Jump to content

Archived

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

Lord Knight

[CSE]Litchi vs Ragna

Recommended Posts

[General Thoughts]

Probably even. Ragna outdamages you (for the most part) but your neutral is far superior to his. Capitalize as much as you can off every hit possible!

[Round Start]

If you don't feel like guessing, airdash back or backstep. If you're willing to guess, use 4A > 4A+B to beat his 5B (on whiff it'll give you 5A > Barrier guard). 5C will beat this - use Itsuu to stop that. A slide 2B will beat that - stop that and most other things with 5B[m] > 6C (as usual, buffer your airdash). Other options include dash barrier, or wait for ground movement > 6D (aiming to trade). If you're right with most of your options, he'll be in the corner.

[Midscreen Neutral]

Depends very much on their skill level. Weaker Ragna's won't be able to deal with good use of staff launch. Set the staff (preferably with 5D), wait until he's airborne, then hold or launch - use your judgement! You can preemptively hold it - the release is 2F(!!!!) start up. If you launch on reaction to an air move, I recommend using 2D to launch, as Litchi's crouching hitbox is extremely low. Use 2B for your ground-to-ground normal. It's fast and low profiles. Gatling into 5B (whiffs from max range, but generally safe), or if you launched the staff, use Haku or another move to keep him in blockstun until the staff returns.

Against anyone you play, if they are airborne and you are holding the staff, use Itsuu! There isn't much he can do about it (there are answers), and it leads into a big damage, corner carry combo. Try to get out of the habit of always shooting off ItsuuA, and only hit A when you guard point. This is very important for this match this version - ItsuuA will hit him out of crossup jB, something 2A can't do reliably anymore.

Against higher level players, I suggest using King's Kote (Forward Kote x2 > Back Kote > D Hold). When done properly, the staff should be in 2D set but airborne, meaning when it releases, it'll release horizontally, but in the air. Rather useful for this match. They should know to be more cautious about the staff - normally they will try to approach from the air, guard your staff, then mash on the way down. Against these players, airthrow/air TRM is much more useful.

As far as normals, 5A and 2B (staffless) beat 5B. Itsuu is good vs 5C and random Gauntlet. 5B[m] if they are looking for Itsuu.

[Ragna's Back to the corner Neutral]

...To be honest, this doesn't happen much, as usually he gets here because you hit him midscreen, rather than pushing him there with the staff and your normals. However, if you get him here, he's not at a severe disadvantage.

[Litchi's Back to the corner Neutral]

As usual, this sucks for you, especially if you're staffless. One whiff/incorrent decision means you'll take big damage from Ragna. If you have meter, you can go for a sj > Daisharin. If you don't, you'll be playing a weighted game that's heavily in his favor. Even moves that aren't special (say, Gauntlet) midscreen can mean big damage + meter gain for him.

[Ragna's Pressure]

Memorize his gatlings! 5B > 2B or 2A > 2B, be able to IB 2B 100 percent. 5B can go into Gauntlet (well, really, any move can), usually when they do this they are assuming 5B will CH. 6A, 2A, and 2B gatling into 6B. Once he gets to 5C, his pressure is more or less over. 2C is +1 (on IB, -2). 2D is the definite end of pressure unless he has meter. You can't jump out of 5C > 2D. They might try 5C > Gauntlet, or 5C > dead spike. Vs 5C, if you read Gauntlet, you can IB and input Itsuu. If they do 5C > 2C, you'll guard (of course, Itsuu will come out if connect with the tip of 5C). If they do Gauntlet, you will guard point. Finally, if they 2D... well, you're fucked. Use with caution!

Also, 5A goes into 2B or 6B, 3C is jump cancellable. The 5A is good to know because they'll jump in, then keep you in blockstun with 5A (even though you crouch, the 5A will connect). From there they'll go for high/low.

[Litchi's Pressure]

You have freedom, but don't go too wild - ID is pretty good. At max range you can set staff and it'll whiff. If you're staffless, at mid/max range you can move staff and do 3C > 2D, if he does ID, 3C should make it whiff.

For corner setplay, definitely go for Kokushi. C ID is frame 1 invulnerable so you'll have to take that into account. For meterless setplay, use anything that puts you outside of range of C ID. One I like to use is end with ItsuuC > jump back jC > 4Kote > 3C. You can use 3C > 2D, which will auto confirm rolls, as well as set up for high/low/throw. If you are still conscious of ID, you can use Four Winds instead. Be aware that Carnage Scissors has projectile invulnerability, so it should go through Four winds.

Share this post


Link to post
Share on other sites

Oh good! I really needed this. I really mess up when it comes to guessing his mix-ups. I tend to subconciously block low so his 6B kills me everytime.

*Curse ID a billion times*

If they're caught in an airgame, who do you think has the better advantage? I want to say Ragna for the mere fact his j5B and j5C are faster than Litchi's respectively, I think. I mostly get away with her j5D and staff recall, though...

Share this post


Link to post
Share on other sites

get better at playing on the ground, you have infinitely more options and control of what is happening on the ground as opposed to in the air

Share this post


Link to post
Share on other sites

×