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)?