| Lili |
|---|
| Movelist & frame data (Tekken 8) |
|---|
Heat
Input
2+3
- RAB.2+3: i21 actual startup
- Cancel to r45 with b,b on frame 42
- 2 chip damage on block
- 12 chip damage on hit
- Only deals recoverable damage
- Cannot cause a K.O.
H.2+3
- H.RAB.2+3: i21 actual startup
- Transition to +14g DEW with F on block
- 6 chip damage on block
H.BT.2+3
- 5 chip damage
3,1
- Combo from 1st hit
- +11d on BT hit
3+4
- Jail from 1st attack
- Chip damage on block [8]
DEW.2,1
- Combo from 1st hit with 9f delay
- Input can be delayed 14f
- Move can be delayed 10f
- d,df,f+2,1
- qcf+2,1
BT.1,4
- Combo from 1st hit with 8f delay
- Move can be delayed 10f
1,2,H.4
- ,js21?~41?
- fs42?~44?
- 13 chip damage on block
- Input can be delayed 4?f
- Move can be delayed 3?f
- Partially consumes remaining Heat time
3+4,H.3+4
- Partially consumes remaining Heat time
3+4,H.3+4
- Partially consumes remaining Heat time
H.f,F+3+4
- 16 chip damage on block
- Partially consumes remaining Heat time
DEW.1,H.4
- Combos from 1st hit CH
- 16 chip damage on block
- Partially consumes remaining Heat time
H.RAB.3
- Partially consumes remaining Heat time
H.RAB.4
- Partially consumes remaining Heat Time
n
Input
1,1
- Jail from 1st attack with no delay
- Combo from 1st hit with 5f delay
- Move can be delayed 6f
1,1,3
- Combo from 1st CH
- Combo from 2nd CH with 6f delay
- Input can be delayed 6f
- Move can be delayed 5f
- Recovers 4f faster on hit
- Steel pedal
1,2,3
- Combo from 2nd CH
1,2,4
- Input can be delayed 4f
- Move can be delayed 3f
- Powers up in Heat
- Chip on block [6]
2,4
- Combo from 1st hit with 5f delay
- Move can be delayed 10f
3,1
- Combo from 1st hit
- +11d on BT hit
3,2
- Combo from 1st hit with 2f delay
- Input can be delayed 2f
- Move cannot be delayed
- Enter DEW -2 +5 +14 r21 with F
3,2,3
- Combo from 2nd CH with 4f delay
- Input can be delayed 4f
- Move cannot be delayed
3+4
- Jail from 1st attack
- Chip damage on block [8]
f
Input
f+2,3
- Combo from 1st hit with 4f delay
- Move can be delayed 8f
f+3+4
- Jail from 1st attack
- +12d on hit if the first kick whiffs
f+3+4,3
- Combo from 1st hit
- Input can be delayed 3f
- Move cannot be delayed
- Interrupt with i15 from 1st block
f+3+4,3,4
- Combo from 1st hit
- Input can be delayed 12f
- Move can be delayed 11f
- Interrupt with i3 from 2nd block
- Huge pushback on block, difficult to punish
- Steel pedal
df
Input
df+2
- Enter BT with b
- Recovers 2f faster on hit
- Launches crouching opponent
df+4,4
- Combo from 1st hit with 9f delay
- Input can be delayed 13f
- Move can be delayed 8f
df+3+4,3+4
- Combo from 1st hit
- +25a on hit when only the last kick connects
d
Input
d+1,2
- Combo from 1st hit with 4f delay
- Move can be delayed 4f
- Enter BT with B
d+1,2,4
- Combo from 2nd CH with 2f delay
- Input can be delayed 9f
- Move can be delayed 8f
d+2,2
- Jail from 1st attack with 6f delay
- Input can be delayed 13f
- Move can be delayed 11f
- Transition to r25 RAB (-7/-1/+1) with b+3 or b+4
- Transition to BT (bug?) with perfect input b+3~4 (~+1/~+7/~+9)
- Frame advantage depends on input
d+2,2,3
- Combo from 2nd CH with 1f delay
- Move can be delayed 12f
d+2,2,4
- Combo from 2nd CH with 4f delay
- Move can be delayed 12f
d+1+2
- Recovers 2f slower on block
- Block advantage -9 on successful attack absorption, deals chip damage
d+3+4
- Evasive, can go under some mids and highs
db
Input
db+4
- Snake Edge
- Instant Tornado
- Stagger on block
b
Input
b+1,4
- Combo from 1st hit with 5f delay
- Input can be delayed 10f
- Move can be delayed 9f
b+2,1
- Combo from 1st hit with 10f delay
- Move can be delayed 12f
- Enter BT -4 +7 +9 r22 with B
- Enter DEW -4 +7 +9 r22 with F
b+2,1,1+2
- Combo from 2nd CH with 7f delay
- Input can be delayed 7f
- Move can be delayed 6f
b+3
- Actionable after 20f
- Stance duration 40f, cannot input moves on frame 26~
- Stance moves can be buffered
- Transition to r29? DEW with F
b+1+3
- Punch parry (high and mid)
- Side switch on successful parry
u
Input
u+3
- Enter DEW -13 +28a (+18) r31 with F
u+3,3
- Combo from 1st hit
- Input can be delayed 13f
- Move cannot be delayed
- Enter DEW -3 +14c r21 with F
u+3,3,3+4
- Combo from 1st hit
- Available only on hit or block
u+1+2
- Move is delayed 10f, effective startup i28~29
u+1+2*
- Move is delayed 33f, effective startup i51~52
- 9 chip damage on block
u+1+2**
- Move is delayed 56f, effective startup i74~75
u+3+4
- Transitions to attack throw on standing hit when at range 1.65 or closer (+10 damage, +39a)
- ub+2
- u+2
uf+2
- Has built-in sidestep to the left
uf+3
- Recovers 3f faster on hit
uf+4
- Enter BT -7~-3 +6c~+10c r28 with B
uf+4,3
- Combo from 1st hit with 10f delay
- Input can be delayed 13f
- Move can be delayed 7f
uf+3+4,3
- Combo from 1st hit with 12f delay
- Input can be delayed 12f
- Move cannot be delayed
uf+3+4,3+4
- Input can be delayed 12f
- Move cannot be delayed
Motion Input
Input
f,F+3,3+4
- Combo from 1st hit
- Available only on hit or block
f,F+4
- Enter BT -6 +10g +10 r24 with B
- Different stun animation on CH, but no change in frame advantage without BT entry
f,F+3+4
- Powers up in Heat
- Chip damage on block [9]
f,f,F+3
- Chip damage on block [9]
f,f,F+1+2
- Chip damage on block [4]
Crouch
Input
- d,DF+3
- DEW.df+3
FC.df+3
- d,DF+4
- SS.4
- DEW.df+4
FC.df+4
- Can be done from Crouch Level 1
- Enter RAB -15 -7 +53a r36 with b+3 or b+4
WS
Input
ws1,2
- Combo from 1st hit with 1f delay
- Move cannot be delayed
- Enter DEW -1 +10g~+11g +10~11 r19 with F
ws1,2,4
- Combo from 2nd CH with 7f delay
- Input can be delayed 11f
- Move can be delayed 10f
ws2
- Enter BT with B
- Recovers 1f faster on hit
ws3,4
- Combo from 1st hit with 7f delay
- Input can be delayed 7f
- Move cannot be delayed, effective startup i51~54
DEW (Dew Glide)
Input
qcf
- Minimum 3f needed to enter (one for each directional, d can be buffered)
- Stance moves available for 25 frames
- Transition to FC with d,DF
- Cancel to r32 RAB with b+3 or b+4
- Cancel to SS with u
- d,df,f
- DEW
DEW.1,2
- Combo from 1st hit with 3f delay
- Move can be delayed 18f
- Cancel to BT -14 -9 -3 r35 with B
- d,df,f+1,2
- qcf+1,2
DEW.1,4
- Combo from 1st CH with 7f delay
- Input can be delayed 12f
- Move can be delayed 10f
- Chip damage on block [7]
- Power up in Heat
- d,df,f+1,4
- qcf+1,4
DEW.2,1
- Combo from 1st hit with 9f delay
- Input can be delayed 14f
- Move can be delayed 10f
- d,df,f+2,1
- qcf+2,1
DEW.3
- d,df,f+3
- qcf+3
DEW.1+2
- Opponent recovers crouching on hit
- Block advantage -7 on successful attack absorption, deals chip damage
- Hit vs BT +12a (+3)
- d,df,f+1+2
- qcf+1+2
DEW.3+4
- Jail from 1st attack
- Enter RAB +0 +11 r31 with b+3 or b+4
- Hit vs BT +24a (+15)
- d,df,f+3+4
- qcf+3+4
RAB (Feisty Rabbit)
Input
b+3
- Actionable after 20f
- Stance duration 40f, cannot input moves on frame 26~
- Stance moves can be buffered
- Transition to r29? DEW with F
b+3*
- Actionable after 48f
- Stance moves can be buffered
- Transition to r57? DEW with F
RAB.3
- Instant Tornado on CH
- Powered up during Heat: 22 damage and KND on normal hit
RAB.4
- Chip damage on block [9]
- Powered up during Heat
H.b+3*
- Actionable after 48f
- Stance moves can be buffered
- Transition to r57 DEW with F
- Partially restores remaining Heat Time
BT
Input
BT.1,2
- Combo from 1st hit with 6f delay
- Move can be delayed 10f
BT.1,4
- Combo from 1st hit with 8f delay
- Move can be delayed 10f
BT.2
- Hit vs BT +15a (+6)
- Block advantage -7 on successful attack absorption, deals 2 chip damage on block, becomes a Reversal Break
BT.3,4
- Combo from 1st hit
BT.4
- Combo from 1st hit
- 2nd kick is delayed 6f, effective startup of 2nd hit i28~29
BT.4,3+4
- Combo from 1st hit
- +21a on hit when only the last kick connects
- Input can be delayed 1f
- Move cannot be delayed
BT.3+4
- Chip on block [9]
- Evasive, can jump over some mids
BT.d+3+4
- Transition to t63 r41 with F (cs8~46)
- Stagger on block
BT.b+3
- Actionable after 20f
- Stance duration 40f, cannot input moves on frame 26~
- Stance moves can be buffered
- Transition to r29? DEW with F
Others
Input
R.df+1+2
- Damage increases with lower health, maximum 82
- Freezes match timer on activation and on hit
- Restores recoverable health on hit
- Transition to attack throw on hit
- Consumes Rage
1+2+3+4
- Can't block for 5 seconds
- CH state on your next attack for 5 seconds (Tekken 7 and prior games)
- 10% damage increase on the next attack for 5 seconds (Tekken 8 season 2 patch onward)
- Attacks taken will be CH for 5 seconds
SS.3
- Sidestep takes 9f, effective startup i25~26
- Hit vs BT +15d
- d,DF+4
- FC.df+4
- DEW.df+4
SS.4
- Enter RAB -15 -7 +53a r36 with b+3 or b+4
- Sidestep takes 9f, effective startup i29~30
SS.1+2
- Sidestep takes 9f, effective startup i28~29
Throws
Input
1+3
- Throw break 1 or 2
- Becomes a wall throw on a wall-splatted opponent
2+4
- Throw break 1 or 2
- Side switch on hit
- Becomes a wall throw on a wall-splatted opponent
uf+1+2
- Throw break 1+2
- Becomes a wall throw on a wall-splatted opponent