Jump to content

Archived

This topic is now archived and is closed to further replies.

mAc Chaos

[CP] Hakumen VS Litchi: Learning to Block

Recommended Posts

I play in a pretty backwater scene where no one (including me) is very good. However, it seems like hakumen has the advantage in the neutral game with high priority moves. Attacks that wouldn't normally beat out litchi's attacks do anyway because of the projectile bubble working on any of her attacks that she uses the staff for, forcing her to think about which attacks she can use in the neutral game. When Litchi gets in it's another story though, as her mixup is pretty strong. 3c will beat out staff-stance pretty much all the time as well.

What are Litchis doing that is causing a lot of trouble for Hakumen?

Share this post


Link to post
Share on other sites

No, her neutral is better than ours. She is better at zoning us out, but if we are within round start range then it becomes a guessing game.

Share this post


Link to post
Share on other sites

I play a litchi player who likes to sit and wait for me to approach. And as a hakumen player I love to airdash in.

When you're airdashing into a Litchi, what is the best way to deal with her guard-point anti-air? I couple things I have tried is coming in with a low aerial, and sometimes you can actually catch it with 2d when you land. I've also had success with airdashing with j.2a instead of j.2c. The hitbox lasts long enough where it can cut the staff after it hits the guard point, creating a void and hitting litchi. I had a few questions about it though.

Is it just a one-hit guard point? So if you hit with an aerial then canceled into agito would it hit, or beat/trade with the counterattack? I'm also thinking if agito wouldn't work, hotaru would here if you could time it right.

Share this post


Link to post
Share on other sites
I play a litchi player who likes to sit and wait for me to approach. And as a hakumen player I love to airdash in.

When you're airdashing into a Litchi, what is the best way to deal with her guard-point anti-air? I couple things I have tried is coming in with a low aerial, and sometimes you can actually catch it with 2d when you land. I've also had success with airdashing with j.2a instead of j.2c. The hitbox lasts long enough where it can cut the staff after it hits the guard point, creating a void and hitting litchi. I had a few questions about it though.

Is it just a one-hit guard point? So if you hit with an aerial then canceled into agito would it hit, or beat/trade with the counterattack? I'm also thinking if agito wouldn't work, hotaru would here if you could time it right.

Hotaru probably wouldn't help too much unless you're right on top of her. Its hitbox is a lot more vertical and I imagine you'll be slightly above her when the first attack connects. Most Lichi I fight don't wait for the guard point, they just poke you out of the sky for free combos.

Share this post


Link to post
Share on other sites

Airdashing in on Litchi w/ staff is generally a bad idea. Treat her like Guile or Sagat if you're trying to close the distance in the air. Careful and steady.

Share this post


Link to post
Share on other sites

I've beaten Litchi's DP with 2c and 5c and it's very satisfying.

Is it confirmed that doing a 5c meaty on her wakeup will beat the DP thanks to the void bubble, or is there a slight delay to the timing?

Share this post


Link to post
Share on other sites
I've beaten Litchi's DP with 2c and 5c and it's very satisfying.

Is it confirmed that doing a 5c meaty on her wakeup will beat the DP thanks to the void bubble, or is there a slight delay to the timing?

It has to be a weird spacing/timing thing, because I've had it knock me out of all C moves constantly.

Share this post


Link to post
Share on other sites

you have to gain enough stars before approaching, while stopping her from approaching you. you can cut staff launches or jump over her 2d set/duck under or dash away from her 5d launch. you cannot cut normals so you have to think or guess what she would do at midrange so you can counter or block. he has several answers to her normally strong options, but litchi is never really out of options ever. so gain stars fullscreen and she will try to approach by either launching the staff, trying to zone with staff normals after closing a gap, or balls to the wall airdash in which is the most risky and rewarding for her which is what you do no want. Once you get stars yo have more strong options to attack and defend with, but your approach, the main problem, isn't as remedied, so you still have to be more defensinve than aggressive unless you really believe you can get that block/hit. Besides being defensive and safe, I believe a decent dose of unpredictable movement will mix her up in neutral so you can punish mistakes.

Share this post


Link to post
Share on other sites

Oh hey TD what can you do if she is setting down the staff with her 6D? ( the shoulder tackle) its +3 on block and i think she can cancel into it after her 5b and 5c.

Share this post


Link to post
Share on other sites

if she uses 6D(2), then she doesn't have her staff or a reversal without heat, so a good counter can really move things in your favor, so in that situation you gotta call a counter or go for a grab.

Share this post


Link to post
Share on other sites

If hakumen IB's her j.2d, he can 2D the second hit for free.   From everything at, or above IAD height

 

 

So if she IADs over you and does j.2D and you IB it, just 2D the second hit.  

 

If you block it in the air or she accidentally lands in front of you, the second hit of her j.2D may not hit.  Only press 2D if you successfully block the crossup while standing.

Share this post


Link to post
Share on other sites

Oh hey TD what can you do if she is setting down the staff with her 6D? ( the shoulder tackle) its +3 on block and i think she can cancel into it after her 5b and 5c.

Always ib at least the second hit so it's even on block. It's really easy to do so once you block the first hit, just tap 4, you cannot be punished for it unless she tries a mixup using RC (even then, many mixups from this is gapless). After that it's just playing Rock Paper Scissors with her options and your own. Jump is the safest bet, counter is more risky but will beat anything quick and offensive she does and switches sides even.

As for j2d, you can also jump ib the first hit and as she whiffs the second hit, come down with jb ch into a full combo. If you sniff her about to do this attack you can prepare by just jumping with the grab OS just in case she decides to air grab instead.

Share this post


Link to post
Share on other sites

×