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 and 2.CD have a giant hitboxes.
  • j.4B is an insanely good cross-up overhead that's hard to block and can be easily hit on smaller characters.
  • Extremely fast 6.A overhead that combos into special and super moves.
  • Lynn can easily combo off of hop 9.C and j.4B. Very hard to punish.
  • 2.B has excellent priority and can link into 2.D sweep.
  • 2.C has massive hitstun and can be used as an anti-air in some occasions.
  • cl.5D > D & cl.5C > C natural chains are extremely versatile in combos and can be linked off of a 2.B or 2.C.
  • Fast 236.A/C, can be used to extend combos on crouching characters.
  • 623.A/C also has a huge hurtbox with additional follow-ups that are air unblockable.
  • Fast [2]8.B/D to check jump-in attacks.
  • Air unblockable 214-1236.A/C supers that have big damage.
  • 214-1236.A/C can easily whiff on crouching opponents.
  • Opponents can easily fall out of 214-1236.A/C if not spaced properly.
  • [2]8.B/D commonly whiffs on crouching opponents.
  • Cross-up kick can be easily avoided by jumping back.
  • Sub-par air normals.
  • Very short-ranged punch normals. Lynn struggles to punish if not spaced properly.
  • 236.A/C can easily be punished on a read or rolling through.
  • 236.A/C can completely whiff point blank, the fireball goes behind the opponent.
  • 236.A/C can be low profiled by crouching Kanji, Clara, Hikaru and Ume/Tane
  • 5.CD is punishable on block point-blank.

Strategy

Building...

Normal moves

Far Standing Normals

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

Air Unblockable.
Decently long jab that doesn't lead to combos.


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 - - - - -

Air Unblockable.
Decent range kick with too much pushback. Use 2.B for better results.


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 - - - - -

Air Unblockable.
Stubby poke compared to 5.D not used often outside of cl.5C > 5.C natural chain.


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 - - - - -

Air Unblockable.
Super long poke normal that also extends Lynn's hurtbox.


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 - - - - -

Air Unblockable.
Insanely big invisible hitbox. Excellent for neutral spacing and catching jumps.

Close Standing Normals

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

Air Unblockable.
Very short jab that links into B normals.


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

Air Unblockable.
Links into A normals and natrually chains into 5.B.


cl.5C
MM Lynn cl5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 Special
Super
Mid 6 - - - - -

Air Unblockable.
Excellent to start juggle combos and natrually chains 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
Mid 8 - - - - -

Air Unblockable.
Better horizontal range and damage compared to cl.5C, great for juggles. Natrually chains 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 - - - - -

Air Unblockable.
This short jab is super fast, has massive frame advantage and 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 - - - - -

Lynn's second best button that has massive frame advantage and links into cl.5D and 2.D.


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 - - - - -

Air Unblockable.
Sub-par anti-air bug has massive hitstun.


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

Super long sweep that can link off of 2.B. Excellent for mid-range punishes.


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 - - - - -

Air Unblockable.
Crazy good anti-air and launcher.

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 - - - - -

Good air-to-air with massive hitstun that can lead to grounded juggle combos.


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 - - - - -

Has just as much hitstun as the jumping C normals but has more downward range and damage.


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 on this normal. Also good for starting air-to-air juggle combos.


7/9.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 that's great for air-to-airs. Doesn't have as much hitstun as the jumping C normals.

Dash Normals

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

Can be done with any punch normal. Extremely good dash normal that can be followed up by a combo.


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

Can be done with any kick normal. Very long dash normal that causes a knockdown on hit.

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 that can lead to a combo.


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 good cross-up overhead command normal with massive hitstun. Used well, it's very hard to block.

Grabs & Misc Normals

Grab
MM Lynn Gthrow.png
4/6.C OR j.6C
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
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)
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)
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.A/C has follow-ups listed below.

> 236.B/D
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.A/C.
Air unblockable.
Can be done with any kick and values are total with 623.A/C.

> B/D
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.A/C > 236.B/D.
Can be done with any kick normal and values are total with 623.A/C > 236.B/D.

Enren Ken

63214.A/C
MM Lynn 63214P hit1.png
Enren Ken
(Flame Gloss Fist)
Enren Ken
(Flame Gloss Fist)
MM Lynn 63214P hit2.png
2nd on heavy version
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)
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)
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.


General
FAQ
Controls
Menus
HUD
Glossary
System
Characters
Anny
Buntaro
Chinnen
Clara
Elias
Hikaru
Jimmy
Jones
Kanji
Keith
Lynn
Olof
Poochy
Reiji
Saizo
Sissy
Shintaro
Tane
Ume
White