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* qcf3 hits grounded opponents at ridiculous ranges and knocks down again on hit, allowing you to loop the situation and force them to do something. | * qcf3 hits grounded opponents at ridiculous ranges and knocks down again on hit, allowing you to loop the situation and force them to do something. | ||
* ff4 is a damaging low that can transition to backturn for further mixups. | * ff4 is a damaging low that can transition to backturn for further mixups. | ||
== External links == | |||
* [https://www.youtube.com/watch?v=M30OE7ZiznY Lili Character Guide, Part 1 - Moves & Playstyle by mastermind6000] |
Revision as of 16:39, 1 March 2024
Lili |
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Strategy (Tekken 8) |
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Overview
Lili is a well-rounded rushdown character that seeks to bully her opponent with superior movement and frame data.
Her amazing sidestep allows her to force her opponent to give space, lest they get stepped and sent to the moon. Once she's in, she has some of the easiest access to plus frames in the entire game, allowing her to enforce frame traps, do stance mix-ups, or just repeatedly steal her turn. All of this is backed up by the threat of colossal damage and miles of wall carry off of most of her starters, as well as the situation potentially looping thanks to her potent oki.
Lili's primary weakness is a mostly linear moveset whose midrange options are somewhat slow and committal. What homing moves she does have are generally limited by their range or startup, making her vulnerable to a mobile opponent at around range 2. This doesn't make her hopeless at those distances- especially not with good timing on her options out of wavedash- but Lili players should still be careful about when and where they swing, lest they get a bitter taste of their own medicine.
Neutral
Range 1
- 1 is a standard jab with a great reach.
- 1,2,3 gives you a punishable low ender, while 1,2,4 is a safe mid that still ends your turn.
- 2,4 knocks down while still being i10 and only -5 on block.
Range 3
- qcf3 is a far-reaching, advancing mid that knocks down.
- qcf3+4 is straight-up plus at the cost of being duckable.
- df3+4 is a long-range, advancing mid launcher that's only -4 on block.
- f4 is a linear but highly rewarding stop sign for reckless approaches in neutral.
Okizeme
- df3 is a +3 OB mid that leads to full combo on CH.
- qcf3 hits grounded opponents at ridiculous ranges and knocks down again on hit, allowing you to loop the situation and force them to do something.
- ff4 is a damaging low that can transition to backturn for further mixups.