The Lili Combo Thread

NO METER… about half life… J.hk (or cross up j.hk), f.mk~mp, cr.mp, cr.mk~st.hk~st.hk(Launcher) {Juri} cr.hp x jump cancel, lk dive kick, st.mp x lk fuhajin … this will leave Juri in a position where she can realease the fuhajin as a meaty and gets a free mixup game if the opponent doesnt quick raise you can get a safe jump afterwards… it works midscreen and corner
the other way around… Juri combo ends in heavy senpusha, tag Lili, walk forward, f.mk~mp, cr.hp x lk sunflower dance (or QCB+kk~hk (wallbounce) cr.hp x lk sunflower dance) I like that too it gives juri a good combo after her senpusha for good damage and mix up afterwards for lili

j.HK, Andante xx Angel Knee, cr.HP xx EX Rabbit Thorn, Super - 526 damage (3 meter)
j.HK, Andante xx Angel Knee, cr.HP xx Ex Rabbit Thorn xx Ex Rabbit Thorn, Peacock Jive - 470~ damage (2 meter)
j.HK, Andante xx Angel Knee, cr.HP xx Ex Rabbit Thorn, Peacock Jive - 430~ damage (1 meter)
j.HK, Andante xx Angel knee, cr.HP xx LK Sunflower Lance (0 meter)

Steve has such a cheap cross rush. If you do the dash fierce, you can get easy 600 + damage with Lili and probably other characters.

Steve command grab combos: There are a lot of possibilities that I have tried and did not post simply because they are inferior in terms of practicality, damage, and meter use.

Steve dash fierce xx MK+MP xx LP Den xx LP Den xx LK Angel Knee xx LK Angel Knee xx Cr. HP xx LK Sunflower Lance - 513 damage (1 meter, but you gain it back and then some)
Steve dash fierce xx MK+MP xx LP Den xx LP Den xx LK Angel Knee xx LK Angel Knee xx Cr. HP xx Cross Art - 694 damage (4 meters, may need meter gain gem)
Steve dash fierce xx MK+MP xx LP Den charge into super - 494 damage (1 meter)
Steve dash fierce xx MK+MP xx LP Den xx LP Den charge into EX xx EX Rabbit thorn xx delayed super -666 damage (4 meters, may need meter gain gem)

Lili Combos:
J.HK xx Standing HP xx LK Angel Knee xx LK Angel Knee xx Cr. HP xx Cross Arts - 616 Damage (3 meters)
J.HK xx Standing HP xx LK Angel Knee xx Cr.HP xx EX Rabbit Thorn xx Super - 567 Damage (3 meters) [doing 2 Angel Knees does 550 damage)
J.HK xx Standing HP xx LK Angel Knee xx LK Angel Knee xx Cr.HP xx EX Angel Knee xx Super -556 damage ( 3 meters)

I only posted the most practical combos meaning easiest execution for the most damage. There are some gems you may want to consider if you want to do this combo. For Lili you probably want to equip gem 009 and 236. Both activate when she uses 3 special moves. With gems activated, I believe I capped at 749 at one point, I need to figure out how I got it, will return to the lab.

I’ll try to update when i get home

[media=youtube]1i3kEznREgA[/media]

That combo with 2 Feisty Rabbits is stylish

Thanks. Had to show Sagats what’s up with Tiger knee! Lol :stuck_out_tongue:

Nice shit, yo.

Ok, so what are our best options after an overhead?

after over head go for heavy languish or f.mk ~f.mp into special

Bedtime xx Angel Knee, Angel Knee, cr.HP xx EX Dendrobium, Peacock Jive
Bedtime xx Angel Knee, Angel Knee, cr.HP xx Sunflower Lance

So I think the consensus is that the biggest 1-meter damage usually comes from switch cancels in this game, because of how they reset the juggle limit.

So my question is, has anyone found anything more rewarding as a switch cancel starter than Lili’s launcher? I’ve been looking but the most rewarding switch/launcher seems to her launcher, as it does 100 damage and launches pretty damn high on switch cancel.

Can we get the OP updated with a list of combos?

Why not use a raw launcher after a BnB??

Theres a walkthrough

Ex sunflower lance, 100 damage switch cancel-able
Ex angel knee 180 damage (2 hits) switch cancel-able
Ex Den 100 damage switch cancel-able
Rabbit foot w/ hk 120 damage switch cancel-able
EX rabbit foot (if airbourne) ~160 damage switch cancel-able
Submissive Heal ~70 damage for 2nd hit, 110 damage if they don’t block, switch cancel-able
x2 angel Knee 164 damage, switch cancel-able after second knee
Raw launcher 100 damage
Combo into launcher ~200 damage
Jump in into launcher ~ 250 damage

What are you guys doing with Lili coming in from a launcher? Would the typical anti-air andante combo work? Not at home to test this out right now, but would appreciate the help.

Angel Knee, Angel Knee, cr.HP, Sunflower Lance

After Lili comes in on off a boost combo, I’ve been attempting to do s.lp, s.lp, c.mk, Ex Fiesty Rabbit. But I can never connect with a j.mp-j.hp. Am I reaching max juggle potential with all the hits from EX Fiesty Rabbit on this, or do I just suck?

(also not at home to test this)

Edit: Corrected EX Dor to EX Fiesty Rabbit

Light Angel Knees right? I can only get one of them, the other one just whiffs. I can do it on a standing opponent, but something about having them in the air already throws me off for some reason.

Best bet is to literally do the double LK AK’s one after another, try mashing it out at first to see how it works, then work on doing it without mashing so you dont accidently miss the CR HP