[Character Guide] The Lili De Rochefort Walkthrough (w/ Combos/Strategy/Matchups/Videos/Frame Data)

I usually hit with lk.angel knee at the peak of the launch giving me more float time. If I remeber correctly I was able to do it with dudley who had a pretty short launcher height.

Okay it does work. Just very tight timing. I’d really hate to whiff that launcher LOL!

I swear, My emilie’s instant over head is unblockable(yes from now I am going to refer to my self as an Emile player).

I’m so going to avoid you like the plague, I thought her only unblockable existed in Tekken!o_O As for Emile, only her father calls her that. Don’t worry I won’t tell her father.

The combo thread is kinda dead, so I thought I would ask this here (sorry if it has been discussed before):

After a launcher, I have seen someone do cr.mp> st.hp> cadc> cr.mp> st.hp> sunflower lance. The cr.mp> st.hp is the unique attack, and not the LMHH chain (I have no idea what it’s called, though).
Can someone tell me if it does more damage than the standard post-launcher follow up? (Which is cr.hp > hp dendrobium > peacock waltz) and if it’s possible to replace the second cr.mp > st.hp with something more damaging?

Erm…just out of interest, where did you see this combo? And what size character was it performed on.

I’m trying to do it in the lab right now and the Sunflower Lance Portion is whiffing right now.

Off of a Raw Launcher, the current damage is 288 with 60% scaling left over without the Sunflower Lance.

So I doubt that it would reach the cr / st.:hp: > :hp: Den > Peacock Waltz ender which stands at 368 off of a Raw Launcher.

Nope if anything it is used for positioning(like converting off a hit in the corner then using that to apply corner pressure. As far as I know cr.hp > hp dendrobium > peacock waltz is the optimal combo to go to after a launcher, seeing as how you can’t get a j.hp to w/e combo after most launchers (some may even need to be switch canceled for that.)

[media=youtube]r41Pd7-3edE[/media]

Around 1:06:13. The player tags out during the first hit of Sunflower Lance so you can’t see if the rest of it would hit or not. That’s why I asked. (also there is a sick reset after that combo, I think you guys would like it)

Anyway, thank you for your answers :slight_smile:

Heavy languish. Its more for style than for damage. That lili played so stiff the first round =
Its ur call to decide what u wanna do. angel knee cr.hp is always the best options in terms of pushing ur opponemt to the corner and building meter.

Heavy Languish is essential, beacuse the f+hp part moves you forward allowing lk knee to connect whereas it’ll whiff without it a lot of the time.

Like j.mk > st.mp > cr.mp xx lk knee will whiff but if you do cr.mp f+hp, the knee will connect.

F+hk into cr.mp ~ f+hp xx lk knee or confirm block to deo or f+mk ~ st.mp > st.mp > into cr.mp ~f+hp xx lk knee are nice combos as well.

It gives Lili a safe meterless low option into lk knee, say you did cr.lk cr.mp f+hp chain as empty low, you can confirm whether it’d hit into lk knee or block into deo.

It’s pretty important to be able to do imo.

Interesting thing I found out while playing with Emile in ranked against Windalf. I can connect with an air grab after a launcher that traded with her, since she will still be on the screen. I find this interesting.

it’s rare that that happens and is very situational but when it happens it’s mad awesome =D

What is your most damaging Pandora combo with Lili without using the Pandora Extend Assist Gem?

I say this because I currently do the following after a successful Pandora.

cr.:hp: > :lk: Angel Knee > cr.:hp: > :qcb: + :2k: > :qcb: + :2k: > :hk: follow-up > St.:hp: > :lk: Sunflower Lance (All Hits)

Is there anything stronger than this?

can we get damage values?

That combo does like 556 damage without any set-ups beforehand.

I was messing about with Pandora Lili in the lab today I just wanted to see how much damage I could do using Pandora without the Extend Gem as well as trying to make the combo finish with the clock running out.

Too many feisty rabbits add too much scaling. Try to hit ex sunflower to ex rabbit to thorn to super arts. Easy 60%

I have one basic reversal pandora setup that works well against dps. Pandora-rabbit’s thorn>cr.:hp:>ex rabbit’s thorn>cr.:hp:>ex rabbit’s thorn> peacock waltz. dmg 590. You might be able to get more, idk.

Okay gonna put in some work with board the next few days. I want to get some input from you guys as to anything you would like to see such as
Written guides.
Match ups (Which i gotta kind reformat because the first few posts should be reserved for written ones)
Video match up guides. SO that could be a nifty thing you other lilis can do such as. Send me a video of said match up. Can either you winning or losing and i can do a quick break down of it. The types of things you should be doing in the match up to exploit weaknesses or help make you aware of certain things.
Also what do you guys think about a basic video lili tutorial, for newer players?

So i feel i should put this here. I mean i didn’t want to create a forum post for safe jump set ups with lili.

okay here is a list of safejumps that lili can do against everyone in the cast.

These can only happen after sunflower lance hard knock down. That means you need to hit them with all the hits. If you juggle them and they are floating after the last hit the hardknock down state will not happen and your opponent can quick rise and punish you.

JKF favorite set ups.

Lk FR (Feisty rabbit) jump forward and do hk dive kick. HK comes out slower and if your opponent tries to do anything you will cause them to whiff. Lili will be over their head and they cannot auto correct. By doing this you prevent them from running away and it opens you up to a punish. Works very well on all dp characters and guile. If they don’t do anything they have to commit to a blow otherwise lili gets a free hit that can lead into a combo. If they block you get free pressure. It’s a pretty sweet deal. If you can condition them to expect a cross up dive kick then you can mix it up to a ia mk dive kick and go to town on them.

Stand jab jump into nothing and jump over them. Even if your opponent tries to do something it will only be blocked on your landing. So you get a free punish if they don’t tag cancel.

neutral jump lk mk safe jump. Do it as soon you as land. You will either instant over head them depending on the timing or you will cause a safe jump situation where the opponent tries to punish you but cannot. Does not work on characters with command grabs such as gief.

definitely experiment with these. The top one is probably my most favorite because you can easily condition your opponent. The first time you do it they have to guess 50/50. And then the second time you do it you don’t even have to hit on the other side. It’s a complete mind fuck and works so well in baiting wake up attacks and conditioning your opponent. It also prevents options that counter yours. Because if they do manage to roll you option select into divine step and if you do the hk version of dive kick it turns into hk divine step which puts you full screen away from your opponent. So consider your options and your opponents. You definitely want to avoid doing any kinda of safe jump set ups on a grappler. It can work on gief if he commits to larriat but that’s a 50/50 you have to play with him. A lili mix up shouldn’t be a 50/50 for her. You should always be in control of the mix up. No need to take a risk for something that you are trying to set up in your favor and not in your opponents.

I don’t know why but the idea of auto-correcting moves to track rolls has intrigued me a lot.

I was just wondering just to get a couple second opinions floating about, what do you guys think about using an auto-correct Den to pressure forward rolls? Because I’ve been thinking of using it off of Sunflower Lance and Peacock Waltz hard knockdowns.

For Peacock Waltz, I walk a little bit forwards then charge the Den and then try to get it to hit meaty on their wake-ups for example.