I’m pretty sure whatever you contribute will be added to the front page if you ask Lemonlust. Also Wouldn’t it be simpler to just have a google.doc file that can be accessed and edited by few and viewed by all? I think that would be a more efficient way of keeping things in order.
Double post but I don’t really give a fuck. How the do you fight Raven?! That character is soo braindead. Does anyone know the match up?
does lili have any reliable move to switch cancel out of? on block and on hit. I only found H AK but the timing is very strict if I want to continue the combo.
For safely switching out I would use den variation of her den. Should be good on either hit or block. As for extending combos i’m not exactly sure seeing how Lili is pretty much my work horse for damage. perhabs SFL when she is going into her 2nd or 3rd hit maybe. My play style does not permit Lili being a quitter, and seeing how Vega is also a little bitch, Lili just does pretty much everything once she gets it in.
I would say you could use Andante off an anti air, but unless your other character could pull off some massive damage, plus a good set up for oki I don’t really seeing this being very efficient for combos. Meh
Yeah I pretty much feel your pain there. Raven is a pain against anyone but especially Lili due to his st.LP pressure which is made worse if you are cornered.
His Skull Smasher Mix-ups are quite annoying and to counter them just requires practice to be honest.
His Regular Skull Smasher String (Back + MK > LK) is safe to your stuff due to push-back unfortunately however it can be blocked either standing or crouching which is a plus at least
Of course as you know he has two mix-up options afterwards, an overhead in the form of his Skull Smasher Feint (Back + MK > MK) and a Low in the form of his Skull Smasher Feint Low (Back + MK > HK).
His Skull Smasher Feint completed is unsafe to your cr.MK so punish it with it. Your Angel Knee will whiff at this point so you’ll have to burn some meter to punish him hard for it with EX Den or if you don’t have any meter, use a regular Den or Sunflower Lance to gain a hard knockdown.
Once Raven realises that he can’t get easy mode wins off of his Skull Smasher Feint then he’ll try to go low with his Skull Smasher Feint Low. If you can see this coming you can raw launcher it if you want
Also if you don’t mind taking risks, you could Angel Knee him in between his Skull Smasher Feint and His Skull Smasher Feint Low between the first and second hits of the string.
I say the word ‘risk’ as the first hit of his Skull Smasher Series (the knee) is safe to your stuff.
Whilst midscreen, if Raven wants to open you up with his st.LP pressure, you can backdash during the blockstun thus avoiding the jabs and making him whiff so you can punish and/or give yourself some space. You could also buffer a LP or MP counter during the blockstun of the LPs if you believe he is getting to LP happy or too predictable.
As mentioned before, if you are in the corner its a pain. You can either Alpha Counter out of there if you have the meter or LP/MP counter if you want.
His Alter Ego (QCF+ Any Kick) is the move you should be looking out for the most as it pretty much is a free punish on block. Just be careful with the Medium version as it is an overhead and Raven Players tend to mix this up with his Heavy Version to confuse you as it throws out two clones instead of one but it can be blocked low. My best advice is to practice with Raven attacking you with the Medium and Heavy Versions of this attack so that overtime you will be able to react to the different versions.
His Slash Cross (QCB + Any Punch) is an annnoying move from Raven. Blocking it is simple. Just block the first hit and block the other way if he does the followup as if you were going to block a cross-up for the regular versions.
The EX Version has another followup to it. Just crouch under the final hit.
The cool thing about this move is that the first hit on block is unsafe to your cr.MK if he does the move deep. The further away he is from where he starts the move the closer he will be to you when he finishes it meaning you’ll get a bigger better punish on block. Be aware though he does it from far away though as he may want to follow up.
On block the followup is punishable with your Forward + MK > MP string. From there you can go into a combo of your choice.
As mentioned before the EX version has another followup which you can crouch and punish with your Forward + MK > MP string.
His Crossed Stars (QCF + Any Punch) have to be some of the most annoying projectiles in the game in my opinion. Your best bet to try and catch him is to Feisty Rabbit through his projectiles.
There is a chance here to try some gimmicks here as two Feisty Rabbits in a row can allow you to have a free special move as a follow-up out of it. I once took a risk and countered at the end of the spins as I got near to a Raven player once and he fell for it pretty badly.
Like Ogre, a rushdown style is preferable here. Raven’s ‘Get-off Me’ moves aren’t really the best outside of his teleport. Which can be baited during your rushdown offense.
If Raven teleports backwards on his wakeup you can follow him on with your Forward + MK > MP String and catch him during his recovery. ]
(Tested Only if it is a Reversal Teleport)
If he tries to teleport behind you then punish him with Cross Rush or cr.HP if you can see it coming for a solo combo. Raven’s teleport has some ridiculous recovery on it. Your punishment window is as soon as you see him materialize on your side (his little hazy clone stuff.) After that he can block your attack.
Knockdowns in this matchup are also preferable here and you have quite a bit of them. Outside of his teleport and his backdash his options aren’t the greatest. Punish his rolls as how you would so you can get him to stop rolling at you like its a free move and force him into getting up normally.
Raven’s backdash can be punished by option selecting a Forward MK > MP string during any jump forward normal on his wakeup.
If you start with a knockdown from Cloisonne for instance. Option select a Forward MK > MP string during a Neutral Jump Normal (preferably J.HK.) If he back dashes the string will hit him and put him in a float state allowing you to follow up with a cr. MK or MP into Sunflower Lance for another hard knockdown.
It will also follow his rolls on wakeup too. Although I’m not sure what will happen if he tries to roll teleport away from you though
I just find this match up really dumb because if you don’t get momentum first you pretty much have to go full screen to reset and that is also where he would want you to be and the last place you’d want to be if he has life lead. I know that in between mix up string Hp.counter is the one that is most consistent since catches two of his mix up options. If you predict his Alter Ego you can air throw the overhead one although her air throw puts you full screen so I don’t advise that. My main issue is getting in and keeping momentum. His projectile makes it very hard to get in since most of her options put her at a disadvantage or are really risky.
What you just said there is the main reason why I make dealing with Raven a group effort when I fight against him. I mean you run Vega on point right? How does he fare against Raven?
You could use Vega to get in close and Launch him to bring in Lili and then just cause hard knockdowns for days against Raven with her Vortex.
I don’t know If this was posted anywhere but I just found a way to switch cancel out of lili to do more damage.
Angel Knee, df.mp~df.hp~sunflower lance (Tag out on first hit of sfl)
hope this helps
Hey lili heads. Been a while huh? Still overseas. I should be back stateside in a few weeks. I got some extra tidbits and lili tech to share.
For a free get me in for free with out meter you can either tc after a angel knee but most of her partners have a hard time scoring extra damage.
You can also do a jf.mk to Andante but the timing is a tad strict. It’s much easier with Jf.hk. Super jump it to make it ambiguous. From there you pretty much get a free Andante that combos into tc for your partner to take advantage of.
In regards to raven. I found lili has a pretty easy time closing distance between Raven and this is more so a fact when she has meter. I do find that the match can be hard for her if she gets hit by him. Raven does some pretty stupid damage. So getting hit by him is a no no with lili. But if she scores a knock down on him he’s pretty much done for. The team i run counters him very well and i have no trouble finishing him off. Money Inc baby ^^b
Anyway lili heads i’m gonna post a rather stylish combo in the combo thread and pretty much get back to you all with videos and tips when i’m back state side. Till then, let’s stay beautiful!
Well I finally uploaded some rank matches with me and my friend Kitamura hope you guys enjoy and I will upload some combos and the Lili vortex
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I highly recommend opting for cr.hpxx dendro >> Peacock Waltz ender for juggles. Also obvious running grabs can be avoided by either divine step or feisty rabbit> follow up. Divine step should crush super armor and ex can not only be tiger knee’d on reaction you don’t have to worry about spacing usually.(there are rare times when it will wiff for some reason .
Side note for dealing with Hugo’s lariat: After the first hit is absorbed of the lariat CANCEL IT INTO LP ATTACK REVERSAL! I see players with counters get bullied by this and it bothers me.
Hmm! Nice tip! I never really thought of that much haha. I usually let ken handle hugo haha.
Been in training mode forever it seems because the PC patch hasn’t hit yet leaving me with horrible online.
Like Bunnycap said, the Cr.HP xx HP.Dendrobium to Peacock Waltz is the best juggle for damage, with a full combo landing for about 435 damage from a jump-in. I first found out about this from watching Alioune’s Lili.
There’s also the safejump comboender I read about somewhere in this thread I believe? Standard jumpin combo:
j.hk, cr.hp xx lk.AK, lk.AK, cr.HP xx lp.Dendrobium
Just hold up-forward and you’ll get a crossup safejump. It does 389 damage, so it’s a pretty good tradeoff for a safejump.
Air Spine Shot is to be considered after a throw, either direction, to keep the opponent guessing which side you land on. If you do a Spine Shot, you can land in front of him, and if you don’t, it’s a crossup. A heads up on the Spine Shots, the light version is completely ass. No frame advantage on hit, and -7 or worse on block, whereas medium version gives +6 on hit and only -2 on block. The numbers vary depending on where you hit, I think you can get more or less than what I stated, but the light version’s steep angle compared to medium makes it hard to justify it’s use. The heavy version is hard to combo after, but leaves you like +6 on block, so it’s a very safe option if nothing else.
A good option for tagging Lili out is in my opinion to just cancel a normal into her launcher, instead of using her boost combos, since the launcher does 100 damage she can do a rather high-damage low-scaling tag combo, depending on your partner.
If you want to do it off an anti-air then my best suggestion would simply be a cr.hp xx hk.AK. My guess is that there’s someting better to be used though, so I’d welcome a suggestion. I personally haven’t found anything spectacular regarding a tag cancel combo though, mostly just a double light AK’s into cr.hp xx hk.AK, doing 384 damage and stopping at 50% scaling on the last hit.
That’s all that’s coming to mind for now, I’ll be posting more if I find anything interesting.
Some effective stuff that I have been doing: After a a throw or other hard knock down like peacock waltz I dash forward as to bait the roll. If they roll I go for the 6d overhead and if I predict stand block I can go for cr.mk hit confirm(you can combo 6d into cr.mk) If they don’t roll and I do 6d the st.hk will come out as a meaty and it maybe be safe i have yet to be punished for it. Once I have trained them not to roll I go for the ambiguous cross up after a forward dash and just harass the player in a rufus like fashion. I am keeping some of the stuff I discovered underwraps until maybe after my abuse gets exposed by people in a tourney set.
Just opened a whole new can of worms in terms of lili tech with my team. I’ll show it to you all later when i’ve mastered a few of this combos!
Woot for character specific vortex that I can’t even do cause vega has no ground bounce =/
edit:she has the same reset vortex potential that does not require a ground bounce set up. however it is character specific and only is really effective on characters with uppercuts.
found some lili safe jumps. Instant heads that stuff dps. I’ll have to show you all what i found out in a quick lili tech vid. Just gotta get back home to American first. See you all later this week when i’m back home.
Ok I admit that now I am having problems with grapplers, specifically geif. Actually he is the only one I consider a threat, mainly because of his superior footsies. But nothing compares to the frustration I get from runaway. That Is the hardest thing I find to deal with. [S]Bison not so much of a problem but Sim and Raven are infuriating[/S] they’re all bad.
gief is not easy for lili to handle. he does way too much damage and has a lot of health. He is meant to take punishment while lili is fragile and can die with three solid mix ups. Sim and raven are actually easier. You just need a good counter to get on sim or for the both of them ex divine step. If sim even throws one fireball you’re in for free.
Since I see alot of people not doing the right ender or the right combo with one bar I just made a video show casting some high damage combos that only takes one bar. Each combo does 330 or more the highest damaging one is 475 and the last combo is a shout out to Tekken I have never seen no one do it except me. Hope you guys enjoy this are my actual BnB in matches too I’m back to full form now no more lazy Lili lol.
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