Introduction
“
|
I won, Grandpa! I know my parents are watching me somewhere, so I'll keep at it.
|
”
|
Upbeat sword girl who makes up what she lacks in pants with obnoxious invulnerability. Another brutal top-tier with arguably the best punish game in DKG.
Strengths |
Weaknesses
|
- High damage potential
- Incredible anti-air game
- Ridiculous block and whiff punish game with Kasumi-giri
- Mueikassatsu makes an incredible meaty
- Has command grabs for no reason
|
- Can struggle with fireballs
- Awkward inputs and difficult confirms
- Mediocre ground normals
|
Stats
Forward walk speed
|
Backward walk speed
|
Prejump
|
Jump length
|
Backdash length
|
Backdash distance
|
Defense
|
Stun
|
3.125000
|
2.343750
|
4 frames
|
36 frames
|
1-16 invulnerable, 17-20 vulnerable
|
112px
|
4064
|
528
|
Normals
Standing
5LP close is identical close is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
2
|
4
|
6
|
+3
|
+1
|
HL
|
Y
|
-
|
Reset
|
A below average jab, but at least you can chain it into 2LP for easy combos.
Crouched by Liza (crouch blocks it)
|
|
5MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
64
|
4
|
5
|
8
|
+5
|
+3
|
HL
|
N
|
-
|
Reset
|
Lihua delivers a backhand. An decent button that is safe but not very rewarding.
Crouched by Liza (crouch blocks it)
|
|
n.5MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
64
|
4
|
2
|
16
|
±0
|
-2
|
-
|
Y
|
-
|
Reset
|
A scabbard jab that has an unusual amount of recovery. Cancelable, but you have faster normals for combos.
Max activation range is 72px
|
|
5HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
6
|
2
|
20
|
±0
|
-2
|
HL
|
N
|
-
|
Reset
|
A chop with near-identical range to 5MP. There isn't much going for it because of the short active frames and long recovery. At least it can't be crouched.
|
|
n.5HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
7+5(6)
|
64+64
|
4
|
4(2)10
|
12
|
-6/±0
|
-8/-2
|
HL
|
Y/N
|
-
|
Reset (x2)
|
Lihua throws two punches, the first of which is cancelable. It does pretty low damage, though. Watch out if using it too far, as the second hit can whiff.
Can be a good meaty due to long active frames. You can space it outside of throw range.
Max activation range is 80px
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|
5LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
4
|
4
|
4
|
+5
|
+3
|
HL
|
N
|
-
|
Reset
|
A good disjointed normal with slightly more range than 5LP, but it doesn’t chain. It also pulls her hurtbox back a bit.
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|
n.5LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
2
|
6
|
4
|
+3
|
+1
|
HL
|
Y
|
-
|
Reset
|
A quick, chainable knee attack that’s pretty active for a light normal.
Max activation range is 52px
|
|
5MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
64
|
5
|
6
|
8
|
+4
|
+2
|
HL
|
N
|
-
|
Reset
|
An upward kick with good range but little disjoint.
|
|
n.5MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
64
|
6
|
3
|
8
|
+7
|
+5
|
HL
|
Y
|
-
|
Reset
|
Lihua kicks close to the ground. A strong normal for its frame advantage, which gives her all sorts of links. The only downside is kinda slow startup.
Max activation range is 72px
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|
5HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
6
|
6
|
19
|
-3
|
-5
|
HL
|
N
|
-
|
Reset
|
Lihua turns around and kicks with both feet. Good anti-air hitbox and it's fast so it has a niche over 2369P.
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|
n.5HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
4+7(9)
|
16+128
|
1
|
1(2)10
|
17
|
-8/-5
|
-10/-7
|
L/HL
|
Y/N
|
-
|
Reset (x2)
|
An interesting normal with lightning-fast startup, but it’s sadly unsafe on hit. The first hit is a low, cancelable at an awkward window. The second hit is pretty active for an anti-air.
Second hit crouched by everyone but Boggy, Barts, and Gonzales.
Max activation range is 60px
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|
Balance Swing 6HK
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
96
|
6
|
8
|
21
|
-7
|
-9
|
HL
|
N
|
-
|
Reset
|
Lihua balances on her scabbard for a low-crushing counterpoke. Can be unsafe on hit, but it’s her longest-reaching normal so this almost never matters.
Low crush on frame 3-31.
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|
Crouching
2LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
2
|
6
|
4
|
+3
|
+1
|
L
|
Y
|
-
|
Reset
|
A downward palm strike that hits low. This is largely outclassed by 2LK on its own, but you can chain it from 5LP.
|
|
2MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
96
|
2
|
2
|
16
|
±0
|
-2
|
L
|
Y
|
-
|
Reset
|
A quick low-hitting scoop that has fast startup and high stun for a medium button. Your ideal combo filler, cancel this into 412P. Not recommended as a poke due to the recovery.
|
|
2HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
4
|
8
|
18
|
-4
|
-6
|
L
|
Y
|
-
|
Reset
|
Another low-angled palm attack. You’d better cancel this, since it’s pretty unsafe otherwise. Good hitbox, press it to beat Genroudan and the like.
|
|
2LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
1
|
5
|
5
|
+3
|
+1
|
L
|
Y
|
-
|
Reset
|
A long range, chainable low kick. Outranges most 2LKs, so it's one of her best buttons.
|
|
2MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
96
|
6
|
5
|
9
|
+4
|
+2
|
L
|
Y
|
-
|
Reset
|
Lihua kicks with both feet. Overall a decent low button, but she has better options.
|
|
2HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
5
|
4
|
23
|
KD
|
-7
|
L
|
N
|
-
|
KD
|
Lihua’s sweep which low profiles for some reason, giving it utility. You can use it as an anti-air, since it’ll dodge the jumping normal and they won’t be able to block.
Low profile on frame 2-28.
|
|
Slide Trip 3HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
6
|
20
|
14
|
KD
|
-14
|
L
|
N
|
-
|
KD
|
A slide that doesn’t go under fireballs, but it still catches people walking back. It slows down near the end, so it’s difficult to space it to be safe.
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|
Jumping
j.LP neutral jump is identical neutral jump is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
N
|
-
|
Reset
|
Good jumping jab. Can work as an air-to-air, but it’s not her best option.
|
|
j.MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
11
|
96
|
4
|
18
|
4
|
-
|
-
|
H
|
N
|
-
|
Reset
|
One of Lihua’s best buttons for the fact that it can cross up. Has a solid front hitbox as well.
|
|
j8.MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
11
|
128
|
4
|
18
|
8
|
-
|
-
|
H
|
N
|
-
|
Reset
|
Lihua sticks her hand out. A notably disjointed air-to-air that outranges j.HP and deals the same stun.
|
|
j.HP neutral jump is identical neutral jump is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
15
|
128
|
6
|
8
|
6
|
-
|
-
|
H
|
N
|
-
|
Reset
|
Lihua’s strongest jump-in, the range isn’t amazing but it’s disjointed. Overall quick enough for her to do rising j.HP, divekick.
|
|
j.LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
N
|
-
|
Reset
|
A jumping knee that can’t cross up, but hits the lowest of all her air normals.
|
|
j8.LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
N
|
-
|
Reset
|
Weird-looking upward knee attack. It really shrinks Lihua’s hurtbox, so it can be tricky to beat.
|
|
j.MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
64
|
4
|
18
|
6
|
-
|
-
|
H
|
N
|
-
|
Reset
|
A straight kick that makes a good air-to-air due to some disjoint.
|
|
j8.MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
64
|
4
|
18
|
6
|
-
|
-
|
H
|
N
|
-
|
Reset
|
This actually reaches the furthest of her neutral jump normals, and it hits pretty high up.
|
|
j.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
6
|
8
|
10
|
-
|
-
|
H
|
N
|
-
|
Reset
|
Lihua does a drop kick. Her farthest-reaching air normal, it can catch people off guard and punish fireballs from a good distance.
|
|
j8.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
5
|
9
|
12
|
-
|
-
|
-
|
N
|
-
|
Reset
|
Another dropkick at a different angle. If only this weren't a neutral jump only move. It can cross up after a jump cancel in the right situation.
|
|
Sword Stab j.2MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
9
|
64
|
4
|
20
|
until landing
|
-
|
-
|
H
|
N
|
-
|
Reset
|
Similar to Chun-Li’s stomp, a downwards stab that bounces Lihua up and either forwards, or if her opponent is in the corner, backwards. You can follow up with any air attack, and it actually restores your double-jump, thought this won't often come into play.
It has a tall hitbox that can beat a lot of anti-air normals, like Kazuya 2HP. This also means it can instant overhead Boggy (frame perfect), Barts, and Gonzales.
|
|
Sword Dive j.2LK+MK+HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
18
|
19
|
1 landing*/up to 41 air
|
-
|
-
|
H
|
-
|
-
|
KD
|
Surprise, Lihua’s divekick has her using her sword. Travels at a steady 45 degree angle with a good hitbox for a divekick.
|
|
Throws
Flip Throw 4/6MP Max range 48 px Max range 48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
17
|
32
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Lihua flips backwards and throws her opponent, switching sides. Gives solid advantage, but it throws them into the corner unless you’re all the way in the opposite corner.
|
|
Palm Shoot 4/6HP Max range 48 px Max range 48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
17
|
32
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Lihua pushes her opponent to the other end of the screen with explosive force. Doesn’t side switch, but has worse advantage outside of the corner.
|
|
Special Moves
Iaizan 2369P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
16
|
80/144/144
|
12
|
4+4+4
|
34
|
KD
|
-26/-22/-18
|
HL
|
-
|
1-20F
|
KD
|
MP
|
16
|
80/144/144
|
11
|
3+3+3
|
34
|
KD
|
-25/-21/-17
|
HL
|
-
|
1-17F
|
KD
|
HP
|
16
|
80/144/144
|
9
|
3+3+3
|
34
|
KD
|
-25/-21/-17
|
HL
|
-
|
1-15F
|
KD
|
A ridiculous DP that’s invulnerable for its entire startup and most of its active frames. It’s difficult to punish reliably for most characters due to huge pushback, unless horribly mis-spaced. Note that up close, the LP version hits twice on block but the MP and HP versions hit 3 times, making them safer.
You can stick to 2369HP for general use due to its speed, though 2369LP’s longer invulnerable frames make it nice for counterpoking, especially against fireballs.
|
|
Mueikassatsu 412P Hits 7 times, view all hitboxes below Hits 7 times, view all hitboxes below
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
5+4+3+2+1+1+1 (5 each)
|
16 each
|
14
|
5+5+4+4+5+5+4
|
19
|
KD
|
-22
|
HL
|
-
|
-
|
Y
|
MP
|
5+4+3+2+1+1+1 (5 each)
|
16 each
|
16
|
4+4+3+3+4+4+3
|
18
|
KD
|
-19
|
HL
|
-
|
-
|
Y
|
HP
|
5+4+3+2+1+1+1 (5 each)
|
16 each
|
4
|
2+2+1+1+2+2+1
|
19
|
KD
|
±0
|
HL
|
-
|
-
|
Y
|
Iai slashies that eschews throwing a piece of fruit in favor of just starting up really fast... at least for 412HP. Any hit launches for an easy followup with 2146P or a reset of choice. Can be used as a nigh-incontestable meaty for good chip damage or randomly thrown out to catch limbs in footsies.
The HP version is what you'll use, since the speed of the hits also makes it safer. Annoyingly if you use it too close to Wulong, it will hit 7 times, instantly hitting the juggle limit and causing hard knockdown. The MP version may see use in confirms against him.
The LP and MP versions hit twice on block, while HP version hits all 7 times on block. Frame advantage is based on the latest of these hits.
|
|
Hen'i Battou Kasumi-giri 2146P First hit First hit Second hit Second hit
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
9+4(5)
|
80/80/144, 144
|
2
|
2/2/2(6)2/2
|
28
|
KD
|
-12
|
HL
|
-
|
-
|
Y, KD
|
MP
|
9+4(5)
|
80/80/144, 144
|
2
|
2/2/2(8)2/2
|
30
|
KD
|
-14
|
HL
|
-
|
-
|
Y, KD
|
HP
|
9+4(5)
|
80/80/144, 144
|
2
|
2/2/2(10)2/2
|
30
|
KD
|
-14
|
HL
|
-
|
-
|
Y, KD
|
Another overtuned special move? Yeah. Lihua does two running slashes, which starts up ungodly fast for the range on the first slash, allowing her to punish quite a few moves that probably weren’t designed to be punished on block. Heavier versions have a larger gap between hits and more range, but remain extremely fast to start up, and the all leave you point-blank so they're unsafe on block.
The first hit juggles and the second hit causes hard knockdown, so you can continue a juggle by only landing the first hit. This is especially easy after 412HP, but you could also trade with 2146P to start it.
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|
Shinkuu Nage 214P
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Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
20
|
224
|
11 (Low profile 8)
|
13
|
12
|
KD
|
+8
|
HL
|
-
|
-
|
KD
|
MP
|
20
|
224
|
14 (Low profile 12)
|
23
|
13
|
KD
|
-3
|
HL
|
-
|
-
|
KD
|
HP
|
20
|
224
|
17 (Low profile 15)
|
33
|
13
|
KD
|
-13
|
HL
|
-
|
-
|
KD
|
Lihua turns and ducks, conjuring a tornado that reaches past the top of the screen. On hit, the opponent is spun and thrown the way Lihua is facing, giving her forever to set up oki. This all makes it an unbeatable anti-air and ridiculous counterpoke that’s virtually always a good trade for Lihua.
There’s more - it protects her from fireballs, aiding her approach and defense by allowing her to avoid chip damage or the risk of jumping. It also deals a lot of stun, and in the corner or against walls can be used for an inescapable reset, adding a lot of damage to combos. Heavier versions have more startup and active frames. They all deal the same damage and stun, so stick to 214LP.
It's technically possible, but unrelaible, to clear the hitbox with wall jumps or Gekkou's double jump.
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|
Momiji-gari 623P Max range 64px Max range 64px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
23
|
32
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Why does she even have a command throw? Anyway, it’s better than your normal throws, and a good use of Crush damage. It can naturally be comboed into, but you can’t negative edge it. Side switches and grants a lot of frame advantage.
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|
Tenrakuha 63214K Max range 64px, air OK Max range 64px, air OK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
23
|
32
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Wait, why does she have two? Has all the same properties of Momiji-gari, except she can use it in the air. Leaves Lihua nearly at the ideal range for a j.MP crossup, but has less frame advantage.
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|
Desperation
Shinkuusen 6321417MP+HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
31
|
0
|
22 (Low profile 22)
|
53
|
14
|
KD
|
-39
|
HL
|
-
|
-
|
KD
|
Lihua’s super is an even larger tornado with better damage and disjoint than 214P. On hit, it catches and throws the opponent to the wall Lihua is facing. Has similar use as an anti-air or gimmicky neutral tool, but the annoying motion and slower startup than even 214HP make it just that - gimmicky. Still, it’s cool-looking and usable for unavoidable resets in the corner.
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|
Combos
To combo 2HP xx 2146P, you can use negative edge: 2[HP] 146 ]HP[ .
You can repeatedly juggle 2146P(1) for more corner carry, and 2HP xx 2146P will usually combo both hits for a lot of stun, useful if you don't have the wall.
Midscreen
- 2LK (up to x3) xx 2146P
- 2LP (x2) xx 2146P
- 5LP 2LP xx 623P
- 2MP is a 3f link, but there's a narrow range where you don't get n.5LK and can still combo.
- 2HP is a 1f link that works further out. You can also combo right into 2146P instead.
- 412HP 2146P
- If you land only the first hit of 2146P, you can go for a restand, or cancel into 2146P again for knockdown.
- In the corner or near a wall, go for 2MP/2HP xx 214LP for an unavoidable reset (except vs Wulong, who can escape if the wall breaks).
- n.5LK/2LP/2LK (x2) 2MP xx 412HP 2146P 2MP/2HP xx 214LP
- These buttons are 1f links into 2MP. Stuns everyone but Gonzales if you hit the late hitbox of 2146P. Stuns Gonzales too if you use 2HP at the end.
- n.5MK 2MP xx 2146P
- n.5MK 2MP xx 412HP 2146MP/HP 2MP 214LP
- Stuns Liza and Marco reliably, everyone else but Gonzales if you hit the late hitbox of 2146P, and Gonzales if you use 2HP instead of 2MP at either point.
- j.MP 412HP 2146HP
- Sideswitch that works midscreen, useful for keeping your opponent in the corner. Follow up with 2LK or 2MP for a potential restand, or 2146P for knockdown
- j.MP 2MP xx 412HP, 2146MP/HP (1 hit) 2MP xx 214LP (stuns)
- Spacing-dependent. Works from midscreen, where the last hit of 412HP causes the first wall hit. Using 2146MP/HP here ensures you’re in the corner.
- Stun is hard on Gonzales, requires hitting the last hitbox of 2146P or subbing a 2MP for 2HP.
Wallbreak
- 2MP xx 412HP 3HK
- 2MP xx 412MP 2146LP (x3-4)
- Can do 2146MP 2MK/2HP repeatedly for stun.
- 2HP xx 412HP 2146MP 2HP 2146P
- Stuns characters with 512 and less stun.
Corner only
- j.MP 2MP xx 412HP, 2146MP/HP (1 hit) 5MK/2HP xx 6321417MP+HP
- Only use as a stun punish - it's recommended to use 5MK so you don't need to do the motion quickly for a cancel.
Strategy
Buffering 2LK xx 2146P serves as a hard but low-commitment counterpoke to 2MKs. If you're worried about misinputting 214P, LP is harder to punish but can fail to combo from too far.
video example.
Since it's +8 on block, 214LP is strong in pressure. Part 1, Part 2, Part 3.
It's possible to OS 623P and 2369LP by doing 623LP69LP.
623P oki: Walk back slightly and jump for an ambiguous j.MP crossup. video example.
Guard Cancel options
Lihua has several moves that can be used to guard cancel, so try things out.
- 2146P: The broken one. Punishes stuff that's minus at a range or plus up close. If you guess wrong though, it's really punishable.
- 2369P: Invincible, so it can interrupt multi-hit moves or blockstrings that 2146P may lose to. Mind the 9 input.
- 623P/63214K: Only available up close, low risk, high damage. Both work basically the same and set up oki. Choose based on what button you want to get if they try to bait a different GC.
Matchups
WIP
J. McCoy
You can use 623P/63231K to interrupt [4]6P on block, or 2146P to punish the third hit.
Marco
You can punish instant j.2PPP with 2146P. video example.