Glad you are enjoying playing the character. You’re making me feel pretty jealous since I haven’t touched this patch since the day it came out due to studies.
You can still use that cr.:mp: > :f: + :lk: combo so long as you feel confident with using it but I would agree with you. Maybe its just me but I prefer reliability in a combo over its damage. Well unless you are feeling yourself in the match.
Ok so about that Super of hers. I’ll be honest with you to combo into it solo is quite annoying just because of the way it activates. Personally you have two good ways of landing her Super they are:
Combo 1: :lk: Angel Knee x2 ( :dp: + :lk: ) > Heavy Languish (2 hits) ( :d: + :mp: > :hp: ) > Super
Combo 2: :lk: Angel Knee ( :dp: + :lk: ) > cr.:hp: > :hp: Den ( :qcf: + :hp: ) > Super
Combo 1 is the most reliable way to land her super in my opinion. The first couple hits will whiff but you’ll get the last two in to get the full animation. So long as that ‘knee’ portion connects, you’ll get the full animation.
Combo 2 is a little harder but it does more damage. You’ll get all of the hits into her Super no problem. This combo worked in 1.07 so it should still work here.
The key with landing this combo is to wait until her hand from performing the :hp: Den retracts back from there you should be able to connect the Super no problem.
Although, no offense, in my opinion her super is very finicky to combo into. Hence I prefer to stick with switching into her partner since they can do more damage than her super in a combo provided that you know the right set-ups.
Don’t get me wrong, that doesn’t mean that you should never use it though, if anything I’d say do what you believe is best for you. Ending a match with it looks really cool and its a good time waster, it also shines whilst in Pandora as well.
Also because she poses at the end of it, some people (especially those who don’t know Lili well) assume that she is open so they may do something stupid like roll towards you or jump at you to which you can just AA it or throw them out of the roll. It was a lovely v.2012 tactic I would use after a super. Not sure if it works as effectively now because of the roll changes.
The combo I’ve highlighted in bold in your post should work when it comes to landing her Cross Art (unless Capcom changed her juggle points or something like that.)
As for tackling neutral jumpers with that :f:+:mk: you could consider throwing in a delayed :mp: follow-up to catch some neutral jumpers and float them into a full combo if they try to continously neutral jump your poke? Sorry I still need some lab time with this version so this statement is PURE theory fighter.