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Everything posted by Lord Knight
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Probably no one wanted to learn how to deal with her (basic) tech trap.
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NORTHEAST CHAMPIONSHIP (NECX) Dec 5th & 6th-- IN PHILADELPHIA PA
Lord Knight replied to eric's topic in Archive
NJ over NE in any game real talk -
She had an overhead follow up that lead to knockdown in CT too. . .
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Input better? Daisharin and Itsuu aren't even close to the same input.
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Momoichi was using 4D quite a bit, there is quite a bit of blockstun and hitsun on the move.
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Yep, that's from the same set of vids.
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CRAZY hype CH combo, started in corner at 3:55 http://www.nicovideo.jp/watch/sm8916695 6B[M](CH) 5B itsuuA 6Kote Haku Hatsu RiichiA A B(does falling hatsu) 6C(1) 4Kote 5C jBCD airdash jC dash 6C(2) itsuuC for 3.8K Presumably here he could have just ended with jC but he was being greedy I guess.
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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.
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Is 6C staffless special cancellable on block? I sure hope so. Litchi looks so buff right now.
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No Daisharin combo is sad face. Litchi in CS is sounding like BLEED pressure in wonli vids from late September, I can't wait to see some footage.
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Ittsu Stance can be canceled with D. Ittsu Stance can be canceled with D. Ittsu Stance can be canceled with D. Ittsu Stance can be canceled with D. Ittsu Stance can be canceled with D. Ittsu Stance can be canceled with D.
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Except Haku/TK chun is a legit mixup :/
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OK, going to make a real post. Litchi vs Rachel - 5.5 Advantage for Litchi. This isn't good for Rachel because she actually has to be point blank to be effective. Litchi can actually play a fullscreen/midscreen game against Rachel rather well. Also Litchi's meterless damage is going to be overall higher in this match thanks to Rachel's hitbox - Litchi is going to be averaging 3.5 - 4k (definately 4k off every counter hit) and Rachel only gets about 3K average unless she has meter or gets 6B CH (which honestly should never happen). Once Litchi has 50 meter Rachel has to be especially careful of Litchi full/midscreen because of Daisharin/Ryuuisou. Litchi vs Nu - 5-5. Litchi has good tools for manuvering around Nu, and thanks to j.B avoids big damage from CH 2C. The long range of her pokes, specifically 3C and 6B, are useful if the Nu player tries to read her instead of react. Kara fast fall is also useful for approaching from the air. Nu, like Rachel, has a lot to worry about once Litchi has 50 meter, because practically anything she does can be punished with Ryuuisou, even blocked Crescent Sabers. The J2DD > Crescent Saber Cancel > More swords/mixups is weak on Litchi since she can IB > Itsuu Guard point to cover almost all options. Litchi vs Arakune - 4.5-5.5, Arakune's favor. Litchi has good tools to deal with Arakune but is pretty much done if she gets cursed at all. 5D staff placement is especially good for fishing for counterhits from practically any of his air moves, along with hitting his bellbug. Litchi's 6B is good for getting counterhits when he's on the ground, but that's not often. Like the other zoners, she gets considerably scarier once she has 50 meter. However his damage output, backdash/dash and curse just make it a tough match, she has to use special strings to deal with the dashes, like 5B 6 3C, which takes away from any solid pressure she could do. Jin - No comment, 5D is too gay, don't know what to say Carl - 5-5, this match really relies on momentum. Litchi is ok if she gets between Carl and Nirvana thanks to IB tsubame but it isn't reliable. She's really good at keeping him out and taking out Nirvana with 6C[M]. Also once she has meter she can escape clap loop with Daisharin, which he can't really do anything about. Taokaka - 5-5, this is another momentum match. Litchi has problems against Tao's j.C but 5D anti-air is really effective against it. It also stops Tao from mindlessly using D to approach. Litchi's mixup is solid, but pretty much nulled if Tao has 50 meter. Ragna - 5-5, Litchi keeps getting more tools against Ragna, keeping him from facerolling his way to victory. Her 5A can fish CH from his 5B, but can be countered by his 5C. She has 6C[M] dp punisher which does great damage and sends to corner. Ragna can't IAD jC her at all thanks to her low crouch, he has to rely on jumping in, which she has 5D placement to keep him out. He can DP her shishin but she can end combos in a way that keeps her out of range, and she can punish. Noel - 6-4 for Litchi. Noel can't really get in on Litchi and has to rely on taking really big risks to approach while Litchi can just play really safe the entire time. Litchi can't really anti-air a good Noel often, so what she wants to do is control the space directly above in front of her. If Noel jumps in deep (or runs extra), she can JA you out of JB and JC, but rising J7B should hit her. Litchi JA wins a lot from under, good, quick aerial. IAD back JC is also really good for keeping her out. On the ground you have 5B and 6B, but be aware that she can 3C/5D these. If you fear that at all, use 5C. When Noel lands, tag her with 5B, force her to block. If she starts running too deep from you using iad back JC a lot, 5B is a good "what are you doing stay back" kind of move. Bang - 5-5. This match is a lot about keeping Bang down. Match has two phases, when he has nails and when he doesn't. Once Bang is out of nails there isn't much he can do about Litchi's aerials. Tsubame is decent wakeup, but he has guard points to stop it. This is the matchup where she really gets to show off her strength off rolls, her reversals off rolls, both staff and staffless, work really well against him. He can keep up in damage thanks to her hitbox, but her damage is consistently good on him as well so it doesn't matter much. Hakumen - 5-5. Lots of footsies. Her main problem is dealing with 6A and how to handle oki (because of his counter). You can get them to respect an air approach using kara fastfall, then punishing the whiffed 6A. As far as oki, she can't do anything to him unless she uses unconventional options, which do exist. Tager - 6-4. Not much he can do, you keep him out with pokes and play a really reactive game. He can burst 720 5C > tsubame, the general answer is to do 5C > itsuu and punish the burst as normal. If she consistently positions herself so that she can 2C his jump-in, it makes it even harder for him to approach. She gets fullscreen mixup easily on him thanks to his limited mobility, 2B > 6A or 2B > ItsuuC. She has some Tager only mixups involving deep j.C > Chun, to either crossup in the corner or not, and has pretty good damage off that as well. This post was rushed a bit, but pretty much sums everything up.
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Don't jump too high when you do jChun. When you land, don't mash 2C, hold it. That'll make it easier to connect.
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AG is All Green then? There are some no meter combos that do almost as much as those.
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Those combos all need airthrows. . . :/
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Nah, not really. This isn't good for Rachel because she actually has to be point blank to be effective. Litchi can actually play a fullscreen/midscreen game against Rachel rather well. Also Litchi's meterless damage is going to be overall higher in this match thanks to Rachel's hitbox - Litchi is going to be averaging 3.5 - 4k (definately 4k off every counter hit) and Rachel only gets about 3K average unless she has meter or gets 6B CH (which honestly should never happen).
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NORTHEAST CHAMPIONSHIP (NECX) Dec 5th & 6th-- IN PHILADELPHIA PA
Lord Knight replied to eric's topic in Archive
Henaki is banned from BB commentary -
Nah Henaki, Litchi vs Rachel is a good match for Litchi, it's difficult for Rachel to actually set up full screen control. Frogs can be killed with 3C[m], putting her in manten return where you can launch at Rachel if she has pumpkin, and even if it trades, Rachel loses pumpkin. Pumpkin approaches can be stopped by Itsuu GP > B. Rachel's anti-air is good but Litchi's ground normals are so big that it doesn't matter.
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Since people started talking about her again, I'll bring this back.
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5.5-4.5 for Litchi