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 with her damaging launchers. 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.
Dew Glide Cancelling
A technique unique to Lili's Dew Glide, allowing it to be cancelled via tapping up to sidestep into the background. This has ample utility in Lili's neutral, pressure, and combos; as many of her moves cancel into Dew Glide fairly early into their animation, reducing their overall recovery while still allowing her to confirm follow-ups if the move hits. She can choose to cancel the sidestep to block or do a regular option; or she can simply perform the sidestep to dodge and punish an opponent's attempt to take their turn.
Note that this technique only works by tapping up and *not* down, as Dew Glide counts as a crouching state that forbids a down input from counting as a sidestep. This means the direction in which Lili sidestep cancels Dew Glide depends on what side she is playing on (SSL on the left side and SSR on the right). This may have a minor impact on this technique in certain matchups. It is still possible to quickly cancel the sidestep by walking back and then sidestepping in the desired direction, but this is difficult to do effectively.
Neutral
Range 1
- 1 is a standard jab with good reach.
- 1,2,3 gives you a punishable low ender, while 1,2,4 is a safe mid that gives some chip damage but still ends your turn.
- 2,4 is very short range, but knocks down while still being i10 and only -5 on block if the opponent doesn't duck the second hit.
- b1 is a counter-hitting poke with decent range and tracking, and can be Dew Glide cancelled very early to bait opponents and make it difficult to punish. On counter-hit, it can confirm into Dew Glide > 3+4 or 2,1 to enter Heat. It tracks mostly to the left.
- df1 and df4 have the same startup and similar range. The key difference is that df1 gives you better advantage on block and hit, while df4 gives more damage with its confirmable followup. df1 also tracks more to the right, while df4 tracks more to the left.
Range 3
- qcf3+4 is a very plus on block high that has good range and tracking, urging your opponents to duck into your mids.
- df3+4 is an advancing mid launcher that has fantastic range and is only -4 on block. It forces you into backturn, however, meaning you cannot block a jab and can only retaliate with a crouch or powercrush. Still, this move gives Lili a big way to threaten opponents at nearly any range.
- f4 is a highly rewarding counter-hit launcher to stop reckless approaches in neutral. It's a little linear, but it has the unique benefit of giving a tornado if you hit an opponent out of the air.
Blockstrings
- qcf3+4 or df3 > f1+2 (counter hit) > 1+2 (confirm on counter hit)
- wr3 > f4
- 1,1 > BT > d2
Okizeme
- df3 is a +3 OB mid that leads to full combo on CH. If the opponent likes to getup attack, this can stuff them into a full combo with the right timing.
- 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.