

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


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