Staples
LaunchersDamage: +51
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| for dmg | |
| wall carry | |
| wall break | |
| floor break | |
(DEW) | |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: +51
Damage: +22
CH BT d+2: Must crouch cancel
Damage: +23
Heat Engager
Damage: +17
Damage: +14
Heat Engager
Damage: +14
Damage: +16
Damage: +56
Damage: +57
Damage: +51
Damage: +57
Damage: +46
Damage: +51
Damage: +57
Damage: +53
Damage: +44
Damage: +53
A technique unique to Lili's Dew Glide, allowing it to be cancelled via tapping up to sidestep into the background. This has ample utility in Lili's neutral, pressure, and combos; as many of her moves cancel into Dew Glide fairly early into their animation, reducing their overall recovery while still allowing her to confirm follow-ups if the move hits. She can choose to cancel the sidestep to block or do a regular option; or she can simply perform the sidestep to dodge and punish an opponent's attempt to take their turn.; Note that this technique only works by tapping up and not down, as Dew Glide counts as a crouching state that forbids a down input from counting as a sidestep. This means the direction in which Lili sidestep cancels Dew Glide depends on what side she is playing on (SSL on the left side and SSR on the right). This may have a minor impact on this technique in certain matchups. It is still possible to quickly cancel the sidestep by walking back and then sidestepping in the desired direction, but this is difficult to do effectively.
Done by very quickly double tapping and holding the second input of the sidestep. If done properly, this will increase the sidestep's evasiveness. Though this technique is technically doable by every character, it is by far most notable on Lili, as it boosts her already great sidestep's evasion to the point where it can get out of pressure scenarios that no other character can (not with a sidestep, at least).; Similar to cancelling Dew Glide into sidestep into a move, the input for this is not bufferable, so it may take practice to get down. Like any sidestep, it's susceptible to getting stuffed by timing it incorrectly, so the added risk to messing up the timing may not always be worth it.
148 moves
Damage: [12;12] · m
RAB.2+3: i21 actual startup; Cancel to r45 with b,b on frame 42; 2 chip damage on block; 12 chip damage on hit; Only deals recoverable damage; Cannot cause a K.O.
Damage: 55 · m,m,m,t
Heat smash; Balcony break; H.RAB.2+3: i21 actual startup; Transition to +14g DEW with F on block; +16a (+7) on 2nd hit; 6 chip damage on block
Damage: 15,5,5,20 · l,M,M,M
Heat smash; Homing; Balcony break; 5 chip damage on block; +7a (-10) on 4th hit
Damage: 5,12,30 · h,h,m
Balcony break; Interrupt with i11 from 1st block; Whiffs vs SS, SW from 1st block (SSL/SWL less consistent w/ big bodies); 12 chip damage on block; Input can be delayed 4f; Move can be delayed 3f; Consumes 270F of remaining Heat time
Damage: 10,10,15,20 · h,h,m,M,t
Homing; Floor break; Shift to attack throw on 1st hit (45dmg); +20a (-15) on 2nd hit; +21a (-14) on 3rd hit; Balcony break +15a on 4th hit; Jail from 1st block; Input 3+4 by frame 21; Consumes 300F of remaining Heat time
Damage: 36 · m
Balcony break; 14 chip damage on block; Consumes 240F of remaining Heat time
Damage: 12,30 · m,m
Balcony break; Combos from 1st hit CH; Interrupt with i5 from 1st block; 16 chip damage on block; Partially consumes remaining Heat time
Damage: 24 · m
Heat engager; Heat dash +36a (+26); Balcony break; Consumes 90F of remaining Heat Time; Forces tech back roll on hit; 7 chip damage on block
Damage: 22 · L
Homing; Tornado on CH; Partially consumes remaining Heat time
Damage: 36 · m
Balcony break; Partially consumes remaining Heat Time
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,16 · h,h
Jail from 1st attack with no delay; Combo from 1st hit with 5f delay; Move can be delayed 6f
Damage: 5,16,17 · h,h,M
Combo from 1st CH; Combo from 2nd CH with 6f delay; Interrupt with i2 from 1st block; Input can be delayed 6f; Move can be delayed 5f; Recovers 4f faster on hit; Steel pedal
Damage: 5,12 · h,h
Jail from 1st attack with 6f delay
Damage: 5,12,13 · h,h,L
Combo from 2nd CH; Interrupt with i7 from 1st block
Damage: 5,12,20 · h,h,m
Balcony break; Input can be delayed 4f; Move can be delayed 3f; Interrupt with i11 from 1st block; Whiffs vs SS, SW from 1st block; Powers up in Heat; Chip on block [6]
Damage: 8 · h
Damage: 8,13 · h,L
Combo from 1st hit; Interrupt with i6 from 1st block
Damage: 8,20 · h,h
Balcony break; Combo from 1st hit with 5f delay; Interrupt with i2 from 1st block; Move can be delayed 10f
Damage: 12 · m
Damage: 12,20 · m,m
Heat engager; Heat dash +5, +36a (+26); Balcony break; Combo from 1st hit; Interrupt with i5 from 1st block; Forces tech back roll on hit; +11d on BT hit
Damage: 12,8 · m,h
Combo from 1st hit with 2f delay; Interrupt with i7 from 1st block; Input can be delayed 2f; Move cannot be delayed; Enter DEW -2 +5 +14 r21 with F
Damage: 12,8,22 · m,h,h
Balcony break; Combo from 2nd CH with 4f delay; Interrupt with i8 from 2nd block; Whiffs vs SSR, SWR from 2nd block; Input can be delayed 4f; Move cannot be delayed
Damage: 16 · h
Damage: 26 · m
Balcony break
Damage: 10,20 · h,h
Heat engager; Heat dash +5, +43d (+35); Homing; Balcony break; Jail from 1st attack; Chip damage on block [8]
Damage: 10 · h
Damage: 10,20 · h,m
Balcony break; Combo from 1st hit with 4f delay; Interrupt with i3 from 1st block; Move can be delayed 8f
Damage: 26 · m
Homing; Balcony break
Damage: 23 · m
Tornado; +19g on hit; Hit vs BT +12a (+3)
Damage: 17 · m
Floor break; Transition to BT -3 +8cg +8 with B
Damage: 6,20 · m,M
Floor break; Jail from 1st attack; +12d on hit if the first kick whiffs
Damage: 6,20,20 · m,M,M
Floor break; Combo from 1st hit; Input can be delayed 3f; Move cannot be delayed; Interrupt with i15 from 1st block; Whiffs vs SWR from 1st block
Damage: 6,20,20,20 · m,M,M,M
Combo from 1st hit; Input can be delayed 12f; Move can be delayed 11f; Interrupt with i3 from 2nd block; Huge pushback on block, difficult to punish; Steel pedal
Damage: 10 · m
Damage: 15 · m
Enter BT with b; Recovers 2f faster on hit; Launches crouching opponent
Damage: 20 · m
Floor break
Damage: 12 · m
Damage: 12,23 · m,L
Floor break; Combo from 1st hit with 9f delay; Interrupt with i1 from 1st block; Input can be delayed 13f; Move can be delayed 8f; Transition to BT -9 +2 +10 with B
Damage: 14 · M
Damage: 14,5,20 · M,m,m
Floor break; Combo from 1st hit; Interrupt with i13 from 1st block; Whiffs vs SS, SW from 1st block; +25a on hit when only the last kick connects
Damage: 10 · L
Transition to FC with D
Damage: 10,8 · L,h
Combo from 1st hit with 4f delay; Move can be delayed 4f; -27 from 1st block; Enter BT with B
Damage: 10,8,24 · L,h,m
Balcony break; Combo from 2nd CH with 2f delay; Interrupt with i11 from 2nd block; Whiffs vs SSR from 2nd block; Input can be delayed 9f; Move can be delayed 8f
Damage: 16 · m
Damage: 16,10 · m,h
Jail from 1st attack with 6f delay; Combo from 1st hit with ?f delay; Input can be delayed 13f; Move can be delayed 11f; Transition to r25 RAB (-7/-1/+1) with b+3 or b+4
Damage: 16,10,24 · m,h,h
Balcony break; Combo from 2nd CH with 1f delay; Interrupt with i6 from 1st block; Move can be delayed 12f
Damage: 16,10,24 · m,h,m
Tornado; Balcony break; Combo from 2nd CH with 4f delay; Interrupt with i3 from 1st block; Move can be delayed 12f
Damage: 14 · L
Damage: 6 · l
Damage: 25 · M
Balcony break; Spike; Recovers 2f slower on block; Block advantage -9 on successful attack absorption, deals chip damage
Damage: 23 · m
Tornado; Evasive, can go under some mids and highs
Damage: 5 · sl
Transition to standing r24 with f
Damage: 8 · sl
Damage: 22 · h
Balcony break
Damage: 20 · L
Homing; Snake Edge; Instant Tornado; Stagger on block
Damage: 20 · L
Damage: 16 · m
Enter DEW -2 +8 +14 r22 with F
Damage: 16,22 · m,m
Tornado; Combo from 1st hit with 5f delay; Interrupt with i5 from 1st block; Input can be delayed 10f; Move can be delayed 9f
Damage: 15 · h
Damage: 15,13 · h,m
Combo from 1st hit with 10f delay; Move cannot be interrupted; Move can be delayed 12f; Enter BT -4 +7 +9 r22 with B; Enter DEW -4 +7 +9 r22 with F
Damage: 15,13,27 · h,m,m
Balcony break; Combo from 2nd CH with 7f delay; Interrupt with i5 from 2nd block; Input can be delayed 7f; Move can be delayed 6f
Damage: 28 · m
Balcony break; Backswing blow; Hit vs BT +8 (-1)
Actionable after 16f
Damage: 25 · t
Punch parry (high and mid); Side switch on successful parry
Damage: 50 · m!
Balcony break
Damage: 20 · m
Enter DEW -13 +28a (+18) r31 with F
Damage: 20,15 · m,m
Combo from 1st hit; Interrupt with i22 from 1st block; Whiffs vs SS, SW from 1st block; Input can be delayed 13f; Move cannot be delayed; Enter DEW -3 +14c r21 with F
Damage: 20,15,5,20 · m,m,m,m
Floor break; Combo from 1st hit; Interrupt with i8 from 2nd block; Whiffs vs SS, SW from 2nd block; Available only on hit or block
Damage: 15 · m
Balcony break
Damage: 28 · m
Strong aerial tailspin; Homing; Balcony break; Move is delayed 10f, effective startup i28~29
Damage: 30 · m
Strong aerial tailspin; Homing; Balcony break; Move is delayed 33f, effective startup i51~52; 9 chip damage on block
Damage: 50 · m!
Strong aerial tailspin; Homing; Balcony break; Move is delayed 56f, effective startup i74~75
Damage: 18 · M
Floor break; Transitions to attack throw on standing hit when at range 1.65 or closer (+10 damage, +39a)
Damage: 17 · m
Floor break
Damage: 21 · m
Balcony break; Has built-in sidestep to the left
Damage: 13 · m
Recovers 3f faster on hit
Damage: 18 · M
Enter BT -7~-3 +6c~+10c r28 with B
Damage: 18,25 · M,m
Tornado; Balcony break; Combo from 1st hit with 10f delay; Interrupt with i8 from 1st block; Whiffs vs SSR, SWR from 1st block; Input can be delayed 13f; Move can be delayed 7f
Damage: 15 · m
Damage: 15,18 · m,h
+18g on hit; Combo from 1st hit with 12f delay; Interrupt with i8 from 1st block; Whiffs vs SS, SW from 1st block (SSR less consistent on 2nd active frame block); Input can be delayed 12f; Move cannot be delayed
Damage: 15,23 · m,m
Tornado; Interrupt with i14 from 1st block; Whiffs vs SS, SW from 1st block; Input can be delayed 12f; Move cannot be delayed
Damage: 20 · m
Damage: 20 · m
Damage: 15 · m
Enter DEW -3 +14c r21 with F
Damage: 15,5,20 · m,m,m
Floor break; Combo from 1st hit; Interrupt with i7 from 1st block; Whiffs vs SSR, SWR from 1st block; Available only on hit or block
Damage: 23 · L
Floor break; Enter BT -6 +10g +10 r24 with B; Different stun animation on CH, but no change in frame advantage without BT entry
Damage: 30 · m
Balcony break; Powers up in Heat; Chip damage on block [9]
Damage: 30 · m
Balcony break; Chip damage on block [9]
Damage: 9,16 · h,h
Strong aerial tailspin; Balcony break; Chip damage on block [4]
Damage: 5 · sl
Transition to r24 with f
Damage: 8 · sl
Damage: 10 · L
Damage: 6 · l
Damage: 24 · m
Balcony break; 4 chip damage on block
Damage: 19 · L
Damage: 18 · m
Enter RAB -15 -7 +53a r36 with b+3 or b+4
Damage: 10 · m
Damage: 10,16 · m,h
Combo from 1st hit with 1f delay; Interrupt with i4 from 1st block; Move cannot be delayed; Enter DEW -1 +10g~+11g +10~11 r19 with F
Damage: 10,16,20 · m,h,L
Combo from 2nd CH with 7f delay; Interrupt with i4 from 2nd block; Input can be delayed 11f; Move can be delayed 10f
Damage: 17 · m
Enter BT with B; Recovers 1f faster on hit
Damage: 26 · M
Tornado; Instant Tornado on hit
Damage: 26,25 · M,M
Spike; Combo from 1st hit with 7f delay; Interrupt with i30; Float interrupt with i14~30; Input can be delayed 7f; Move cannot be delayed, effective startup i51~54
Damage: 18 · m
Does not wall-splat
Minimum 3f needed to enter (one for each directional, d can be buffered); Stance moves available for 25 frames; Transition to r6? hFC with alternate input d,DF; Cannot access stance moves; Cancel to r32 RAB with b+3 or b+4; Cancel to SS with u
Damage: 12 · m
Damage: 12,20 · m,m
Balcony break; Combo from 1st hit with 3f delay; Interrupt with i1; Move can be delayed 18f; Cancel to BT -14 -9 -3 r35 with B
Damage: 12,26 · m,m
Balcony break; Combo from 1st CH with 7f delay; Interrupt with i5 from 1st block; Input can be delayed 12f; Move can be delayed 10f; Chip damage on block [7]; Power up in Heat
Damage: 13 · m
Homing
Damage: 13,20 · m,m
Heat engager; Heat dash +5, +43d (+35); Balcony break; Spike; Combo from 1st hit with 9f delay; Interrupt with i3 from 1st block; Input can be delayed 14f; Move can be delayed 10f
Damage: 28 · M
Tornado; Balcony break
Damage: 28 · m
Tornado; Balcony break; Opponent recovers crouching on hit; Block advantage -7 on successful attack absorption, deals chip damage; Hit vs BT +12a (+3)
Damage: 6,19 · h,h
Strong aerial tailspin; Balcony break; Jail from 1st attack; Enter RAB +0 +11 r31 with b+3 or b+4; Hit vs BT +24a (+15)
Actionable after 20f; Stance duration 40f, cannot input moves on frame 26~; Stance moves can be buffered; Transition to r29? DEW with F
Actionable after 48f; Stance moves can be buffered; Transition to r57? DEW with F
Damage: 20 · m
Heat engager; Heat dash +36a (+26); Balcony break; Powered up during Heat: 24 damage; Force tech back roll on hit
Damage: 20 · L
Homing; Instant Tornado on CH; Powered up during Heat: 22 damage and KND on normal hit
Damage: 24 · m
Balcony break; Chip damage on block [9]; Powered up during Heat
Actionable after 48f; Stance moves can be buffered; Transition to r57 DEW with F
Damage: 8 · h
Damage: 8,20 · h,M
Tornado; Balcony break; Combo from 1st hit with 6f delay; Interrupt with i3 from 1st block; Parryable by standard punch parries; Move can be delayed 10f
Damage: 8,21 · h,h
Heat engager; Heat dash +5, +43d (+35); Balcony break; Combo from 1st hit with 8f delay; Interrupt with i2 from 1st block; Move can be delayed 10f
Damage: 22 · m
Balcony break; Hit vs BT +15a (+6); Block advantage -7 on successful attack absorption, deals 2 chip damage on block, becomes a Reversal Break
Damage: 12 · m
Homing
Damage: 12,20 · m,m
Balcony break; Combo from 1st hit; Interrupt with i8 from 1st block; Whiffs vs SSR, SWR from 1st block
Damage: 10,20 · m,M
Floor break; Combo from 1st hit; Interrupt with i5 from 1st block; 2nd kick is delayed 6f, effective startup of 2nd hit i28~29
Damage: 10,20,5,10 · m,M,M,M
Floor break; Combo from 1st hit; Interrupt with i7 from 2nd block; +21a on hit when only the last kick connects; Input can be delayed 1f; Move cannot be delayed
Damage: 5,20 · m,m
Floor break
Damage: 24 · M
Spike; Chip on block [9]; Evasive, can jump over some mids
Damage: 17 · L
Damage: 8 · L
Damage: 8,20 · L,m
Combo from 1st CH; Interrupt with i4 from 1st block
Damage: 9 · L
Damage: 25 · L
Transition to t63 r41 with F (cs8~46); Stagger on block
Actionable after 20f; Stance duration 40f, cannot input moves on frame 26~; Stance moves can be buffered; Transition to r29? DEW with F
Damage: 55+ · m,t
Reversal break; Damage increases with lower health, maximum 82; Freezes match timer on activation and on hit; Restores recoverable health on hit; Transition to attack throw on hit; Consumes Rage
Can't block for 5 seconds; CH state on your next attack for 5 seconds (Tekken 7 and prior games); 10% damage increase on the next attack for 5 seconds (Tekken 8 season 2 patch onward); Attacks taken will be CH for 5 seconds
Damage: 20 · M
Balcony break; Sidestep takes 9f, effective startup i25~26; Hit vs BT +15d
Damage: 18 · m
Enter RAB -15 -7 +53a r36 with b+3 or b+4; Sidestep takes 9f, effective startup i29~30
Damage: 21 · m
Balcony break; Sidestep takes 9f, effective startup i28~29
Damage: 21 · m
Damage: 35 · t
Homing; Floor break; Throw break 1 or 2; Becomes a wall throw on a wall-splatted opponent
Damage: 35 · t
Homing; Throw break 1 or 2; Side switch on hit; Becomes a wall throw on a wall-splatted opponent
Damage: 42 · t
Throw break 1; Can side switch on hit
Damage: 43 · t
Throw break 2; Side switch on hit
Damage: 60 · t
Unbreakable
Damage: 40 · t
Throw break 1+2; Becomes a wall throw on a wall-splatted opponent
Damage: 39 · t
Unbreakable; Wall throw