Tsubame, 2C[m] and 2C can only be blocked through barrier guard or instant block so it’s not air unblockable. The same applies to all 4 of Jin’s DP’s.
If you are positioned directly in the pillar of flame for “All Green” you can super flash cancel into 623C or even better 632146D for a guaranteed CH. The only thing you have to worry about is if you are air dashing or in the middle of an attack then you’re screwed when All Green comes out. If you are on the ground when All Green is out then you are perfectly in the advantage with super flash cancelling, imo.
The planting of the staff doesn’t seem like a mind game to me at all. At worst they do Shishin but those can be baited and you can just jump behind it and if Litchi wants to bait that jump with an air throw you toss out j623D and punish her for being stupid.
In my opinion, Litchi players who keep the staff are smarter as they are less susceptible to rush down tactics due to the threat of Tsubame.
I posted more info on the match up on dustloop but I’ll copy and paste it here.
"Litchi’s air throw is ridiculously good and can catch you out of j.B’s, Ice Cars, and pretty much anything that puts you in the air. Be extremely careful of how you are jumping and what the Litchi player is doing you will always want to prep a tech. Litchi can bait you into the air with proper use of her staff so don’t fall for it. Don’t even jump at the beginning of the match as aggressive players can just air dash throw you.
The worst part about this is that even if Litchi whiffs the air throw she can go into her j.B[m] which as I mentioned before it’s an overhead and hits behind her for good cross ups.
Her overheads are actually stupid good and come out pretty fast and if blocked can go straight into a low for 50/50 guess which is too good.
Litchi in the corner has some sick set ups for resets. If Litchi knocks you into the corner with her typical combo keep an eye on how she positions her staff. Good players will place the staff behind her and if they see you tech roll forward will do her D retrieval to knock you into a reset. Wait and see what they do. If they do D Retrieval then neutral tech and start that defense. If they do Shishin then tech roll forwards you may eat some hits but you are out of the corner at least.
If they position the staff directly on top of you and have 50% heat be careful as they will end a combo in 6A which will OTG you. If you are mashing on buttons to tech you will neutral tech automatically and they will buffer into Kokomusho (sp?) the super where the staff takes human form and punches wildly. Do not NEUTRAL TECH when they OTG you with 6A. Take the hit let them buffer into Kokomusho and forward tech out.
You can punish with 5C on a baited point blank tsubame otherwise anything you do after wards will allow Litchi to block but you can rush her down as she is now staffless. Jin’s j.C, j.B beats out Litchi’s j.C[M] and j.B[M]. 5C can punish after a 2B[m] (might be 3B[M] it’s her split kick with the staff) and be counted as a counter hit. You can’t punish after 6A[M] if they did it from a distance aways. I’m pretty miffed about that as that overhead is just way too good and needs a reliably punish on block."
I’ve learned 2 new resets with Jin but I can’t recall if I posted them here:
-
End a corner combo with 214D, 2C, 623D and charge the second hit as long as possible. Release it as soon as you see your opponent break out of the Ice. This is a risky reset but the reason it’s a reset is because your opponent is trying to break out of the ice while you are charging the 2nd hit of 623D. Time it too late and they can 5A you before you can release it but time it right and they will eat the 2nd hit into a ground slide to a new combo that will most likely deal around 4-6k damage.
-
End a corner combo with 214D, 6C (OTG), 623C. If they air tech backwards then as they are falling do 623D for a reset. They have to either IB or barrier guard as they are falling to prevent getting hit by 623D and most people don’t so this works out as being a good reset for Jin and will lead into a corner combo for 4-6k damage.