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Posted

Posted ImageLitchi

Matchup Statistics

Japanese Ranking: 4.5-5.5

Personally:

Punishes:

Anti-airing:

Zoning:

Their game plan:

Strategy:

Char specific details:

Probably has avg dmg advantage. Risk/return also in Litchi's favor. 6A nerf hurts because it would have crushed jB. jC makes things not too bad at mid range. Getting use to the lack of 6A will probably make this matchup not too bad. Slight disadvantage.

  • 1 month later...
Posted

Basic: Get good at keeping distance till hakumen can build up gauge. Once you have 5 magatamas or so start the offensive.

Be aware of:

All- 6A, 3C, jA, Carry-throw, Ryuiijyo

With staff- 6B, 4D, 6D, jB, jC, carry-throw, straight through, dp, daisharin

Staff set- overhead kick (don't remember what it's called, super, and something I'm not sure what it is (三元脚・發or中、東南西北、国士無双)

Initial: Jump barrier and watch for throw or crouch and block.

Okizeme: Hop tsubaki, hotaru, renka, throw. Bait dp and punish (either by blocking or meaty j2C, which will beat tsubame since it's a projectile).

Against okizeme: Beat meaty staff with catch, watch for overheads, then throw. Use barrier to create distance. Jump escape is effective, just be aware of air throw. regular hits aren't dangerous in the air (shouldn't be at a height where you may get caught by straight through)

Long range: Try to stay in the air, use 4C, jC, j2C at this range against long range staff zone and build meter. Too much 4C will result in all green/ air dash jb punish, both of which hurts a lot. When attacking mix it up ground approach and air approach (hotaru, j2A, j2C). can beat litch's air approach with 5A, ,jA, hotaru, 2c, air throw, and catch (from safest to most risky)

Mid range: Try to stay on the ground, zone with 5B, 3C, and jC. Litchi has air advantage so don't get into air vs air. Use kishuu against litchi's 6B, high risk/high return. Don't spam 2B and 6B as litchi can jump over both into jB/jC>dmgs.

Close range: Be aware of dp, use hakumen's superior A and B moves to apply continuous pressure. dp cannot be RCed so make sure to get maximum punish off bait. Be aware of 6B feint from litchi. And must be able to catch overhead.

Catch:

All- 6A, All green

With staff- 2B>6B, C>3C, daisharin

Set Staff- 6C>C?, the aerial kicks, super

Punish:

All- 6A

With staff- 2B, 6B(distance dependent), dp

Set staff- 6C(IB)?

  • 6 months later...
Posted
Ok, so new Litchi is :vbang:

In CT, the corner wasn't that bad. Now, it's just :vbang:. Tips on handling her when you're stuck there?

Block. Barrier Jump back can be another option, and look for an opportunity to air dash away. She's probably going to Oki you with her Supers, don't panic and just block. Remember the supers are all mids, so pay attention to what litchi is doing, only when the super ends, because that's the only time you have to do something back. If you're desperate you can go for a risky yukikaze to escape, if you want to burn the meter and want to risk getting kara-thrown.

  • 2 months later...
Posted

Spark or anyone, want to drop some knowledge here? This would be a useful matchup to have information on. I see ryoko's information is good... I get conflicting advice though; people say not to get in the air, but, I know that I kind of have to for j.C zoning and ryoko says to do so here as well.

Posted

voids help a lot if you can predicted her staff moves it help hakumen control space and nerfs some of her ability to put pressure on you. But this match is straight forward as long you have good defense and wait out her block strings it should leave her open or give you opportunity to get out of some of the pressure.

Posted (edited)

Reposting parts of a Litchi v. Haku convo in the PSN thread:

wat..... no... litchi vs hakumen is silly, stay out of the corner? keep on the pressure? one hit and you go to the corner, and its very hard to get out. also, hakumen doesnt have all that great of "pressure" without at least 4 bars..... it sounds like you are saying IF hakumen can do all these things, IF his defense is on the ball IF he can keep up the pressure? cmon really....

You should be able to do this at all times, Litchi isn't that bad, really.

Pressure can be as simple as low j.C or 4c, hop pressure, or jumping in to bait stuff. If you can reaction j.D 6a and 4D, that's a pretty big crimp in Litchi's options right there. Imo, your pressure starts once you have stars at all (stuff into gurren into staircase), gets going once you have 2 (hotaru/bnb's), becomes dangerous once you have 3 (corner + TK Tsubaki, whoa mama!), and ramps up once you get 4+ (5c x2 - 5/2c links, Hotaru 6k combos, etc.).

The corner is real scary, but Haku still has counters and especially Yukikaze if he has the stars since Litchi will go for supers. It's not the best matchup, but Haku has options that make Litchis cautiously. Gotta take advantage of that.

Litchi won't use super or do okizeme in a way that she'll be vulnerable to counters

Such as? Counters like 2D are useful to prevent the pressure, and keep Litchi away. So you mean Litchi can just stay out and avoid them?

I'm not a Hakumen player... but 2D 2D 2D is "solid" right? Which means that if she does keep Great Wheel on you, the 2D spam can keep you invulnerable through it all. Unless Litchi can punish that somehow? (maybe when it whiffs you are vulnerable?)

Yeah, 2D spam during lockdown is what I was referring to. If Litchi gets too close, 2D will catch for a free corner combo.

Of course, this is assuming the Litchi left enough of a gap for 2D to startup and you timed it right. Otherwise, you just got yourself CH'd to death since 2D has an ungodly amount of recovery...

daisharin 138xxx destroys this

as well as full combo > dash 3c > 2d > j7C > airdash jC okizeme

There you go, good info supported by none other than Lord Knight himself. :3

For you PSN guys, he's been going online recently, so hit him up for some exp. with possibly the best US Litchi. I'll be doing that later in the week myself.

Edited by Sophisticat
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