I am terrible against Bang. Also, that was my first time playing in two or three months and it was kinda laggy (not the game, but this TV I'm playing on has input lag). Besides, how much better did you expect me to be? I beat you like 20 rounds in a row!
HERE, I WILL DEMONSTRATE MY TIP-GIVING POWER BY GIVING TIPS.
- Stop chicken blocking. It's difficult to punish as Litchi but it is incredibly dangerous and it will get you hurt.
- If you're going to chicken block, barrier.
- Stop jumping out of the corner. See: Free to throws
- Learn how to hitconfirm in the corner. Your damage in the corner isn't good.
- Learn FC/RC combos off of that stupid low slide move (I think it's 3C); that should get you like 5k midscreen, whereas you're getting closer to 3k.
- Learn some more pressure strings. Overheads from 5A are extremely strong and difficult to block (especially online, as you've no doubt seen) but when you do it every time it's not tough. Your blockstrings, as a whole, are very flowchart; you jump cancel in the same place every time, and although you started doing things other than the crossup, most of those things didn't work because they all lose to me standing there and they put me at an advantage because you're off doing something like j.D and it's not even going to hit me because I know better than to try to punish the crossup in the air. Jab pressure with Bang is so strong that often, you don't even need his other moves, so work on that. This is probably the most important advice I can give you.
- When you hit an opponent with D nails and they don't tech, stop hitting them. You *want* them to tech on the ground. From my perspective, it is desirable to let you do an extra ~700 damage (the prorate on D nails is awful) in exchange for the opportunity to more safely tech out of the air instead of on the ground. The only time you should continue a black beat combo off of D nails is if it's going to kill them or you want to try some gimmicky command grab reset. Speaking of which...
- Stop using shitty resets. They work online (sometimes) but they won't work anywhere else. I actually suspect that you're not doing this on purpose and it's because you can't hitconfirm 5A properly, which I admit is a difficult thing to do, but if that's the case you need to pad your blockstrings (do 5A 5B or something) to create scenarios where, hit or block, the gatling will still perform the desired result -- combo on hit, safe string on block, just a 5A on whiff. This is sort of a bad habit to get into, but it's better than resetting 5A into your overhead.
- Use your command grab. It's good, and command grab RC combos do a lot of damage and/or seals.
- Use 6D. The other ones are kind of bad neutral, except for j.D.
- Stop using 0 nails umbrella. It is completely worthless, and it only works online because the timing to dash out of it is somewhat strict. I can think of about a billion better uses for that meter.
- Learn how to combo things into Daifunka. The damage isn't amazing, but the free corner carry from anywhere on the screen is.
- Don't use poison nail if I'm already poisoned. What's the point?
- Don't tech roll thirteen orphans.
- When you see Daisharin come out, put as much distance between it and yourself as possible. You absolutely do not want to get caught blocking it under any circumstances. Don't try to go on the offence (unless you think you can grab me) because the Litchi player has such an enormous advantage when Daisharin is out that the odds of that working for you aren't good: The Litchi player (hopefully) knows how they input the Daisharin, so they know where it's going to be and when. You don't.
- Jump a lot less. One way you can work on this is to play some rounds that you don't expect to win and focus on trying to get in on the ground. It is imperative that you have a strong ground game in BB despite the fact that most people just spend their time flying around in the air; it comes in handy a lot to have the confidence to get in on the ground.
You play this weird run-away Bang that takes some getting used to because Bang is really, really irritating to chase. I've literally never had so many time-outs or near time-outs in one set of matches. It's an interesting game plan, and you might be able to make it work.