Jump to content

Archived

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

Lord Knight

[CSE] Litchi vs Rachel

Recommended Posts

[General Thoughts]

Traditionally in Litchi's favor, this matchup is even in CSE. The biggest problem that Litchi players would have moving from CS2 to CSE are the loss of glide throw, Daisharin, and Litchi's reduced damage (which is always shitty against zoners, because it takes longer to kill them). However, there are an assortment of new tools you have on your side. The most important thing you need to keep in mind is that you can't outzone Rachel. What you can do is bully her with normals and hit her in ways and places that she can't normally be hit.

[Round Start]

Lots of things can happen here. Against A lobelia at the start of the round, use 2B > 6C > etc and you'll have her cornered right away. I don't really recommend Itsuu for round start, guessing wrong will lead to an especially poor situation for you. She can start the round with winded 3C, or peel off and try to set up an item somehow. If they like going really high in the air, run underneath them and use Tsubame. If they like airdashing back an setting up pumpkin, a sj airdash JC will CH them and automatically corner them. Most of her ground normal attempts can be stopped with 5B[m]. If they show you they are willing to use J3D > w/e normal at the start of the round, don't hesitate to RPS Itsuu/5B at the start of the round occasionally. If you're unsure of what they'll do, DON'T airdash back. Do some sort of passive movement, like a barrier jump forward, or dash barrier or something.

[Fullscreen Neutral]

If you're here, you fucked up or you got hit. This is one of the positions where Rachel is strongest (the other, of course, is after she knocks you down). You have to close the gap safely as quickly as possible. If there's a lot of garbage on the screen, use Daisharin or 4 winds to clear it out and gain some ground. If you don't have the stick down, just place it with 5D/2D or use Itsuu > let it recover > 4winds. Alternatively, you can try press forward carefully. IB lobelia's/solar iris for meter.

[Midscreen Neutral]

Very important to control this part of the match as much as possible. In this matchup, you'll have to select your normals very carefully in order to deal with Rachel's items/normals. The most important thing Litchi needs to do here is to prevent Rachel from setting George while she has another item out. Treat Lobelia's as long range pokes at this range, rather than projectiles. If you can't stop them, IB them for meter. USE 2B AGAINST LOBELIA'S - I can't stress how important using 2B is, as they have to go out of their way to beat it, and it gatlings to 6C on CH (which is great). If you see an opportunity to jump in, feel free to do so, but be aware of her 6A. Some Rachel's will use it rather liberally to try to discourage you from approaching and to try to shift the pace to a zoning game, but that's a game you lose. If they like hanging around in the air, use Tsubame/Itsuu/JC/5DD/5D set 4 winds/Ryuusiou as the situation calls for it. Ryuuisou is an auto "NO" button against any item placement - make them fear it.

One thing to keep in mind - try to limit the amount of 3C>5D you use to kill George. It's pretty easy for Rachel to CH you with Lobelia if you try too hard.

6B[m] only if you really feel like it's going to connect. Usually it's best when they've been fishing for 6A's, and you decide to stick to the ground a bit.

Of course, it is imperative that your ad-lib combos are on point for this matchup, because you need that momentum to keep Rachel in check.

After DP Knockdown, again, use dash 4kote 5d if they try to wind.

Against Tempest Dahlia, if you're close enough, it's a free Ryuuisou. If not, jump and do JD or Daisharin. If the stick is already set and there is enough distance between the two of you, launch the stick (you might hit Rachel early or the super will touch you, and you'll get the stick back).

[Rachel's back to the corner]

Almost there...! At this range, 6B[m] and 2B[m] are especially effective. However, if her back is to the corner after you pushed yourself out too far from pressure, Rachel is probably going to try to sj > wind out. Like Jin's D Ice car, you can't react to this - if you smell it coming you just need to use ItsuuA. If she doesn't have any wind, you pretty much control this situation.

[Litchi's back to the corner]

Not bad if there's space between you, but a misplaced normal will lead to some very bad things happening. Because of the nature of this matchup, you usually don't have Litchi's back to the corner with Rachel far away, so don't worry about it too much.

[Litchi's pressure]

If you've cornered her, pat yourself on the back, then go apeshit on her. 2C is a bit slower than CS2 so it's easier to CH. With the staff, you can space 6A[m] in a way that you won't get touched by 2C, CH any mashing she does, and you can confirm both situations into combos. You can low profile her CA with 2B - as usual, it's much easier to time staffless than with the staff. If you don't have meter and you use 6D, remember her 5A is 6F, so if you want to trade you need to use yours as well.

Midscreen, essentially the same. If she gets out, at least you can push her further to the corner. Keep in mind that midscreen you can use IAD J2C to beat 2C as well.

Rachel's wind is annoying to deal with. If you want to use a meterless ender in the corner, end with xx > JB dj JBCD > falling JC > 6C(1) > DP > [D]. That way you can cover them staying in place, or trying to wind out. The J7C ender after ItsuuC also works well to stop winding out. If you want to use Kokushi, use 6D(2) > dash 6C(1) > 6C(2) > Kokushi. She can wind, but she'll wind right into the super and be forced to block anyways. If she has no wind, you can do all the normal stuff that you'd normally run. Remember, this character is going to try her hardest to deny you the goal of your gameplan - okizeme. Show them that it's not possible with these setups and get it in when you get them in the corner!

[Rachel's Pressure]

Life is hard. Essentially, all her pressure is more or less safe. If there's anything you need to be good at, it's IB'ing the last hit of 3C so that it becomes -3 (thus becoming unsafe and punishable). Of course, if she 3C's and has an item on you, there isn't much you can do. She can't do jA instant overhead on you, but she can set up a fuzzy with J2DB - just be aware of it. Rachel's wind shenanigans are especially good, so if they are feeling themselves a little to hard with empty jump J2D > 2B and stuff like that, jump out, mash or DP.

When she knocks you down with George, you can try to just RPS 2A/DP/Jump/Block or you can just sit and try to block. Don't go crazy with abare but do establish that you're willing to try to escape. Unlike Kokushi, where the ONLY thing they can do is block, you DO have options, so don't hesitate to use them. Some Rachel players will dash and use 2C to Guard point your DP, if you chose to block you'll be fine.

Respect pumpkin oki, most of the time there isn't much you can do about it. Judge carefully whether it's worth the risk of trying to DP.

When you do block George, IB a few hits for some free meter.

Use your meter wisely. Litchi's CA is mediocre and somewhat easily baited - plus you may need that meter for Ryuusiou or Daisharin later in the round.

[Random shit]

You can't do 6D(1) > dash 5C 2C 6C(1) on her.

Share this post


Link to post
Share on other sites

×