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Posted

I did it in the tourney at Evo (sorry Ken!)

Basically, if she has the staff coming back and does a 6C, next part of the combo is either DP or 5C xx DP.

Is there a way to know which is coming? Like is it combo count or height specific?
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Posted

Is there a way to know which is coming? Like is it combo count or height specific?

If she has the staff in her hand after 6C, she'll DP. If not, she'll 5C (or some varient) to buy time for the staff to return, then DP.

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Hey all, I play Litchi. Basic strategy Litchi is to play slow, be patient, and keep a Volt Spark thingy handy. Important to remember is that the average Litchi is, more often than not, more scared of you than you are of her.

When she backs up and starts poking with 6B and 2B, just crouch block (never ever Sledge); she has no reliable overheads until she gets to point-blank range. Walk up a bit in between each poke, there should be some slight delay. Watch out for her 6B feint (where she spins but doesn't actually shoot the stick out), it can open mixup options for her.

Eventually she'll get bored and try to rush down, but I can't really say what Tager should do here, I don't play him. I can say that I usually see a lot of her tricks getting beaten by 360A or his grab Super (720B?). Try and have a Volt Spark ready, the threat of an 80% health combo off of one givees you a larger advantage than you know.

Other than that, you know the drill. Her combos take 15 minutes, but actually aren't too damaging compared to yours. Tear her apart when she has no staff, watch out for her panic buttons (DP, Supers). You know what to do.

So...uh, yeah. Good luck and good hunting.

Posted

Try and have a Volt Spark ready, the threat of an 80% health combo off of one givees you a larger advantage than you know.

I'd like to know this combo too :v:
Posted

Methinks he exaggerates slightly. >.> Is there actually any way to approach litchi, like....if you need to? I was playing a somewhat laggy match against a litchi online who decided to run away and let the clock give them the victory, there didn't seem to be anything I could do to catch them. Might have been just the lag, but.....

Posted

If she has the staff in her hand after 6C, she'll DP. If not, she'll 5C (or some varient) to buy time for the staff to return, then DP.

My issue is that sometimes the litchiplayer will do 5C With the staff before the tsubame.

I don't know what implications this has to litchi players, but this is what I'm experiencing.

Posted

Mike Z or anyone else who knows. Is there anyway to escape Litchi's move where she stand on her pole and kicks continuously? because it seems once im hit by it I can't air tech it or anything and the combo numbers keep racking.

Is it that the move is inescapable once it hits and the player times each hit correctly? If there anyway to escape this move after being hit other then guard burst please let me know.

Thanks in advance

Yeah, but its 10 hits. Just wait than tech out. Sucks i know but dont get crossed up by it. My friend LK did it to me a few times, but he told me his secrets LOLZ.

Posted

I'd like to know this combo too :v:

Methinks he exaggerates slightly. >.>

Haha yeah, I have a tendency to exaggerate every now and then. :sweatdrop: But that combo definitely does more than 50%. I have a friend who can hitconfirm into this combo out of damn near anything. I'll try and figure it out though.

Is there actually any way to approach litchi, like....if you need to? I was playing a somewhat laggy match against a litchi online who decided to run away and let the clock give them the victory, there didn't seem to be anything I could do to catch them. Might have been just the lag, but.....

...a Volt Spark connecting is your only shot as far as I know.

Posted

When she backs up and starts poking with 6B and 2B, just crouch block (never ever Sledge); she has no reliable overheads until she gets to point-blank range. Walk up a bit in between each poke, there should be some slight delay. Watch out for her 6B feint (where she spins but doesn't actually shoot the stick out), it can open mixup options for her.

Couple of corrections here, she has no reliable overhead, with the staff, period. You can ALWAYS jump out of 6A at worst. At best, she tries to do it up close, you block it, then you get a 360A/B for free. Ouch. 6B feint is the same story more or less, you can up+back out of anything she tries off a 5B or 2B including a 6B feint, short of an air throw which you should just hit her out of. Make absolutely sure you FD any of her 6C's she does though, those do a LOT of guard damage. Don't forget, as Mike Z said, you can throw her out of a LOT of her pokes, especially IB > Throw out of dumb stuff up close like 5B 5C.

But you're very right about blocking here. If Litchi has the staff, you can just sit there and block while your Volt meter builds up. The best she has is trying to force you to eat a crossup or the odd throw. What she really wants is for you to try and do something so she can hit you out of it. Don't give her that, and she'll have to start working for hits, which probably involves dropping the staff. And like I said before, once she doesn't have the staff, this is actually for the most part good for you.

Another key thing here is that Litchi's might often try to do stuff like 5B 5C D, to set down the staff mid combo, or 5B 5C 3C D to launch it. This is usually a good spot for you to just sledge right out of. She has a LOT of recovery on placing the staff and a lot on 3C > D as well. You will probably force a block which means the staff is harmless to you and you will probably, if nothing else, force her to guess after that.

Runaway is kind of difficult. If she's just hanging back and poking you, this is actually extremely good for you as soon as you get a Volt. Backdash or otherwise avoid any of her pokes and punish with that Volt. Almost all of her pokes are laggy as hell on the recovery. If nothing else, keep walking towards her. Eventually you'll force her to make a move, even if it's to just get out of the corner.

Remember, Litchi gets Negative Penalty REALLY easy. Once she gets that, she'll probably be kind of scared, so it's a good time to try and be sneaky. There are a few tricks for getting in, but one thing that isn't a bad idea to try now and then is Volt Spark RC 2D. This is almost a free get in, although it will unfortunately not get you much other than a solid guess (Collider if you think she'll jump, 360 if you think she'll attack, do nothing if you suspect a DP, or whatever.).

Fortunately, if she's running away, it should be real easy for you to get a Volt charged up.

This match is a lot of zzz for Tager most of the time so just take it easy and don't get frustrated.

Posted

I have two friends who are very good litchi players, so I have a fair ammount about the match up. You are going to have to show a lot of patience in this match up. But then again, this is tager, so you are going to have to do that a lot. Trying to simply get in there and pressure her will get you murdered. While she has her staff, she has huge range and her attacks will always stuff yours. Some of her attacks will also wall bounce on counter-hit, leading to a big combo. Because of this, obviously, she is going to try to zone you. If she is going to sit on the other screen and zone you, do the same. Wait for her to come to you. Try to backdash/instant block punish if she jumps at you. Her jumping b is a great cross up, so she will often iad at you with this attack. It can cross you up when you don't expect it. If she is doing this too much, I have had luck with tager's jumping c stuffing it into huge combo. Her jumping c with staff will fucking crush you though, so be careful about trying to beat her in the air. You obviously don't want to get in the corner. She has mad corner shenanigans. Try to tech out of her corner combos while in the air, not on the ground. Teching on the ground can lead to resets. If you tech in the air, you can barrier block the following attacks. Also, I found that in the corner(and elsewhere), litchis often do a dp after 6c. You can backdash the dp and 360/720 her if they do this too much. The other big concern is her dragon punch. ITS AMAZING. It will beat everything you do(except sledge), and she can combo afterwards for lots of damage. It is very hard to pressure her while she has the dp. Also, you 720 and she dps at the same time, the dp will beat out the 720. I've had it happen multiple times, I was quite sad. Be patience and try to get her seperated from her staff, then you can fucking destroy her. Without her staff, her normals don't have near as much priority and she can't dp. If you are pressuring her and you expect the dp coming, you can sledge through it and counterhit into big soviet combo. This is dangerous though, if she expects the sledge, any of her normals will stuff it. Its much safer to wait for her to dp, then sledge through the dp as the staff is coming down. She will be able to block the sledge, but as she seperated from the staff, you can start to pressure her without worry.

Posted

It's amazing how the matchup turns when she doesn't have the staff, keep the pressure as much as you can with magnetizem and using 6A, I love 6A. Try to bait DPs as much as possible, If you see an opportunity to jump at Lichi, do that, only empty superjump or an early superjump jC, she can't really do much, and if she decides to DP as an anti air (her ground anti airs suck) just block and you're good to go, Lichi is now staffless. Some random notes, on some ranges 5C is really good and will be her pokes, on hit combo to bolt! Also, once you got your bolt ready Lichi will stop throwing random pokes at you (6B 5C w/e) since it will be really risky of her to do that when you can counter hit her easily with bolt. Cool thing I've found, if Lichi is magnetized and she tries to poke from far with 6B do an early backdash and right afterwards 5D, this will punish her whiff.. I really hate her DP, I can barely pull 720 setups on her when she is with the staff, she DPs almost everytime in those situations, I just need to pull more sledges and make her guess. oh and most important discovery I've made 2D GOES UNDER 6B on the right timing!!!!

Posted

If I can add something to this thread. I just wanna bing my way of dealing with Litchi is keeping her in my range, and punishing with 360A/B or 5A/6A for big america dmg( take that Mike Z).

Posted

oh and most important discovery I've made 2D GOES UNDER 6B on the right timing!!!!

Do be careful with this though if you're actually serious, since most of the time it'll result in "counter!" and Tager bouncing against the wall :eng101:. It's also one of his easiest moves to react to with a DP especially since he even helps close the distance himself.

Just my 2 cents.

Posted

dont know if this has been mentioned yet but I've played a Litchi player who did like the same 4moves to me and I wasn't able to escape it. I'd tech and I'd be back in the combo, I tried delaying the tech but then that just allows her to continue the combo anyways. The player mostly did this in the corner but I believe he was still able to preform it outside of corner (could be wrong) There seemed to be nothing I could do to escape what he was doing. Does anyone have any idea what I'm talking about? what am I doing wrong? is there a way to escape it that I wasn't doing?

Posted

dont know if this has been mentioned yet but I've played a Litchi player who did like the same 4moves to me and I wasn't able to escape it. I'd tech and I'd be back in the combo, I tried delaying the tech but then that just allows her to continue the combo anyways.

The player mostly did this in the corner but I believe he was still able to preform it outside of corner (could be wrong)

There seemed to be nothing I could do to escape what he was doing.

Does anyone have any idea what I'm talking about? what am I doing wrong? is there a way to escape it that I wasn't doing?

if it looks like 2 kicks > crouching upwards punch > repeat thats just a character specific for litchi VS tager and rachel. you should be able to tech out eventually. in the corner, litchi is real good at tech traps, so as kensk said neutral tech to avoid the staff on coming. and either block or 360A or maybe even 720. if litchi pulls the kokushimusou on you while ur down in the corner (auto stickman combo super) with right timing you caan 720 on wakeup, and the stick will just be flailing at nothing. and litchi will be flailing in your arms as you show her real sov...i mean. do some good damage.

Posted

if it looks like 2 kicks > crouching upwards punch > repeat thats just a character specific for litchi VS tager and rachel. you should be able to tech out eventually. in the corner, litchi is real good at tech traps, so as kensk said neutral tech to avoid the staff on coming. and either block or 360A or maybe even 720. if litchi pulls the kokushimusou on you while ur down in the corner (auto stickman combo super) with right timing you caan 720 on wakeup, and the stick will just be flailing at nothing. and litchi will be flailing in your arms as you show her real sov...i mean. do some good damage.

I've done this before, its hilarious to watch actually.

Should be able to do the same on a Super flash 720 buffer also, assuming Litchi close enough?

Posted

My friend who plays Tager says that this is practically an unfair matchup with at least 6-4 in favor of Litchi. I'm on the edge and somewhat disagree with that but what do you guys think? From the stuff I've read so far it seems like nobody is making this out to be as bad as a 6-4 matchup but I might have missed something in the past few pages.

Posted

My friend who plays Tager says that this is practically an unfair matchup with at least 6-4 in favor of Litchi. I'm on the edge and somewhat disagree with that but what do you guys think? From the stuff I've read so far it seems like nobody is making this out to be as bad as a 6-4 matchup but I might have missed something in the past few pages.

I read most of the posts as "You lose at zoning, get her to drop her staff and then desperately struggle to kill her before she gets it back"

Kinda rough because he zoning with staff beats Tager's pretty bad and she can get a combo off of pretty much anything.

Posted

I read most of the posts as "You lose at zoning, get her to drop her staff and then desperately struggle to kill her before she gets it back"

Kinda rough because he zoning with staff beats Tager's pretty bad and she can get a combo off of pretty much anything.

the greatness of litchi :kitty:

Posted

Again, save your gold bursts - if she does corner combo to DP, burst and 720. It's won me so many matches... You can kinda tell when she's going to DP vs. do another 2C->6C because the 2C has to be done right as soon as she recovers from the 6C, so they usually mash it, but for the DP there's usually a small pause before she does it. This also works, with the exact same timing, if she does 5C xx DP (5C? the one where 2 staffs stab forward and hit twice).

Posted

My friend who plays Tager says that this is practically an unfair matchup with at least 6-4 in favor of Litchi. I'm on the edge and somewhat disagree with that but what do you guys think? From the stuff I've read so far it seems like nobody is making this out to be as bad as a 6-4 matchup but I might have missed something in the past few pages.

6-4 is pretty fairly balanced. Something like 7-3 or worse is really when things are bad news.

  • 3 weeks later...
Posted

Again, save your gold bursts - if she does corner combo to DP, burst and 720. It's won me so many matches...

This one me the game. I laughed so hard. Frankly, I don't know how to get out of her corner DP combo still, but I just let her combo me forever (90% of my life), then I bursted and 720'd her. Fuck it. I can't understand the combo :vbang:. I will just do the scrub way out :psyduck: Burst to 720 lolololol

Posted

LK says its baitable but he hasnt done it yet :8/:

You can JC 5c on hit so if they smell they burst they can 5c(1hit), jump instead of DP. Unless you think you can burst the dp on reaction which I'd be pretty surprised if you could. Though I guess you'd keep the meter this way since you wouldn't do the super after the burst.

EDIT: To Coopa, just quick recover asap and block during the whole combo pretty much. You'll have to block a mixup, but it is better than eating another combo cause she tech trapped you.

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