The Lili Combo Thread

I like this a lot. Doesn’t work in the corner or on crouching though. :frowning:

For a more damaging variant, do only 1 Angel Knee and you can cancel a cr.HP into Sunflower lance. Nets you 12 more damage.

EDIT: Said variant also works in the corner.

best meterless combo? !!

j HK, f HK, link cr MK, LK angel knee, LK angel knee, cr HP, LK sunflower lance
does like 400 LOL

Yeah I guess, not doing any of the target combos has less damage scaling? Its amazing how much Bedtime scales…

First Combo (meterless):318 damage
j HK, s MP, c MP, f HP, angel knee, angel knee, c HP, LK sunflower lance

Second Combo (one bar of meter):418 damage
j HK, s MP, c MP, f HP, angel knee, c HP, EX feisty rabbit HK, s HP, HK sunflower lance

[media=youtube]2DGSYwuZwoY[/media]

I noticed that when you do her lp , f.mp ,f.mk target combo into angel knee on a crouching oppenent it sets up a really good throw setup since it whiffs on crouch. You could also do her counter move instead of a throw if you feel you’re oppenent will press a button. Or if you want to burn a bar go into her ex tiger knee divekick.

Meterless (385 damage)
j HK, c MP, c MP, HK angel knee, s HP, LK sunflower lance LK,

One Meter (429 damage)
j HK, c MP, c MP, HK angel knee, s HP, EX feisty rabbit HK, s HP, LK sunflower lance LK,

You can hit 415 dmg meterless with j.HK > cr.HP > L. Angel Knee x2 > cr.HP > L. Sunflower Lance. This works on crouching opponents since it the cr.HP makes them stand. You can also sacrifice dmg by jumping in with her j.MK crossup. This will do 385 dmg.

So is Bed Time or any of her other Target Combos really destroying the dmg scaling in the long run?

Yeah Bed Time scales her combos a little bit, but imo it’s more practical to use in a match than fishing for cr.Mp. Not only that but it’s easier to hit confirm. I think cr.Mp x 2 is best used for whiff punishing. Or if you get a jump in hk or p.

Posted all the frame data on my lili guide

Her MK Divekick seems to be here best divekick in my opinion. It’s safe on block in certain angles and you can combo off any hit angle

MY HERO!!!

392 damage off of an anti-air, 1 meter:
Andante, cr.HP xx EX Feisty Rabbit ~ Rabbit Thorn, cr.HP xx LK Sunflower Lance

Can also be done after a j.HK for 430 damage.

Could you try to do st. HP xx MK Sunflower Lance and see which seemed easier to you? Been using this 1 Meter AA for the last few days (hinted at it in the Guide Thread :slight_smile: ). I find the cr. HP at end not so good

chun_li1

They both work and they both do the same amount of damage, but I prefer using cr.HP xx LK Sunflower Lance. cr.HP comes out faster and the lower hitbox makes it easier to make sure that all of Sunflower Lance hits.

my fave combo with lili and it does almost 40% damage for what it’s worth.
Cr.mp>cr.mp> ex Den> J.fp>fs.hp>Den once more. Shit does good damage and is effective.

Why can’t you do lk sunflower lance? I think you get better options after lance and maybe more damage.

whats fs and fp

I haven’t read the thread yet but if you link 2 cr. MP and go into heavy DP+K it will hit late (but still combo) allowing you to hit a HP xx QCF+LK, K which you can tag cancel.
The spacing is really fiddly and the tag cancel is incredibly hard but it looks cool.
EDIT: Also you can’t get much off the tag cancel so it’s pretty much best used as meterless with QCF+LK, K, K or wall bounce with QCF+PP

EDIT2: trying it against something other than standing dummy, doesn’t hit average sized opponents while crouching, not very useful.

is it posible to get a first post list?

Hey guys, got one here, hope I did it right:

j.HP(2hits), f.HK, [f.LP f.MP d.LK], LK Angel Knee, LK Angel Knee, cr.HP, LK Sunflower Lance - 13 HITS 366 DMG

PS: Is there a specific reason why j.HK is preferred over j.HP? I thought the 2 hits would be a bonus for unaware opponents plus it does more damage.

Hey all, I’ve started learning Lili/Hugo and I’m trying to come up with some good combos. Here’s some of the better ones I was able to do last night (with guidance). No promises on the damage values because my juggling from Sunflower Lance is kinda flaky and I probably missed a hit here and there. Here goes:

Lili df+HK (anti-air), LK Angel Knee, c. HP xx LK Sunflower Lance - 292 dmg
Anti-air meterless BnB. Nothing new here.

Lili f+HK, s.LP>f+MP>MK xx LK Angel Knee, LK Angel Knee, c. HP xx LK Sunflower Lance - 328 dmg
Solo meterless combo from overhead. Haven’t found a good point to bring Hugo in yet.

1 stock:
Lili df+HK (anti-air), LK Angel Knee, c. HP xx LK Sunflower Lance, tag cancel, Hugo s. LK xx LK Shootdown Backbreaker - 375 dmg
Modified anti-air BnB to bring Hugo in for extra damage. Can get multiple lights before the backbreaker, but the scaling is awful. Not enough juggle points for c. MP into backbreaker. Obviously in the corner you can get LK xx clap and end with the
backbreaker for extra damage.

1 stock:
Hugo c. MP xx LP Giant Palm Bomber, s. LK>launcher, Lili LK Angel Knee, c. HP xx LK Sunflower Lance, tag cancel, Hugo s. LK xx LK Shootdown Backbreaker - 418 dmg
Basic Hugo->Lili->Hugo tag combo. 418 for one stock seems pretty good to me. Can’t be too far out when you start the
combo, or Hugo’s launcher will whiff.

1 stock:
Hugo j. d+HP, c. MP xx LP Giant Palm Bomber, s. LK>launcher, Lili LK Angel Knee, c. HP xx LK Sunflower Lance, tag cancel, Hugo s. LK xx LK Shootdown Backbreaker - 492 dmg
Same combo as above, started from splash. Works regardless of crossup.

Things I’m trying to improve on (and would like help with):

  • Better damage from Lili-> Hugo tag from her overhead. I tried bringing Hugo in at certain points after the Angel Knees in the overhead combo, but couldn’t find any good ways to float the opponent higher for tag-cancel extensions back into Lili. Hugo does great damage as an ender but he seems to lack for good options to pop the opponent higher. Best I could do from the knees or Sunflower Lance was stuff like Hugo s. LK xx LP palm, and even when I didn’t fuck up the tag cancel (thumb hold LK to avoid negative edge, index finger palm, then middle+thumb ASAP for MP+MK) , Lili has to cross a really large chunk of the screen before she’s able to attack out of the tag-in, and the palm doesn’t float them very high at all.

  • Better use of EX with Lili. I generally avoided EX in juggles with Lili because it was a lot more height-dependent than stuff like c. HP xx Sunflower Lance, and didn’t find it particularly efficient when doing Hugo -> Lili -> Hugo tag cancels (because of course Hugo has a lot of ways to dodge scaling with his huge and few combo starter and ender strings). But of course there will be many occasions when I want to keep Lili on point and have meter to burn. Obviously she has some good stuff on her own which is already recorded, but I also really want to see if I can incorporate Hugo into those combos and exploit those huge single hits of his.

EDIT: D’oh. Just realized you CAN get backbreaker midscreen off a palm, at least in Hugo’s solo combo. Time to give those Lili-> Hugo combos another look.

j. HK is a lot more consistent. The height to get both hits of j. HP is kinda anal, and of course you get less damage than j. HK if you mess up. The angle is kinda awkward as well compared to j. HK (which, again, makes getting both hits consistently kind of tricky on short notice). As for catching “unaware” opponents…people won’t be unaware of that trick for very long. Hell, most people already learned about that idiot-check from fighting Chun-Li in SF4, I imagine, and her jumping double fierce is still better than Lili’s (helped by the fact that it’s not automatically 2 hits, so you can actually play games about whether or not the 2nd hit is coming on block, and exploit that hesitation with a minor mixup when you land).