Ggs RoeBear. Still bursting Itsuu B every time, lol. I just want to practice my combos man. In general, you do a lot of jump > late airdash + air attacks, which is fine, but you do it so much that it's not hard to predict any more. Do some empty jumps sometimes, or try approaching on the ground more.
Relius vs. Litchi: You are suuuuuper reliant on jumpins as Relius. Any character with a head invulnerable AA will eat this for breakfast; I'm not sure if you're just doing this because I'm playing as Litchi (who does not have one) or if you do it against everyone but this is a very very bad habit that I know all about as it is (was?) also one of my habits. AAing as Litchi is rather difficult and takes more preparation than other characters so you'll get away with it to a certain degree against her but Ragna or Lambda can shut this down for basically no risk. You are also not using your overhead at all, nor do you seem to be abusing your oki super nearly as much as you should be. That super is gold, as it gives you basically a free hit and it knocks them into the corner to boot. Your corner game is also a little wonky and I get out a lot easier than I should be. Meaty overhead is not a good idea, by the way.
Hazama vs. Litchi: This matchup is often described as Litchi's most difficult, and it's partially because of chains and Hazama's general neutral dominance over Litchi. You seem to be doing fine at that part. What I don't get is that you insist on using houtenjin during combos. Never ever ever ever ever ever do this against Litchi unless it's going to win you the round. The primary reason that the Litchi-Hazama matchup is so tough for Litchi is that houtenjin shuts down her pressure completely and it confirms for eight billion damage; merely having 50 heat is enough to force Litchi into doing dumb and ineffective pressure because almost all of her options for extending pressure and getting hits are vulnerable to it. It is better to sit on 50+ heat simply to provide the THREAT of houtenjin than it is to use it in the middle of a combo (again, the obvious exception being if doing so will get you the win). Your actual pressure is also pretty ineffective (you always go low > high and Hazama's stance isn't safe enough to experiment with) but again, in the Litchi-Hazama matchup, it's actually sort of irrelevant as you can just fish for hits.
Lambda vs. Litchi: Treat ryuusiou as functioning the same as houtenjin does in Hazama vs. Litchi: If I have 50 heat, you can't do anything unsafe. Not only does it do more than 2k by itself, but it confirms into 5k + corner carry on counterhit, which spells trouble for you. Also, don't mash 5C for oki. It is very weak; I know you can't cancel it in time to block and punish a DP. You know you can't cancel it in time to block and punish a DP. Therefore, any character with a DP will just DP it every single time unless you RC it. I don't know what the official stance is on this but I think this matchup is tough for Lambda; however, that may be because I've played it a lot and I know it pretty well.
Jin: If you're going to super counter thirteen orphans, do it at the beginning. You'll go right through it and it'll take you out of the corner; in addition, if you're lucky (or you quick teched), you'll also catch Litchi at the end of the animation and get the hit. You SHOULD super counter thirteen orphans, by the way.
EDIT: I assume you're referring to Daisharin. If you think it's hard to block now, look up some CS1 Litchi videos.