Samurai Shodown/Gongsun Li

From Mizuumi Wiki
Jump to navigation Jump to search
SS Gongsun Profile.png
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
SS Gongsun Icon.png 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
SS7 GSL 5A.jpg
SS7 GSL 5A hb.png
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
SS7 GSL 5B.jpg
SS7 GSL 5B hb.png
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
SS7 GSL 5C.jpg
SS7 GSL 5C hb.png
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
SS7 GSL 2A.jpg
SS7 GSL 2A hb.png
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
SS7 GSL 2B.jpg
SS7 GSL 2B hb.png
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
SS7 GSL 2C.jpg
SS7 GSL 2C hb.png
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
SS7 GSL 3C.jpg
SS7 GSL 3C hb.png
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
SS7 GSL n5A.jpg
SS7 GSL n5A hb.png
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
SS7 GSL n5B.jpg
SS7 GSL n5B hb.png
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
SS7 GSL n5C.jpg
SS7 GSL n5C hb.png
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
SS7 GSL n2A.jpg
SS7 GSL n2A hb.png
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
SS7 GSL 5D.jpg
SS7 GSL 5D hb.png
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
SS7 GSL 6D.jpg
SS7 GSL 6D hb.png
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
SS7 GSL 2D.jpg
SS7 GSL 2D hb.png
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

Standard low kick.

Toggle Hitboxes
Toggle Hitboxes
3D
3D
SS7 GSL 3D.jpg
SS7 GSL 3D hb.png
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
SS7 GSL 66A.jpg
SS7 GSL 66A hb.png
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
SS7 GSL 66B.jpg
SS7 GSL 66B hb.png
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
SS7 GSL 66C.jpg
SS7 GSL 66C hb.png
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
SS7 GSL 66D.jpg
SS7 GSL 66D hb.png
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

Standard slide kick.

Toggle Hitboxes
Toggle Hitboxes

Air Normals

j.A
j.A
SS7 GSL jA.jpg
SS7 GSL jA hb.png
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
SS7 GSL jB.jpg
SS7 GSL jB hb.png
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
SS7 GSL jC.jpg
SS7 GSL jC hb.png
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
SS7 GSL jD.jpg
SS7 GSL jD hb.png
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
SS7 GSL u5A.jpg
SS7 GSL u5A hb.png
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
SS7 GSL un5A.jpg
SS7 GSL un5A hb.png
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
SS7 GSL u5C.jpg
SS7 GSL u5C hb.png
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
SS7 GSL un5C.jpg
SS7 GSL un5C hb.png
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
SS7 GSL u2A.jpg
SS7 GSL u2A hb.png
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
SS7 GSL un2A.jpg
SS7 GSL un2A hb.png
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
SS7 GSL u2C.jpg
SS7 GSL u2C hb.png
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
SS7 GSL u3C.jpg
SS7 GSL u3C hb.png
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
SS7 GSL ujA.jpg
SS7 GSL ujA hb.png
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
SS7 GSL ujB.jpg
SS7 GSL ujB hb.png
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
SS7 GSL ujC.jpg
SS7 GSL ujC hb.png
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
SS7 GSL u66A.jpg
SS7 GSL u66A hb.png
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
SS7 GSL u66C.jpg
SS7 GSL u66C hb.png
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
SS7 GSL 6CD.jpg
SS7 GSL 6CD hb.png
Neutral / Forward Throw
Neutral / Forward Throw
SS7 GSL 4CD.jpg
SS7 GSL 4CD hb.png
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
SS7 GSL Overhead.jpg
SS7 GSL Overhead hb.png
Armed
Armed
SS7 GSL uOH.jpg
SS7 GSL uOH hb.png
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
SS7 GSL Dodge.jpg
SS7 GSL Dodge hb.png
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
SS7 GSL gAB.jpg
SS7 GSL gAB hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 52 KD -24 - - - - Yes

Universal Stance Break.

Toggle Hitboxes
Toggle Hitboxes
Counter / Blade Catch
Counter / Blade Catch
236A+B
SS7 GSL Counter.jpg
SS7 GSL Counter.png
Counter
Counter
SS7 GSL Blade catch1.jpg
SS7 GSL Blade catch hb.png
Blade Catch
Blade Catch
SS7 GSL Blade catch2.jpg
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
SS7 GSL RE.jpg
SS7 GSL RE hb.png
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
SS7 GSL Issen.jpg
SS7 GSL Issen hb.png
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
SS7 GSL 214D.jpg
SS7 GSL 214D hb.png
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
SS7 GSL 214A.jpg
SS7 GSL 214A hb.png
214A
214A
SS7 GSL 214B.jpg
SS7 GSL 214B hb.png
214B
214B
SS7 GSL 214C.jpg
SS7 GSL 214C hb.png
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
SS7 GSL j214A.jpg
SS7 GSL j214A hb.png
214A
214A
SS7 GSL j214B.jpg
SS7 GSL j214B hb.png
214B
214B
SS7 GSL j214C.jpg
SS7 GSL j214C hb.png
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
SS7 GSL 236S.jpg
SS7 GSL 236S hb.png
214A/B
214A/B
SS7 GSL 236C.jpg
SS7 GSL 236C hb.png
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
SS7 GSL TP.jpg
SS7 GSL TP hb.png
umbrella on the ground
umbrella on the ground
SS7 GSL TP2.jpg
SS7 GSL TP2 hb.png
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
SS7 GSL WFT.jpg
SS7 GSL WFT hb.png
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
SS7 GSL SSM1.jpg
SS7 GSL SSM hb.png
SS7 GSL SSM2.jpg
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

SS Gongsun 1.png
SS Gongsun 2.png
SS Gongsun 3.png
SS Gongsun 4.png


External Links

Link to docs hosted in other sites.


General
FAQ
Controls
Mechanics
Patch Notes
System Data
Characters
Amakusa
Baiken
Basara
Cham Cham
Charlotte
Darli
Earthquake
Galford
Genjuro
Gongsun Li
Hanzo
Haohmaru
Hibiki
Iroha
Jubei
Kazuki
Kyoshiro
Mina
Nakoruru
Rimururu
Shiki
Shizumaru
Sogetsu
Tam Tam
Ukyo
Wan-Fu
Warden
Wu
Yashamaru
Yoshitora