Street Fighter X Tekken/Lili

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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: 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

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

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:
    {{ 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

  • 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

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
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Abel
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Blanka
Cammy
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Dhalsim
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Ken
M Bison
Poison
Rolento
Rufus
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Lei
Lili
Marduk
Nina
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Paul
Raven
Steve
Xiaoyu
Yoshimitsu
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Cole
Kuro
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Toro