Litchi can rot in hell. That bitch has way too many tricks at her disposal.
I have better luck just putting down the controller and letting whoever plays her win.
That said, I'm getting marginally better at Tsubaki. Well, in that her mini air combo seems pretty dang safe. (C 236C 214C)
Anything in specific you're having trouble with?
General stuff:
- Litchi does bad damage midscreen. If you can beat the oki, you can beat her.
- If you're knocked down in the corner and Litchi has 50% heat, you MUST quick tech. Do not attempt to roll out of the corner. You will pay for it.
- If you're knocked down midscreen next to the staff, watch what Litchi does:
> 4kote staff launch? Quick tech, get ready to block or DP if you think it's safe.
> Activated staff but no toss? Quick tech, watch out for j.C or crossup j.B (Litchi has to start close to you for this to work); you are going to have to block the staff as soon as you wake up unless
> Staff not moving, Litchi not moving? Do whatever you want, just don't roll into her.
> Litchi jumping on the staff? Quick tech, dash forward (This will block crossup Chuun and cause other options to whiff). Be prepared to block the staff and/or Litchi running at you.
> Kokushi? Roll away from it (don't try to roll through it), super jump, be prepared to tech a grab.
> Shinshin? Depends on staff set. Against 2D staff set, roll towards Litchi (dangerous) or roll away from her and try and jump (difficult); if you don't want to tempt fate, you can always quick tech and block this but you're in for a lot of pressure if the Litchi knows what they're doing. Against 5D staff set, roll backwards and do anything but jump. Identifying which way the staff is set takes some play experience as Litchi, but a 2D set shinshin will go across the bottom horizontally for five hits whereas a 5D set will fly diagonally in the air for nine.
- Bursting in the corner is strong against Litchi if you do it right, but most people don't. You should burst any corner combo with a 6D in it, because if there is a 6D you will take at least 3K, Litchi will get at least 40 heat, and you'll have to deal with meter oki. You want to burst Litchi
while she has the staff; it is a common misconception that you want to burst it while it's down, but if you burst it and the staff is down in the corner, Litchi will just hit you with the staff on wakeup.
- Block Tsubame Gaeshi, don't barrier it (unless you're in the air). If you barrier it, you will have a very hard time punishing it.
- Itsuu has a few weird properties that you should familiarize yourself with. For starters, Itsuu's guard point only affects mids and highs, so if you think you can hit Litchi low, do it. Many, many moves will hit Itsuu out of its startup if you use them after the first guard point, but if it blocks two consecutive moves you can basically guarantee that you're going to get hit. All Itsuu moves are safe on block. At most ranges, IBing the first hit of Itsuu B will allow you to jump out and avoid the second hit. Itsuu is cancellable but the cancel puts Litchi into a CH state, so this is a good time to hit her. Litchi can launch the staff (5D set) in the last few frames of the guard stance. This is mostly only relevant full screen, but you should be prepared for it.
- Don't charge at 3/4 screen against Litchi with 50% heat. Pain will ensue. Ryuuisou is very quick; you can't react to it.
- Litchi has no universal AA options, so jump-ins on her are relatively safe. If people are using DP to punish air approach, stagger your approach to bait it as Litchi has poor defence without the staff. Similar strategies can be used against 2C[m], which is slow and has a weird hitbox.
- Inversely, Litchi can punish attempts to AA her with j.D, which will cause you to get hit by the staff and staggered. Be aware of this option because getting hit by it sucks.
- As a whole, staff normals are slow and situational. Staffless normals are quick but are useless for spacing.