----------- Tekken 5 - Dark Resurrection - Arcade - Lili FAQ - ver 0.6 Last updated Wednesday, May 3, 2005 ----------- By Syxx djjones2180@yahoo.com Copyright 2006 - Dan Jones Submitted to www.tekkenzaibatsu.com and www.gamefaqs.com If this faq is located ANYWHERE ELSE please contact me. ALSO IF YOU HAVE ANY QUESTIONS OR COMMENTS PERTAINING TO THIS FAQ DO NOT HESSITATE TO E-MAIL ME OR SEND ME A PM ON ZAIBATSU, I WILL BE MORE THAN HAPPY TO HELP YOU. ----------- This is a FAQ for Lili, one of the three new characters in Tekken 5 dark Ressurection. I have been playing Dark Resurrection since the initial release of the test version at the Cyberstation at the HIP in Norridge, IL, so about 2 months now. I didn't play much Tekken before the release of Tekken 5 in December of 2004 but since then it's taken up a lot of my time. My main character in Tekken 5 was Asuka but I can play about half of the cast pretty comfortably. Since the test version of the game my main character has quickly switched to Lili. I like her character design and she is very unique when compared to the rest of the cast. Special thanks to Nappy who has also been playing her since the test version came out as well as pIchu from the tekkenzaibatsu.com forums for his input as well as air juggles. Also thanks to everyone else who has put in input on this character... and tekkenzaibatsu for the move list Update 4/10, the game is now released and have been playing the heck out of it, which is why I haven't updated this in so long. :) Update 5/3, Lili is great. I got 3rd at the last big tourney near here and 1st at one of the locals a few towns away... go Lili. She's awesome. If you feel that you have anything worthwhile to contribute as far as juggles, please send me an e-mail or PM on tekkenzaibatsu. I am more than happy to discuss this character with you or answer questions that you might have. ----------- Version List 0.1 - bare combo faq only 0.2 - added move list and outlined each move, added Lili's profile and top 10 moves 0.25 - added a glossary and added 10 strings, changed a typo and a couple other minor changes 0.5 - updated move list and juggles 0.6 - added customization information, punishment guide will be in the next version. I want to put the information up on tekkenzaibatsu first so it can be reviewed and discussed before added into this guide. I'll probably add frame data to the next version as well ----------- Sections: I. Profile II. Glossary III. Move List IV. Moves/Ratings V. Top 10 Moves VI. Combos/Juggles VII. Customizations ----------- I. Profile ****Profile for Lili (Real Name - Emily)**** Name : Lili Fighting style: Street Fighting Nationality: Monaco Age: 16 Lili is the only daughter of an oil tycoon residing in Monaco—she’s a true daddy’s girl. 4 years ago, while being attacked by a criminal group making profits from kidnappings, Lili suddenly became violent, and unexpectedly floored one of her attackers, it was at that moment that she first realized she took pleasure in defeating her opponents. However, deep down inside, Lili is a gentle person, she only wants to please her father, but she knows that he despises fighting. Troubled by her situation, she tells herself, “I don’t want father to hate me…but I want to continue fighting.” Her desire to fight couldn’t be contained, and for this reason, she uses a private jet to travel abroad to take part in street fights, which she enjoyed immensely. One day, after defeating an opponent in San Francisco, she acquired an invitation to martial arts tournament. Lili noticed that the sponsor of the tournament, the Mishima Financial Group, caused her father much trouble. With the assumption of the Mishima Financial Group becoming a useful asset to her father, she was determined to take part in the tournament. ----------- II. Glossary In order to understand the move notations and combos in this guide, you must be familiar with the common Tekken commands. This is based off of the legend that is found on www.tekkenzaibatsu.com, but everything that you'll need to use this guide is listed below. ----------- Buttons ----------- 1 - Left Punch 2 - Right Punch 3 - Left Kick 4 - Right Kick ----------- Joystick Controls ----------- u/b - tap up and back u - tap up u/f - tap up and forward b - tap back N - neutral f - tap forward d/b - tap down and back d - tap down d/f - tap down and forward U/B - hold up and back U - hold up U/F - hold up and forward B - hold back F - hold forward D/B - hold down and back D - hold down D/F - hold down and forward qcf - quarter circle forward qcb - quarter circle back hcf - half circle forward hcf - half circle forward ----------- Other Notations Relevant To This Guide ----------- FC - full crouch animation WS - while standing up SSL - side step left SSR - side step right , - followed by ~ - immediate after + - at the same time _ - or < - delayed input = - next in sequence ° - push and hold button : - requires just frame input BT - your back is turned to the opponent CH - requires a counter hit CD - Crouch Dash, done by inputting qcf on the joystick l - hits low m - hits mid h - hits high L - low and grounded M - mid and grounded h - high and grounded Low hits must be blocked low, ducked or, "crushed" by jumping over them with certain moves. Mid hits must be blocked standing. You can not duck and block these hits. High hits can be ducked or blocked standing. You can also crush high hits by doing certain attacks. ----------- III. Move List --------------------------------------------------------------------------- | Command | Properties | Move Name | --------------------------------------------------------------------------- | 1 | h | Jab | | f+1 | h | Forward Jab | | FC+1 | Sm | Crouch Jab | | 2 | h | Straight | | FC+2 | Sm | Crouch Straight | | 3 | h | Tip Kick | | d+3 | L | Low Spin Kick | | FC+3 | L | Crouch Spin Kick | | 4 | h | Face Kick | | d+4 | l | Shin Kick | | FC+4 | l | Crouch Shin Kick | | 1,2 | h,h | One Two Punch | | 1,2,3 | h,h,L | One Two Punch, Low Trap | | 1,2,4 | h,h,m | One Two Punch, Arch Kick | | d/f+1 | m | Diffusion Hand | | d+1,2,4 | L,h,m | Paddling Beat | | b+1 | m | Stone Garden | | qcf+1 | m | Vine Slash | | WS+1 | m | En Garde | | 1+2 | m | Triangle Spread | | f+1+2 | m | Slide Slap | | b+1+2 | m | Dendorobium | | SS+1+2 | m | Minuet | | 2,3 | h,L | Low Trap Combo | | 2,4 | h,h | Arch Kick Combo | | f+2,1+2 | h,m | Pendulum Spread | | f,f+2 | m | Aronjebra Pierce | | d/f+2 | m | Rose Upper | | d+2,2 | m,h | Bloody Masquerade | | d+2,2,3 | m,h,h | Bloody Masquerade Hurricane | | d+2,2,4 | m,h,m | Bloody Masquerade Lance | | b+2,1 [~b] | h,h | Heliotrope [BT] | | qcf+2 | m | Shanze Strike | | WS+2 | m | Rising Baton | | f+3 | m | Circle Knee | | f,f+3,3+4 | m,m,m | Alstromeria | | d/f+3 | m | Hooking Heel | | d/b+3 | L | Freesia Thrust | | b+3 | h | Round Cutter | | u/f+3 | m | Honey Hop | | SS+3 | m | Shirin Dart | | FC,d/f+3 | L | Horizon Slide | | (WS_qcf)+3,4 | m,M | Honey Circle | | 3+4 | M | Vertical Axis | | f+3+4 | M,M | Clock Kick | | f+3+4,3 | M,M | Delayed Clock Kick | | f+3+4,3,4 | M,M,M | Delayed Clock Kick Return | | f,f+3+4 | m | Spine Shot | | d/f+3+4,3+4 | M,M,M | Spinning Edge | | d+3+4 | m | Matterhorn Cannon | | b+3+4 | | Flip Mirror | | u/f+3+4 | m | Wing Knee | | u/f+3+4,3+4 | m,m | Wing Cannon | | f+4 | h | Arch Kick | | f,f+4 | L | Alto Rodeo | | d/f+4,4 | m,L | Shut Up Stomp | | d/b+4 | L | Edelweiss | | b+4 [~f] | | Rabbit Air [Parade Step] | | b+4~3 | L | Rabbit Tail | | b+4~4 | m | Rabbit Spine Shot | | u/f+4,3 | M,m | Mustang Lance | | WS+4 | m | Rising Lance | | b+1+4 | m unblckble | Final Spine Shot | | qcf | | Parade Step | | BT 1+2 | m,m | Tempest | | BT d+3,4 | L,m | Antelope Kick | | BT 3+4 | M | Reverse Vertical Axis | | BT d+3+4 [~f] | L | Flat Trip [FF] | | BT 4,3+4 | M,M,M,M | Spinning Edge | | b+(1+3_2+4) | Punch | Contour Punch Counter | | | reversal | | | b,b,u/b | m | Wall Jump | --------------------------------------------------------------------------- |Throws | --------------------------------------------------------------------------- | (1+3_f+1+3) | Devotion Kiss | | (2+4_f+2+4) | Soul Sweep | | d/f+1+2 | Lafreshia | | Throw on the left side | Bounce Swing | | Throw on the right side | Snap Crush | | Throw to the back | Judgement Signal | --------------------------------------------------------------------------- Lili's 10 hit strings are: 4,1,3,4,4,3,4,4,3+4 4,1,3,3+4,3,4,3,1,3+4,4 This is the entire move list, copied from tekkenzaibatsu.com, thank you for all their hard work they have done in creating this list. ----------- IV. Moves/Ratings This section covers all of the moves listed above, and some additional moves that are not. I have rated move from either 1 to 5 stars depending on it's usefulness, safety, and damage 1,2 - H,H - (*****) 2 jabs. Lili's 10 frame punisher. I love this move so much. Both hits are a natural combo. The first hit is +1 frames on block. For both hits it's even frames on block. Even though there are two different followups to her jabs, most of the time it's better to just do her 1,2 jabs. 1,2,3 - H,H,L (*** ) One Two Low Trap 2 jabs into a low kick. This is a so-so offensive tool. The third hit is delayed a lot and will high crush, but even on hit this move leaves you at a disadvantage. I use this very rarely, I'd rather do 1,2 followed by d+4. The thing that is good about this move however is it leaves Lili to her opponents left, so if you side step to the right after hitting this move, you can step many attacks afterward, and sometimes this will leave you almost directly behind your opponent! If it's blocked however, expect to be launched. The last hit can not be sidestepped. 1,2,4 - H,H,M (**** ) One Two Spine Shot 2 jabs into a jumping kick. A little bit better than 1,2,3. Lili does two kick jabs into her drill kick. This move can catch people off guard just because the kick is delayed so much but your opponent can jab between 1,2 and the 4. It's a decent mixup only because they might be expecting a low and the kick comes out relatively fast as far as the animation. Still, this isn't something that I use very often. It knocks down on regular and counter hit. It is a decent juggle ender, but I mostly end juggles on my opponent's back with this move. It is safe on block. 2,3 - H,L (*** ) Quick Low Trap 1 jab into a low kick. A bit better than 1,2,3 just because the whole move is faster, but the low at the end is the exact same thing, and puts you at a disadvantage on hit. Still, it is a decent match ending move just because the low can catch people off guard. It has the same properties as 1,2,3 otherwise. 2,4 - H,H (*** ) Arch Kick Combo A quick jab followed by a front roundhouse kick. Another decent offensive tool. It puts you at even frames on block and knocks down on regular and counter hit. Both hits are high however and the second hit can be ducked. This is a good move to set people up on the wall. Also both hits are guaranteed on regular hit. 1+2 - M (*****) Triangle Spread A double palm strike. I like this move a lot. It's similar to Baeks old 1+2 in 5.0 as far as how it looks. It knocks down on regular and counter hit. Because of the new system however, your opponent can do a quick rollback (~b) after it hits. But if they don't, take a few steps forward and you can hit all of d/f+3+4,3+4, BT d+3. This move is -12 frames on block and somewhat punishable but it's not too bad. This move is best used to punish people yourself because it comes out really fast (12 frames). Also you can hit people with d+1,2, d+1,2,4 if they tech after getting hit by this move or if they roll back. 3+4 or BT 3+4 - M (**** ) Vertical Axis A really high jump in the air. This is one of those moves that makes Lili unique. She jumps up high into the air and either lands on her opponents head and flips them up for free hits or knocks them down on the ground (on CH). If she does this from her backturn stance she can even get a juggle from it! (E.G. BT 3+4, 1,2, d+3, 3,4). Either way, Lili's opponent is knocked on the ground. This move even beats out other stomping attacks like Wang and Julia's u/f+3+4. Also this move is suprisingly safe on block and crushes everything. I don't use it a ton only because it may whiff but it's great if they are cornered and have no place to go. f+2, 1+2 - M (*** ) Pendulum Spread Quick jab followed by a double palm strike. This is best used as a juggle ender. The second hit can be delayed but expect to be blocked and punished just about every time you do this string. If you use this as a juggle ender you can get your opponent onto the wall, even from far away. f+3 - M (*****) Circle Knee Lili spins in a circle and hits you with her knee. This move has gone through a major change from the beta. It is still unsafe on block, however, it pushes your opponent very far back and to the side so I have yet to even have this move punished. It's great for catching sidesteppers. Lili is easily sidestepped so if you find your opponent is side stepping a lot, throw this out to keep them from doing that. This does a good amount of damage for a single safe and relatively fast move, and it knocks down on regular and counter hit. I love it. f+4 - H (*** ) Arch Kick Round house kick, second part of 2,4 Lili stands on one leg and kicks with the other in a circle. To be honest I haven't found much use for this move except for against the wall. This move does give you +5 frames on block so it's great for setting up CHs and keeping the presure on. It can be ducked however. f+1+2 - M (*** ) Side Slap To be honest, I haven't found much use for this move. I don't suggest using it often. It side steps moves but there are better options for doing that. On CH you can get a juggle (f+1+2 CH, d+1,2, d+1,2,4). f+3+4 and f+3+4,3,4 - M,M and M,M,M,M (*****) Clock Kick and Delayed Clock Kick Return. Lili does a cartwheel. In the second version she delays her foot and then does a backflip. This is another one of Lili's great signature moves. First, f+3+4 is a good offensive tool just because of the alternate version people will be more likely to just block it but fear the alternate version. I also use this a TON as a combo ender because it makes them land on the ground right in front of you! It's similar to Christie and Eddy's f+3+4. I really recommend this move. The second version lets you delay the second hit and come down with her heel. At first I thought it would be good as a delay move to catch people off guard. The problem is if they try to attack with a jab, they will get in between the hits. The best situation to use this move in is if your opponent is laying on the ground in front of you fearing a tech trap, because if you get f+3+4,3 off, the 4 is guaranteed. The entire string is about 20 percent damage, and on a grounded opponent it makes a huge difference. If you mix up your wakeup game, believe me you will get this move off a lot more often, even if you just mix it up with f+ 3+4 and they think they can get up right away. f+3+4 is great for setting up your opponent as well, and is safe on block. d/f+1 - M (*****) Diffusion Hand Quick open hand mid jab. This move is a great standard d/f+1 move similar to Nina's d/f+1 in many respects. This move is +1 frames on block. I use this for mind games, mix it up with jabs, and throw or attempt a launch after almost every time this hits. It's one of Lili's best tools. It makes people afraid to duck just because it comes out so fast. This is definately one of my favorite moves. d/f+2 - M (*****) Rose Upper Lili does a spinning fist that launches you in the air. This is Lili's only completely safe standard launcher. It is safe on block AND it launches duckers. Ganryu is the only other character in the game to have a d/f+2 like this. I love this move a lot, even though the range isn't THAT great, and it doesn't crush high like other character's d/f+2, it is another tool to make sure your opponent doesn't duck. Against characters with an 8 frame jab, you will most likely be locked down after attempting this move, but it's safe on block. d/f+3 - M (**** ) Hooking Heel Lili lifts her knee up in the air. This is a safe mid that leaves your opponent in crouch. It's great to use if you find that your opponent is punch parrying your jabs and d/f+1. Also, on counter hit you get a juggle from this move (d+1,2, d+1,2,4). d/f+4<4 - M,L (*** ) Shutup Stomp Lili lifts up her knee and then stomps into the ground. Another one of Lili's signature moves. I didn't rate it that high. It's not safe and just like Asuka's strings it is very easy for a decent player to block and even low parry. Still, it is like Lee's lazer kicks and can tear through scrubs like nothing else, you can't rely on this on good players. The good thing about this move is that the second hit can be delayed A LOT and if the first hit is a CH, this move will knock them down right in front of you for free oki. If the second hit is CH it will stun then for a short while. I actually mix this up with f,f+4 because it throws people off. Against serious players I will not use this move unless they are getting up from a throw, because sometimes they will get up, and both hits of this move will hit AND they will have their back to you. It's also good if they are rolling back, because it puts them right back on the ground. So, when used properly, this move can be great, but don't include it in your main offense. d/f+3+4, 3+4 - M,M,M (*****) Back Flip Spinning Edge Lili does two backflips. This move is great! It's great for oki, setups, and combos. I avoid the entire string if my opponent is standing up. Between the first two hits, he can jab right through it. However, if they are rolling back, or are grounded from another move (1+2, or f+2,1+2, or u/f+4,3, or d+2,2,4) you can get this entire string plus an additional BT d+3! The other great thing about this attack is that you can combo off of d/f+3+4. My favorite combo is d/f+3+4,BT d+1,WS+2, d+1,2,4. This combo is very beautiful, and also very damaging. You can hit this move off at long range so it works great as a whiff punisher. Also, even if they block you are only at a -2 frame disadvantage and the BT options are terrific. I'll discuss her BT options at the end of the move list. This is a great move to keep the presure on your opponent, stay in their face, and keep them guessing! d+1,2,4 - L,H,M (**** ) Paddling Beat Low then high jab, followed by a roundhouse kick. I can't say that I use this move all to often. First of all, it is unsafe. Second of all, it is easily blocked. There are a couple redeaming factors to this move. The first two hits are very good on the wall. The first d+1 moves you forward slightly and is an ok low poke, and also hits a grounded opponent for an ok amount of damage. It is very good for her unorthadox juggles off of stun moves (d+1,2, d+1,2,4 is a good combo from many launchers and stuns.) It's best to just stick to just using this in combos, or if they are teching or rolling back from a grounded position. d+2<2<3 - M,H,H (*** ) Bloody Masquerade Hurricane Two quick jabs followed by a roundhouse kick. I'm not % sure if the first two hits can be delayed. To be honest I only use this as a juggle ender and not so much in combos. Your opponent can jab throw the second and third hit. The only reason why I rated it so high is that it's an awesome juggle ender. d+2,2 is ok by itself, even though it is slightly unsafe, it tracks very well. d+2<2<4 - M,H,M (*** ) Bloody Masquerade Lance Two quick jabs followed by a straight kick. Almost the exact same thing as Bloody Masquerade Hurricane, except it doesn't work quite so well in juggles. The only time I will use this is if I see a wall coming and I know that the first or second hit will hit on the wall because this connects better than d+2,2,3 in juggles. Also, there seems to be a just frame for this move, which makes all three hits connect on regular hit. This was brought up to me by juliahoe on tekkenzaibatsu. I have only been successful in testing this a few times, but I believe it is there. The 3rd hit of this string is guaranteed if the second is a counter hit. d+3+4 - M (*****) Matterhorn Canon Lili leans down and kicks up with both legs, shooting her opponent high into the air. More great Lili juice. Seriously, this move is like butter. It's ultra punishable on block (-18) but the damage that you get from this launcher is rediculous. On top of that, she ducks down so low that not only does she crush highs, she avoids some mids as well. I clearly went under Paul's Phoenix Smasher once with this move. There are a ton of options afterward as well (see the combo section below) that there's no reason besides saftey not to use this move. If you know for sure that a high is coming, this should be your number one option. This also works after a low kick parry. d/b+3 - L (**** ) Freesia Thrust Lili falls down a little bit and kicks with her leg. This is definately one of lili's better lows. It knocks down on hit, and FC, d/f+3 is a guaranteed followup. It's also somewhat hard to read. It hits grounded as well and may knock your opponent down again if you use it in your oki game. This move crushes highs. I like this move a lot, I just don't like how she jumps a little before hand and can be jabbed out of it. d/b+4 - L (*** ) Edelweiss Lili does a crouching spin kick. Another one of Lili's decent low attacks. This also hits grounded. On CH, there is a combo afterward. This isn't one of my favorite moves because it is very readable. It does crush highs though. I use this move very rarely, because it is very punishable. b+1 - M (**** ) Stone Garden Lili puts one hand to her side and does a karate chop motion on her opponent. I thought this move was ok at first. It doesn't have really good range. The three good things about this move are that it gives you a +3 frame advantage on block, it puts your opponent into crouching on hit and block, and on counter hit, you get a free juggle. It's a super good move, but don't expect to use it much just because the range is so short. Some frames of this move crush high attacks. b+2,1~b - H,H (** ) Heliotrope Lili does two jabs, which can leave her in backturn. I honestly don't think this move is that great other than juggle filler. Even though you can end this move in backturn, it has too much lag when compared to something like d/f+3+4. The fact that this move leaves you in backturn can leave you with some interesting options in juggles. Still, don't be too discouraged in using this move because doing a BT mixup or a throw from BT can be good. b+3 - H (* ) Round Cutter Spinning Kick. I don't have much to say about this move either. I just don't use it. If you need a move like this, use f+4 instead. This move leaves you at a disadavange on block anyway. Some people have used this as the second hit in juggles from d+3+4. b+4~f - Special Movement (*** ) Rabbit Air~Parade Step Lili jumps and spins to the right side and then does an immediate crouch dash if you hold forward. I wouldn't say that this move on it's own is incredibly useful. It's good if people are trying to lock you down and you want to get out of the way, then turn the match around by using one of Lili's crouch dash options. This is a move I haven't experimented with all too much. I seem to get jabbed out of it a lot. Still, a good use for this is to use it at point blank range after mixing up b+4~3 because your opponent may start to duck on reaction, and you can hit them with b+4~f,1 instead to launch them. b+4~3 - L (**** ) Rabbit Tail Lili jumps and spins to the side, then comes in with a sweep. I like this move a lot. It's a great low, and you can follow it up with a free WS 3 if you are close enough, or whatever oki or wakeups you want. You can even mix it up with b+4~4 or b+4~f into whatever mids you want to keep them guessing. It has a lot of range also. The only bad thing about this move other than it's not completely safe, is that sometimes it doesn't track well, which can leave your back to your opponent, but for Lili this is not necessarily a bad thing. This move is a high crush. If you are close enough you can juggle with WS+2, d+1,2,4 afterward, but because of the weird range, it is just better to follow up with FC,d/f+3 or another low. b+4~4 - L (*** ) Rabbit Spine Shot Lili jumps and spins to the side, then does a jumping drill kick. This move is pretty average. Mix it up with b+4~3. It low crushes many moves and like b+4~3 has bad tracking. It knocks down on regular and counter hit. b+1+2 - M (*** ) Dendorobium Lili leans back and then comes forward to knock down her opponent. This move is an OK way of escaping an aggressive opponent. It is a little slow in it's execution, so expect to be interupted from time to time. On regular hit it knocks down, but on counter hit you can juggle with d+1,2, d+1,2,4. b+3+4 - Spcl. Mvmt. (*** ) Flip Mirror Lili stands in place and turns around. This is one of the moves that got nerfed after the first test version. She used to take a step back as well as turn around but now she just spins in place. It's good if you need to set up back turn moves but overall I think that d/f+3+4 is a better option just because when she is back turn she can't move forward unless it's with BT 4,3+4. b+1+4 - Unblockable (M) (*** ) Spine Shot ff Lili winds up and does her jumping drill kick. This unblockable isn't super useful, however it is one of the better unblockables in the game. First of all it comes out somewhat fast. Second, it hits mid so they can not duck it. Third, because she is jumping your opponent must either attempt to sidestep it or try to jab you out of it in the air. I use it a decent amount. A good way to set this up is to end a juggle with d/f+2, and if they tech and you throw this out, they have no choice but to sidestep it, which isn't easy. u/f+3+4,3+4 - M,M (****) Wing Knee Cannon Lili jumps forward with both legs then leans down and shoots both her legs into the air to launch her opponent. This move is great for a few reasons. First, u/f+3+4 by itself hops over lows and is totally safe on block. It is also great to use in juggles. Second, the follow up is a high and sometimes mid crush so if you're opponent tries to jab right after you doing the Wing Knee part, you will launch them for a ton of damage. However good players will catch on to this. This is the beauty of the move. Because if they start fearing the second hit, they will stand and block and you can continue your offense with whatever move you desire. Also if you see them trying to jab again you can go back to doing the entire string. The only bad thing about this move is that the second part is incredibly unsafe on block. u/f+4,3 - M,M (*** ) Mustang Lance Lili does a jump kick followed by a standing straight kick. This move is good because it is a natural combo and knocks down. It does a lot of damage as well. On hit, if they don't do a quick rollback (~b) you can get a free d/f+3+4,3+4,BT d+3 or whatever other oki you like. The first it is a low crush. u/f+3 - M (*****) Honey Hop Lili does a hop kick. This is my absolute favorite move with Lili. Even though it's not in her complete move list, it is an important part of her game. This move crushes lows like nothing else. It has almost phantom range and can be used if your opponent whiffs almost anything. It is merely jab punishable and is worth the risk. It's fast enough that if you were block something low that is unsafe, you can do this move right afterward rather than a WS move. Also this move is guaranteed after both low punch and low kick parry. Combos off this move lead to approximately 45% damage. This move is also great to use against wakeup kicks, or any other wakeup moves your opponent has because it will fully launch them into the air. It can even catch back rollers. THIS IS HER NUMBER ONE MOVE. f,f+2 - M (*** ) Aronjebra Pierce Lili dashes forward into and punches. I can't say that I use this move all too often since it used to be her qcf+ 2. The good thing about this move is that it will stun on regular hit for a free juggle. Other then that, I don't think it's that great, but I'll throw it out from time to time. f,f+3,3+4 - M,M,M (*** ) Alstromeria Lili does a jump kick followed by a cartwheel in the air. Another move that I don't use a lot. It's not a terrible move, it's just very slow and doesn't track well. It does a lot of damage on hit but it's one of the easiest moves to sidestep, and it leaves Lili wide open. I would avoid using this attack very often, unless you are at close range. One strategy I use is to mix up f,f+4 and this on wakeup, because she jumps on both moves, and you can trick your opponent into ducking because the start up for both of these moves looks about the same. This move does a lot of damage as well. So stick to using this only at close range or in a situation where your opponent is forced to try and block. f,f+4 - L (*****) Alto Rodeo Lili hops forward and stomps the ground. This is a great low move. It doesn't knock down but it will stun Lili's opponent on CH. I mix it up with f,f+3 a bit. The only bad thing about this move is that it can be easily stepped and it's best to use if you're keeping the pressure on. Also, on CH, if they don't break the stun you get a free launcher! (either u/f+3 or d/f+2). This is her only low move that is not launch punishable, so use it. f,f+3+4 - M (*** ) Spine Shot Lili jumps forward with a drill kick. This move is alright. It's relatively fast and knocks down. It also crushes low attacks. It gives you a massive block stun but not frame advantage. I use it from time to time. qcf+1 - M (*****) Vine Slash Lili does a crouch dash into a backhand launcher. I like this move a lot. It's jab punishable, but that is the only negative thing about it. First, it has a lot of range, Lili's juggles off of this move take about 45% damage, and this move will go under highs as well has some mid attacks. It's a great offensive tool and one of her best launchers. You can even use this in juggles after WS 2 and d+3+4. This move is also referred to as CD 1. qcf+2 - M (**** ) Shanze Strike Lili does a crouch dash into a punch. This move is alright. I rated it high for a couple reasons. First, you can mix this up with CD 1 to keep them guessing when to punish, because that move is not safe, and this one totally is. Second, it will stun on CH for a juggle. This move is also referred to as CD 2. WS 1 - M (*** ) En Garde Lili does a fast rising punch. This move is ok, it's her second fastest WS move. On CH you can juggle right afterward as well. I don't have a lot to say about this move even though I use it often. WS 2 - M (**** ) Rising Baton Lili does a longer version of her d/f+2. This move is a great punisher for really unsafe lows. It launches her opponent way into the air for at least 50% juggles. This move is not safe but not horribly unsafe however. It won't work on many lows because it is kind of slow, but still it has a lot of range and is a great launcher. Another thing you can use this move for is, if your opponent techs, and you catch them with this, you can hit them with d+1,2,4 afterward. WS 3,4 - M (*** ) Honey Circle Lili does a backwards cartwheel followed by a front heel drop. This move is OK. It's good for punishing lows that WS 2 and u/f+3 can not. WS 3 has weird range, and sometimes you can do a juggle after it, sometimes you can not. Most of the time, I just go for WS 3,4 rather than WS 3 then into a juggle because of this. I don't use it as an offensive tool that much, only for punishing lows. WS 4 - M (**** ) Lili does a quick kick straight into the air from a ducking position. This is a standard WS move. You can also do this move by doing Parade Step 4 or qcf+4. On CH this move knocks her opponent down, but you can get a free d+4 if you are fast enough. FC, d/f+3 - L (**** ) Horizon Slide Lili does a slide on the ground. I like this move a lot. Even if it's not incredibly safe, it has a ton of range and can catch people off guard. If you side step before it sometimes she will slide right through them and they can't punish it. You can also juggle after this move because it trips them on counter hit. This move is a high crush. On counter hit, you get a juggle (d+1,2, d+1,2,4). SS 3 - M (** ) Shirin Dart Kick Lili's sidesteps and does a straight kick into the air, launching her opponent. In my opinion, Lili's side step game is very weak. This move is a side step launcher, but it comes out so slow that even if you clearly sidestep some moves, they may have time to recover and block it. It's not safe on block either. Still, I use this move sometimes because it's very rewarding, much like any of Lili's launchers. SS 1+2 - M (** ) Minuet Lili steps to the side and punches her opponent. This move is complete garbage. It comes out so slow, and has some of the most horrible tracking I have ever seen. You get a juggle on CH, but there are better options. Avoid using this move, and SS into another option instead. BT 4,3+4 - M,M,M,M (*****) Hanged Kick Spinning Edge Lili does two backward cartwheels, leaving her in back turn position. Now here is an annoying move! Not only is the first hit completely safe on block (but not the second hit) but it can run down opponents who try to attack through it, and it even hits grounded. The first part is both a high and low crush. I don't do the entire string very often because the first and second parts can be jabbed through, but even if you do just do the first part, you will stay in back turn for a mix-up. BT 1+2 - M,M (**** ) Tempest Lili turns around and comes down with two kick palm swipes. Another great move! This move knocks down on regular and counter hit, and even on block leaves your opponent in a crouching position. It comes out really fast, so use it in her BT mix-ups. BT d+3,4 - L,M (**** ) Antelope Kick Lili does a back turned low kick followed by another kick with her other leg to the chest. I like this move a lot, because the first part crushes highs, and the second hit is guaranteed on CH. Not only that, if you are keep the pressure on, your opponent will be forced to block because in many cases, if they try to low crush the first hit, it will whiff. This move does a ton of damage and knocks down. BT d+3+4 - L (*** ) Flat Trip | Lili does a long range sweep from back turn, and returns to back turn. This move is good, even though I don't use it very often because of it's readability. However if it hits, it will knock down and you can get another one for free, or a BT d+3,4 ----------- V. Top 10 Moves d/f+1 +1 on block, decent punisher, awesome presure tool, good to setup throws or whatever short range move's you'd like. 1,2 10 frame jab punisher. 1 by itself is +1 on block. d+3+4 high and sometimes mid crush. Bad recovery but worth the risk and damage. Guaranteed after low kick parry. u/f+3 low crush, phantom range, almost 50 percent damage after launching with this. Jab punishable but that's about it. Guaranteed after low kick and punch parry. d/f+2 Safe, spammable launcher. Launches duckers. Guaranteed after low kick parry. d/f+3+4 Great whiff punisher, leads to a great combo (BT d+1, WS2, d+1,2,4). Great mixups out of backturn on block (d+3,4, u/f+4, 1+2, or even throw) f+3+4,3,4 I would recommend not doing this against a standing opponent because they can jab in between f+3,4 and 3 but if they're on the ground and the 3 part hits, 4 is guarenteed. Lots of damage. f+3 Semi fast side kick. Hits side steppers and knocks down. Pushes back so it's relatively safe on block. 1+2 12 frame punisher, knocks down, free damage if they don't quick rollback. Good for interupting offense. FC d/f+3 Good low with lots of range and good tracking but not safe. Lots of damage on CH. ----------- VI. Combos/Juggles All juggles have been tested and confirmed personally by me. I have marked the most useful and/or damaging juggles with a *. She has a lot of options for juggles, but I have not listed every possible juggle here. ----------------------------------------------------------------------------- u/f+3 * - d/f+1, 1,2, d+2,2,3 - d/f+1, 1,2, 1,2,4 * - d/f+1, 1,2, f+3+4 * - 2, b+2,1, 1, f+2,1+2 - 1,2, b+2,1~b, BT 1+2 * - 2, b+2,1, d+2,2,3 * - b+2,1, 2, d+2,2,3 ----------------------------------------------------------------------------- d/f+2 * - 2, b+2,1, 1, f+2,1+2 * - d/f+1, b+2,1, d+2,2,3 - d/f+1, b+2,1, 1,2,4 * - d/f+1, b+2,1, f+3+4 - d/f+1, 1,2, d+2,2,3 - d/f+1, 1,2, 1,2,4 - d/f+1, 1,2, f+3+4 - 1, b+2,1, 1, f+2,1+2 - 1,2, b+2,1~b, BT 1+2 - 1,2, d/f+2, 1,2,4 * - 2, b+2,1, d+2,2,3 * - b+2,1, 2, d+2,2,3 ----------------------------------------------------------------------------- d+3+4 or u/f+3+4,3+4 * - U/F+4, 1,2, d+2,2,3 * - U/F+4, b+2,1, d+2,2,3 - U/F+4, 1,2, 1,2,4 * - U/F+4, 1,2, f+3+4 - b+3, 1,2, d+2,2,3 - b+3, 1,2, 1,2,4 - b+3, 1,2, f+3+4 * - b+3, 1, 1,2, u/f+3+4,3+4 - CD 1, 1,2, d+2,2,3 - CD 1, 1,2, 1,2,4 - CD 1, 1,2, f+3+4 * - CD 2, 1,2, d+2,2,3 ----------------------------------------------------------------------------- CD 1 * - d/f+1, 1,2, d+2,2,3 - d/f+1, 1,2, 1,2,4 * - d/f+1, 1,2, f+3+4 * - 1, b+2,1, 1, f+2,1+2 - 1,2, b+2,1~b, BT 1+2 * - 2, b+2,1, d+2,2,3 * - 2, b+2,1, 1, f+2,1+2 - 1, qcf+1, 1, f+2,1+2 ----------------------------------------------------------------------------- CD 2 CH * - qcf+1, 1,2, 1,2,4 * - d/f+1, 1,2, d+2,2,3 ----------------------------------------------------------------------------- WS 1 CH * - d+1,2, d+1,2,4 * - d/b+1, WS+2, d+1,2,4 ----------------------------------------------------------------------------- WS 2 * - u/f+3+4, 1,2, d+2,2,3 - u/f+3+4, 1,2, 1,2,4 * - u/f+3+4, 1,2, f+3+4 - u/f+3+4, 1,2, u/f+3+4,3+4 * - u/f+3, 1,2, d+2,2,3 - u/f+3, 1,2, 1,2,4 - u/f+3, 1,2, f+3+4 - CD 1, 1,2, d+2,2,3 - CD 1, 1,2, 1,2,4 - CD 1, 1,2, f+3+4 * - u/f+3+4, 1, b+2,1, u/f+3+4,3+4 - d+2,2, 1, 1,2,4 - u/f+3+4, b+2,1, d+2,2,3 * - qcf+1, d/f+1, 1,2, f+2,1+2 ----------------------------------------------------------------------------- CD 3 or WS 3 - 1,2, 1,2,4 * - 1,2, d+2,2,3 ----------------------------------------------------------------------------- CD 4 CH or WS 4 CH - d+4 ----------------------------------------------------------------------------- SS 3 * - d/f+1, 1,2, d+2,2,3 - d/f+1, 1,2, 1,2,4 * - d/f+1, 1,2, f+3+4 * - 1, b+2,1, 1, f+2,1+2 - 1,2, b+2,1~b, BT 1+2 ----------------------------------------------------------------------------- BT u/f+4 - d/f+1, 1,2, d+2,2,3 - d/f+1, 1,2, 1,2,4 - d/f+1, 1,2, f+3+4 ----------------------------------------------------------------------------- d/f+3+4 * - BT d+1, WS 2, d+1,2,4 - d+1,2, d+1,2,4 - BT 1+2 * - BT d+1, cc, 1,2, d+2,2,3 ----------------------------------------------------------------------------- u+4 CH * - 1,2, d+2,2,3 - 1,2, 1,2,4 * - 1,2, f+3+4 - b+2,1, d+2,2,3 - b+2,1, 1,2,4 - b+2,1, f+3+4 - 1, b+2,1, 1,2,4 --------------------------------------------------------------------------- 3+4 * - f+2, 1+2 * - f+2, d+1,2,4 (techable) ----------------------------------------------------------------------------- BT 3+4 * - 1,2, d+2,2,3 * d/f+1, 1,2, u/f+3+4,3+4 - 1,2, 1,2,4 ----------------------------------------------------------------------------- d/f+3 CH - d+1,2, d+1,2,4 - d/f+4,4 - d+1,2, d/f+1, 1,2,4 (depends on range) ----------------------------------------------------------------------------- f,f+2 * -d+1,2, d+1,2,4 ----------------------------------------------------------------------------- u/f,N,3 * - d/f+1, 1,2, d+2,2,3 * - d/f+1, 1,2, f+3+4 - d/f+1 1,2, 1,2,4 ----------------------------------------------------------------------------- d/b+4 CH - SSL, d+1,2, d+1,2,4 ----------------------------------------------------------------------------- b+4~3 * - WS 3 * - FC, d/f+3 * - WS 2, d+1,2,4 - WS 2, d+1,2, 1+2 ----------------------------------------------------------------------------- b+1 CH * - d+1,2, d+1,2,4 ----------------------------------------------------------------------------- d/b+3 * - FC, d/f+3 ----------- VII. Customizations Tekken Zaibatsu has done a great job of putting up images of each character's customizaitions. You can view these at the link here: http://www.tekkenzaibatsu.com/tekken5dr/_custom.php I will go over each of Lili's customizations that are available. *****1P Outfit, selectable with the "punch" button***** Head Items ---------- Cowgirl Hat - 300,000G Bunny Ears - 60,000G Prince - 150,000G Dizzy - 30,000G Pinned Up Hair - 150,000G Curls - 200,000G Black Hair - 50,000G Pink Hair - 50,000G Face Items ---------- Goggle Sunglasses - 60,000G Mask - 120,000G Goth Make Up - 80,000G Upper Body Items ---------------- Bustier - 300,000G Jacket - 200,000G Choker - 30,000G Lower Body Items ---------------- Cowgirl Pants - 200,000G Punk Style - 500,000G Aura - 40,000G Aura Random Change - 30,000G *****2P Outfit, selectable with the "kick" button***** Head Items ---------- Dress Hat - 300,000G Lace Hairband - 200,000G Ribbon - 30,000G Dizzy - 30,000G Pinned Up Hair - 150,000G Curls - 200,000G Black Hair - 50,000G Pink Hair - 50,000G Face Items ---------- Eye Patch - 60,000G Red Mask - 120,000G Goth Make Up - 80,000G Upper Body Items ---------------- Teddy Bear - 150,000G Parasol - 60,000G Lower Body Items ---------------- Shoes & Socks - 500,000G Black Stockings - 300,000G Aura - 40,000G Aura Random Change - 30,000G Colors ------ 1P/Punch Uniform Colors Color 1 changes her shirt except for the white part Color 2 changes her gloves Color 3 changes her pants and shoes, and some items like her jacket Each Color costs 10,000G The following colors are available but not all colors are available for all parts: Dodger-Blue Green Blue Saddle-Brown Orange Black Red Silver Pink Yellow White Purple 2P/Kick Uniform Colors Color 1 changes her bow, the trim on her gloves, and her socks, and some items, eg ribbon Color 2 changes her dress Color 3 changes her gloves and boots The following colors are available but not all colors are available for all parts: Purple Light-Blue Khaki Orange Blue Red Pink Gary White Black Yellow Green Aura ---- Aura will surround your character with a glow. It is initially white if you purchase "Aura" as a lower body item. This will replace any customizations that you have on your character, not just her lower body item. You can change the color of your aura by purchasing "Aura Random Change." Just like you can tell from this name, the color will be random. If you don't want this color you have to spend another 40,000G to buy another random color. If you unequip aura and reequip it, it will return to it's original white color, and you must buy a "Aura Random Change" to give it another random color. Again, a picture is worth a thousand words, so you are better off looking on Tekken Zaibatsu's web site for images of her items before you spend your hard earned G!