If u played smash bros its like marths counter
okay issue here…when lili gets pressured i usually die with her. I’m too afraid to throw out ex counter because i feel that’s what an opponent is trying to bait. Other times i’m not thinking and i get randomly jumped on until i die. What do you guys do in high pressure situations?
Block until an opponent loses frame advantage or you sniff a throw and tech it, backdash, or (preferably EX) Counter. You can try EX Feisty Rabbit, but it loses its invincibility before it hits. Lili is a bad character defensively once an opponent is in, there’s not much that changes that, but getting jumped in on shouldn’t be a problem; backdash -> look for st.MK AA is pretty solid when it comes to neutralizing opponents without a solid close-mid-range approach.
one of my sparring friends is using gief, and I have to agree about how much frustrating it is to play with Lili against him. especially when he has the life lead and start to lame it out. I basically try to play the spacing game carefully mostly with peacock kick, if he try to jump than I use Andante (for mid range jump) or s.hk (for far range, or if u think he will use short jump from mid range). jump back with hk or mk is really good (will also beat lariat if u stand close to gief). if he gets u cornered, I use normal jump hk / or divine step (lk if gief is near me and uses early lariat, or hk to try and get away from the corner but its a bit risky). if u have to try and rush in gief, than u r pretty much doomed, I usually try to go for jump ins and gamble on lariat (divine step beats it clean) or regular j.hk / crossup j.mk / saisaris / dash and grab, but its really risky and hard.
A nice damaging combo i found with Lili but requires 2 EX bars for MAX dmg.
EX Air Spine Shot, s.lp, s.mp, s.mk, EX Sunflower Lance, s.mk, s.mp, s.hk.
The EX Spine shot at the begining is optional and adds just a little extra damage. However this combo isn’t a bad one at all.
Wouldn’t EX Dendobrium’s juggle add more damage to that specific combo?
Yes
Hey everyone!
Been copying and pasting a lot of this thread into a word document to print out. Now that I’ve gotten a nice grasp of Law; it is officially Lili’s turn
just a quick couple of questions
From a Cross Rush is Lili’s best option – LK Angel Knee, LK Angel Knee Cr. hp xx Sunflower Lance? What other options might I look for that can be used to bring my partner back in (without using meter if possible). I’m using Chun Li as my main if that helps.
I may have over look this but what is Lili’s best ‘Normal’ A/A options
I’m not incredibly new to Lili, gone through her trials and about to do them again to refresh and get the couple I haven’t completed but look forward to posting more in here.
Her anti airs include her reversal, andante and her air target combos. You wanna use ex angel knee ascension to bring in your partner.
Hmm i would have to try that.
s.mk moves forward less than df.hk which makes it useful against divekicks and stuff. I think. I haven’t gotten to try it much.
After a launcher, use LK Angel Knee, cr.HP xx Sunflower Lance. To go into Super, use LK Angel Knee, cr.MP, st.HP xx Super.
In terms of meterless options, you basically have MK/HK Angel Knee to tag your opponent in a combo. With EX, I’m not 100% sure but I believe you can use any of her EX moves basically, preferably EX Angel Knee or EX Dendrobium.
For AAs, she has st.MK, cr.HP, df+HK into LK Angel Knee -> cr.MP, st.HP xx Sunflower Lance, and I believe st.HK (untested, but it looks good), used in that order of range. Air throw and j.HP seem to be her best air-to-airs.
it’s possible to get a tag during lk sun flower dance and have your next character juggle… i just did it on accident in a match, and tried to do it in training mode but I have no idea when to tag during the lk sunflower dance… anyone have the timing down???
Yeah you gotta make sure you tag just before she knocks down the person on her last hit.
The ending of sunflower lance is actually different based on how high up they are. If they are higher, you get a two hit string that actually knocks them upwards and you can tag in. If you get the lower hit, it does the hard knockdown and you can’t combo off it with a tag as far as I know. This is important in combos because you usually want the hard knockdown version because it does a bit more damage anyway. Anyway, sometimes if the opponent is too high you can delay the last input of sunflower lance to let them fall slightly before slamming them to the ground.
She builds a lot of meter her self so I don’t hesitate to use an EX angel knee to use to tag in another partner
She actually does well to both Street Fighter and Tekken characters. Her Footies actually beat out most shotos in the game, her andante is prolly the best anti air in the game. She also has a reversal for those doing jump in attacks just incase you can’t get the angle of andante right. So she’s pretty much set. She has no wake up but other than that her utility is good. Her walk speed is pretty slow so its best that you play defensively
if you have this problem do mk version. Lk sunflower doesn’t get the last hit that if they’re too high up. Mk sunflower lance comes out a bit slower and connects with all the hits as they are coming down.
@robot makoto. I think that’s her only big flaw. When she is pressured she just dies. Counters are too risky to throw out there. I think to counter my problem i need to put her on point against friends and grind it out and never tag her out to train myself to make good reads for counter, anti air, mix up and keeping her alive.
I was wondering if doing cr.mk/cr.mp xx cadc (qcf :p: charge dash) throw is a viable stragety? I use this a lot but I’m not sure of the advantage Lili is at. It seems that she is at a disadvantage but they never seem to do anything
well, i haven’t seen this bought up anywhere and it’s pretty powerful and i tend to use it very often against characters like guile and jin. you can tiger knee your ex divine step. It’s much better in terms of getting around projectiles compared to feisty rabbit and you have a lot of time to do it compared to having to read the projectile completely. of course, ex sunflower would be better if you’re close enough but a full screen anti-projectile is still pretty sex.
Also, when doing a meaty jump back divekick, i find it a lot better to follow up with heavy languish when doing c.lk. you have quite a bit of time and correct me if i’m wrong since i haven’t tested it extensively but doing c.mp, -> hp forces stand, no?
now for a noob question: i hear you can cross up with mk feisty rabbit? could someone go into a bit more detail with this? thanks.