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Tekken 8 — Characters

Lili – Frame Data

Lili is the elegant mid-range sniper of Tekken 8, using long, dancing moves to control the fight from outside her opponent's comfort zone. With the game's best sidestep, she baits whiffs, punishes with chunky counter hits, and transforms pressure into oppressive stance mix-ups. Simple to pick up and light on execution, she only asks that you respect her slow but deadly rhythm.

149 Moves

Normal Moves

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

BT Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

FC Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

H. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

R. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

SS Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

DEW Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

RAB Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions
Fighter Profile
Agility Advanced
Offense
7
Defense
9
Execution
7

Weak to: Step Left

Overview

Exceptional sidestepping and backturned mixups; linear offense and exploitable strings.

Heat System

Lili's Heat revolves around Feisty Rabbit (b3 or b4), letting her bunny-hop into 50/50 mix-ups on wake-up or after big plus frames. Her enhanced ff3+4 and its variations become +5 on block, and her neutral Heat Smash goes into Dew Glide at +14 when holding forward, giving her more diverse and dangerous offense while still threatening a backturn Heat Smash low.

Strengths

Best sidestep in the game: gets her out of situations other characters can't escape.Toxic wake-up game: Feisty Rabbit, b3, or b4 creates dangerous 50/50 mix-ups while Heat is active.Strong stand-alone moves: she doesn't rely on string pressure; her mids chunk and her lows annoy.Versatile playstyles: she can play slow and patient, baiting whiffs, or go lockdown-heavy with plus frames and long-range approach tools.

Weaknesses & Counterplay

Tracking problems: many key pressure moves can be sidestepped easily.Slow key moves: most of her important tools hover around 20 frames, making her vulnerable to interruption and counter-hit launches.
Game Plan
Use df3+4, ss4, and other long-range moves to control mid-range and fish for counter-hit launches.Sidestep aggressively to bait whiffs, then punish with f4, ss4, or df3 for big damage.Track sidesteppers with 3+4 and d3 to keep them from slipping away from your pressure.After landing a launcher or knockdown, go into backturn pressure with BT d+2 and BT 3 to keep the opponent guessing.In Heat, set up Feisty Rabbit 50/50s on wake-up and chip with enhanced ff3+4 for plus-on-block pressure.
Stances
Feisty Rabbit — enter: Press b3 or b4; hold the input to commit to a double jump. — Creates dangerous 50/50 mix-ups on wake-up or after large plus frames. In Heat, the double jump recovers Heat Bar and keeps pressure alive.Dew Glide — enter: Entered with b1f (back + 1, then hold forward). — A stance transition that flows into pressure; it's -2 on block but opens up mix-ups. In Heat, your neutral Heat Smash can also go into Dew Glide at +14 when holding forward.