Introduction
Lili is the fashionista dancing diva of Tekken 8 and her gameplay shows this off with extremely long range tools that allow her to play her preferred distance which is the mid-range. Moves like df3+4 and ss4 are slower linear mids that reach the opponent from quite far, allowing her to fish for combos while setting up fast backturn pressure (BT d+2 and BT 3) keeping the opponent guessing. She balances these with 3+4 and d3 which both track really well, making sure that the opponent plays into her game instead of sidestepping away from her pressure.
Lili is very much a beginner-friendly character, having a simple yet effective game plan that balances keepout and lockdown. She can feel a little tricky to pilot at times since most of her strong moves are slow and can get counter hit or floated out of her approach tools, but she generally is not execution heavy. Her 50/50s are very strong but require committing to set-ups such as staying in her backturn stance or jumping into Feisty Rabbit.
She has amazing counter hit tools that lead to very big damage like f4, ss4 and df3, so she tends to be on the look-out with these to snipe opponents approaching or mashing towards her as a defensive option, keeping them away and making sure that she does not crumble to quick, immediate pressure, creating space and staying at her preferred range. This way Lili can decide whether or not she wants to get in for pressure with qcf3+4 which is +6 on block, d1,2 which is +3 on hit or b1f which is 0 on block and goes into her stance Dew Glide.
Top 10 Moves
Arguably one of Lili's best counter hit tools, Submissive Heel is a 20 frame, plus on block mid that forces the opponent into a crouched state, limiting their options. At +3, this move is an amazingly oppressive pressure tool that can keep the opponent locked down and make them guess on a more fundamental level, between a tracking mid poke like df4 that will stop sidestep and retaliation from crouch or a low like d3 and d1,2 that will stop powercrushes and heat bursts. Realigning and timing are very important when using df3 because it is a counter hit launcher that does not track very well, much like most of her key moves.m, i20, +3c oB, +8c oH, +19a oCH
Lili players adore this move and use it as a way to pressure the opponent into making mistakes. B1 by itself is -8 on block, however this 17 frame move becomes neutral or -2 on block if you decide to transition into her Dew Glide stance by holding forward. This is an amazing mid poke to start up relatively safe pressure since you can tap up and hold back to cancel the stance into a sidestep block, allowing you to be safe and evasive if the opponent decides to press. Pressuring by confusing the opponent with cancels is one of the safest ways to activate Heat since b1f guarantees a qcf2,1 on counter hit which is a homing heat engager and heat dash launcher. If you get scared of people mashing into your b1 poking, you can always finish the string as b1,4 and this will beat powercrushes as well as rage arts or sidesteps, only being -11 on block as an extension. With the new changes she received in Season 2, Lili also has access to her slide (DEW DF3) or ss4 which can now be performed from full crouch also (FC df+4 or DEW df+4). These are high evading counter hit launchers that tend to land quite often if people jab into you, which now is more tempting for the opponent since she is more minus on block than in Season 1. Although the -2 on block in Dew Glide was a bit of a nerf, it complements her new tools from this stance really well, baiting people to make mistakes.m, i17, -8 oB, +2 oH, +8 oCH
One of Lili's best lows, d1,2 is a fast, unseeable low-high string that is a Natural Combo and +3 on hit. Up close, this is an incredible tool to start up offense and chip the opponent down while being annoying in the process. D1 can transition into full crouch by holding down, giving Lili access to an evasive mid like fc df1 that will wallsplat opponents if they're not careful when pressing into you. As well as this, d1,2b leaves Lili in backturn for a mind game between bt d2 (high crushing low) and bt 3 (high crushing mid). This however can be stopped by a downjab so make sure to finish the string d1,2,4, use the powercrush bt 2 or jump over with bt 3+4 every now and then to avoid getting predictable or stuck in your own offense.L, h, i18, -8 oB, +3 oH, +5 oCH
Peacock Waltz is one of Lili's longest whiff punishers. As a 15 frame heat engager that launches as a heat dash, this move is a fantastic way to regain momentum by outspacing and capitalising on opponents' mistakes. The first hit ( 3) is an unparriable mid that leaves Lili in backturn at -11 on block, however people may not press into this, expecting either of her extensions (3,2) or (3,1) or a backturn move, turning your fishing for a whiff into a mind game for both you and the person you're playing against. Since both of her extensions can be parried, it is good to bait these interactions when you are in heat and choose a backturn option every now and then or turn back around with back or down back to create space and get away to your preferred range once again.m, m, i15~16, -13 oB, +40d (-18) oH
Dominating Heel is a mid-low 13 frame string that is a natural combo on hit and tracks very well relative to the rest of Lili's tool kit. This, along with her df1, should be your fast mid checks of choice. While her super linear df1 allows you to set up sidesteps being only -1 on block, df4 catches the opponent's movement, especially after frame advantage (df3 and qcf3+4 on block) and forces toxic mind games of finishing or not finishing the string. This way, even though df4 is -8 on block, you can still claim some mental pressure and mental frames to make sure you're still dictating the situation even when you're choosing to do nothing, baiting the opponent.m, L, i13, -13 oB, -2 oH, +8 oCH
Cloisonne is one of Lili's best pressure tools. Aside from being +6 on block, qcf3+4 has both high evasion and low evasion at different points of its animation. This makes it a great lockdown tool that can come out as fast as 12-14 frames, putting the opponent in a difficult situation. Lili usually lacks fast pressure but qcf3+4 patches up this weakness. Be careful using this since it is a double high and can be stepped. However this does give her opportunity to set up her offense (moves like df1 d1,2 and df4 will track a lot better) while fishing for a hit to be +17 and set up Feisty Rabbit mix ups by cancelling into the stance with a quick b3 or b4. At +17, moves like df3 and f4 cannot be avoided so you can also threaten with counter hit launches. As of Season 2, this move now tailspins in combos, becoming a versatile tool that could float opponents in neutral every now and then when they are airborne. Fishing with this move for plus frames as well as potential combos is a lot more favourable for Lili this Season. h, i12~14, +6 oB, +17g oH
Thorn Whip is one of the longest range lows in the game and tracks very well, unlike most of her kit. Borderline unseeable, d3 acts as the perfect poke to get in, chip the opponent and step away to stay safe. You can be very annoying with this move and force the opponent to play into your game as you bait them to press. Since this low is only +1 or +2 on hit depending on range, many people choose to mash fast counter hit launchers against Lili so you have to be one step ahead when you're considering your options. Moves like df4 1,1 and db3 are good follow-ups if you do want to read the opponent but most of the time stepping away or blocking is the safest thing you can do since most of your other moves are going to be slow.L, i19, -12 oB, +1 oH, +5c oCH
Lili is no stranger to playing the keepout game since she prefers the mid range so f4 is a brilliant tool to keep your opponent in check. At -9 on block and pushback, this move creates space nicely between you and the other character as they're trying to approach. Use this as you're watching the opponent's moves or as you are outspacing their strings to snipe them from across the stage for a counter hit launch. If this move lands on hit, the pushback is very extreme so there isn't a lot that you can do but try to get back in for pressure or predict sidesteps with 3+4.m, i17, -9 oB, +7 oH, +57a oCH
Root of Evil is one of Lili's most iconic lows. This move can lead to deadly backturn mix-ups at +10 on hit, demanding respect from your opponent as you stomp them down. This is incredibly relevant because Lili has access to an 8 frame start-up Heat Engager from backturn in bt1,4 or a knockdown from bt1,2. While these are both guaranteed when Root of Evil lands as a counter hit, they will still catch the opponent on normal hit if they move or don't hold block in time, making these jab strings interesting options from backturn to mix up offense and keep opponents on their toes. The player you're going up against cannot mash into any of your options apart from bt d3+4 or bt 3+4 but you can condition them with your fast moves like bt d2 and bt 3 or bt 1+2 for a launch to make sure they won't be pressing a second time. This allows for heavier mind games once they freeze, chipping them down with bt 3+4 on block or choosing a Feisty Rabbit mix from backturn.L, i22, -12 oB, +4 oH, +4 oCH
ss4 | DEW DF4 | FC DF4
Much like f4, Lili uses ss4 to fish for counter hit launches mid screen as she creates space and remains safe on block. While f4 tends to be a more defensive tool, reacting to the opponent and giving up frame advantage, ss4 acts as both a pressure tool and a keepout tool being -4 on block and leaving you in backturn. From this position you get to choose what happens next and the opponent has to attempt to counter your backturn option. The safest thing to do is hold db to create space and cause whiffs that you can launch with ws2 on reaction or read. Your backturn jabs will trade with your opponent's 12 frame moves if they choose to press immediately since both bt 1,2 and bt 1,4 are 8 frame start-ups. Therefore if the player you are facing chooses a slower option, they get knocked down or heat engaged respectively. Again, bt 3 and bt d2 are both super solid high crushing and tracking options so you can choose this as well. If you are being downjabbed a lot in this position, you can consider bt2 or bt 3+4 and even Feisty Rabbit to avoid getting interrupted. You are in the driver's seat, just have to commit to an option from backturn and keep your opponent guessing, especially now with ss4 having a transition into Feisty Rabbit and can be done out of Dew Glide (DEW DF4) or full crouch (FC DF4) enhancing its high crushing properties.m, i20, -4 oB, +4 oH, +11g oCH
Combos
uf3 df2 → f2,3 → df3+4 → bt1,2 T! → u1+2 (Hold) → qcf1,4
df2 f2,3 → ff3f3+4 → df3+4 → bt1,2 T! → u1+2 (Hold) → qcf3
ws3 | db4 | low parryqcf3 → df1 → b2,1f3+4 → WR1+2 → qcf1,4
ws2 | d3+4u3,3f3+4 → df3+4→ bt1,2 T! → u1+2 (hold) → qcf3
u3+4qcf3 → qcf3 → 3,2f3+4 → WR1+2 → qcf1,4
bt 1+2db2 → ws1,2f3+4 → df3+4 → bt1,2 T! → u1+2 (Hold) → qcf3
CH FC DF3d1,2b → bt3,4 → B1,4 T! → u1+2 (Hold) → qcf3
df3+4 | ss4bt3,4 → b1f3+4 → df3+4 → bt1,2 T! → u1+2 (Hold) → qcf3
Notable Moves
At -4 on block, this high-mid string offers Lili the opportunity to go into Dew Glide by holding forward or backturn by holding back as a way to pressure the opponent. Choose between these two stances as you please to switch up your offense up close, being tricky and evasive at the same time. When you decide to go into Dew Glide, you can cancel by tapping up to sidestep, adding another layer to your pressure and offense. If the opponent is jabbing you to interrupt, bt 3,4, bt d2 and qcf1 are great ways to go under and counter hit them. Her powercrushes bt 2 and qcf1+2 are good at stopping mashing in the middle of the string or you can finish b2,1,1+2.h, m, i13, -4 oB, +7 oH, +9 oCH
Lili's new Heat Smash is a brilliant addition going into Season 2. Her old animation used to be a 23 frame start up double high which made it almost impossible to use at high level when th opponent is trained to react. With this change, her Heat Smash is now 16 frames fast, bringing it more in line with everyone else's, trading the homing properties and long range for speed. This rounds out her heat gameplan a lot more and gives her some interesting options, rather than reducing her to a Feisty Rabbit mix or Heat Dash user. On its own, the Heat Smash is a respectable +7 on block, allowing you to frame trap with throws, jabs, df4 and df1 if you wish. However, the more interesting choice is to commit to Dew Glide by holding forward and having access to an undeniable mix at +14. With Lili having access to fast moves from Dew Glide, a throw with uf1+2 as well as two counter hit launchers now (DEW DF4 and DEW DF3), her options are pretty much open at any point, making her super scary to deal with in this situation. I would recommend choosing DEW 1,4 to stay safe and deal some chip, fishing for counter hit confirms, the throw or the slide (DEW DF3). Between these choices you have a very interesting mix to play with. However if you have a read that the opponent will duck and you really need a wall splat, you can commit to DEW 1,2 for the immediate cash-out. Just be careful because you can go from +14 to -14 in the blink of an eye.m,t, i16, +7 oB, +0d oH
Zephyrantes is Lili's first proper running move. Season 2 has given her access to a very fast move that has interesting tracking the closer you are to the opponent while doing a few points of chip and being +4 on block. This move adds a new and cool nuance to her gameplay, allowing her to turn up the level of aggressiveness as she pleases. While she doesn't always want to be up close to the opponent, this move forces both of you to think fast and be practically glued to each other in a very short amount of time which can be quite scary. There are a few different things that Lili can do here to capitalise on this situation like jabs and throws which will beat Power Crushes or df4 as a strong, tracking mid check to keep the opponent honest and steer them away from ducking. When you are confident that you have conditioned the other player into not pressing, you can start running mixed pressure like continuing with a qcf3+4 locking them behind more plus frames or d1,2b for backturn pressure. The addition of this move as not only a tailspin in combos but as a pressure tool was a game changer for Lili in Season 2. If this move lands on hit, you can go for a qcf3 on the ground for big damage.h,h, i13~14 i7~8, +4 oB, +30a oH
Horizon Slide has become one of Lili's most dangerous and spammable moves with the changes it has received in Season 2. Going from a reactable 23 frame start-up to a borderline unseeable 19 frame low, this move is now another way to chip the opponent down while fishing for counter hit launches. With the slide a high crush, it helps Lili get in quickly avoiding pressure that would otherwise float her, interrupt her or straight up counter hit her in the process. While the speed is one of the biggest buffs they could've given her to round out her arsenal of lows, Lili can also perform this move out of Dew Glide in Season 2, giving her a low from this stance which she never had access to previously. This shifts the perspective of her Dew Glide pressure, allowing her to chip opponents who are always blocking, getting them to duck more for her mids or counter hit them as they try to take their turn with highs. Be careful with the distance you throw this from since it'll feel more reactable from further away but also be safer on block or more plus on hit so it is a bit of strange duality trying to balance the distance the slide can land from.L, i19-28, -18 oB, -2 oH, +26a oCH
This mid counter hit launcher is a brilliant tool to pressure the opponent with ambiguous positioning and frames. Being neutral (0) on block is a pretty interesting situation to force out in the open or at the wall. There are a few things that you can do but mainly you have to predict the opponent's next steps and commit to an option or sidestep. Doing nothing can also be very powerful to play mind games. Most of the time 1,1 db3 d1,2 df4,4 or a throw are the way to go but you need to test this move out in matches and see how you like to continue offense afterwards.m, i19, +0 oB, +25a (+16) oH, +64a oCH
BT d2 | BT Heat Smash
These are some of Lili's best lows in Tekken 8. Since they have the same beginning animation, they are both 16 frames fast, high crushing tracking lows. This property mix helps her backturn game out a lot, having access to a very quick low to chip the opponent down while getting plus frames (+5) and getting control of the next interaction. Typically fc df1 is the best follow up on hit because it is a safe knockdown mid that tracks pretty well. Since the opponent recovers in crouch after they get hit by bt d2, you'll be able to catch them either side usually unless you are playing against Alisa, Zafina or Lili. This will lose to Heat Bursts and powercrushes so use ws4 to cover that and beat those options instead. The backturn Heatsmash is an unparriable version on bt d2 that can also wall splat from certain angles and distances so play around with the range you're throwing this out from as well as your timing to not get too predictable. If bt d2 counter hits the opponent as they try to press highs into you, you can crouch cancel by tapping up and hit them with a qcf3 on the ground for guaranteed damage.l, i16, -12 oB, +5c oH, +14d oCH
This double hit string is an amazing mid check from backturn that is fast and homing. As a high crush, bt3 is a really strong tool for fishing and catching sidesteps in a relatively safe manner from backturn. As it is only -10 on block, the first hit rarely gets punished because people are waiting and respecting the extension which is more punishable on block at -12.This creates interesting mind games between you and the opponent as long as you condition them to believe in your mix up potential. If you commit to both hits and they land, Lili gets a guaranteed follow-up on the ground, making this sequence rival combo damage from bt 1+2. Generally qcf3 is a very strong option for the grounded hit, however Lili players will often prefer fc df1 for a flip-over knockdown to set up deadlier wake-up situations where the opponent cannot interrup Feisty Rabbit options.m, m, i14, -12 oB, +39d (+31) oH
Shears to Spinning Edge is a legacy wall combo for Lili that used to do massive damage in previous installements of the franchise. While she lost a lot of that damage along the years, this move has been turned into a bit of a neutral tool in Season 2, giving Lili access to a somewhat safe mid from backturn in bt4. This can be stepped both ways since it is very slow but with the animation, people usually assume a low is coming since she rolls very close to the ground, misdirecting the other player into ducking instinctively. The biggest changes to this string are that it is now natural and uniterruptible, not even by a sidestep or a sidewalk. If the first part lands on block, the opponent will have to respect the possibility of the extension or get knocked down by it if they do anything else. This introduces an interesting waiting game which in combination with the pushback of bt4, makes the mid a semi-safe even though it is -7 on block. It's a way to fish for knockdowns in backturn and deal 40 damage, disrupting the momentum of the match so use it to spice up your gameplay if your opponents tend to duck a lot.m,m, m, i26~28 i21~22, -7 oB, +4d oH
Although mostly used in combos as filler or as a wall ender for a flip-over to set up Feisty Rabbit pressure, fc df1 is an excellent safe mid that can be quite tricky for the opponent in neutral too. This move has good tracking and interesting evasion even if it isn't a total high crush. This makes situations where you being left in crouch good opportunities for cashing out on a quick knockdown or wallsplat. You can set this up after bt d4 and bt d2 on hit as well as d1,d or even a downjab like db1. If you'd like to predict your opponent, you can also crouch immediately after safe moves on block, reading highs as retaliation and counter hitting or wall splatting in return. If fc df1 lands as a counter hit, you get a free hit on the ground like qcf3. m, i14, -6 oB, +19a (+2) oH, +34d (+26) oCH
The cartwheel is one of Lili's longest range launchers. With only being -4 on block, this move leaves you in backturn as a mind game, baiting the opponent to punish or press into you. This can be risky since you and the opponent are both in a mix-up. Much like b2,1b, the opponents' choices to interrupt are mostly jabs and downjabs or a hop kick on a low read. Moves like bt 2 and high crushes will beat jabs while bt 3+4 will beat downjabs so you need to see how your opponent plays and adapt accordingly if you wish to fish with this move and continue pressure. While mostly in your favour, you still have to commit to an option based on gameplay, instinct and prediction. You could also finish the string df3+4, 3+4 or turn back around with back or down back to be a little safer but jabs might still catch you. Mix this move up with d3 and 3+4 to stop people from stepping or sidewalking, making sure that you at least land the cartwheel on block and remain unpredictable.m, i24~29, -4 oB, +27a oH
Black Swan is Lili's longest move in this game. As a homing Heat Engaging double high, this move is very risky to throw out from its furthest range because people will see it coming, duck and launch you in the process or even counter hit you during the animation. You need to find a sweet spot where you can land both hits of the move on block since it jails and chips the opponent down while being safe at -2. This takes advantage of the chip system in neutral outside of heat, allowing you to get in from the mid range and keep stepping or make predictions based on your opponent's playstyle. The heat string having the same starting animation means that it's one of the slowest in the game currently so it is best used at heavy plus frames or as a whiff punish, rather than a get-in tool. This leaves you in backturn at +7 so you can choose bt d4 bt d2 or bt3 to mix the opponent safely or bt 1+2 and bt d3+4 for a launch or a big low sweep. Feisty Rabbit from backturn is also a really good option here to diversify your gameplan if you feel as though your options are getting slightly repetitive. Becasue of the way Lili ducks her head in the animation of these moves, they sometimes tend to go under highs so doing it mid-close range may surprise you, especially out of a sidestep!h,h, i23~24 i14~15, -2 oB, +20a (+11) oH
Twist of Fate is a very powerful defensive tool that is a total high crush. This move has a built-in crouching status which helps Lili not crumble against fast pressure. Since most of your key moves will be typically quite slow and db3 is no exception, she needs to rely on defensive options to catch the opponent off-guard when they are mashing. Throw this out every now and then to predict highs or jabs and watch your opponent dial back on their offense after taking a lot of damage from this combo. You can use this move after your own jabs or df1, f3 and d3 as well as any other time you notice the opponent's pattern involves sidestepping or mashing highs. On normal hit, Lili gets a qcf3 on the ground.h, i19~22, -9~-6 oB, +34a oH, +46a oCH
This jab string is a very strong 10 frame punish that leaves Lili in backturn at +4 on hit. Generally, this move is best used as an interruption tool, anti-air or whiff punish because of its chunky hitbox, since on block, 1,1 is -6 meaning that the opponent can option select your pressure with a single downjab. You can however finish the string 1,1,3 to stop downjabbers but this can be very risky since the last hit is -15, basically launch punishable. Sometimes you do have to finish the string to discourage mashing so it can be used as a way of conditioning. If the first jab lands on counter hit, you can commit to the whole string however since it will all be guaranteed, again more powerful and effective as an interruption tool when you are trying to get away from the opponent's attacks rather than start your own offenseh, h, i10, -6 oB, +4 oH
Bed Time is one of the best 10 frame punishes in the game, giving Lili a knockdown or a wall splat. This in combination with her sidestep can be quite deadly around the wall, especially when setting up safe moves on block like ss1+2 , f3 and 3+4. This move will wall splat quite nicely sideways becaue of its knockdown animation pushing the opponent off axis so try it out, it may surprise you how many times she'll be able to covert into a combo off the wall. For a character as slow as she is, this move feels like a godsend sometimes since it allows momentum to swing back in your favour quite fast, stopping pressure from your opponent's side. The only drawback to this move is that her 2 jab does not have a very good hitbox or range so you essentially have to be very close to your opponent to tuck them in for bed time.h, h, i10, -2~+2 oB, +24a (+15) oH
Outside of Heat mode, Feisty Rabbit is mostly used by high level Lili players in their gameplay as a movement tool, going into Dew Glide by holidng forward and then cancelling by tapping up, not always committing to an option from the stance and messing with the opponent's head. Popular choices from this cancel would be d3 and d1,2 to change up the timing of a low that chips the opponent down and continue pressure. Otherwise you can fish safely with the mid b3,2 or b4,2 for a Heat Engager once the opponent is willing to duck. In Heat, these become deadly true 50/50 mixes. The low, b3,3 or b4,3 knocks down on normal hit allowing for qcf3 or ws3 to hit on the ground and b3,2 or b4,2 becomes a heat dash launcher along with qcf2,1 which you can do from Feisty Rabbit by committing to Dew Glide. Although these are best used as wake-up options by cutting combos short or after wall combos, you can use this in neutral too after you've evaded something or from the mid-close range to force a raw mix. As well as this, you can hold b3 or b4 to recover Heat bar if the opponent is turtling you or you want to extend the time you're forcing mix-ups for. As of Season 2 Piercing Thorn is another move that does chip damage on block, along with all its other versions ( qcf1,4 1,2,4 b3,4 and b4,4). This move is extremely linear so it is best used as a follow up to heavy frame advantage where the opponent cannot step at all. This becomes very relevant once you've landed a Heat Engager and you are at +17. At this point the opponent cannot do much against your ff3+4 and their best option is to keep blocking, taking significant chip when you're in Heat mode. This move will leave you with pushback and at +7 on block, knock the opponent down on hit or wall splat in the process for big damage. On block, there's not much that Lili can do with the pushback being at play since most of your frame traps will be irrelavant due to the spacing. Her best options are 3,1 which beats everything but powercrushes and d3 which stops armor moves. Alternatively, you can go into Feisty Rabbit or hop twice to recover heat. which is especially relevant after ff3+4 knocks an opponent very far away so that you can preserve your heat and use it efficiently for the remainder of the match. As well as this, you can also give up the remainder of your heat bar for a frame trap with her new Heat Smash which is 16 frames. This will lose to Rage Arts but beat Power Crushes and anything other mashing options. Be careful with characters with stromg sidewaks or evasive backsway movements since these might make the Heat Smash whiff in this position.m, i19, -2 oB, +4a (-5) oH
qcf+1,4
This double mid string is safe at -9 on block and forces chip damage on block which is heightened in Heat mode. Much like ff3+4 this move becomes +7 on block in Heat and has pushback, giving you the same situation as Piercing Thorn. What's different is that you do not need to commit to a very linear move to create this situation. As long as you land qcf1 on block, you can finish the string quickly and be safe while the opponent will not be able to step in most cases or press unless you delay the string. This makes qcf1,4 extremely powerful especially because on counter hit, the extension is guaranteed and will splat for a combo if you are near a wall.You have to be careful with this as you only get to use the powered-up version 2 or 3 times depending on your heat management before the bar is gone. These variations of Piercing Thorn consume a lot of heat for chip and plus frames so use each interaction wisely since chip is recoverable. As well as this, qcf1,2 exists as a different extension to counter hit launch the opponent if they press (-14 on block however) or you can go into backturn with qcf1,2b once you got the opponent scared to press because of either extension.Circle Knee is another slow homing move in Lili's tool kit. Although -3 on block, the situation is very similar to 3+4 so stepping is really useful or predicting slow moves from the opponent with 1,1 as a read is also powerful. The difference however this time is that f3 is a mid and has slight pushback, making the positioning a little more ambiguous. Having a homing mid with these properties is very good but you need to be careful of its range since it can be deceiving. Use the same principles as 3+4 on block and if this move counter hits, you get a qcf3 on the ground. Circle Knee is a really good option after df3 on block if players commit to sidewalk.m, i20, -3 oB, +17a (+8) oH
Before Season 2, this string didn't see much usage outside of the occasional wall carry or situational tracking in neutral. However, with the addition of a Feisty Rabbit transition and the last hit d2,2,4 no longer being -17 but -13 instead, this move can be utilised a little more in neutral to set up mixes as you're chasing the opponent's sidestep. While still not the best in terms of frames, this transition is balanced because it invites counterplay and it gives Lili options to predict that or bait it. It is a mind game between you and the opponent depending on what you both choose to go for here. Interrupting the Feisty Rabbit is fairly easy since jabs will usually take care of the jump on block however, the extension will catch any player trying to mash. You need to catch onto your opponent's patterns and be two steps ahead when using this. Be careful with it but also be aware that people may freeze up when they see her go straight into Feisty Rabbit after the second hit so just give it a go and have fun with it!m, h, i16, -10 oB, -4 oH, -2 oCH
Panic Moves
u4
Mid Counter hit launcher that jumps off the ground pretty fastLili jumps up high and evades a lot of moves since airbore frames start around 3f-5f so this is good to get out of suffocating pressure. If you land on the opponent's head you launch them.m (t), i36, -8 oB, +13d (+39a) oH
Her powercrush from standingm, i20, -13 oB, +13d oH
Matterhorn. This move will crush some highs and mids and launch your opponents in the process. Has more evasion if you step first.m, i17, -21 oB, +45a (+35) oH
High crushing counter hit launcher. Use this against jab spam.h, i19~22, -9~-6 oB, +34a oH, +46a oCH
12 frame get-off-me tool to push the opponent away if you get scaredm, i12~13, -12 oB, +20d (+10) oH
Defensive Move Handling
Super punishable, big evasive launcher. Do not let Lili get away with this, launch her since she is -21m, i17, -21 oB, +45a (+35) oH
Very evasive and safe on block launcher. Lili players will try to use this as a panic tool in high-pressure situations. Try to bait them, then step or backdash and launch m (t), i36, -8 oB, +13d (+39a) oH
This string can be very abusable, especially with the new dew glide transition. Duck and launch the second hit to avoid getting mixed.m, h, L, i13, -14 oB, +12a oH, +43a oCH
One of the slowest low sweeps in the game. Make sure to duck and launch or interrupt with a chunky mid because it is very evasive.L, i30, -24 oB, +76a (+60) oH
Try to block or parry the low stomp. She only has the low extension, so it can be a little telegraphed if you are looking out for it.m, L, i13, -13 oB, -2 oH, +8 oCH
Try to outspace this by sidewalking or backdashing, or interrupt her with a downjab. Be careful however, there are options to beat your downjab so both players guess at the same time.m, i24~29, -4 oB, +27a oH
3,1 and 3,2
Lili players love 3,1 as a heat engager, so just be on the lookout for this string. A punch parry deals with both 3,1 and 3,2, so be ready.Feisty Rabbit Mix
Try to stay on the ground to avoid mids and only get chipped by the low or qcf3, then get up safely when she no longer has the advantage