Under Night In-Birth/UNICLR/Linne: Difference between revisions

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<div style="float:right; overflow:hidden; width:200px; height:500px; border:1px solid; margin-left:8px"><span style="margin-left:-70px">[[File:Profile-linne.png|x500px]]</span></div>
<div style="float:right; overflow:hidden; width:200px; height:500px; border:1px solid; margin-left:8px"><span style="margin-left:-70px">[[File:Profile-linne.png|x500px]]</span></div>


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==Gameplay==
==Gameplay==
<!--A short 1-2 paragraph summary of the character's gameplay style catered for new players. For more detailed information, use Strategy subpage-->
<!--A short 1-2 paragraph summary of the character's gameplay style catered for new players. For more detailed information, use Strategy subpage-->
gameplay summary
gamplay summary


{{ProConTable
{{ProConTable
Line 29: Line 31:
*strength
*strength
|cons=
|cons=
*weakenss
*weakness
*weakenss
*weakness
*weakenss
*weakness
}}
}}


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==Character Stats==
==Character Stats==
<div style="visibility:hidden; height:0px; width:0px">
<div style="visibility:hidden; height:0px; width:0px">
<section begin=Health              /><section end=Health/>
<section begin=Health              />x<section end=Health/>
<section begin=Smart Steer        /><section end=Smart Steer/>
<section begin=Smart Steer        />x<section end=Smart Steer/>
<!---------------------------------->
<!---------------------------------->
<section begin=Forward Walk Speed  /><section end=Forward Walk Speed/>
<section begin=Forward Walk Speed  />x<section end=Forward Walk Speed/>
<section begin=Backward Walk Speed /><section end=Backward Walk Speed/>
<section begin=Backward Walk Speed />x<section end=Backward Walk Speed/>
<section begin=Jump Startup        /><section end=Jump Startup/>
<section begin=Jump Startup        />x<section end=Jump Startup/>
<section begin=Jump Duration      /><section end=Jump Duration/>
<section begin=Jump Duration      />x<section end=Jump Duration/>
<!---------------------------------->
<!---------------------------------->
<section begin=Dash Startup        /><section end=Dash Startup/>
<section begin=Dash Startup        />x<section end=Dash Startup/>
<section begin=Initial Dash Speed  /><section end=Initial Dash Speed/>
<section begin=Initial Dash Speed  />x<section end=Initial Dash Speed/>
<section begin=Dash Acceleration  /><section end=Dash Acceleration/>
<section begin=Dash Acceleration  />x<section end=Dash Acceleration/>
<section begin=Max Dash Speed      /><section end=Max Dash Speed/>
<section begin=Max Dash Speed      />x<section end=Max Dash Speed/>
<!---------------------------------->
<!---------------------------------->
<section begin=Backdash Startup    /><section end=Backdash Startup/>
<section begin=Backdash Startup    />x<section end=Backdash Startup/>
<section begin=Backdash Duration  /><section end=Backdash Duration/>
<section begin=Backdash Duration  />x<section end=Backdash Duration/>
<section begin=Backdash Distance  /><section end=Backdash Distance/>
<section begin=Backdash Distance  />x<section end=Backdash Distance/>
<section begin=Backdash Invul      /><section end=Backdash Invul/>
<section begin=Backdash Invul      />x<section end=Backdash Invul/>
</div>
</div>
{{StatsInfobox-UNI}}
{{StatsInfobox-UNI}}


===Unique Trait===
===Unique Trait===
<section begin=Unique Trait/>*trait
<section begin=Unique Trait/>*trait1
<!-------------------------->*trait<section end=Unique Trait/>
<!-------------------------->*trait2<section end=Unique Trait/>


===Vorpal Trait===
===Vorpal Trait===
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{{AttackData-UNI/Infobox}}
{{AttackData-UNI/Infobox}}
 
<!-- See Template:AttackData-UNI documentations for help editing the moves below -->
==Normal Moves==
==Normal Moves==


Line 465: Line 467:
|input  =6CCC
|input  =6CCC
|image  =UNI_Linne_6C.png
|image  =UNI_Linne_6C.png
|caption =1st Hit
|caption =
|image2  =UNI_Linne_6CC.png
|image2  =UNI_Linne_6CC.png
|caption2=2nd Hit
|caption2=
|image3  =UNI_Linne_6CCC.png
|image3  =UNI_Linne_6CCC.png
|caption3=3rd Hit
|caption3=
|linkname=Wolf_Howl
|linkname=Wolf_Howl
|data    =
|data    =
Line 851: Line 853:
|input  =236X
|input  =236X
|image  =UNI_Linne_236X.png
|image  =UNI_Linne_236X.png
|caption =A/B Version
|caption =
|image2  =UNI_Linne_236C.png
|image2  =UNI_Linne_236C.png
|caption2=C Version
|caption2=
|linkname=Sky_Fang
|linkname=Sky_Fang
|data    =
|data    =
Line 924: Line 926:
|input  =j.236X
|input  =j.236X
|image  =UNI_Linne_j.236X.png
|image  =UNI_Linne_j.236X.png
|caption =A/B Version
|caption =
|image2  =UNI_Linne_j.236C.png
|image2  =UNI_Linne_j.236C.png
|caption2=C Version
|caption2=
|linkname=Sky_Fang_(Air)
|linkname=Sky_Fang_(Air)
|data    =
|data    =
Line 1,173: Line 1,175:
|input  =214X~X
|input  =214X~X
|image  =UNI_Linne_214X_A.png
|image  =UNI_Linne_214X_A.png
|caption =A Ender
|caption =
|image2  =UNI_Linne_214X_B.png
|image2  =UNI_Linne_214X_B.png
|caption2=B Ender
|caption2=
|image3  =UNI_Linne_214X_C.png
|image3  =UNI_Linne_214X_C.png
|caption3=C Ender
|caption3=
|linkname=Tenacious_Mist_(Follow-up)
|linkname=Tenacious_Mist_(Follow-up)
|data    =
|data    =
Line 1,423: Line 1,425:
{{RebeatGapTables-UNI
{{RebeatGapTables-UNI
|rebeats=
|rebeats=
{{!}}  
{{!}} 5C
{{!}}  
{{!}} 5A
{{!}}  
{{!}} -x
{{!}}-
{{!}} X
{{!}} X
{{!}} X
{{!}}-
{{!}} X
{{!}} X
{{!}} X
<!---------->
<!---------->
| gaps=
| gaps=
{{!}}  
{{!}} 5A
{{!}}  
{{!}} 5C
{{!}}  
{{!}} x
{{!}}-
{{!}} X
{{!}} X
{{!}} X
{{!}}-
{{!}} X
{{!}} X
{{!}} X
}}
}}


==Videos==
==Videos==
<!-- Add videos here using this format where xyz is the video ID: {{#ev:youtube|xyz|||'''Video Title''' by [https://www.twitter.com Video Author]}} -->
==External Links==
<!-- Add links to documents and the link here using this formt: *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] -->


==Colors==
==Colors==
 
<!-- Do NOT add more colors at this time as Mizuumi is seeing storage space issues. -->
===Default Unlocks===
===Default Unlocks===
{{ColorGallery | filePrefix=Linne- | colors=
{{ColorGallery | filePrefix=Linne- | colors=
Line 1,474: Line 1,496:
  {{ColorGallery/Color|30| text= 030 Nagger Brawny}}
  {{ColorGallery/Color|30| text= 030 Nagger Brawny}}
}}
}}
==External Links==




==Roadmap==
<!--To update this section, go to this character's subheader in Mizuumi Wiki:Roadmap/UNICLR-->
{{#lst:Mizuumi Wiki:Roadmap/UNICLR|{{SUBPAGENAME}}}}
<!-- DON'T EDIT BELOW -->
{{Navigation-UNI}}
{{Navigation-UNI}}



Revision as of 21:41, 18 February 2020

Profile-linne.png

She repeats. To unearth the truth behind her eternity, and settle a score with her brother.
The sword she sought, and the encounter with its wielder... In there lies the path that will
change her fate. The rusty cogs will begin to move once more, its ripples,
beckoning her to the end of her tale.

Story

A lady, young only in appearance, and the heroine of this story. She saves a high school student from being consumed by a Void, but cannot save him from turning into an In-Birth. After discovering his awakened powers, however, she asks for his help, "Use that power of yours, to end my life --". But before he can grant her wishes, a woman claiming to be the leader of "Amnesia" leaves them with a cryptic message. "I'll be waiting at the Abyss on this Hollow Night, Princess."

Very well... We are the will of the 'Night Blade'.
I will traverse a mountain of corpses, if I must.

Gameplay

gamplay summary


Strengths Weaknesses
  • strength
  • strength
  • strength
  • weakness
  • weakness
  • weakness

Character Stats

x x x x x x x x x x x x x x

Health Smart Steer Route
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
(Research me)
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
Throw Width (pixels) Throw Range (pixels)
Unique Trait
Vorpal Trait

Unique Trait

  • trait1
  • trait2

Vorpal Trait

  • trait1
  • trait2
Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible

Normal Moves

Standing Normals

5A
UNI Linne 5A.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
5B
UNI Linne 5B.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
5C
UNI Linne 5C.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
5CC
UNI Linne 5CC.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

Crouching Normals

2A
UNI Linne 2A.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
2B
UNI Linne 2B.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
2C
UNI Linne 2C.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

Air Normals

j.A
UNI Linne j.A.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
j.B
UNI Linne j.B.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
j.C
UNI Linne j.C.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

Command Normals

6B
UNI Linne 6B.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Wolf Howl
Wolf Howl
郡狼
6CCC
UNI Linne 6C.png
UNI Linne 6CC.png
UNI Linne 6CCC.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
j.6B
UNI Linne j.6B.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
j.2B
UNI Linne j.2B.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

Dash Moves

66B
UNI Linne 6B.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
66C
UNI Linne 66C.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Roll
Roll
During Dash 6A+B
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

Universal Mechanics

Force Function

Elusive Flash
躱閃
B+C
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

Force Function Follow-up

Divine Chains
天楔
X after Elusive Flash
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

Throw

Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Guard Thrust

Template:AttackData-UNI/CLR/Guard Thrust

Veil Off

Template:AttackData-UNI/CLR/Veil Off

Special Moves

Sky Fang
Sky Fang
空牙
236X
UNI Linne 236X.png
UNI Linne 236C.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Sky Fang (Air)
Sky Fang (Air)
空牙
j.236X
UNI Linne j.236X.png
UNI Linne j.236C.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Sky Fang (Increase)
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Moon Gyre
Moon Gyre
月輪
623X
UNI Linne 623X.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Tenacious Mist
Tenacious Mist
霧靭
214X
UNI Linne 214X.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Tenacious Mist (Follow-up)
UNI Linne 214X A.png
UNI Linne 214X B.png
UNI Linne 214X C.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Dash Cancel
Dash Cancel
66 after specials
UNI Linne X 66.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Flying Swallow
Flying Swallow
飛燕
63214X
UNI Linne 63214X.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Flying Swallow (Increase)
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

Super Moves

Infinite Worth

The Diviner
神薙
41236D
UNI Linne 41236D.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

Infinite Worth EXS

Template:AttackData-UNI/CLR/IWEX

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C 5A -x
X X X
X X X
Gap Table
Attack Chain Frame Gap
5A 5C x
X X X
X X X

Videos

External Links

Colors

Default Unlocks

001 Canary Yellow
002 Solitude Spica
003 Rhodorite Garnet
004 Sylvania Keeper
005 Purple Powder
006 Pure Black
007 Ore Shine
008 Blue Ocean
009 Autumnal Leaves
010 Destruction Red

Customization Unlocks (2000 IP Each)

011 Brosche Saphir
012 Drought Ground
013 Acero Granizo
014 Isora Albero
015 Wind of Oasis
016 Perfume Lemon
017 Ciruela
018 Pupil Gloomy
019 Arche wave
020 Ritual Sacrifice
021 Spring Breeze
022 Lapin de Neige
023 Nacht Kirshblute
024 Bush Camouflage
025 Misty Crystal
026 Exotic Coral
027 Spunky Mint
028 Burial Agency
029 Water Imp
030 Nagger Brawny


Roadmap

Linne Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2020-02-18 by SageVarq.

82% complete
Page Completed To-do Score

Overview

  • Imported UNIST frame data while checking against UNICLR patch notes.
  • Fill in the details of all the moves.
  • Recheck information with (?) signs.
  • It is advisable to add hitboxes and hurtboxes (idle, crouching, jumping, when attack, knocked, etc.) for all moves.
  • It is advisable to add airborne, crouching and standing frames for all moves.
  • It is advisable to add hitstun frames for all moves.
  • It is advisable to recheck all existing details.
49/50
Strategy
  • Filled in very basic strategy.
  • Received permission from hiari to use portions of their Linne guide, so use that to help elaborate on sections.
10/25
Combos
  • Verified all data for combos from the UNIST.
  • Added some new VO strip routes.
  • Keep on the lookout for new combo optimizations.
23/25


General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Frame Data
Hyde
Linne
Orie
Seth
Hilda
Chaos
Mika