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| {{ProConTable | | {{ProConTable |
| |intro=<center>[[File:SS_Gongsun_Icon.png|40px]] '''Gongsun Li''' is a runaway zoner who dictates the pace of the match with her great fireball and fast teleports.</center> | | |intro=<center>[[File:SS_Gongsun_Icon.png|40px]] '''Gongsun Li''' is a runaway zoner who dictates the pace of the match with her great fireball, fast teleports and strong unarmed toolset.</center> |
| |pros= | | |pros= |
| *'''Great zoning:''' Li's 214D is a great high fireball with fast startup and low recovery. She can also use the much faster and mid-hitting 236S/D "umbrella throw" to keep opponents on her toes. Furthermore, every 214D she lands fills her unique "petal gauge". When this gauge is full, her next 214D will do much more damage, gain juggle properties on hit and become advantageous on block, granting her pressure opportunities. | | *'''Great zoning:''' Li's 214D is a great high fireball with fast startup and low recovery. She can also use the much faster and mid-hitting 236S/D "umbrella throw" to keep opponents on her toes. Furthermore, every 214D she lands fills her unique "petal gauge". When this gauge is full, her next 214D will do much more damage, gain juggle properties on hit and become advantageous on block, granting her pressure opportunities. |
Latest revision as of 14:53, 21 June 2023
Gongsun Li 公孫離, Gōngsūn Lí
|
- Damage Taken: 105%
- Rage Factor: 0.24
- Rage Duration: 11 seconds
- Jump: 46 frames (Average)
- Forward Walk Speed: 0.3 (Average)
- Back Walk Speed: 0.23 (Average)
- Dash Speed: 1.25 (Average)
- Back Dash: 27 frames
- Weapon Pickup / Drop: 40 / 50 frames
|
Introduction
For whatever reason she's here, she's not here to fight you, she's here to dance to you. Most of her moves have a dance motif or they just look like a dance move. She doesn't have any sharp edge on her umbrella, so she would not hurt you.
Gongsun Li has a quite different game style from the rest of cast as half of the time she will fight without her weapon. Where her umbrella is the destination for her teleports, she can't really be trapped in the corner and be at basically two places in a given time if the umbrella is within the screen bound. Her fireball is fast as well, she will not lose to any fireball war.
With these traits she is set to play a zoning style or anti-zoning, if her umbrella is set behind an opponent she can potentially teleport to punish a fireball from behind. Her umbrella setting gives her good mobility at some degree, which makes her have tricky movement and play with gimmicks.
Her neutral is pretty strong and do not struggle too much with close combat as she has great buttons both with or without her weapon, especially her air normals. But her overall movement is pretty floaty and slow making her not good against rush down style characters.
Playstyle
Gongsun Li is a runaway zoner who dictates the pace of the match with her great fireball, fast teleports and strong unarmed toolset.
|
Strengths |
Weaknesses
|
- Great zoning: Li's 214D is a great high fireball with fast startup and low recovery. She can also use the much faster and mid-hitting 236S/D "umbrella throw" to keep opponents on her toes. Furthermore, every 214D she lands fills her unique "petal gauge". When this gauge is full, her next 214D will do much more damage, gain juggle properties on hit and become advantageous on block, granting her pressure opportunities.
- Tricky teleports: Li's Flash Step can be used after her 236S and 214S specials to quickly teleport to her umbrella's location. This provides a lot of utility in the form of unique punish opportunities, escapes from the corner, fireball circumvention, teleporting under jumping opponents to AA them and etcetera.
- Great when disarmed: Li is the best disarmed character in the game. She retains many more unique normals than the average disarmed character and can more or less play a normal game without her weapon. Furthermore, some of her mix-up and poking tools become safer without her weapon and she also has access to blade catch as usual, which is much safer than a normal deflect and can make opponents scared to use their best normals against her.
- Amazing air control: Li has a bevy of AA options that work for every situation. Her air normals have massive disjointed hitboxes and fast startup, making it easy for her to catch opponents jumping away from her or above her. Her fast A normals are good for poking out shallow or empty jumps. Her 5D hits high in the air and her 214S is air-invincible and works as a DP anti-air.
- Long mid-ranged normals: Li's 5B has great range and is great for stopping aggression and her 2B is a great cancellable normal that gives her good reward off of mid-screen pokes and whiff punishes.
- Strong poking game: Li's 5A, 2A, 2D, cl.5A and cl.2A all have great hitboxes and frame data, making it easy for her to mash opponents off of her and counter-poke stray normals. Her armed and unarmed 66A are also fantastic running pokes with huge disjointed hitboxes that are good for applying pressure.
- Good mix-up: Li has great 50/50 options both with and without her weapon including her excellent 66C overhead and long-ranged slides, making her mix-up game very strong.
|
- Umbrella throw is risky: Li's umbrella throw is not without risks. If the umbrella ends up outside the screen her teleport gains significant recovery and can be easily raw punished. Furthermore, Li cannot rage explode while disarmed, which can make defending yourself against the threat of an opponent's issen very challenging.
- Unsafe mid-range normals: Li's 5B cannot hit lows and her 5B and 2B both have higher-than-average startup and recovery, making it risky for her to commit to a mid-range footsie game.
- Situational SSM: Li's SSM is unique in that it can only be used while disarmed with her umbrella deployed and that the hitbox tracks to the umbrella's position. While this grants her some nifty anti-air and anti-zoning utility it also limits her access to SSM punishes that are standard for other characters.
|
Gameplan
As much as this is a weapon based fighting game, GSL is set to play both armed and unarmed. Her gameplan is pretty flexible as she's fine at any range. When at longer range, her fast fireball can just make her chill and if her umbrella is set somewhere on the side of the opponent, she will be fine even if the opponent tries to get very close to her.
Zoning
Both armed and unarmed. On most characters, she can just throw fireballs to zone and prompt the opponent to jump for it, then she can choose to either use 214C to anti air if it's a good angle when she's armed but at anytime she can just do a neutral j.B or j.C or forward jump to air to air them, she will win 80% of the time. Keep in mind that her FB is easy to be low profiled.
Armed
When armed, her 5B is a great poke to check dash-ins, and her damage is generally higher. Most of the time is recommended to set her umbrella to an ideal place and fight unarmed since that's when she gets more of her damage on Oki and setups.
Unarmed
So an important part of GSL is to fight unarmed. Her normals remain mostly the same unarmed, but they usually have faster start up. When she set her umbrella away somewhere, she can first zone and get her Max fireball combos after throw when she gets a full charge. When her umbrella is in screen, her recovery on her teleport will be quite fast and hard to react. So she can teleport to punish from behind, get a throw, or escape from the corner.
When she's disarmed her u66A/B will knock down, and it's totally a set up for blade catch when blocked since virtually no normal can actually punish it. Her u5A/B is surprisingly a good anti air for its fast start up as she use her hand to smack people out of the air. She will not likely to struggle in close combat as she is truly brawling with others.
Okizeme
Her best Oki's come from when she's unarmed. The easiest one would be her high/low mix up. Key moves: 66C, UOH, 66D, 2C.
Her 66C is an overhead both armed and unarmed, but it's quite unsafe on block, though it's a good move to catch opponents wanting to jump on wake up. The same goes for 66D where she does a split and takes forever to recover, it's not a good slide compare to most of the ones in game but it still knocks down. Her universal overhead will knock down when she's unarmed which is pretty safe on block, this move is pretty annoying though it does little damage. If you condition your opponent to stand on wake up, you can go for a 2C and cancel into fireball, though this could mean no knock down if you don't have a full charge.
Another way for her mix is her umbrella setting and teleport. As it's very quick when it's within screen bound, you can potentially go for a left/right mix up. E.g. umbrella is set to in front of the opponent if they forward roll and you stand on their face, when they roll you teleport and go for n.5B into 214A.
Normal Moves
Far Slashes
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
7
|
3
|
-
|
23
|
-4
|
-7
|
5
|
Yes
|
No
|
No
|
No
|
Fast hand attack and cancellable.
|
|
Toggle Hitboxes Toggle Hitboxes
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
15
|
4
|
-
|
39
|
-4
|
-12
|
10
|
No
|
Yes
|
Yes
|
No
|
Poke with great range and decent speed.
|
|
Toggle Hitboxes Toggle Hitboxes
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
260
|
Mid
|
22
|
4
|
-
|
64
|
-3
|
-16
|
25
|
No
|
Yes
|
Disarm
|
No
|
Similar to 5B with good damage, but much slower and vulnerable to whiff punish.
|
|
Toggle Hitboxes Toggle Hitboxes
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
5
|
-
|
20
|
-3
|
-6
|
5
|
Yes
|
No
|
No
|
No
|
Fast hand attack and cancellable.
|
|
Toggle Hitboxes Toggle Hitboxes
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
12
|
3
|
-
|
37
|
-5
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Mid range poke which is cancellable. It doesn't hit low despite the animation. Could cancel late into 214A as option select.
|
|
Toggle Hitboxes Toggle Hitboxes
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Low
|
19
|
4
|
-
|
53
|
-7
|
-28
|
25
|
No
|
Yes
|
No
|
No
|
Slow low attack with good range but doesn't knock down.
|
|
Toggle Hitboxes Toggle Hitboxes
|
3C
3C Twisting Maple Twisting Maple
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
130
|
Low
|
17
|
4
|
-
|
45
|
KD(+94)
|
-28
|
8
|
No
|
Yes
|
No
|
No
|
Fast low attack that knocks down, listed as command normal.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
5
|
-
|
17
|
±0
|
-3
|
5
|
Yes
|
No
|
No
|
No
|
Fast hand attack and cancellable, safe on block.
|
|
Toggle Hitboxes Toggle Hitboxes
|
n.5B
n.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
9
|
2
|
-
|
31
|
-2
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Fast near slash which is her main combo tool.
|
|
Toggle Hitboxes Toggle Hitboxes
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
220
|
Mid
|
15,19,23
|
3,3,3
|
-
|
45
|
-3
|
-28
|
25
|
No
|
Yes
|
Disarm
|
No
|
Standard near heavy slash with good damage, could be used for anti neutral jump.
|
|
Toggle Hitboxes Toggle Hitboxes
|
n.2A
n.2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
4
|
-
|
18
|
-1
|
-4
|
5
|
Yes
|
No
|
No
|
No
|
Fast hand attack and cancellable, safe on block.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
12
|
4
|
-
|
29
|
-2
|
-4
|
5
|
No
|
No
|
No
|
Yes
|
Fast high kick and great for anti-air.
|
|
Toggle Hitboxes Toggle Hitboxes
|
6D
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
60
|
Mid
|
20
|
3
|
-
|
45
|
-1
|
-5
|
5
|
No
|
No
|
No
|
Yes
|
Slow side kick with good range.
|
|
Toggle Hitboxes Toggle Hitboxes
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
5
|
6
|
-
|
17
|
±0
|
-3
|
5
|
No
|
No
|
No
|
Yes
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Low
|
11
|
10
|
-
|
41
|
-7~+2
|
-14~-5
|
5
|
No
|
No
|
No
|
Yes
|
Slide kick which doesn't knock down, safe on block when spaced correctly.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Dash Normals
66A
66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
5
|
-
|
32
|
-5
|
-12
|
5
|
No
|
No
|
No
|
No
|
Fast running hand attack.
|
|
Toggle Hitboxes Toggle Hitboxes
|
66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
11
|
2
|
-
|
33
|
-2
|
-35
|
10
|
Yes
|
Yes
|
Disarm
|
No
|
Running slash which is cancellable. Her main combo tool.
|
|
Toggle Hitboxes Toggle Hitboxes
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
|
High
|
22
|
4
|
-
|
64
|
KD(+60)
|
-20
|
20
|
No
|
No
|
No
|
No
|
Running overhead with good damage and knocks down but very punishable, airborne starting from frame 8.
|
|
Toggle Hitboxes Toggle Hitboxes
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
10
|
11
|
-
|
42
|
KD(+92)
|
-16~-6
|
5
|
No
|
No
|
No
|
Yes
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
Air Normals
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
6
|
5
|
-
|
-
|
-
|
-
|
5
|
Yes
|
No
|
No
|
No
|
Fast air to air attack and cancellable.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
11
|
4
|
-
|
-
|
-
|
-
|
10
|
Yes
|
No
|
No
|
No
|
Jump umbrella poke with great downwards hit-box and cancellable.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
High
|
14
|
3
|
-
|
-
|
-
|
-
|
20
|
Yes
|
No
|
No
|
No
|
Jump umbrella swing with good horizontal hit-box and cancellable.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
8
|
7
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Yes
|
Jump kick with great downwards hit-box.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Unarmed Normals
u.5S
u.5A/B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
3
|
-
|
22
|
-4
|
-7
|
5
|
Yes
|
No
|
No
|
Only
|
Similar to armed 5A with more damage and even faster.
|
|
Toggle Hitboxes Toggle Hitboxes
|
un.5S
un.5A/B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
4
|
5
|
-
|
16
|
±0
|
-3
|
5
|
Yes
|
No
|
No
|
Only
|
Similar to armed near 5A with more damage and even faster.
|
|
Toggle Hitboxes Toggle Hitboxes
|
u.5C
u.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Mid
|
17
|
2
|
-
|
53
|
-9
|
-16
|
8
|
No
|
No
|
No
|
Only
|
Similar to armed 5C with less range and damage, but its start-up is much faster.
|
|
Toggle Hitboxes Toggle Hitboxes
|
un.5C
un.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
13
|
3
|
-
|
41
|
-1
|
-8
|
8
|
Yes
|
No
|
No
|
Only
|
Less damage than armed near 5C, but faster and cancellable.
|
|
Toggle Hitboxes Toggle Hitboxes
|
u.2S
u.2A/B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
5
|
-
|
20
|
-3
|
-6
|
5
|
Yes
|
No
|
No
|
Only
|
Similar to armed 2A with more damage.
|
|
Toggle Hitboxes Toggle Hitboxes
|
un.2S
un.2A/B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
4
|
4
|
-
|
17
|
-1
|
-4
|
5
|
Yes
|
No
|
No
|
Only
|
Similar to armed near 2A with more damage and even faster.
|
|
Toggle Hitboxes Toggle Hitboxes
|
u.2C
u.2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Low
|
17
|
3
|
-
|
49
|
-5
|
-12
|
8
|
Yes
|
No
|
No
|
Only
|
Less range and damage comparing to armed 2C, but faster and cancellable, also connects after throw.
|
|
Toggle Hitboxes Toggle Hitboxes
|
u.3C
u.3C Twisting Maple Twisting Maple
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
14
|
4
|
-
|
45
|
KD(+93)
|
-12
|
8
|
No
|
No
|
No
|
Only
|
Similar to armed 3C with less damage and has faster start up.
|
|
Toggle Hitboxes Toggle Hitboxes
|
ju.A
ju.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
5
|
5
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Only
|
Similar to armed jump A with less damage and faster, but not cancellable.
|
|
Toggle Hitboxes Toggle Hitboxes
|
ju.B
ju.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
High
|
8
|
4
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Only
|
Similar to armed jump B with less damage and faster, but not cancellable.
|
|
Toggle Hitboxes Toggle Hitboxes
|
ju.C
ju.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
9
|
3
|
-
|
-
|
-
|
-
|
8
|
No
|
No
|
No
|
Only
|
Similar to armed jump C with less damage and faster, but not cancellable.
|
|
Toggle Hitboxes Toggle Hitboxes
|
u.66S
u.66A/B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
3
|
-
|
29
|
KD(+100)
|
-8
|
5
|
No
|
No
|
No
|
Only
|
Standard unarmed running attack that knocks down.
|
|
Toggle Hitboxes Toggle Hitboxes
|
u.66C
u.66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
19
|
4
|
-
|
51
|
KD(+70)
|
-17
|
5
|
No
|
No
|
No
|
Only
|
Similar to armed 66C with less damage and faster, airborne starting from frame 5.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Universal Mechanics
Guard Break
Guard Break (Throw) 5/6C+D / 4C+D Neutral / Forward Throw Neutral / Forward Throw Back Throw Back Throw
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Neutral / Forward
|
0
|
Throw
|
3
|
1
|
71
|
74
|
+20
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
Back
|
0
|
Throw
|
5
|
1
|
69
|
74
|
+25
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Surprise Attack
Surprise Attack (Overhead) 5B+C Armed Armed Unarmed Unarmed
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
70
|
High
|
21
|
2
|
-
|
56
|
0
|
-15
|
10
|
No
|
-
|
No
|
No
|
Universal overhead with good range, airborne starting from frame 14.
|
Unarmed
|
70
|
High
|
23
|
2
|
-
|
45
|
KD(+101)
|
-10
|
10
|
No
|
-
|
No
|
Only
|
Universal unarmed overhead with good range and knocks down, airborne starting from frame 8.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Dodge
Dodge 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
N/A
|
1
|
16
|
22
|
38
|
N/A
|
N/A
|
-
|
N/A
|
-
|
N/A
|
Yes
|
Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.
Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Stance Break
Stance Break A+B during Just Defense
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
-
|
-
|
52
|
KD
|
-24
|
-
|
-
|
-
|
-
|
Yes
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Counter Blade Catch Blade Catch
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
0
|
N/A
|
2
|
11
|
34
|
46
|
+35~+59
|
N/A
|
-
|
N/A
|
-
|
N/A
|
No
|
Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.
|
Disarmed
|
0
|
N/A
|
2
|
12
|
9
|
22
|
KD
|
N/A
|
-
|
N/A
|
-
|
N/A
|
Yes
|
Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Rage Explosion
Rage Explosion 5A+B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Unblockable
|
21
|
3
|
-
|
58
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
Unblockable pushback attack.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Lightning Blade
Lightning Blade (Issen) 5A+B+C during Rage Explosion
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
300~709
|
Mid
|
9
|
8
|
-
|
-
|
KD
|
-44
|
-
|
No
|
No
|
No
|
No
|
Has full invincibility and can anti-air. Damage scales up based on remaining health.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Special Moves
Cloud Fall
Cloud Fall 214D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
50
|
Mid
|
17
|
34(29)
|
-
|
56
|
-9
|
-16~+16
|
5
|
-
|
-
|
-
|
No
|
Max (Armed)
|
170 (50,120)
|
Mid
|
17
|
34(29)
|
-
|
49
|
KD
|
-3~+29
|
10
|
-
|
-
|
-
|
No
|
A maple leaf projectile that travels very fast, it charges the maple gauge on hit. When the maple gauge is full, the next one deplete the gauge to enhance the damage and allows follow up attacks (except WFT/Issen) and recovers sooner by 7 frames. During max rage, it travels faster (reaches full screen 5 frames earlier than normal version). No longer knocks down mid air opponents.
|
Unarmed
|
50
|
Mid
|
15
|
30(26)
|
-
|
50
|
-5
|
-12~+16
|
5
|
-
|
-
|
-
|
Only
|
Max (Unarmed)
|
170 (50,120)
|
Mid
|
15
|
30(26)
|
-
|
43
|
KD (+119)
|
+1~+29
|
10
|
-
|
-
|
-
|
Only
|
Its start up is 2 frames faster while unarmed and the leaf projectile also travels faster.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Lunar Recall (Ground)
Lunar Recall (Ground) 214S 214A 214A 214B 214B 214C 214C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
120
|
Mid
|
13
|
11
|
-
|
54
|
KD(+91)
|
-17~-16
|
20
|
-
|
-
|
-
|
No
|
B
|
135
|
Mid
|
11
|
14
|
-
|
64
|
KD
|
??
|
20
|
-
|
-
|
-
|
No
|
C
|
140
|
Mid
|
15
|
31
|
-
|
103
|
KD (+35)
|
-73
|
20
|
-
|
-
|
-
|
No
|
Li opens her umbrella on the ground and leaves it floating there, and then travels forward / backwards / upwards. The B version only hits the opponent behind her (e.g. The opponent teleports to her back or the opponent rolls behind her), it can cancel into SSM, making it possible to punish wake up DPs. The C version has invincibility against air attacks from frame 2.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Lunar Recall (Air)
Lunar Recall (Air) j.214S 214A 214A 214B 214B 214C 214C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
140
|
Mid
|
15
|
20
|
28(Landing)
|
-
|
KD
|
-
|
20
|
-
|
-
|
-
|
No
|
B
|
140
|
Mid
|
21
|
14
|
28(Landing)
|
-
|
KD
|
-
|
20
|
-
|
-
|
-
|
No
|
C
|
120
|
Mid
|
15
|
-
|
32(Landing)
|
-
|
KD
|
-24
|
20
|
-
|
-
|
-
|
No
|
Li opens her umbrella in the air and leaves it floating there, and then travels forward / backwards / downwards. The B version only hits the opponent behind her (e.g. She jumps over the opponent and uses 214B). The C version can hit cross up. (e.g. She stands next to the opponent, and then neutral jumps and 214C).
|
|
Toggle Hitboxes Toggle Hitboxes
|
Autumn Tide
Autumn Tide 236X 214A/B 214A/B 214C/D 214C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
30
|
Mid
|
17
|
10
|
-
|
58
|
-8
|
-20
|
5
|
-
|
-
|
-
|
No
|
B
|
30
|
Mid
|
17
|
20
|
-
|
58
|
-8
|
-20
|
5
|
-
|
-
|
-
|
No
|
C
|
30
|
Mid
|
17
|
24
|
-
|
58
|
-8
|
-20
|
5
|
-
|
-
|
-
|
No
|
D
|
30
|
Mid
|
17
|
13
|
-
|
58
|
-8
|
-20
|
5
|
-
|
-
|
-
|
No
|
Li throws her umbrella forward / upwards and leaves it floating, it's considered as projectile but doesn't cancel any projectile.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Flash Step
Flash Step 236S while umbrella floating umbrella on the ground umbrella on the ground umbrella in the air umbrella in the air
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Ground
|
N/A
|
-
|
11
|
5
|
10 / 29
|
25 / 44
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
Air
|
N/A
|
-
|
11
|
5
|
13 / 23
|
28 / 38
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
Li teleports to the floating umbrella and grabs it. Although the teleport location is obvious, but the start-up and recovery is very fast. She stays in the original position from frame 1~10, and disappear from frame 11~15, and then show up at frame 16.
It increases recovery frames by 19/10 when umbrella is outside screen on the ground / in the air.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Supers
Weapon Flipping Technique
Gust of Illusion 236B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
384 (448)
|
Mid
|
1+7
|
3
|
-
|
-
|
-
|
-40
|
-
|
-
|
-
|
-
|
No
|
Available only during Max Rage or Rage Explosion. Disarms on hit. Fast WFT with short range, good for combo and anti air.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Super Special Move
Maple Dance 641236C+D while umbrella floating
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
670
|
Mid
|
10+14
|
4
|
-
|
-
|
-
|
-50
|
-
|
-
|
-
|
-
|
No
|
Available only once per match. Full invincible from frame 1~10. Very unique SSM with fast start up, but can only be used after 214S & 236S. Ground 214B can cancel into SSM from frame 15, make it 39 frames while armed.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Combos
List combos, use numpad notation.
Armed
- n.5B xx 214A / 214C / WFT
Standard punish combo.
- 66B xx 214A / 214C / WFT
Far range punish combo.
- 2B xx 214A / 214C / WFT
214A connects at all ranges, others might whiff at far range.
- 5CD / 4CD...
- 66B xx 214A / 214C / WFT
Standard throw combo.
- 5C
It only connects after back throw, more damage than 66B xx 214C
- 4CD xx SSM
Works for ground or low air floating umbrella behind her, but the damage is 335 only.
- jump B / C (Deep hit)...
- n.5B xx 214A / 214C / WFT
Standard combo.
- 66B xx 214A / 214C / WFT
Optimal combo.
- 2B xx 214A / 214C / WFT
The cancel might whiff at far range.
- 5C / n5C
Universal combo after jump C deep hit.
Unarmed
- u.2C/un.5C xx 214D
Midscreen punish combo.
- 5CD / 4CD...
- u.2C xx 214D
Standard throw combo.
- u.5C
Works with its faster start up.
- (walk forward) un.5C xx 214D
More damage than 2C, corner only.
- u.66C
Knocks down the opponent to pick up weapon.
- jump B / C (Deep hit)...
- u.2C xx 214D
Standard combo.
- un.5C xx 214D
More damage than 2C, corner only.
- u.5C / un.5C
Universal combo after jump C deep hit.
Max Cloud Fall
- 2B/n5B/66B xx 214D xx 66A / 214A
Mid screen combo. Use 66B after grab.
- 2B/n5B/66B xx 214D xx 214A
Corner combo. Works after grab.
- u.2C/un.5C xx 214D xx u.66A
Unarmed mid screen combo. After mid screen throw, use u.2C because un.5C doesn't connect.
- u.2C/un.5C xx 214D xx u.5C
Unarmed corner combo. After grab, un.5C only connects by micro walking forward in the corner .
Guard Crush
- n.5C / 5C...
After recovery...
- 66B xx 214A / 214C / WFT
Standard follow up.
- n.5C...
Cancel recovery...
- Lighting Blade
Universal Issen combo.
- 214B xx SSM
Leave umbrella in place for SSM. (Be careful with opponent bursting to avoid it)
Videos
Colors
External Links
Link to docs hosted in other sites.