The Lili Combo Thread

For 1 bar Andante combo I do

Andante > cr.hp xx ex feisty rabbit rabbit thorn (slight walk) cl.hp xx mk lance.

I was watching some replays of an A rank Lili. I saw him doing clk, cmp, shp into hp dendrobium for a 5 hit combo. How did he link this without launching?

Cmp fshp is the heavy languish tekken chain.

After a Andante AA I do
Heavy Languish(cr.MP f.SHP), cr.HP xx EX Feisty Rabbit, Peacock Waltz (f.MK, s.HP)
cr.HP xx EX Feisty Rabbit, slight walk, cr.HP or cr.MK xx HP Dendrobium, Peacock Waltz (f.MK>s.HP)

Edit: here’s another one I forgot to put down
Cr.HP xx EX Feisty Rabbit HK, slight walk, Andante, st.HP or cr.MP xx MK Lance

I recently picked up Lili and I have noticed that a lot of my angel knee combos completely whiff on crouching opponents.What are my options in that situation to continue my combo without spending meter?

How are you getting f.MK to connect after EX Feisty Rabbit, cr.HP xx HP Dendrobium? It’s always whiffing for me.

The only way to make angel knee hit on crouchers is with CrHp which auto stands you can do standing lp link crhp but it’s a one framer

What are you guys using on crouching opponents?

Frame traps. st. lp, cr.lk. st. mp. cr.mp cr.mk <— do this one a lot during frame traps. The idea is to keep them crouched so you can go for sunflower lance. The ex version comes out very quickly and after you nail it a few times your opponent will try to stand to avoid the sunflower lance and you’ll tag them with cr.mk and can go into sunflower lance again. It’s very nasty when you get the hang of things and opponents become very afraid of lili.

Basic frame traps i use. Cr.lk. st.lp. st.mp to cr.mk. This one is my favorite one because you’ll be too far outta range to be counter poked and if your opponent tries something they get tagged by cr.mk. It is a very sick frame trap.
I like to do a lot of st. mp to cr.mpx2 (two times) and if they don’t do anything i either go for a ex lance or den. Sometimes i do nothing or do a feisty rabbit. You gotta mix up frame traps or you opponent will figure you quickly.
Last frame trap i use is a dive kick one. Hk dive kick and you should do lp or lk. to give you more + frames.
You could also you target combo lp mp down lk and keep up the pressure. It’s a basic high low mix up and you can do a lot after that or just continue the pressure. Also consider ex dive kick, very good on block and on hit.

OKAY as for some new things i’m trying out with lili. I’m trying to see what i can get via counter hit. I dunno it was mentioned before here but cr.mp is by far the best thing on counter hit. It would seem it would be like +8 or 9 frames. It’s enough where you can do st.hp without a chain, it’s god awful sick. Like i’m having a hard time doing a move after it such as lk angel knee but in time i’ll figure out how to use it and exploit the damage off of it. Pretty much if you do nail this move the first two hits bag you around 180 for two hits, which isn’t that bad. Def could do a lot after that to bag a nice meter less combo for around 380-400 damage. I’ll let you know what i figure out when i start nailing moves after the counter hit cr.mp>st. hp link. Until then Stay beautiful lilis!

Frametraps aside, I’m mostly looking for combos from hitconfirms such as 2.cr.mp or cr.lk, heavy languish on a crouching opponent.So far it requires me to spend a meter to continue anything since angel knee seems to completely whiff on them.

Thanks for that awesome info though! I’ll def. going to be using that in my game (=

You’ve got three good options: normals into launcher, EX Dendrobium, or LK Sunflower Lance. Lili’s launcher does 100 damage in a combo over the rest of the cast’s 50 damage, so that’s a very potent option, and personally my BnB ender for most hit-confirm situations (after st.LP, after f+MK, MP, and after f+HK) over EX Dendrobium.

EX Dendrobium is a strong option because of the wall-bounce, but it’s hard to justify the meter usage when you can just go into links into launcher, into juggle, into more damage with a tag cancel, or just sticking around with all that meter built. LK Sunflower is the least damaging of these three, but it leads into good oki that reverses roll direction if you use LK Feisty Rabbit to cross-up and play cr.LK/f+HK/throw/dive kick games.

Well in a bit i’m gonna try to upload a lot of my vids and you can see the strings i use on opponents.

I def do a lot of F.mk>mp. It’s not safe but it helps me gauge my opponent. If they like to hit buttons then i know i can counter them. I suggest do it a few times to condition them and then counter. If you do it right away then they’ll bait you later on.
I’m gonna discuss my peacock jive combos which i really enjoy doing. These are my personal favorites.

Usually after peacock jive…Cr.mp x2 into ex den> J.mp>J.Hp target combo>f.mk>f.hp.
I also do a very tight link that looks very crisp when done. You don’t really gotta do it but it helps with execution if that’s something that’s bothering you. The frame is 2 frame between the moves.
Peacock jive> st.lp> st. mp> cr.mk> ex or lk sunflower lance (only do lk. mk comes out too slow to link) Don’t do the chain combo you won’t get as much damage. The combo gives you about 230 damage in total and is really fluid.
Some other things i do.
Peacock jive> lk angel x2> cr.hp> sunflower lance or ex feisty rabbit into thorn.
Peacock jive> st. mp> cr.mp (i suggest mixing up between the two)> hp den, ex den, sunflower or ex sunflower. Be careful with sunflower because if your opponent is crouched you have a good chance to whiff.

Anyway i’ll be back later with more!

Wow that sounds like some really good stuff … looking forward to the uploads!

Hey i put one of my vids up. I haven’t gotten a chance to record the others and deleted one by mistake lol XD
It’s me in pairs play with someone i don’t really know. Go over to the video forums and check it out and also subscribe to me on xbl and my page on youtube. Most people been stalking on xbl anyway lol XD

Not sure how practical/useful this is, but you can connect a full EX Sunflower Lance when your opponent is airborne after a c.MP~s.HP outside of the corner (else a reset happens).

Example: s.LP f.MP s.MK dp.LK c.MP~s.HP EX Sunflower Lance.

You’re better off TCing cr.HP xx HP Dendrobium than going into EX SL at that point.

That seems very risky, I’ll have to try it out. Ex sunflower is a move that is good and bad at the same time.

I almost never find a use for EX Sunflower, let alone combo into it.

Anyway, wanted to say I spent the longest time trying out a switch cancel combo and the damage output isn’t worth the trouble:

stuff xx LK Knee, cr.mp (or cr.hp) xx EX Feisty Thorn xx Switch

The problem is that where your partner steps in is different depending where you are on the stage; sometimes they’ll run underneath, sometimes they won’t.

I’m going to try subbing that all with HK Knee xx Switch instead; save me some meter and damage scaling.

If I’m comboing into my partner, I would instead make use of Lili’s unscaled launcher to get my partner in instead of using up a bar and getting minimal damage back. You can use a hit-confirm like j.MK, s.LP, cr.HP ~ Launcher, f.MK~s.MP, cr.MK ~ s.HP ~ Launcher, or F+HK, cr.MK ~ s.HP ~ Launcher.

I think EX Sunflower should be used as a safe and fast high off of a low normal, or whenever you’ve conditioned them to block low. If it hits you can do cr.HP xx Sunflower Lance to get your SL knockdown and if it is blocked you can tag someone who might be pressing buttons after with cr.MK.

Okay so…If you want to get your partner in but have one bar…

Ex. Den…and do a raw launcher as they are coming down
Ex Sunflower lance and as they come back down from the attack launch them. Both work are are do like 230 damage in total.
With ex den you can get more bang for your buck.
Cr.mp>ex den> J.mp to J.hp chain combo>launcher.