A guide to help you play Lili. Vids with this will come later, for now the text version. If you want ms doc of it please pm so I can email it to you.-JKF aka Purple Eye Girl
[details=Spoiler]Lili Beginner’s Guide by Juri Kills Friend aka Purple Eye Girl
Chapter one: Introduction to Lili and her normals
So you’re thinking of picking up Lili. You’ve seen how much of a power house she is and you’re thinking I would like to be like that. This guide is intended to help you, the new lili player, learn the character, level up your game with her and get it to a point where you can beat your opponents with expertise and grace. This first chapter is meant to introduce you to the character and gives you a brief character synopsis as well as go over her normal attacks. Lili is not a character that is easy to pick up and a lot of her advance things take time to learn. As long as you stick with your daily practice schedule in the training room and learn all her important things you should be fine. It should be noted that she doesn’t have anything she can abuse as it can be easily read and Lili can pay for it. There is a lot of thinking involved with Lili and a smarter Lili player is a dangerous Lili player. Without further ado let’s talk about Lili
My Opinion on where she stands in the current version 1.07 & after the 2013 patch
In patch 1.07 I see this character as a high mid tier character. The reason why I believe this is because Lili is a character that has a vast amount of tools at her disposal which helps her deal with different characters. She’s rarely at a disadvantage because she has a tool to usually counter an opponent’s option. Most of her match ups are even with a few being heavily in her favor and one being bad for her. Lili isn’t easy to pick up as well and a lot of people complain about her strange normals, her combos and her slow walk speed. To play Lili at first requires that you spend time with her in the training room and seeing what she can do. It’s a step by step process and even afterward to play Lili at a decent level requires some thinking outside of the box. Lili has a good set of special moves and ex moves but that will be covered in another chapter. Lili can’t deal well with pressure and a lot of her “get off me moves” are risky to use. Make sure that you want to play her because she isn’t for everyone.
For the 2013 patch Lili should be a lot stronger due to the fact that most of her even match ups are getting nerfed (weaker). Lili will lose air attack invincibility on Andante (df hk) but it will start up at 8 frames now. Lili also gains a normal that forces a stand. F.lk. This normal will start up at 6 frames and can be combo from a move with +6 or higher frame advantage after hit. Lili will also be getting an adjustment to ex angel knee. The move should now be more useful with the second attack (angel ascension) hitting grounded opponents and allowing a Lili player to follow up. Lili will also be getting a walk speed boost that should help her close space and improve her overall footsie game. Lastly Lili is getting an overall buff to her meter gain on certain moves such as feisty rabbit. Lili will more or less still be the same character with tweaks to her overall gameplay. My prediction for Lili is top 5 in the game.
Lili’s Role
Pre patch
Lili is best played as an anchor character because she is very meter reliant, has low hp, and a slower walk speed. Lili is meant to be played as an anchor because she is reliant on meter which she needs to extend combos or get more damage from. She also has a slow walk speed so it’s harder for her to traverse the big stages or close the gap on most characters. Putting her on point is not the best choice because she needs meter to really get going and plus her low hp doesn’t allow her to take many hits. With those reasons combined it makes sense to put Lili second. Also I’ve noticed a lot of people trying to use Lili as an extender to their combos or setting back up into their point character. Let me say that this doesn’t work as effectively. Most of Lili’s reliable tag out moves are not safe on block or require a certain combo or special move or deteriorate the damage. I suggest just sitting down with your team and figuring out a gameplan for the two.
2013 patch
Lili is more versatile of a character whose improved walk speed and new meter gain on particular moves makes her a better point character. Lili can be place in any role in a team but I would still suggest Lili being an anchor character because Lili is still very meter reliant and that has not changed since the patch. All the above information still applies to Lili.
Lili the swiss army knife.
I gave lili this moniker because I feel that’s what Lili as a character embodies. She can do almost anything and has the most complete set of tools of the whole cast. If you’re going to play Lili you need to understand how to use each and every one of these tools to their full potential. As a new player you might not have an idea of how a toolset such as Lili makes her a very versatile character who can immediately take away options from opponents. If anything we should begin with all her normal attacks.
Standing normal
St.lp is your standard 4 frame jab which is +3 on block and +7 on hit. It has okay range and you would use it to set up frame traps. Lili can also go into a target combo from stand jab to f.mp. I’d rate this move as average at best.
St.mp is a better tool for poking an opponent and preventing them from running away. This attack moves her forward slightly and can nip an opponent who is trying to poke back at you. This move sets up into a lot of her mix ups. The move comes out at six frames and is +2 on block and +6 on hit. I rate this move above average.
St.hp is part of Lili’s top pokes. The move comes out at 8 frames and is minus on block but by only 2 frames. She’s plus 3 on hit and can be dashed canceled and not be punished by anyone who does not have a grapple. This move is great because of how far it moves Lili into range for moves such as angel knee, ex dendrobium and other moves as well. I would rate this as one of her best standing punch normal.
St.lk is a very deceptive move. It looks slow but if used correctly it can be a nasty trick to use in your Lili arsenal. Lili’s st.lk hits low and if your opponent is standing they will get hit low and you can follow up with a special move such as angel knee or a chain combo. The move comes out at seven frames but is +1 on block and +5 on hit. I’d rate it average in terms of normal attacks.
St.mk is not really a great normal move. It’s so so because it can anti air and prevents your opponent from jumping as it arches over Lili’s head. It starts up at 10 frames and is minus -5 on block and -1 on hit but the move does have invincibility to air attacks on frame 10 of the move, which is when the move starts up at. All you need to know is it’s not one of her better normal but still has it uses.
St.hk is also another average normal. The start up frame is 12 and is 0 on hit -5 on block. It has some range and you can use it for poking far away and stuffing some jump ins. It’s a decent footsies tool but Lili doesn’t convert much from it beside canceling the move into a launcher.
Other standing normal…
F.lk to lk (Dominating step)
I’ll be clear to say that in the current patch 1.07 that f.lk is minus -4 on block and starts at 7 frames. The good thing about this move is that it can be special cancelable. If you get a counter hit with the first attack you can press lk to follow up with the second attack, this can only be done after a counter hit. Once the second hit connects it causes the opponent to grab their foot in pain and wench, this opens up a chance for lili to attack.
In the patch f.lk will force a stand and comes out a 6 frames instead. So any move with +6 frame advantage f.lk can be used in a combo.
F.hk is also called submissive heel. The move is 17 frames which is normal for an over head move. It is plus 5 upon hit but -6 if it is blocked so you don’t want to mess this up. The move forces a stand on the opponent if they are crouching and you can use it to mix up your opponent.
Diagonal down forward Hk known as Andante. Andante is a 9 frame move which is Lili’s go to anti air. She will not trade because the move has air crush properties, that means it won’t trade with air base attacks, which is very good. Sadly in the patch Andante will lose its air crush properties but the move will be one frame faster, 8 frames. It’ll still be a viable tool in terms of anti airs.
F.mk is by far Lili’s best poke. The move comes out at 10 frames but it moves her forward and is great at whiff punishing. It’s 0 on block so you can abuse that move unless your opponent is neutral jumping, be aware of this lili users. F.mk leads to many things such as f.mk to hp which is called Peacock waltz and it does a whooping 180 damage. F.mk to mp is called peacock jive and that is +6 on hit and can lead to many combo situations. You must use this move as a Lili player, it is required as it’s a great tool for her to harass her opponents and also open them up to some damage.
Crouching attacks
Cr. Lp is 4 frames and is + 2 block and +6 on hit. It’s good for using in frame traps and has decent range but not as great as cr. Lk.
Cr.mp is a 5 frame attack that is also plus on block +2 and +6 on hit. It’s good for harassing your opponent with high low mix ups and frame traps and is the starter of cr.mp>f.hp target combo for lili.
Cr.hp is a 7 frame move that is also active for 7 frames as well. The move is great for anti airing and can be used in many combos that Lili has. The move forces your opponent to stand if you connect with the move. You can also do a dash cancel and not be punished by any normal attack except a command throw. It is also -2 on block and +3 on hit.
Cr.lk is a nice poke that comes out at 4 frames and has slightly better range than cr.lp. This 4 frame move is +1 on block and +5 on hit. You would use this move would be used to create safe frame trap pressure and to help condition your opponent to a mix up situation with Lili.
Cr.mk is another of Lili’s top pokes. This move comes out at five frames and is -2 on block and +2 on hit. Cr.mk is a good tool in Lili’s footsie game as she can use frame traps to apply pressure while keeping in her cr.mk range. Cr.mk leads to mostly every single mix up or move that you will do with Lili.
Cr.hk is a top poke because its range is slightly better than cr.mk but the only downside to the move is that you cannot special move cancel it. Lili can however set up for a few things after the knock down. The move starts up at 9 frames and is -9 on block.
Jumping attacks
Lili has some very strong air normal which give her the ability to beat most opponents in the air.
j.lp, is 5 frames and it’s a fast air normal but she can’t do too much with it. J.lk overshadows this move greatly.
j.mp, is 6 frames and puts your opponent into a floating state and it is also the beginning of Lili’s air chain
j.hp, is a jumping normal that is the second part of lili’s air chain. It comes out at 7 frames and hits twice. It is one of Lili’s better air to air normals
j.lk, is a 4 frame move that has the ability to completely stuff air to air jumps. This is also the first normal in lili’s second air chain, this single air normal is quite possibly the best Lili has.
j.mk is a 6 frame air normal that is used for crossing up opponents and is the second part of lili’s air chain. At best it’s an average air normal but when it’s combined with j.lk it’s a powerful mix up and pressure tool.
j.hk starts at 7 frames and is another one of lili’s top pokes. If anything I would rank it as Lili’s second best poke. This move has the ability to whiff punish an opponent for half screen if you jump at them. It leads to many avenues of damage that most other normal moves won’t. If you’re going to pick up Lili you need to learn how to apply this normal move to your Lili game.
Lk+LP Lili’s air throw. This air throw starts at 5 frames, like all air throws, and is very seldom used. It’s not a normal but I figure I put it here because it is part of Lili’s air game. The move is useful when you want to surprise your opponents. It puts your opponent on the other side of the screen and does about 150 damage, I use it only to surprise my opponent.
In this chapter we covered some of the basic info of Lili and all of her normal. The next chapter will focus on her special moves, but for the time being I would suggest to all the would be Lili players to hit the training room with her and figure out all her normal. Until then everyone take care. [/details]