Street Fighter X Tekken/Lili
From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
A wandering street fighter who trains rigorously in order to become a true martial artist. Studied the art of Ansatsuken from his master Gouken, but does not wield it to take lives. He wishes to test his mettle against fighters around the world in order to find an answer in the heart of battle. He searches for Pandora to see if there is a connection between it and the Satsui no Hado.
Ryu is the quintessential "basic" character in fighting games with an intuitive array of punches and kicks, and very basic special moves. This simplicity makes Ryu a favorite for beginner and intermediate players. Ryu is available in every single Street Fighter game, allowing players familiar with previous Street Fighter games to begin playing immediately, without having to worry about learning how to use a new character, however, there are a few tweaks in his moveset which vary depending on the game.
v. 2012 Update
With the latest update, Ryu's special moves were made more punishable. His Heavy Joudan Sokutou Geri is no longer safe on block, each version of his Dragon Punch has less block stun, and push back less. Allowing Ryu to be punished for careless uppercuts. His Medium Dragon Punch has invincible start up frames, so make that one your go-to anti-air if you intend to play Ryu.
- Attack Reversal:
counters highs / jump-ins / and most standing normals
counters lower mid attacks, such as crouching
counters hits, such as crouching
Lili wants to be in her oppositions face, keeping this in mind she is most effective with a quick moving partner. Characters that fit this role include Cammy and my personal choice Raven. Using Lili's feisty rabbit to close in on the opponent can be risky as it can be jabbed on reaction, giving the opponent a free combo. One of her most notable normals, peacock jive, covers a significant distance and the second hit can be linked into a light punch allowing for a powerful combo. EX angel knee is a good way to relieve pressure as it is invincible but any crouching opponent will avoid the move completely allowing for full punish, after the 2013 patch i believe the ascension follow up is becoming an overhead making the move much less risky, and even more dangerous. The last two normals i feel i should cover, Andante is a very powerful anti-air. This normal allows for a full juggle combo, but if placed incorrectly is extremely punishable, and Submissive Heel, an overhead that can be followed up by a full combo but requires precise timing. The downside to this move is that it has slow start up and can be punished on block.
Bread and Butters
- Bed Time> Angel knee> Cr.Mp> Dendrobium> Peacock Waltz
- Anti-Air Andante> Cr.Mp(can use Cr.Hp if close enough)> Dendrobium> Peacock Waltz
- Bed Time> Hp> EX Dendrobium> Cr.Mp> Dendrobium> Peacock Waltz (one bar combo)
Hit Confirm Combos
- Cr.Lp> Cr.Lp> Cr.Mk> Dendrobium
- Peacock Jive (first 2 hits only)> Bed Time> Angel knee> Cr.Mp> Dendrobium> Peacock Waltz
Combos Into Supers