>>535536805
>every other character gets a stance mixup on block, Lili is -6
you have mental frames after dew 1B and b21b because both extensions
>no tracking +OB mids
lili isn't a gorilla frametrap character who gets + frames and then does CH launcher/chuky low/chuky mid, she's a hit and run character, hit and run characters unironically play very well at small frames like -3 after f3 on block because she can sidestep (and powercrush/backdash/parry/crush) when the opponent tries taking their turn. When they stop taking their turn, then you can start doing ff4/d3 and df3/b1/d22 afterwards
>can't floorbreak late into combos without burning heat
umm? pretty sure wr1+2 into ff4 works
>only strength is sidestepping in a game where every string realigns and everyone is spamming homing mids
homing mids are still slow, call them out by 11 (CH confirm) 3ing them or even just b1 if the move is slow enough
>all knockdown lows are reactable and launch punishable
bt d3+4 isn't reactable, but again, lili is about poking and running and then whiff punishing, not vortexing people
>no df1 followup
it's also -1 on block which is better than an unsafe follow up imo
>oki and combo damage at the wall is so bad Chikurin does fcf1 instead of qcf3 just to not get spring kicked
I personally think lili has top 5 wall oki in s2, you can always call out spring kickers/kipuppers by doing df4 or qcf3 after the ws1,2 qcf3 wall combo
>1 (one) counterhit launcher string and its launch punishable
dew (1,)2????
but yeah this is a legitimate weakness of hers
>0 (zero) fc lows so bt d2 is almost 0 threat when it hits
you do fcdf1 to frametrap people who mash after d2 on hit, once you realise they won't mash you're free to cc and start your pressure again
>d3 does 1 damage and is +1 on hit while hatchet kicks instantly kill your family
hit
and
run
character
>incomplete throw game despite every other legacy character getting to keep all of theirs
who cares everyone can break throws now