Lili strategy

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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 biggest 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 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.

Key Moves

General Pokes/Punishers

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

1

h
5
+1
+8
i10
r17

1,1

h,​h
5,​16
-4~-3
+4~+5
i20~21
BT
Elbow
  • Combos from 1st hit
Tricolore

1,​1,3

h,​h,​m
5,​16,​17
-15~-14
+6~+7d
+25a
i20~21
  • Combos from 2nd hit CH

Lili's 1 jab is perfectly average on its own—where 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 Lili's go-to counter hit jab string, becoming a natural combo and doing 38 damage total.

2

h
8
+0
+8
i10
Bed Time

2,4

h,​h
8,​20
-2
+24a (+15)
i22~26
Balcony Break
  • Combos from 1st hit

A strong 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.

ÉlysĂ©e Le Bras AllongĂ©

b+1

m
16
-6
+2
+8
i17
  • Transition to +0, +8, +14 DEW with F

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.

ÉlysĂ©e Le Bras AllongĂ© Caracole

b+1,4

m,​m
16,​22
-11
+32a (+17)
i25
Tornado
  • 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.

df+1

m
10
-1
+8
i13

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.

df+4

m
12
-8
-2
+5
i13
Knee
Dominating Heel

df+4,4

m,​L
12,​23
-13
-2
+8
i20
  • Combos from 1st hit

A unique alternative to df1 with the same speed and only slightly more range—the 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.

Rose
qcf+1

DEW.1

m
12
-9
-4
+2
i15
Rose Pique
qcf+1,2

DEW.1,2

m,​m
12,​20
-14
+20a (+10)
+54a
i23
Balcony Break
  • Combos from 1st hit
Rose Piercing Thorn
qcf+1,4

DEW.1,4

m,​m
12,​30
-9
+2a (-7)
i25~31
js17~
Balcony Break
  • 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.

BĂ©lier Attaque

f+4

m
23
-9
+7
+57a
i17
Tornado

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.

Pressure & Oki

Cloisonne
qcf+3+4

DEW.3+4

h
6,​20
+6
+17g
i12~14, i5~6
js12~?, js17?~?
Balcony Break
  • 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.

Submissive Heel

df+3

m
23
+3c
+8c
+19a
i20

A plus, counterhit launching mid kick that is especially good to press the advantage after a knockdown or Heat Dash. If the opponent wakes up into this with a getup attack, you can counterhit them for a hugely damaging combo.

Platinum Grace
qcf+3

DEW.3

M
28
-11
+20a (+3)
i17
Tornado
Balcony Break

One of the best oki tools in the game. A long-range, safe, damaging kick that flips grounded opponents 180 degrees, meaning they will often end up face forward where they have fewer getup options. This can make opponents very scared to delay their getups against Lili, which then allows her to force them to eat mix as they stand up or counterhit them with df3. One last cherry on top of all this is that it can even give a combo if the opponent decides to Spring Attack at you, as it causes a tornado on airborne opponents.

Lows

Thorn Whip

d+3

L
14
-12
+1
+5c
i19

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.

d+1

L
10
-11
+0
i18
cs
  • Transition to -11, +0 FC with D

d+1,2

L,​h
10,​8
-8
+3
+5
i18
  • Combos from 1st hit
  • Transition to -5, +3, +5 BT with B

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.

Root of Evil

f,F+4

L
23
-12
+4
+4
i22

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, which is especially useful at the wall. Though its a bit slow, the animation is quite hard to read.

Usage Chart

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,1,3
2,4
b+1
df+1
df+4
f+4
df+3
d+3
d+1,2
ff+4
qcf+1
qcf+3
qcf+3+4
df+3+4
Tracks left
  • df+4
  • b1
Tracks both

qcf+3+4

Tracks right
  • df+1

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.

External links