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Lord Knight

[CSE] Litchi vs Jin

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[General Thoughts]

5.5 for Litchi. Jin is a bit weaker but he's still Jin, so if he gets momentum he can be really scary and end a round quickly.

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[Round Start]

-Both characters have a ton of options here, so if you're unsure on what to do, just walk back/backstep/airdash back and try to observe what your opponent likes to do. You can use Itsuu, but that'll lose to a dash 2B or 3C. 5B[m] will keep that in check. If they are backdashing a lot at the start of the round, a dash 3C will tag them. If they like waiting for you to whiff an initial move, walk back until they start running at you, then try to trade with 6D. Again, Jin has a lot of things he can do here, so it really depends on who you're playing.

[Fullscreen Neutral]

-I would try to close the gap a bit here. All Jin can do here is zone with 236X and do wave super if he has the meter. If he DOES have the meter, then be very careful with placing the staff. Try to IB Ice swords.

[Midscreen Neutral]

-This is where the match gets decided. Jin's main ground tools are going to be his 5C, 2A and 2D. Because of Itsuu, they'll also use 2B or 3C (though it tends to vary on player preference). His air normals are where he shines though, you can't really beat his J2C with anything besides Itsuu's guard point. First off, if they are fishing for CH's off Ice swords (by using j236 > dash 2D), IB the Ice sword and move out with backdash or air backdash. 5A should beat his JB free as long as you time it properly. You'll have to use slide 2A to beat JC, but it's kind of hard, so I don't recommend it.

-Establish the pace that you want to play at. If the Jin has a poor ground game, put the stick down with 5D, and approach via the ground. Make sure you confirm CH staff the best you can. If they like doing jump > dj, use Itsuu, or put the stick down and move. If you use 5D on a strong player, approach carefully, if you go by the air try to be right behind the stick, or else he'll be able to use JC to stop your approach. Likewise, if you use 2DD to try to push in, he can use rising JC to stop you from airdashing in. Again, try to IB any ice swords. Alternatively, you can try to press him with your staff normals, but be aware that they have plenty of recovery. In the end, it depends on how the opponent approaches the matchup.

[Jin's back to the corner]

-Watch for Super jump up > D Ice car. You can't react, you just have to do it - if you wait, then he'll already be out. Outside of that, press the advantage and intimidate him with your superior staff normals. If you already have the staff down, you can launch and approach safely with 6B or 5C. If it's not down, you can put it down, just watch out for ice car.

[Litchi's back to the corner]

-If you have the stick, you outrange him. If you have the space to put it down, you might be able to use that to push back towards midscreen. If you have meter, sj and use Daisharin.

[Jin's pressure]

-He has less freedom with his gatlings than CS2. Magic J2C is unstoppable with normals, you need to crouch under it. His 5B is even on block, -3 on IB. Jin's really like using the 2nd hit to vacuum - you'll have to watch their habits to find answers. If you think he'll reset pressure, just mash it out. His overhead is VERY hard to block on reaction, especially raw. You can mash 2A > 6A but not 5B > 6A. Also, keep in mind you can use barrier to push him out some, but it's not too effective.

-In the corner, he can use 5B vacuum to pull you out. This leads to several great left/right/high/low mixups. Just be aware of it and be ready to defend properly - you might be able to jump out depending on how he acts.

-After blocking 6B, you'll have to dice roll. Some Jin's like backdash > dash 6C, others might just sit and block... it depends on the player. Use DP/Block/Jump mostly.

-Resets are a little more restricted this time, but it's mostly w/e into 6A/3C (or 2B if you're midscreen) and throw.

[Litchi's pressure]

-Tsubame knockdown midscreen, establish first that they can't roll by using dash 4 Kote > 5D. You can confirm that to a corner combo.

-4D Knockdown midscreen, use 66d > 2A > etc.

-2A > w/e > 44 > w/e to beat C DP. For example, 2A > 5B > 44 > 2C, if he does C DP (or gold burst) you'll backdash, if he blocks you'll just do the gatling. The best part about this is that if he has meter, he won't be able to RC.

-2B will low profile D DP. It's very easy staffless, rather difficult with the staff.

-For mixup, if he has less than 50 meter, use Kokushi. If he has 50 meter, either use some meterless ender, or use xx > falling jC > slide 6A > 5D > 6 Kote > 4 Winds.

[Random shit]

-At max range, the falling hit of Tsubame will whiff.

-If you're doing an ad-lib combo near the corner and you're trying to get 6D(2) to connect, either do it early or late. If not you'll only get one hit of 6D to connect.

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