Matrimelee/Lynn

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Lynn Baker
Colors

Introduction

Lynn is a cross-over character from Noise Factory's previous game, Rage of The Dragons. She is a Chinese American that had to leave China due to war. She learned the ways of the dragon from her Grandfather. Even though her mother taught her to enjoy martial arts and hard training, she prefers to visit the malls.

Lynn is the granddaughter and student of one of Chinnen's friends, and Chinnen brought her along with him to the tournament. She fights in the Matrimelee tournament replacing Chinnen after he falls asleep after a large meal.

Overview

Lynn is a multi-tool. She can easily zone, rushdown, play defensively, and easily play neutral. However, with all of these tools, she is difficult to use efficiently.

Strengths Weaknesses
  • 5.CD has a giant hitbox.
  • j.4B is an insane overhead cross-up that's hard to block.
  • Can easily combo off of a hop 9.C or hop j.4B.
  • Multiple anti-air options with her 2.CD, [2]8.K and 214-1236.B/D.
  • 2.B is very fast and has excellent priority.
  • 2.D is a very fast and long sweep, can also link off of 2.B.
  • Fast fireball.
  • 623.P also has an amazing hurtbox with additional follow-ups that are air unblockable.
  • Both supers can easily whiff on crouching opponents.
  • [2]8.K can also whiff on crouching opponents.
  • Cross-up kick can be easily avoided by jumping back.
  • Mediocre air normals.
  • Very short-ranged punishes. Lynn can miss punishes if not spaced properly.

Strategy

Building...

Normal moves

Far Standing Normals

5.A
MM Lynn 5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
4 2 Special
Super
Mid 4 - - - - -

Not used very often.


5.B
MM Lynn 5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Special
Super
Mid 4 - - - - -

Not used very often. Decent range, but overshadowed by 2.B.


5.C
MM Lynn 5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
Mid 10 - - - - -

Good poke, but not as good as 5.D.


5.D
MM Lynn 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid 10 - - - - -

Super long poke normal.


5.CD
MM Lynn 623P.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
24 24 Special
Super
Mid 10 - - - - -

Insane hitbox. Excellent for neutral spacing.


Close Standing Normals

cl.5A
MM Lynn cl5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
4 2 Special
Super
Self
Mid 4 - - - - -

Links into B attacks. Can be used for a quick combo.


cl.5B
MM Lynn cl5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 - - - - - - - -


cl.5C
MM Lynn cl5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 8 Special
Super
Self
Mid 6 - - - - -

Self cancels into 5.C.


cl.5D
MM Lynn cl5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
Self
Mid 8 - - - - -

Self cancels into 5.D.


Crouching Normals

2.A
MM Lynn 2A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
4 2 Special
Super
Self
Low 5 - - - - -

Massive frame advantage. Also chains into 5.B.


2.B
MM Lynn 2B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Special
Super
Low 6 - - - - -

Massive frame advantage. Lynn's GOD normal that's used for everything.


2.C
MM Lynn 2C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 Special
Super
Mid 8 - - - - -

Massive hitstun.


2.D
MM Lynn 2D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 N/A Low 10 - - - - -

Super long sweep. Can link off of 2.B.


2.CD
MM Lynn 2cd Super 28.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
17 9 Special
Super
Low 10 - - - - -

Super crazy anti-air.


Jumping Normals

8.A
MM Lynn 8A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 N/A High 6 - - - - -

Very short air normal. Use any other air normal.


8.B
MM Lynn 8B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 N/A High 6 - - - - -

Can cross-up and links into j.4B.


8.C
MM Lynn 8C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
12 6 N/A High 10 - - - - -

Excellent air-to-air.


8.D
MM Lynn 8D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 N/A High 10 - - - - -

Not used much. Use 8.C for air-to-airs.


7/9.C
MM Lynn 79C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
12 6 N/A High 8 - - - - -

Extremely big hitstun and great air-to-air that can lead to grounded combos. Can also be used in hops.


9.D
MM Lynn 79D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 N/A High 6 - - - - -

Extremely long air normal.


Dash Normals

66.P
MM Lynn 623P.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
17 9 Special
Super
Mid 10 - - - - -

Extremely good dash normal. Can lead into a full combo.


66.K
MM Lynn 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
24 12 Special
Super
Mid 10 - - - - -

Very long dash normal.

Command Normals

6.A
MM Lynn CMD 6A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
High 12 - - - - -

Very fast overhead. Can combo off of 66.P


j.4B
MM Lynn CMD j4B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
12 6 N/A High 12 - - - - -

Extremely great cross-up. Shifts Lynn's hitbox and can front facing cross-up on tall characters. Master this move for it's one of Lynn's core moves.


Grabs & Misc Normals

Grab
MM Lynn Gthrow.png
4/6.C OR j.6C
MM Lynn Athrow.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A Grab 0 - - - - -

Can also be done in the air.


Guard Cancel
MM Lynn 623P.png
5.CD On Block
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
17 9 N/A Mid 10 - - - - -

Requires 1 Stress Meter and can only be done on block.


Rage Explosion
MM Lynn RageExplosion.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
6 4 N/A Mid 0 - - - - -

Air unblockable. On hit puts opponent in juggle state.
Requires 1 meter to be built before activation.

Special Moves

Kouryuu Shouzan Ha

236.A/C
MM Lynn 236P.png
Kouryuu Shouzen Ha
(Dragon Flame Cannon)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 N/A Mid 8 - - - - -

Has extra hitstun on crouching characters which can be used to loop on certain characters.

236.A is a slower projectile that is generally used for chip, okizeme or mid-screen zoning.
236.C is a much faster projectile and is generally used for full-screen zoning.


Ryuu'en Hou

623.A/C
MM Lynn 623 1.png
Ryuu'en Hou
(Yellow Dragon Rising Wave)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Special Mid 15 - - - - -

Air Unblockable
One of Lynn's giant hitbox moves that is good for ending combos. Don't bother with the heavy version, it has the same damage but slower start-up. 623.P has follow-ups listed below.

> 236.K
MM Lynn 623 2.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 Special Mid 20 - - - - -

Follow-up to 623.P. Air unblockable.
Values are total with 623.P.

> K
MM Lynn 623 3.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
22 11 N/A High 25 - - - - -

Follow-up to 623.P > 236.K.
values are total with 623.P > 236.K.

Enren Ken

63214.A/C
MM Lynn 63214P hit1.png
Enren Ken
(Flame Gloss Fist)
MM Lynn 63214P hit2.png
2nd on heavy version
(Can also be dash enhanced)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 N/A Mid 10 - - - - -

Air Unblockable.
Only hits once and doesn't travel that far.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A Mid 15 - - - - -

Air unblockable.
Two hits, travels much farther than it's light version.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
25 13 N/A Mid 25 - - - - -

Dash Enhanced; Air Unblockable.
4 hits, requires you to dash before inputting the special. Travels about 3/4ths of the screen and is very fast.


Kouryuu Kyaku

[2]8.B/D
MM Lynn 28K.png
Koryuu Kyaku
(Dragon Kick)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 N/A Mid 15 - - - - -

Great for ending combos but can whiff on crouching characters easily.
Heavy version hits twice but does same damage.

Super Moves

Stress Shot & Ippatsu Ougi

214-1236.B/D
MM Lynn Super.png
Kouryuu Ken Ougi: Hiryuu
(Shin Roaring Dragon Fist)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
40 20 N/A Mid 20 - - - - -

2hits; 2nd hit overhead; Air Unblockable.
Extremely good anti-air.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
55 28 N/A Mid 0 - - - - -

3hits; 2nd hit overhead; Air Unblockable. Only 1st hit air unblockable.
Extremely good anti-air but with better damage than level 1.

Combos

Combo Total Damage Permanent Damage Notes
Basic Combos
9.B >> 2.B > 2.B > 2.B > 2.D 44T 22P Excellent knockdown string.
9.B >> 2.B > 2.B > 2.B xx 623.A > 236.P > P 39T 19P
9.B >> 2.B > 2.C xx 623.A > 236.P > P 39T 19P
9.B >> 2.B > 2.B xx [2]8.D 30T 15P
9.B >> cl.D > D xx 236.C 37T 18P
9.B >> cl.5C > C xx 236.C 36T 18P
9.B >> cl.5C > C xx 63214.C 39T 19P
9.B >> cl.5D > D xx 63214.C 35T 17P First hit of 63214.C whiffs. Second connects.
9.C >> 66.P > 6.A xx 236.A 45T 22P
9.C >> 66.P > 6.A xx 623.A > 236.K > K 50T 25P
9.C >> 66.P > 6.A xx 63214.C 47T 23P
9.C >> 66.P > 6.A xx 214-1236.B 57T 28P Requires 1 Stress Meter.
May whiff on smaller crouching characters if you don't immediately cancel 6.A on hit.
9.C >> 66.P > 6.A xx 214-1236.D 64T 32P Requires 2 Stress Meter.
May whiff on smaller crouching characters if you don't immediately cancel 6.A on hit.
9.B >> 2.C xx 214-1236.B 51T 25P Requires 1 Stress Meter
9.B >> 2.C xx 214-1236.D 62T 31P Requires 2 Stress Meter
(juggle) 66.P xx 63214.P 36T 18P Very hard to time all 4 hits of special.
(juggle) cl.5D > D x 236.C 36T 18P
(juggle) cl.5D > D xx 63214.A 36T 18P
(juggle) cl.5C > C xx 623.A + 236.K + K 38T 19P
(juggle) cl.5D > D xx 214-1236.B 54T 27P Requires 2 Stress Meter.
(juggle) cl.5D > D xx 214-1236.D 65T 33P Requires 2 Stress Meter.
(juggle) cl.5C > C xx 214-1236.B 59T 29P Requires 1 Stress Meter.
(juggle) cl.5C > C xx 214-1236.D 63T 31P Requires 2 Stress Meter.
Intermediate Combos
(cross-up) 9.B > j.4B >> 2.C > 2.B xx 63214.C 42T 21P
(cross-up) 9.B > j.4B >> 2.C > 2.B > 2.D 43T 22P
(cross-up) 9.B > j.4B >> 2.B > 2.B xx 623.A > 236K > K 35T 18P
(cross-up) 9.B > j.4B >> 2.B > 2.B xx [2]8.D 37T 18P
(cross-up) 9.B > j.4B >> 2.B > 2.C xx [2]8.D 40T 20P [2]8.D struggles to hit crouching characters.
(cross-up) 9.B > j.4B >> 2.B > 2.B > 2.C xx 63214.C 46T 23P 2.B > 2.B > 2.C must be point blank.
(cross-up) 9.B > j.4B >> 66.P xx 63214.C 45T 23P
(cross-up) 9.B > j.4B >> 66.P > 6.A xx 63214.C 50T 25P
(cross-up) 9.B > j.4B >> 66.P > 6.A xx 236.A 48T 24P
(cross-up) 9.B > j.4B >> 66.P > 6.A xx 63214.C 50T 25P
(cross-up) 9.B > j.4B >> 66.P xx 623.A > 236.K > K 44T 22P
(cross-up) 9.B > j.4B >> 2.B > 2.B xx 214-1236.B 49T 24P Requires 1 Stress Meter.
(cross-up) 9.B > j.4B >> 2.B > 2.B xx 214-1236.D 57T 28P Requires 2 Stress Meter.
(cross-up) 9.B > j.4B >> 2.B > 2.C xx 214-1236.B 55T 27P Requires 1 Stress Meter.
Must cancel 2.C immediately or spuer will whiff.
(cross-up) 9.B > j.4B >> 2.B > 2.C xx 214-1236.D 59T 29P Requires 2 Stress Meter.
Must cancel 2.C immediately or super will whiff.
9.C >> 2.CD > 6.A xx 236.A 45T 22P
9.C >> 2.CD > 6.A xx 623.A 42T 21P Can only use 623.A's follow-ups in the corner.
9.C >> 2.CD xx 623.A > 236.K > K 40T 20P
9.C >> 2.CD xx [2]8.D 37T 18P
9.C >> 2.CD xx 213-1236.B 55T 27P Costs 1 Stress Meter
Advanced Combos
6.A xx 236.A > cl.D > D xx 236.A > 66.P xx 63214A 37P/73R 95M Only works on Crouching Keith/Reiji.
9.c >> 66.A > 6.A xx 236.A xx 214-1236.B 65T 32P Requires 1 Stress Meter.
Only works on crouching Keith/Reiji.
66.P xx 236.A >> 66.A xx 623.A > 236.K > K 52T 26P Only works on crouching Keith/Reiji. 66.P xx 236.A can be looped but requires proper spacing.
6.A xx 236.A > 2.B xx 623.A > 236.K > K 47T 23P Only works on crouching Keith/Reiji.