I love Lili in this game oh man. Still trying to find a solid partner though. I’ve been hoping around Asuka ( I suck getting in with her though ), Ibuki ( Gets poked to death ), Law and Juri ( Still Learning the characters ).
For the moment though Im content playing Rankend 2v2 so I can just play Lili =D
On block f.mk xx mp is -2. Safe. But what are we doing to maintain pressure. Against slow normals I use s.mp > c.mk xx sunflower lance. But I find I’m getting beat out by quick normals.
So I’ve switched to lp or lk. Problem is. If they’re crouching… I dont get the range I need.
You could bait out the normal with a counter? Once you’ve trained them to not push buttons after a string, then you can go for tricky stuff like f.HK into Bed Time. I have a feeling that baiting things with counter is crucial to Lili’s game. Jump back dive kick may also work? But you should never really try and continue pressure with another normal on -2 unless you’re quite far away and know you have a fast poke that will beat out anything your opponent has. You’ll get beat out pretty much every time by someone competent.
I’ve also been thinking about her Bed Time target combo, and I’m starting to feel that we need to either react to whether or not the first jab is blocked or not and stop at f.MP for the +2 or use d.LK instead for a low and 0 on block. Problem is that the low does less damage… Ending a block string with MK is -2 and forfeits your momentum.
EDIT: I’ve also seen a Japanese player backdash after f.MK~MP and whiff punish with another one. Try that.
I like that Im going to throw that into my game now. Probably a good way to bait out SRK Mashers too.
I usually just go for the :lp: after words. about 50% of the time I get a counter hit out of it or it trades. So seems like a good option to me when Im fighting. But also I havent played the whole cast yet. Theres only bout 6-7 characters being used on the regular.
You can check out my video ( posted in the guide thread) of some matches I had yesterday.
Side Note:
Jump Dive kick into Jump Dive kick is a great frame trap. People seem to like to hit buttons once you land.
bare in mind i haven’t gotten to play online yet, i’ve only played in training - is lili’s walk speed a problem? it seems to be quite slow compared to some of the other characters i’ve played.
Its not really a problem, if you have a problem with it, Put some speed gems on. She is really ment to be played defensively. You can easily bait out a person. If they jump in, Andante is the best anti air in the game.
I think I might just switch my order and have Lili on point. After doing some 2V2 with a friend yesterday I really like Lili on point. With Asuka in the Back. I been trying to get Asuka/Lili to work but for the life of me I can’t get in with her.
But back on Topic, Lili is a great point
I find the angle to be weird. I still think the best anti air is Ibuki Back MP
Lili is NOT a great point. She NEEDS meter. Her damage is medicore without her wallbounces, she can’t combo on a crouching opponent without meter or a set of hard links (f.MK~MP, st.LP, cr.HP or the like), she loses her 2 wakeup options, she loses EX Sunflower Lance to go through fireballs, and her juggle combos off a tag are too good to miss out on.
Andante is great, but yes, the angle takes getting used to. I’m pretty sure it moves her forward, so a lot of jump ins will go over her. But it’s invincible to jumping attacks 6 frames in and puts them in a juggle state without a counter-hit. And almost 400 damage with 1 meter. It’s definitely something you need to look out for.
Didnt know it was invincible. Good Tip! I really do need to read my guide lol.
But on topic, yes Lili does need meter to do big damage, but she also builds meter very quickly as well. you dont NEED to do EX Angel every time. Its nice yes but she does have meter building combos. If you are hitting a crouching opponent you can do Light Sunflower which hits ( All the other ones she jumps over usually ). That easily build half a bar right there.
Also you dont need EX Sunflower Lance to got through fireballs. That seems like a waste of meter and unsafe unless they are throwing Fireballs right in your face. You can do Fiesty Rabbit to go through them. Mid to Full screen. Also you can use Divine Step to punish Fireball spammers anywhere except fullscreen unless you have EX which tracks automatically.
She also has good defense to keep people off her like Reversals and Andante which both also build meter. She seems like a Mater whore and battery at the same time. Slap on a Proficiency Gem and shes not a horrible character on point. I think she has a ton of tools to get in someones face and stay there
I’ll add some of this information to my guide. If you haven’t already seen it yet. I’m getting community input to make it the most sucessful guide for her. Hope you guys can give me more feedback. Appriciated
The thing is, you’re giving up all of her meter potential by putting her on point. There’s no reason to put her on point rather than on anchor. She gains nothing from it and has nothing to offer her anchor from being on point other than wall-bounce potential, which uses meter. You could theoretically play her as a battery, but you’re watering her down and taking away her options for meter building, something a lot of other characters can do without sacrificing their options.
I don’t use EX Angel Knee in combos. That’s a wakeup move/anti-air, IMO. It also whiffs on crouching characters like its regular versions do. You can get better, easier damage off of EX Dendrobium for crouching opponents. Compare Bed Time xx LK Sunflower Lance to Bed Time xx EX Dendrobium, LK Angel Knee, cr.HP xx LK Sunflower Lance. Big difference.
EX Sunflower Lance is much better than Feisty Rabbit for dealing with fireballs, IMO. EX Sunflower Lance goes a lot further than you’d think,and it actually PUNISHES fireballs instead of putting you at neutral and possibly a frame disadvantagee. I don’t really use Feisty Rabbit all that much. You can go through fireballs with it, but you can’t necessarily get close to the opponent because it’s only lower-body strike invincible. It’s also not very fast. You’re better off jumping over them most of the time. I’ve also never been able to punish a fireball with Divine Step.
I’m sure you could make it work if you’re really intent on playing her on point, and waste a gem spot on meter-building that could be spent making her metered combos even stronger or making her less squishy, but I feel that you’re either wasting her potential or handicapping your anchor by tagging them in with meter you built and spent on your point. Her meter-building is much better used on MAINTAINING meter that her point supplied her with, not actually building it from zero. Her low health also hurts her as a point. As a point character, she’s going to have to get in, build meter, and then find an opportunity to tag into her partner to finish off the team. As an anchor, she gets free meter to go crazy because she can maintain it for herself, a get in for free card with a nice juggle combo assuming her point doesn’t raw tag her, ability to finish off an already weakened opponent with her high-damaging meter combos, and EX Angel Knee and EX Counter in case she does get knocked down.
Just sayin’. I think Lili’s an excellent character in general, but I don’t see the point of putting her on point when there are so many other characters who can build meter decently without sacrificing their options.