Table of Contents
What are Lili’s pokes?
1 i10, +1 on block, +8 on hit
1,2 i10, -1 on block, +8 on hit
D+4 i12, -13 on block, -2 on hit, (TC)
D+3 i19~20, -12~-11 on block, +1~+2 on hit
D/f+1 i13, -1 on block, +7 on hit
Qcf+3+4 i12-14(14~) +6~+7 on block, KND on hit
What are Lili’s punishers?
i10:
1,2
2,4 (if in range)
i12:
1+2
4,1
i13:
F+2,3
i15:
Uf+3 (hopkick)
3,1
i16:
Df+2
i17:
D+3+4 (Matterhorn)
While standing punishment:
i10:
Fc d+1
i11:
Ws+4
i13:
Ws+1,2
i14:
Fc df+1
i15:
Uf+3
i16:
ws+2
Ws+3
What are Lili’s combos?
Basic staples: (Beginner Combos)
Basic enders: ff3~f1,2 and df3+4,3+4 (ff3~f1,2 does 3 more damage than df3+4,3+4)
Uf+3:
Uf+3 f+2,3 ff+3~f3+4 S! df3+4.3+4 (55 Damage)
Uf+3 df+2, df+1, 2, d+223 S! Df3+4,3+4
Df+2:
Df+2 f+2,3 ff+3~f3+4 S! df3+4.3+4 (58 Damage)
Df+2, df+2, df+1, 2, d+223 S! Df3+4,3+4
Df3+4:
Df3+4 BT d4, ws2, 2 d2,2,3 S! df3+4,3+4 (58 Damage)
FF+2:
Ff+2 d+1,2,4 S! df+2 3,2,3 (55 Damage) the reason that this is the true staple is because the d+1 will pick up 99% where as in some cases the db+1 or 4,1 after the ff+2 will not pick up
Db+4:
Db+4 fcdf+1 4,1 d+2,2,3 S! dash df3+4,3+4 (72 Damage)
BT 1+2:
BT 1+2, db+1 ws+2, 2 d+2,2,3 S! dash df3+4,3+4 (64 Damage)
D3+4: (aka matterhorn)
D3+4 UF4 f+2,3 ff3~f3+4 S! ff3~f1,2 (79 Damage)
U3+4: (f3+4 ender does 3 damage less than df3+4,3+4_BT1+2)
U3+4 ws2, 2,4 df3+4,3+4_BT1+2 (62 Damage)
Ws2:
Ws2 UF4 b+1~f,u,2 d+2,2,3 S! dash df3+4,3+4 (70 Damage)
Ws3:
Ws3 f+2,3 ff3~f3+4 S! dash df3+4,3+4 (62 Damage)
Ws3 3,2, 2, d+2,2,3 S! Dash df3+4,3+4 (60 Damage)
Ch u+4:
Ch u+4, f+2,3 ff3~f3+4 S! df3+4,3+4 (60 Damage)
Ch Df+3:
Ch df+3 db+1 ws2, 2, d+2,2,3 S! dash df3+4,3+4 (66 Damage) Can replace the db+1 with db+2 for 2 more damage.
Ch df+3 4,1 d+2,2,3 S! df3+4,3+4 (68 Damage)
Ch ss1+2:
Ch ss1+2, fc df1, 1, d2,2,3 S! dash df3+4,3+4 (72 Damage, 66 Damage if the last hit in the 2nd flip of df3+4,3+4 whiffs.)
Ch ss1+2, fc df1, 1, d2,2,3 S! dash df3+4 BT 1+2 (72 Damage)
Ch Fc df+3:
Ch fc df+3, d+1,2,4 S! dash df+2 3,2,3 (57 Damage)
Ch BT+2:
Ch bt+2, S! dash df+2, 4,1 d+2,2,3 (55 Damage)
Ch bt+2, S! Dash df3+4. BT+3 3,2 3,2,3
Ch db+3:
Ch db+3, S! dash df+2, 4,1 d+2,2,3 (59 Damage)
Ch db+3, S! Dash df3+4, BT+3 3,2 3,2,3
Ch db3+4:
Ch db3+4, ws+2, 2, d+2,2,3 S! dash df3+4, BT1+2 (66 Damage)
Ch [qcf1],2:
Ch [qcf1],2 ws+2, 2, d+2,2,3 S! ff3~f1,2 (69 Damage)
Rage Drive: (aka df3+4,3)
Df3+4,3 S! dash d+2,2,3 S! ff3~f1,2 (65 Damage)
Wall Combos:
W! Ws1,2 1+2
W! BT 4,3+4 (most damaging but situational)
W! 4,1 1+2
W! F3+4,3,4
Basic wall carry combo enders:
Uf+3:
Uf+3, f2,3 ff3~f3+4 S! dash b1,4_f2,3 W! (Note: the last hit of f2,3 ender will whiff if too far off the left axis.)
Df+2:
Df+2 f2,3 ff3~f3+4 S! Dash b1,4_f2,3 W!
Df3+4:
Df3+4, bt d4, ws2 2,4 S! dash b1,4_f2,3 W!
Df3+4 bt d4, ws2, 2, d2,2,3 S! dash b1,4 W!
D3+4
D3+4 UF4, b1~f, u,n,2 d2,2,3 S! Dash b1,4
D3+4 UF4, df2, 2, d2,2,3 S! Dash b1,4
Db+4:
Db+4 fcdf+1 4,1 d2,2,3 S! dash b1,4
Other wall carry Enders:(situational)
- B2,1
- Df2
- Ws2
- Df3+4 (very situational if you are going for BT 4,3+4 Wall ender)
Low parry combos:
Fcdf+1, 4,1 d223 S! Dash df3+4,3+4 (52 damage, can replace ender w/ ff3~f1,2 for 3 more damage but harder to land)
Df2_ws2, 4,1 d223 S! Ff3~f1,2 (49 Dmg)
4,1 d223 S! Ff3~f1,2 (44 Dmg)
4, f2,3 ff3~f3+4 ff3~f1,2 (50 Dmg)
Optimal but “harder” combos
Uf3:
Uf3, f2,3 dash 1, d2,2,3 S! Ff3~f1,2 (61 Dmg, last hit will whiff if too far off to the opponnent’s left)
Df2:
Df2, f2,3 dash 1, d2,2,3 S! Ff3~f1,2 (64 Dmg)
Df3+4:
Df3+4, f,n,4 f2,3 ff3~f3+4 S! Ff3~f1,2 (64 dmg, ff3 timing tightens depending on body size.)
Ch df3:
Df3, 4, f2,3 ff3~f3+4 S! Ff3~f1,2 (77 dmg)
Created by: Divine