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Posted

But, none of Litchi's DDs can do 3k damage by themselves. Point is moot. If Tager is just standing there charging, 3C and from there pick your combo and go.

  • 2 weeks later...
Posted

There are way too many posts in this thread wtf, this is Litchi's easiest match up by far (although really boring).

Generally you want to space in a way that will let you anti-air Tager's super jump with 2C. Try to stay a little out of range of your 2B. Any move Tager can use to approach on the ground can be stuffed with 5B (since he'll be out of range). If he's waiting to get Spark bolt (which would make him a threat), you can harass him with a fullscreen high/low - 2B > 6A (can sorta combo into haku hatsu chun but you would need to be a bit closer) or 2B > itsuuC (combo into jChun blah blah blah). If he jumps in at an angle where you can't 2C him, just sj straight up and mash A, it pretty much beats all his aerials. If he blocks just keep mashing A, no matter how much he IB's he can't airdash back so you still have control. If he super jumps in at an angle where you can attack with 2C, do it! If you catch him out of an attack, it's a free ItsuuA/Tsubame followup into whatever you want (preferably taking him to the corner). If he blocks, ItsuuA or Tsubame anyway (it'll work at least once), then once he starts respecting you, delay 5C (or you can even get away with 5D maybe or letting 2C recover, but this varies from player to player). At this point if Tager bothers super jumping in still, it's to just be next to you - they'll be willing to block the anti-air for this. To mix them up, super jump airthrow > combo. After that just vary in between doing sj airthrows and 2C - if they are attacking just 2C them, it's not too hard to tell when they're going to do it.

On defense, it'll be really different depending on whether you have meter or not or have staff or not. If you have the staff, you'll be looking for 236B in his pressure, make sure to IB it. After that, just Tsubame, it'll beat any normal/360 he can throw out afterward. However he can beat Tsubame by doing another sledge, but who cares - if you read that, 5A. It'll counter hit and you can go into 5B > combo. If you're staffless you just have to rely on Counter Assault through a move with a lot of recovery/startup, or IB into 5A as before. If you play right you shouldn't have to block anyway :p.

Litchi has Tager specific mixups. Once you get him to respect your corner options, end a combo with jC > 4Kote > djD > falling jC (this should make him block on his neutral tech) > jChun. Done properly, this will cross him up in the corner. After that, 5B > Tsubame/ItsuuA > Whatever. If you delay the Chun, you won't crossup, follow up however you want. Ending a combo with 3C > Riichi A in the corner will also cross him up, but this is nothing but a gimmick and usually only works once. However if you do hit it you can rep Riichi about 8 times for 3.8k which is all right. You can actually sort of keep it fresh by doing RiichiB as meaty, it has a lot of plus frames on both block and hit, so you can combo on hit or continue pressure on block. If you have 50 meter, you can do IAD jBC > land > rising jB delay j2D RC > 5B > Combo of choice for instant overhead. She doesn't really have a fast low though, I've had best results with ItsuuC for the low option. This is also possible and much more effective with 5B > rising jB delay J2D RC/3C for high/low. Tager can't 720 or do magna tech wheel on you if you do 5B > 2C > 5C > Daisharin for force mixup, but be careful if he has the meter anyway.

If you are worried about burst 720 on Tsubame, just make sure to end all of your combos with 5C(1) Tsubame. Then when you read the burst, 5C(1) > Itsuu, then punish the burst recovery. Alternatively you can vary whether you do 6C > 5C(1) > Tsubame or 6C > Tsubame.

Posted

If you are worried about burst 720 on Tsubame, just make sure to end all of your combos with 5C(1) Tsubame. Then when you read the burst, 5C(1) > Itsuu, then punish the burst recovery. Alternatively you can vary whether you do 6C > 5C(1) > Tsubame or 6C > Tsubame.

Just a note about this. Blocking with Ittsu only works if Tager is below 100% barrier gauge, and Tagers that go for Burst>720 are going to refrain from using barrier so they have gold burst. In application, Ittsu isn't practical against Burst>720. The startup of Ittsu GP is too slow so in the best case scenario you get Bursted while trying to get into Ittsu stance and lose momentum. Worst case scenario you read Tager wrong and now you're committed into Ittsu stance point blank. If for some reason it worked then that just means the Tager really screwed up his timing on the burst and delayed it to the point where Burst>720 wouldn't have even worked in the first place.

I think the best thing to do is mix-up between 5C(1)>Tsubame and 6C>Tsubame, but the former can only be done legitimately if your combo count is below 13 hits or else it will black beat after the 5C. Most Tagers (and non-Litchi players in general) aren't aware of this limit, though.

  • 4 months later...
Posted
Everytime I try to do Litchi's UKEMI and MIXUPS when Tager is in the corner, I get garbbed or 360. Any suggestions on what I should do to avoid getting grabbed?

Back the hell up. Do not corner ukemi tager. :vbang:

Posted

I swear I've answered most of these questions before.

If you ever took the time to delete all the redundant questions and whatnot I bet the litchi forums would be like 1/4th the size they are now. :vbang:

Posted
Charge is invulnerable to everything but grabs and lows. It goes through everything. Charge ends and the pole has yet to come down so if we input a 360/720 during the recovery we can catch you before you can move.

So this could be used as a tricky set up in place of the second sledge normally used to bait Tsubame? I don't recall you ever pulling this on me. I would think it would be a safer option than a second sledge. A Litchi would have to react to it fast enough to throw out a 2B or 3C (which have kind of slow start up) in order to punish it. Well, maybe dash in 2A would work?

Posted
So this could be used as a tricky set up in place of the second sledge normally used to bait Tsubame? I don't recall you ever pulling this on me. I would think it would be a safer option than a second sledge. A Litchi would have to react to it fast enough to throw out a 2B or 3C (which have kind of slow start up) in order to punish it. Well, maybe dash in 2A would work?

Because I wanted the counterhit combo instead of a 360/720. I got greedy and was trying to save meter for a RC mixup because you play the matchup too damn well.

Not enough 720s, and shitty bursts. I need to relearn this matchup before Saturday. =D

Posted
Wha-fhuh? :psyduck:

Reversal 720 on your run in poke says hi.

Reversal AC on your chun says hi.

Reversal 720 if you did close stickman says hi.

Posted

Hahahaha.

Thank you legacy for not making me have to explain that. Hahaha that's hilarious.

Posted

Because there's no such thing as footsies or spacing in this game right?

Or absurdly higher priority normals.

Posted

You have proved what I said is impossible so it's time for us Litchi players to quit trying. Cornering Tager clearly puts Litchi at a disadvantage because, once again, I have no lure and therefore logically cannot bait something that needs to be baited.

Posted
What's Chun's perspective on all this.

I would assume something like "Why is this thread 13 pages long?"

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