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A.X.I.S.

[CSE] Iron Tager vs Litchi

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Nothings changed, the match up is still hard.

Lets discuss how much we hate her.

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Hey guys, I'm having quite some trouble getting close to Litchi right now (not that it was ever easy).

Do we have any decent option when she's using 2B[M]>6C[M] to keep Tager away? Whenever I block it I just get pushed back to my rightful place at the corner of the screen. Should I backdash it? VTC it? When?

I've been doing ok in the match-up overall, but that's because eventually the other player bores out and gets closer, but I think I could lose every match by Time-Out if they kept the keep-away game.

EDIT: Well, officially it's 6B[M]>6C[M], but this guy seems to rather use 2B[M], which at least is easier to jump through, but I still have to stop and block mid-air.

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I've come to the conclusion that using gadget finger on Litchi when she has the staff is a terrible idea.

As for 6B[m] spam: Hang back and look for an opportunity to jump over it. Her anti-air is too good for Tager to jump in at random. Trying to VTC it puts you at risk of getting hit by 2B[m]. And backdashing it doesn't accomplish much.

Do try to sneak in a few VTCs when it's safe, though. This match-up is a lot more bearable when the Litchi has to watch out for spark bolt.

By the way, holding barrier in mid-air shrinks your hitbox, so you don't need to superjump over the 6B[m]. You can just regular jump.

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Before I pass out I want to tell you guys some tidbits.

Very important tidbits.

1. 6B[m]>6C[m] lost a lot of its power thanks to 6C[m] losing its primer breaking ability.

This string is not air tight as you can IB 360A/720 a magnetized Litchi for using it.

Most Litchi nowadays will not do that string.

2. Litchi's high jump is very high and I am not exaggerating.

Shooting spark bolt at her full screen will teach you this.

3. Litchi cannot rapid her DP which means you can jump barrier beat it and punish accordingly.

It's a projectile too so you can sledge it, thus minimizing the threat of it.

4. Litchi has a special backdash.

She can backdash normally but then perform a second command backdash then air dash forward.

Blow this up with 5C.

5. Itsuu (Stance) Beats spark and ignores magnetism in general.

You can beat it with lows or sledge if she throws the staff, the latter is really hard to accomplish on reaction.

Last and 6th tidbit:

2D staff set launches staff across the ground and 5D staff launches it upward then back.

Recognize which she does so it makes it easier to figure out how she will approach.

None of this makes the match up better but it makes it easier for YOU to deal with.

I didn't write a match up guide because I haven't gotten a good amount of Litchi data.

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By the way, holding barrier in mid-air shrinks your hitbox, so you don't need to superjump over the 6B[m]. You can just regular jump.

That's news to me and sounds awesome, can't wait to try it!

So, from Mucky and A.X.I.S.'s posts, I figure I'd better hold a full Spark gauge to scare her into not being so annoying, or punish her if she does.

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That's news to me and sounds awesome, can't wait to try it!

So, from Mucky and A.X.I.S.'s posts, I figure I'd better hold a full Spark gauge to scare her into not being so annoying, or punish her if she does.

Yeah basically. It's pretty worthless to try and do against any zoner fullscreen really. Better to hang onto it and have them be defensive and jump around like fruitloops instead of trying to range poke you.

So, the way in which litchi sets her staff down initially determines how it flies when she makes it fly around? That is damn good to know. I'll have to check that out in training mode so I know what the animations look like.

Also it's damn good to know that her DP isn't rapid cancellable. Makes dealing with it if you think its coming a lot easier.

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You can tell what the staff will do by which way up it is.

I absolutely never even noticed there was a difference. Goes to show how much I pay attention to details.

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So yeah, if the Litchi you're playing always does backwards j.C[m] at round start, you can j.C as well and as long as you don't get netplay'd, it will clash. From there you can probably get away with j.D, giving you free magnetism at the start of the round. It might even CH, which gives you a 4k damage combo. If the Litchi catches on to this, she might try to stop you with 2C[m] at round start, which opens her up to getting 360A'd.

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Also, shouldn't Litchi be doing 5b[m] at the start of the round since it beats all our pokes and it isn't something you can jump over?

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If she does jC again after the clash, does jD beat it or does it lose to it?

j.D would probably lose. I suppose j.A/j.C can be used as fallbacks but I haven't had that situation happen yet.

Also, shouldn't Litchi be doing 5b[m] at the start of the round since it beats all our pokes and it isn't something you can jump over?

Almost every Litchi I play does jump back j.C[m] > airdash back j.C[m]. For the most part, Tager can't do anything to stop her and unlike 5B[m] it creates space for Litchi. LK even says this in the matchup thread over at the Litchi forums.

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