1,1 | 1,1,1 | 0 | Tracks opponent |
Air Spine Shot LK | qcb+LK (air) | H | 70 | 9 | until ground | 12 | +9 | +2 | - | 3 | 1 | 0 | - |
Air Spine Shot MK | qcb+MK (air) | H | 80 | 12 | until ground | 6 | +16 | +8 | - | 3 | 1 | 0 | - |
Air Spine Shot HK | qcb+HK (air) | H | 45x2 | 18 | until ground | 8 | +11 | +6 | - | 3,3 | 1,1 | 0 | - |
Air Spine Shot EX | qcb+KK (air) | H | 30x3 | 8 | until ground | 3 | +21 | +11 | - | 3,3,3 | 1,1,1 | 0 | - |
Attack Reversal LP | hcb+LP | counter | 180 | 1 | 16 | 24 | - | - | - | - | - | - | Counters upper body |
Attack Reversal MP | hcb+MP | counter | 180 | 1 | 15 | 25 | - | - | - | - | - | - | Counters mid body |
Attack Reversal HP | hcb+HP | counter | 180 | 1 | 22 | 31 | - | - | - | - | - | - | Counters lower body |
Attack Reversal EX | hcb+PP | counter | 180 | 1 | 17 | 29 | - | - | - | - | - | - | Counters all strikes |
Dendrobium LP | qcf+LP | H | 80 | 4 | 3 | 22 | +1 | -2 | - | 3 | 3 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent |
Dendrobium MP | qcf+MP | H | 80 | 6 | 3 | 22 | +2 | -2 | - | 3 | 3 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent |
Dendrobium HP | qcf+HP | H | 80 | 10 | 5 | 20 | +3 | -2 | - | 3 | 3 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent |
Dendrobium EX | qcf+PP | H | 20x3,40 | 6 | 4(15)2(8)2(17)2 | 22 | wall bounce | +2 | - | 3,3,3,4 | 1,1,1,1 | 0 | Chargeable: 51F for Super Art, Knockdown on airborne opponent |
Wind Up Spear **LC | qcf+PPP | H | 20,30,20,230 | 9 | 2(16)2(10)3(15)2 | 27 | hard knockdown | -10 | - | 5 | 0 | - | 61 frames cinematic freeze before attack begins, Invulnerability frames 1-9 |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2 | 52 | switch | -23 | - | 3 | - | - | 62 frames cinematic freeze before attack begins, Invulnerability frames 1-10 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far\Close MP | H | 42 | 6 | 3 | 17 | +1 | -3 | EX,SA,CA | - |
Far\Close HP | H | 63 | 8 | 4 | 27 | -6 | -11 | EX,SA,CA | - |
Far\Close MK | H | 42 | 10 | 4 | 22 | -5 | -9 | EX,SA,CA | Attacking leg crushes airborne attacks frames 10-14 |
Far\Close HK | H | 63 | 12 | 2 | 36 | -13 | -18 | - | - |
Crouch MP | L | 42 | 5 | 4 | 16 | +1 | -3 | EX,SA,CA | - |
Crouch HP | H | 63 | 7 | 4 | 28 | -6 | -10 | EX,SA,CA | Forces standing |
Crouch MK | L | 42 | 5 | 3 | 21 | -3 | -7 | EX,SA,CA | - |
Crouch HK **LC | L | 63 | 9 | 3 | 37 | hard knockdown | -20 | - | - |
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
- cr.HP xx dp+LK, cr.HP xx qcf+HP, f+MK>HP (384)
(0bar, easy)
Hit Confirm Combos
- cr.LP, st.LP, f+LK xx dp+LK, cr.HP xx qcf+HP, f+MK>HP (303)
(0bar, easy)
- f+MK>MP, st.LP, cr.HP xx dp+LK, cr.HP xx qcf+HP, f+MK>HP(348)
(0bar, medium)
- cr.LK, st.LP, f+LK xx dp+LK, cr.HP xx qcf+HP, f+MK>HP (303)
(0bar, low, easy)
Post-launch combos
- cr.HP xx qcf+HP, f+MK>HP
(0bar, easy)
Advanced Combos
- f+HK, cr.LK, cr.MP xx dp+LK, cr.HP xx qcf+HP, f+MK>HP (351)
(0bar, overhead, medium)
- f+HK, st.LP, cr.HP xx dp+LK, cr.HP xx qcf+HP, f+MK>HP (375)
(0bar, hard)
- qcf+HP, cr.MP xx qcf+LK>K>K (277)
(0bar, counterhit, medium)
- dp+KK>K>jc j.HK, cr.HP xx qcf+K>K>K (336)
(1bar, invulnerable, standing, easy)
- df+HK, cr.HP xx qcf+HP, f+MK>HP (318)
(0bar, anti-air, easy)
Combos Into Supers
- N/A