Sorry for the belated response but anyways here goes.
It is somewhat common knowledge amongst Lili players that you can do two consecutive spins in a row and cancel the recovery of the second with a special move. It’s quite underutilised in that it costs quite a bit of meter to use however it is an option and options are options.
I’ve tested the follow-ups on block and they’re still the same as far as I can recall.
And now that I’ve got that off my chest, I’m going to present some counterhit stuff that I’ve been messing with this character.
Lili and Counterhits
[details=Spoiler]So you’ve charged up a counter hit or you’ve successfully frame trapped your way into a counter hit or you’ve just randomly got one. What next you ask?
The first thing you need to know about counter hits is that counter hits provide an additional +2 on hit for moves so long as they don’t knock the opponent down. This allows certain links to be done easier or open up some new combo opportunities.
Dominating Heel ( :f: + :lk: > :lk: )
A common counter hit setup/fishing tool. Really common knowledge to be honest. If the first hit of :f:+:lk: counter hits the second one is guaranteed. Pretty much a nod to the actual Tekken string right there.
The second hit makes your opponents’ character grab their leg and jump away in pain. Off of a counter hit :f: + :lk: > :lk: you can do either:
:f:+:mk: > :mp: to lead into a solo combo or you can walk up a bit and raw launch them.
A counter hit :f: + :lk: > :lk: is mainly set up either off of stored counter hits or mainly frame trapping with advantageous normals on block. The most common of which being st.:lp: which should be your bread and butter when it comes to starting offence as it’s +3 on block.
Frame trapping or counter hit fishing with this move can be pretty risky as the first hit alone is -4 on block whilst the second hit is just begging for you to get launched. So beware of fast jabs and uppercuts should you pressure someone with it.
Submissive Heel :f: + :hk:
As counter hits offer an extra +2 frames of advantage on hit, it makes doing the combos off of her overhead much easier than before. Links into cr.:mp: and cr.:mk: are much easier as a result as +5 on hit becomes +7 on hit.
The extra frame advantage also means that you get another harder link in the form of overhead into cr.:hp:.
Tagging off of this overhead provides a good amount of frame advantage for your partner to capitalise on and on counter hit, your partners’ follow-ups will be easier depending on what you do. I don’t have a dedicated list on what works and what doesn’t after a tagged overhead per character but it’s for you to experiment.
Counter Hit Links
On counter hit, Lili has access to the following counter hit links. For the most part, they don’t all work at max ranges but they work closer to the opponent:
St.:hp: > Cr.:mk: (tough one)
Cr.:mk: > Cr.:lk: (must be close for it to connect and it’s another tough one)
cr.:mp: > st.:hp: (Good for a low mix-up especially as cr.:mp: is +2 on block)
St.:mp: > st.:hp: (Won’t work from max range)
St.:mp: > cr.:hp: (Must be close)
**Applications (Since this would all be useless if I just said them) **
St.:hp: is good to throw out if your opponent is raw launcher happy. Unlike :f: + :lk: > :lk: it’s safer on block at -2. Ken, Zangief, Akuma and Ibuki can still punish you with their supers on block but it does limit the punish opportunities the opponent has against you.
After the cr.:mk: link, you’re too far for Angel Knees ( :dp: + :k: ) to connect so you’ll have to use meter in the form of EX Sunflower Lance or you can go into :hp: Dendrobium ( :qcf: + :hp: ) for a standing reset or even into a launcher.
Cr.:mk: > Cr.:lk: is something I just threw in there because why not? cr.:lk: from that range goes into :hp: or EX Dendrobium and even a boost combo into launcher.
cr.:mp: > st.:hp: is good for a low mix-up on your opponents’ wakeup. It does a grip of damage and is safe(ish) if you mess up the link timing.
St.:mp: > st.:hp: is good after standing resets with :hp: Dendrobium ( :qcf: + :hp: ). A st.:mp: after :hp: Dendrobium on hit will ‘feel’ like a 1 frame attack. Good for counter hit fishing and if the st.:mp: is blocked, you’re still at +2 frame advantage.
St.:mp: > cr.:hp: I just put this one in here for damage purposes but it can be frame trapped into off of st.:lp: which is nice I guess.
EX Feisty Rabbit Counter Hits
The last hit of EX Feisty Rabbit ( :qcb: + :k: :k: ) can link into Rabbit Thorn ( :hk: during Feisty Rabbit) on counter hit. Good for getting through fireballs but your spacing has to be immaculate for this to work properly.
The last hit of this move on counter hit can go into another EX Feisty Rabbit ( :qcb: +:k: :k: ) which has enough hitstun to combo into Rabbit Thorn (:hk: during Feisty Rabbit) on normal hit.
Nothing to do with counter hits here but the normal spins aren’t that bad either as you can spin through certain attacks in the game and punish them for free. Good examples are:
Paul’s Phoenix Smasher ( :qcf: + :p: )
Bryan’s Mach Breaker ( :f: :f: + :mp: )
Dudley’s Machine Gun Blow ( :hcf: + :p: )
There might be more. I’ll need to do some more testing and find out a couple more. In the mean time, if you’ve made it this far, thanks for taking the time to read this information.
TL : DR = Go read the information! [/details]