Lili |
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Strategy (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Lili strategy (Tekken 7).
Overview
Lili is a well-rounded character that can easily bully an 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 widest access to plus frames in the 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 huge damage and wall carry off of her sidestep launcher Matterhorn, 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 distancesâespecially not with good timing on her options out of wavedashâbut Lili players should still be careful about when and where they swing, lest they get a bitter taste of their own medicine.
Key Moves
General Pokes/Punishers
Input
1,1
- Jail from 1st attack with no delay
- Combo from 1st hit with 5f delay
- Input can be delayed 6f
1,1,3
- Combo from 2nd CH with 6f delay
- Input can be delayed 6f
- Move can be delayed 5f
Lili's 1 jab is perfectly average on its ownâwhere it shines it its unique elbow followup that puts her into backturn. While the opponent can attempt to mash on reaction to blocking the elbow, they then have to be wary of the 3 followup that frame traps for a counterhit launch, or the high crush and power crush options from BT. It's worth noting that the elbow does not jail on block and is duckable by a sharp opponent, but it's rare to see. 1,1,3 is also a natural confirm if the initial jab lands as a counterhit, making it a solid way to check opponents during pressure.
2,4
- Combo from 1st hit with 5f delay
- Input can be delayed 10f
A close range i10 punisher that is often used to poke during sidesteps due to its damage, safety, and wallsplat properties. It's not realistic to always expect to get a launcher while stepping quick moves and strong players, so most of the time this is the best option to ensure more reward than a 1,2 or 1,1 string, especially near the wall. Both hits are safe, although the second one is duckable, so be careful.
A unique mid poke with very strong Dew Glide Cancel potential. While it may be a little slow to start up, the cancel makes it very hard to punish in neutral, especially considering the fact that Lili can sidestep out of Dew Glide and blow someone up for attempting to press. On top of this, b1 into Dew Glide is +14 on counter hit, allowing for a confirmable link into DEW.2,1 to enter Heat, DEW.3+4 to go into Feisty Rabbit mix, along with a few other potential links by cancelling the Dew Glide into ~i14 punishers (2,4;f2,3;df4,4). Its tracking properties are also a bit better than most of Lili's moves, which make it a choice option against opponents who like to sidestep into buttons a lot.
b+1,4
- Combos from 1st hit
A confirmable followup to b1 that gives less reward than the counter-hit options but is natural on normal hit and can frame trap at only -11 if they block it. Good for when opponents are conditioned to check your b1 pressure, furthering the versatility of the move. It also gives a wallsplat and a Tornado for wall pressure and combos respectively.
A great generic df1 that has good range and remarkable block advantage at -1. Very few characters have this privilege, and it allows Lili to use her fantastic sidestep to the utmost advantage. Tracks slightly to the right.
A unique alternative to df1 with the same speed and only slightly more rangeâthe key tradeoff being worse block/hit advantage for a confirmable follow-up that does a considerable 35 damage total. Though it leaves you -2 on hit, the damage off of such a fast and solid mid poke can certainly close rounds and keep opponents in check. Another minor difference is that it has slightly better tracking and tracks decently to the left, the opposite side of df1.
DEW.3+4
- Transition to +0, +11 RAB with b+3 or b+4
A fast, tracking high that is extremely plus on block and even gives a wall splat. An essential Lili pressure tool that can really help make up for many of her other moves' poor tracking. It naturally frametraps into f1+2, but you must still be wary of opponents trying to step.
DEW.1,4
- Combos from 1st hit CH
- Chip damage on block [9]
- Partially consumes remaining Heat time
A versatile neutral tool for Lili that travels quite far for an i15 move while keeping the high crush properties of Dew Glide. The 2 followup can be used as a natural combo for whiff punishing as well as a frame trap with counterhit launch, while the 4 followup is a super safe and chip damaging mid that still manages to frame trap on block. Both of these options also give wall splat in the corner. Once the opponent is conditioned not to press, you can cancel the 2 followup into BT by holding back and go for mix.
A strong keepout counterhit launcher that is reminiscent of Bryan's Middle Side Kick (3+4). It's even faster than Bryan's at i17, and has the unique property of causing a Tornado on airborne opponents. This gives you a combo even if the opponent tries to catch you off guard with an airborne option, making it even more of a stop sign. Somewhat linear, but is quite hard to make whiff with proper timing and spacing.
Lows
A stature kick style low that moves considerably forward and is slightly plus on hit. Solid for approaching and also for kicking opponents on the ground with low commitment.
Perhaps Lili's best low in terms of overall properties: 18 damage, +3 on hit, only -11 on block, and high crushes. It's somewhat lacking in speed and range and can be stepped, though, so it may not always be as spammable as it seems. The followup has a tight confirm window in case the opponent blocks the first hit.
Low range, but it's one of Lili's strongest ways to establish pressure as it's highly plus on hit and lets her transition into backturn mix. It also hits grounded opponents and does solid damage to boot, which is especially useful at the wall.
Usage Chart
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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1 | |||||||
1,1,3 | |||||||
2,4 | |||||||
b+1 | |||||||
df+1 | |||||||
df+4 | |||||||
f+4 | |||||||
d+3 | |||||||
d+1,2 | |||||||
ff+4 | |||||||
qcf+1 | |||||||
qcf+3 | |||||||
qcf+3+4 | |||||||
df+3+4 |
- df+4
- b1
qcf+3+4
- df+1
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.