pscyofang2: A few things to know about litchi.
Trying to outpoke her is death. Her moves beat your moves. It's just the way it is.
Litchi's mixups are amazing, and any random hit you take will carry you to a corner. Litchi is destructive in the corner game situation.
I do not like 5/6/2D Unless you're playing reactionary to something she's already stuck out. One bad counter hit and you eat another combo and you still are not out of the corner. Try not to roll tech from a knockdown. doing rolltech -> Renka may work a few times, but a good litchi will just ruin your day and you wasted the meter.
Learn to TK hotaru. Good litchis will jump kara cancel into your face, and your 6A will clash with her j.B if done right. So she is in your face. Hotaru is much more reliable. Especially if she is doing kara dash cancels.
Litchi has kara throws (canceling a move to make throw range longer.) Be aware of this at all times. 5A, 2A, and throw are you friends in this match. Litchi will throw supers at you to get you blocking and in the corner. All of her supers are mids (AFAIK), so block what litchi is doing. The biggest holes in her block string is when she goes for the overhead. I like to block low and look for jumps/overheads. If she jumps, and you are on point, you might be able to get her with a TK. Hotaru.
On offense, hop/tk tsubaki are your best options. I wouldn't jump in litchi's face. Bad idea. never go air-to-air with litchi. She will punish you for it, and most of her options in the air beat yours. The only time you should meet litchi in the air, IMO, is if she jumps close to you, and you are at a distance you can airthrow (your best option air-vs-air against her, imo. Well, that and hotaru.)
REMEMBER, her pokes beat yours, so your gameplan should be to look for openings and punish hard. Be defensive because you wont do dick to her without meter. That being said, in 3 combos she does to you, you do the same to her in 1 combo. Be patient, block it out, be ready to tech kara grabs, and punish that hoe for poorly spaced jump-ins with 6A.