Okay here is my match up analysis of Litchi.
Alright did a bunch of matches with Litchi today and here’s what I’ve gathered from teh match up. It’s definitely a 5-5 even match up for Jin. I’ll go over the basics that have been mentioned before.
Litchi with staff has better zoning capabilities then Jin so don’t try to out zone Litchi. As mentioned before this makes the start of a round a pain for Jin as he has no reliable means to take the momentum at the beginning of the match. Litchi with staff has a weak close game so this is where Jin does the brute of his damage and how he is able deal with Litchi.
Litchi’s 2 best pokes are 6B[m] and j.C[m]. She uses these as part of her zoning game but she’s also fishing for Counter Hits as both of these moves lead into her BnB’s on CH and will put you towards or in the corner which is not where you want to be.
6B[m] has really good range and is one of her poking tools. It will tag you out of your back dash so back dashing at the beginning of the round is not recommended. On counter hit it causes a wall bounce that is untechable. It also leads into one of her many combo’s that will put you in the corner or close to it which is where Litchi shines. 6B[m] will beat Jin’s 5D. 6B[m], however, can be ducked under when crouching and can be punished when she recovers (20f recovery) if you are close by. From farther distances C Ice Car will punish it when crouched whiff.
j.C[m] has incredibly good range and can be done low to the ground as well to try to beat out your moves. Again this beats 5D and on CH does the same thing as 6B[m] - untechable wall bounce that will lead into her combo that pushes towards the corner. It is her best air-to-air normal and is pretty even with Jin’s j.B. However, it does not hit below Litchi so if they whiff this and you are on the ground it can be punished with Fubuki provided you are close enough. If you find yourself in the air with Litchi at a distance best to just guard rather than throwing something out.
You basically want to space yourself close to Litchi and there are a variety of means to doing this but it’s pretty risky for Jin to get in close at times. Properly spacing yourself with double jump j.B becomes helpful in closing the gap while avoiding her pokes. You may be able to land a CH into a BnB as well.
She’s got 3 anti-airs: Tsubame Geishi (her DP which is also the best DP in the game), j.A (limited use), and 2C[m].
Tsubame is the best DP in the game and is pretty ridiculous since it has godly invincibility frames on start up and contains a follow up when it comes straight down. The falling staff after Tsubame can hit you if you are not careful with your spacing. Respect her Tsubame and don’t over commit to your rush downs as Tsubame will stuff your attempts every time. Tsubame is used as a wake up move and can stuff your oki games but it can be defeated with a well timed 5B when she neutral techs but it’s way too risky if you don’t time it right and if they delay their neutral tech. Jin’s corner oki game with 3C into 236C will not work on Litchi. An attempt to rush her down while 236C just gives her the opportunity to delay her wake up then Tsubame her way out. You can do it to bait out Tsubame and try to punish after wards. When baited you have a limited time to punish Litchi and you can’t dash in to punish so the best option I can find is to 5C immediately.
2C[m] is not her best anti-air move but is a good move against jumps and requires an IB or Barrier Guard otherwise it hits if you are in the air. On hit it can be buffered into Tsubame into another combo. It has bad recovery and can be punished severely since on CH puts her in a crouching hit state. It also extends her forward a bit so if you space your jumps right you can land behind her or cross up with j.B.
Her air mix up game involves j.B[m] and this move is incredibly good. Litchi’s j.B[m] is to Litchi as j.B is to Jin. It can be jump cancelled on hit or block and crosses up as well. Litchi’s air back dash is extremely awkward and is kind of like a small back flip but puts her in prime distance for weird cross up scenarios much like Jin jumping forward then back dashing with j.B for an odd cross up. If Litchi is jumping all over with this move keep an eye on her and block accordingly. IBing it is pretty easy as well but I can’t think up of a good follow up after IBing it. DPing seems too risky for my liking as she can just jump cancel out but I’ll have to experiment with it in training mode. If she hits with this move it leads straight into a BnB.
Litchi has one overhead move with the staff 6A[m] and it’s pretty slow, however, she can extend the distance of this overhead with 2B[m] and 5B[m] it has some combo possibilities as well. Furthermore, the 5B[m] can be gatling’d into her 3C[m] which hits low giving her some hi/low mix ups. Typical Litchi players will gatling 5B[m] with 5C[m] into 3C[m]. You can IB both hits of 5C[m] and the 623C when they try to 3C[m], however, this isn’t reliable as they could just cease the follow up leaving you exposed. Alternatively you can IB the last hit 5C[m] and then do the Ice Wave Super.
When Litchi doesn’t have the staff her zoning game significantly weakens but she has a better up close game with decent mix ups with her Rekka’s. Her up close game is still nowhere near as good as Jin and good Litchi players don’t fight too often without the staff. Usually, going staffless is part of her BnB, if they happen to screw something up, or in a staff retrieval state. Litchi’s j.C without the staff is good and is probably her best normal while staffless. It can beat out IAD j.B/j.C if she positions herself above you. I’m not sure if this move counts as an overhead as well but it sure looks like it. She’s got multiple overheads without the staff so be careful how you guard against her.
Where Litchi shines is in the corner and all of her BnB’s pushes you towards that corner or puts you in there. When you are knock down in the corner she is forcing you into a 50/50 mix up game of hi/low/throw. On knockdown in the corner she will have launched the staff for her Tsubame as part of her BnB. If you tech recover forward or backwards she can recall the staff to hit you and relaunch into another combo that puts you in the same 50/50 wait. In the corner on knockdown you want to either not tech at all or neutral tech. Litchi players will mix up their follow ups with either Shishinren or staff recall. Not teching can help avoid Shishinren to a certain degree but wait to long and you get hit but you can tech forward to safety but be warned if Litchi is on point she can knock you back down into the corner for another 50/50 wait. Staff recall will relaunch into another combo with corner knockdown.
Observing what the Litchi player does is key because if they like to follow up with Shishinren it’s best not to tech until the move comes out. However, this is still a disadvantage to you as you still have to block 2 hits of the Shishinren and your opponent is aiming for a hi/low/throw mix up on you.
Her low mix up with the staff is 2B[m] and it comes out fast while her over 6A[m] but she does have several aerial overheads as well. Without the staff her low is still 2B but she has her rekka’s to do that as well. Overheads are 6B, rekka’s and j.C (I think). If you block 6B she is vulnerable for a punish but be warned if she manages to get the staff back during this mix up she can Tsubame punish anything you throw out into a combo for another 50/50 wait. If Litchi is rushing in after a neutral tech best to block low and then switch to high if you see her go for a overhead. If she’s jumping at you just block high and punish when she lands provided she doesn’t have the staff.
The other thing she can do is user her staff super where it takes a form and starts punching wildly. If you don’t tech the super will miss completely but she can 2B you into it so don’t tech until you see her attempt an attack then barrier block to get her off of you. You’ll have to keep an eye on a Litchi as it’s a 50/50 guessing game and the wrong guess puts in the same 50/50 wait. It is very well possible for Litchi to just rape you in the corner with this 50/50 wait. On the defensive you are just going to have to see how your opponent plays and then block low for the most part until you spot an overhead attempt. Otherwise, try to IB as much as possible then super jump and Ice Car your way out. Some Litchi’s will jump away from when their mix up games are blocked and then air dash with j.B[m] and on block can pressure you on the ground with hi/low/throw mix ups again but it’s not as scary in comparison to when you have to deal with the staff returns. IB those j.B[m] and counter with a falling j.B or bait the j.B[m] and Fubuki her. Learning how to tech and block against her mix ups just comes with experience and requires you to understand that match up.
2 things to remember about staff retrieval. First, on regular staff retrieval with D it goes towards you and then comes back from behind. You can dodge both attacks and Litchi is somewhat susceptible to a rush down. However, her air dash j.C is good at stuffing air-to-air attempts if she is above you. Best not to go air-to-air with her at this point. I would try to rush in and Fubuki an air attack attempt but if you get hit by that staff and she’s close by she will most likely combo you again. If you hit Litchi or cause her to block when the staff is being retrieved the 2nd hit of the staff won’t come out and the staff will just return to her automatically. Good and bad as you don’t have to deal with the 2nd hit of the staff but this gives Litchi her Tsubame.
Second, Shishin does 3 hits and has limited space but it makes Litchi very safe as it will continue on even if Litchi is hit or she blocks. Do not rush Litchi down if Shishin is behind you as any hit will lead into a combo. Best to jump over it and try to bait a rush then aerial 236D to catch them off guard or to force them to back off. Remember that aerial 236D gives you 22f advantage on block. Just be careful not to get Tsubame’d if you rush her down after wards.
When Litchi has 50% heat she has a midscreen super where she shoots a pillar of flame just in front of her. Be careful how you are spacing yourself during this time as careless air dashes will get sutffed by this super and it causes an untechable wall bounce as well so it can be combo’d. However, keep in mind that you can still input moves during the animation before the super comes out. If you are running towards her you can input the command for 623C and use the invincibility frames to go through the super. If you are close by you will tag her for a CH.