Under Night In-Birth/UNI2/Linne

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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.


Uni2 profile linne.png

Story

Linne is our heroine, a young girl of indeterminate age.
Linne detected Hyde's true potential and successfully defeated Hilda.
That done, she tried to fulfill her original plan to destroy the ominous Power of Sealing engraved within her body...
Until her brother, Kuon, stepped out of hiding before her.
Refusing to die alone, she decides to confront Kuon alone--and take him with her as she falls into the Night.

Still, I have to go.
I have to settle things with Kuon.

Gameplay

Linne is an extremely agile character that excels in closing distances then winning scrambles at mid to close range. Using her double jump, roll, and spot dodge, she can be a little troublesome for opponents to deal with. With her defining projectile, Kuuga, and fast close-range pokes, she has little issue flipping a close-range neutral situation in her favor.

She unfortunately lacks any threatening options from long range, as well as having a difficult time dealing with aerial targets due to her poor anti-air options. Linne also lacks a strong high/low mixup and has to rely heavily on the standard strike/stagger/throw to apply pressure.


Strengths Weaknesses
  • Speed: Linne has a really fast run, allowing for very fast movement on the ground. She also has access to dash cancels on many attacks, a very quick roll, a foward hop attack, and a dash attack followup to her fireballs that is safe on block.
  • Air Mobility: One of the few characters with a double jump, on top of a divekick, and two specials to alter air momentum, making Linne hard to deal with while she's airborne.
  • Pressure: Linne has several great pressure normals, a very safe rekka, and multiple pressure resets using her fireball and its aerial and EXS versions. Combined with her high speed, Linne can be difficult to escape.
  • Defense: Has access to many great defensive options, including a parry stance that counters both highs and lows, two 5 frame jabs, and multiple invincible reversal attacks. Additionally, Linne is very tiny, to the point that a significant amount of mixups that reliy on rising air attacks are either weaker or do not work against Linne at all.
  • Damage: EXS Kuuga has very high minimal damage, and is very easy to combo into. Linne often doesn't need to use meter in neutral, so her damage is consistently high, especially in the corner.
  • Weak Anti-air: Linne's unqiue anti-airs are all brought down by glaring weaknesses like deadzones, being easy to bait, or not quickly accessible, making her rely on system mechanics against Assault and similar aerial attacks.
  • Short Reach: Compared to the rest of the cast, the reach on Linne's normals is quite short, with only 5C and 2C being notably long-range at the cost of commitment. This leaves her outranged in many situations until she can force her way in.
  • Inconsistent Damage: Without C Kuuga, Linne's damage is mostly mediocre. This is especially a problem against zoners, where Linne relies on 22C to get in.

Character Stats

Health Smart Steer Route
10600 5A > 6B > 2C > 6C~C > 22A > 5A+B > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
950 -860 4 41
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
4 2500 150 4000
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
3 26 -47134 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
200 105
Unique Trait
  • Can double jump to completely change air momentum by inputting 7/8/9 while mid air.
  • Can roll to pass through opponents, along with having some invincibility. Can be done by inputting 6A+B while dashing or certain circumstances.
Vorpal Trait
  • Force Function recovery decreased.
  • Force Function invul duration increased.
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 Normal Moves

5A
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
185 Mid 5 2 12 -2 N, SP, EX, CS, TH Strike
A horizontal swipe with the knife.
  • Can be repeated without getting Smart Steer using backward input (4A).
  • Very good tool overall due to its speed and range.
  • Good stagger window.
  • Best normal for rebeats due to its low total duration.
  • Frame advantage after CS: +10.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
18 95 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
410 Mid 6 4 13 -2 N, SP, EX, CS Strike
Linne kicks out in front of her.
  • Fast with a lot of active frames.
  • Easy to use for conversions on floating opponents.
  • Very good stagger window, long enough to frametrap with delayed 2B (in addition to C buttons).
  • Low pushback means that a throw or Moving Throw (6AB~D or 6B~AD) can often reach the opponent without the need to dash.
  • Has a slightly smaller hitbox than 5A, but also a much smaller hurtbox than 5A.
  • Frame advantage after CS: +14.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
23 92 /Data#5B
5B :
5C
5C
5C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
695 Mid 12 5 21 -7 N, SP, EX, CS Strike
Wide circular slash with her sword.
  • One of Linne's best starters for damage, so it's often used for pressure and punishes.
  • Retracts Linne's hurtbox on startup, but has an extended hurtbox during recovery.
  • Good neutral tool due to the vertical and horizontal hitbox.
  • Outranges all or most buttons on other close-range characters.
  • Frame advantage after CS: +16.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
38 88 (once) /Data#5C
5C :
5CC
5CC
CC
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5CC 550 Mid 13 3 19 -5 SP, EX, CS Strike
Normal version, quick and hits Mid.
  • Can only be used after 5C hits or is blocked.
  • If partially charged, then this can become a frame trap.
  • Can only be cancelled into specials.
  • Huge pushback if not cancelled. Many long-range normals can be whiff punished after 5CC with 66C or 236B.
  • Frame advantage after CS: +16.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5C[C] 800 High 25 3 23 -9 N, SP, EX, CS Strike
Charged version, becomes an overhead.
  • Minimum 8f gap and hurtbox extension on startup mean any A normal (except Waldstein's) will interrupt it regardless of range.
  • Can cancel into normals on hit or block.
  • Crumples on counterhit, so most trades result in a full combo for Linne.
  • Good starter in terms of damage.
  • Frame advantage after CS: +16.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5CC 35 Tumble 91 /Data#5CC
5C[C] 51 Tumble 88 /Data#5C[C]
5CC :

5C[C] :

Crouching Normal Moves

2A
2A
2A
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
2A 160 Mid 5 2 13 -3 N, SP, EX, CS, TH Strike
Horizontal slashes with her knife while crouching.
  • Despite being a crouching move, this move hits mid.
  • Has shorter range than 5A.
  • Good for rebeats (as 5A is often used to start pressure instead), but it recovers 1 frame slower than 5A.
  • Frame advantage after CS: +10.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
2AA 160 Low 5 2 13 -3 N, SP, EX, CS, TH Strike, Foot
Follow-up slash on hit or block only.
  • Has a bit more reach than 2A and is actually a low.
  • Useful as a non-committal move for hit confirming.
  • Frame advantage after CS: +10.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
2A 19 95 /Data#2A
2AA 19 94 /Data#2AA
2A :

2AA :

2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
410 Low 8 2 Total 29 -6 N, SP, EX, CS Strike, Foot
A reaching crouching slash.
  • Moves Linne forward.
  • Mostly used as a spacing tool to start pressure and combos.
  • Can (and often will) low profile many assault normals, which can work for or against you.
    • The forward movement can cause horizontal assault normals to whiff completely and for Linne to go behind them.
  • Only enough stagger window to frametrap into delayed C normals (or specials).
  • Frame advantage after CS: +14.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 90 /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
600 Low 11 6 24 -12 N, SP, EX, CS Strike, Foot
A long reaching horizontal crouching slash with the sword.
  • Similar to 2B, this also moves Linne forward.
  • Knocks down on hit, leading to very favorable trades, often a full combo for Linne with 66B pickup.
  • Very useful sweeping poke, but risky as it will leave you open on whiff.
  • Frame advantage after CS: +16.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
40 Launch 90 /Data#2C
2C :

Jumping Normal Moves

j.A
jA
jA
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
130 High, Air Shield 7 2 - -2~+9 N, SP, EX, CS Strike, Head
A short-ranged, quick vertical slash.
  • Great air-to-air, especially since you can auto-confirm with j.2B.
  • Can be used immediately from assault to fake an overhead on crouching opponents and land with a throw.
  • Frame advantage after CS: +10.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
390 High, Air Shield 8 3 - -4~+12 N, SP, EX, CS Strike, Head
A horizontal midair slash.
  • Mostly used as a combo tool during air strings.
  • Has a hitbox slightly behind of Linne's hurtbox.
  • Frame advantage after CS: +14.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
92 /Data#jB
jB :
j.C
jC
jC
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
570 High, Air Shield 12 4 - -7~+13 N, SP, EX, CS Strike, Head
Linne cuts diagonally upwards with her sword.
  • If performed from ground/air assault then landing recovery can be 2 frames.
  • Very strong air-to-air and air-to-ground.
  • Frame advantage after CS: +16.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
90 /Data#jC
jC :

Command Normal Moves

6B
6B
6B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
420 Mid 7 2 18 -4 N, SP, EX, CS Strike
Clockwise slash with the knife.
  • Very good to stagger into during pressure due to its range.
  • On defense, good for turn-taking where 5A would whiff.
  • In pressure, very useful for beating 9f+ buttons after 214BA.
  • Good stagger window comparable to 5B.
  • Frame advantage after CS: +14.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
26 92 /Data#6B
6B :
6C
Wolf Howl
郡狼
6C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
6C 600 Mid 12 6 18 -8 SP, EX, CS Strike 7~17 Head
The first in a series of 3 large slashes with the sword.
  • Has some utility as an anti-air, but has a significant deadzone above Linne's head.
  • Has Head Invul starting from 7th frame, but its duration in frames depends on timing of cancel. If move isn't cancelled early Head Invul will last until 17th frame, if it's cancelled ASAP (cancel method is unimportant) then it will last until 12th frame.
  • Mostly used for combo enders.
  • Has less range than 5C, so it loses some value as a grounded spacing tool.
  • On whiff, cancels into 6CC, but cannot be CS'd.
  • Frame advantage after CS: +14.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
6CC 610 Mid 13 4 22 -10 SP, -EX-, -CS- Strike
The second slash in the series.
  • Midscreen combos usually end with this, as it leaves the opponent close enough to meaty even on backtech.
    • Huge untech time, sometimes used early in combos into B Hien.
  • Can be cancelled into 6CCC and CS on whiff.
  • Frame advantage after CS: +14.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
6CCC 620 Mid 21 5 25 -12 -EX-, -CS- Strike
The last slash, slamming her sword and opponent flat into the ground.
  • Very unsafe, mostly used as a corner combo ender.
  • Can be cancelled into CS on whiff.
  • Frame advantage after CS: +16.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
6C 35 Launch 90 /Data#6C
6CC 38 Launch 90 /Data#6CC
6CCC 50 Knockdown 91 /Data#6CCC
6C :

6CC :

6CCC :

j.6B
j6B
j6B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j6B 390 High, Air Shield 9~14 4 Total 27 -10~+8 N, SP, EX, CS Strike, Head
A diagonal downward slash with the knife.
  • Like j.B, this is mostly used as a combo tool.
  • This version can be used from assault for a fast overhead.
    • Can be CS'd on hit for an autoconfirm to full combo, but does not convert without CS.
  • Can also be CS'd on block now.
  • Frame advantage after CS: +10.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j6[B] 470 High, Air Shield 16 4 Total 37 -8~+14 N, SP, EX, CS Strike, Head
Charged version.
  • Spikes the opponent on air hit, comboable after the knockdown.
  • Mostly used for corner combos and VO Strip setups.
  • Can be used from a neutral jump to beat certain approach options.
  • Can be used with a slight delay to do a fake attack (with a charge animation, but without any active frames).
  • If performed from ground/air assault then landing recovery can be 2 frames.
  • Frame advantage after CS: +16.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j6B 27 92 /Data#j6B
j6[B] 37 Knockdown on air hit 93 /Data#j6[B]
j6B :

j6[B] :

j.2B
j2B
j2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
330 Mid, Air Shield 13 until landing Total 38 0~-9 (CS) Strike, Head
A divekick with a steep angle.
  • Great for confirming almost any air hit to a full combo.
  • Staple for most combos.
  • Can be used to low crush during pressure or neutral, but is always negative on block and cannot be cancelled.
  • Has a tendency to side swap if high above and close to the opponent in the air.
  • Maximum value for overall is calculated from double jump into air assault.
  • The hitbox is slightly in front of the hurtbox.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
38 Knockdown on air hit 95 /Data#j2B
j2B :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
(816) Mid 9 3 12 -1 SP, EX, CS Strike
A running, multi-hit version of 6B.
  • Fast and moves forward with a good hitbox, making it useful for resetting pressure.
    • The button of choice for counterhitting opponents trying to react to whiff cancel rebeats.
  • Hits 3 times and crumples on hit so it's very easy to confirm.
  • On block, can frametrap into delayed Mujin, making it scary for opponents to contest even with a 5f button.
  • Enough untech on air hit to combo into B Hien, so it's used very often in optimal combos.
  • In matchups against characters with slower normals, it's difficult to contest due to the -1 frame advantage.
  • Frame advantage after CS: +11.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
24 86 (once) /Data#66B
66B :
66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
(932) Mid 12 4 19 -4 SP, EX, CS Strike
Looks almost like a running version of 5C, but with longer reach.
  • Core neutral tool.
  • Hits 3 times and launches the opponent far back on hit.
  • Can be converted with IC Kuuga > Dash Cancel.
  • Great for catching backdashes and low airborne targets, but does not quite reach peak jump height.
  • Frame advantage after CS: +16.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 Launch 79 (once) /Data#66C
66C :
66~6A+B
Whirlwind
風輪
66~6A+B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
Total 29 6~15 Head/Projectile, 16~19 Projectile
Linne rolls forward during a dash.
  • Standing: 1, Crouching: 2~23.
  • She loses her collision box for a majority of the roll, allowing her to pass through opponents.
  • Even though it has invincibility, those frames are very difficult to use due to being in the middle of the roll.
  • Somewhat useful for side switching and cross ups, but because it's slow, it can possibly be reacted to with a grab or low move.
  • If the roll ends in the opponent's collision box, Linne will move over to the side she's closer to, which can lead to ambiguous left/right mixup.
  • In neutral, Linne has to be dashing for at least 1 frame before inputting 6A+B, or else you will get microdash 6B.
    • Performing a roll with 66 > 6A+B won't have a delay, unlike 6A+B > 6A+B.
  • You can also roll from dash cancels or whenever you dodge anything with FF (the colorful aura denotes a successful dodge).
  • Due to the prerequisites, even though the roll is 23 frames overall, the roll effectively requires 24+ frames to perform.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 No Collision /Data#66~6A+B
66~6A+B :

Universal Moves

Force Function

B+C
Elusive Flash
躱閃
B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C
1 GRD
- - - - Total 37 - UNQ 1~14 Strike, 15~30 Head/Projectile
B+C (Vorpal)
0.5 GRD
- - - - Total 35 - UNQ 1~14 Strike, 15~29 Head/Projectile
Linne dodges in place which can avoid attacks.
  • This move can only be performed while in neutral state, and cannot be cancelled into from any other move.
  • Does not have collision for most of this move, so opponents can pass though Linne.
  • Can be used to dodge attacks and cancel into the follow-up.
  • Cannot be cancelled into follow-up until frame 5. Can be cancelled into follow-up within 23 frames (within 34 frames on successful dodge).
    • Therefore the fastest follow-up startup is 7 (4 + 3).
  • Linne will flash with a blue aura whenever she successfully dodges something.
    • Successful dodge allows Linne to cancel into the follow-up quicker and hugely increases speed of the follow-up.
    • Allows her cancel into roll with 6A+B.
  • Can be used as a one-button anti-air option, but the timing is somewhat tight and the opponent can recover and block if it's done too late.
  • Somewhat useful under pressure, as it allows Linne to reversal without the need to let go of back to stop blocking.
  • Commonly used in anti-throw/assault OS B+C~A+D.
  • Does not overwrite Throw invulnerability if used on wakeup.
  • Since regular throw is triggered either by contacting its hitbox, or by passing a distance check (command throws don't have this check) - then during Linne's FF the distance at which she can be grabbed is lower, because throw's hitbox is not used in this situation.
    • Despite not having throw invulnerability, does trigger a successful dodge against command throws like Gordeau's Assimilation (214X).
      • The reason why, unlike command throws, the hitbox of regular throw doesn't trigger successful FF dodge is yet unknown.
  • If dodge is successful then GRD will not be affected.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C 37 No Collision, Counter State /Data#B+C
B+C
(Vorpal)
35 No Collision, Counter State /Data#B+C
B+C :

B+C (Vorpal):

B+C~X
Divine Chains
天楔
B+C~X
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
(1298) Mid 10
Successful Dodge: 3
2 28 -14 (CS) Strike 1~11 Head
Successful Dodge: 1-4 Strike
Follow-up slash to Elusive Flash where on hit, Linne does a series of teleporting slashes.
  • Overall frames are calculated as: Dodge cancel time (4 is fastest, 23/34 is longest) + Startup (10/3) - 1 + Active (2) + Recovery (25) = Overall.
    • For confirmed hit it is calculated as: Dodge cancel time + Startup - 1 + 89 = Overall. Linne has full invulnerability within this overall.
  • After a successful dodge during Dodge, startup is much faster, becomes fully invulnerable, and will also autocorrect direction on crossup.
  • Can be canceled into Chain Shift for a combo on hit only.
  • Cannot be cancelled into anything on block, and has counterhit recovery.
  • Can cancel into IW or IWEX only during CVO.
  • Does not overwrite Throw invulnerability if used on wakeup.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
39 Launch, Vacuum on hit, Counter State 52 /Data#B+C~X
B+C~X :
66B+C
Soaring Dragon
Requires 1 GRD (0.5 GRD in Vorpal)
飛龍
66B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
810 Mid, Air Shield 11 5 16 -4 N, SP, -EX-, -CS- Strike 7~15 Head
Linne jumps and swings her sword around her.
  • After this move, Linne can use aerial moves and movement options (even if opponent shielded against Soaring Dragon).
  • Frame advantage after CS: +16.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
32 Launch 84 /Data#66B+C
66B+C :
Throw
Throw
投げ
A+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1635 Unblockable 4 3 24 +16 (on hit) - Throw
Linne trips the opponent then stabs them.
  • A crucial part of Linne strike/throw mixup.
  • Throw works on a ground collision box (even when it's disabled), but not on a hurtbox.
  • Linne's Throw Range is slightly longer than the average.
    • Throw Range was calculated from the edge of her collision box. But Throw Width starts from hurtbox (Linne's collision box is 5 pixels smaller than her hurtbox).
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 Knockdown /Data#A+D
A+D :
Smart Steer
Smart Steer
Requires 1 GRD on longer combos
スマートステア
5A+B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
(1663) Mid 4+4 5(21)4 18 -4 (EX) (only IW or IWEXS), CS Strike
Linne jumps up and swings her sword, knocking her opponent to the ground.
  • Frame advantage after CS: +16.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
50 Knockdown 82, 82, 45 /Data#5A+B
5A+B :
Guard Thrust
Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
0 Mid 15 5 26 -12 Strike 1~15 Full, 16~45 Full on hit
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Launch /Data#6A+B+C
6A+B+C :
Veil-Off
Veil Off
ヴェールオフ
A+B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
A+B+C
100+ EXS
0 All 15 2 Total 64 (54 on hit) -23 Strike 1~30 Full
Universal reversal that blows the opponent back on hit.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
A+B+C (during a move)
100+ EXS
0 All 2 4 20 +3 Strike 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
A+B+C 64 (54 on hit) Launch /Data#A+B+C
A+B+C
(during a move)
25 Launch /Data#A+B+C
A+B+C :

A+B+C (during a move):

Special Moves

236X
Sky Fangs
空牙
236X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236A 810 Mid, Air 21 10 Total 44 -2~+7
Dash cancel: -7~+2
Roll cancel: -10~-1
-EX-, -CS-, UNQ Strike, Projectile
236B 810 Mid, Air 12~16 10 Total 45~49 -12~-3
Dash cancel: -7~+2
Roll cancel: -10~-1
-EX-, -CS-, UNQ Strike, Projectile
236C
100 EXS
(1734)
[Min: (510)]
Mid, Air 4+11 15 Total 32 +27~+54
Dash cancel: +27~+47
Roll cancel: +32~+44
(CS), UNQ Strike, Projectile
Kuuga!~ Linne shoots a short-lasting, crescent projectile forward a short distance.
  • Integral tools to Linne's spacing game, especially with CS.
  • Can convert into a full combo on hit if dash cancelled immediately or if cancelled into the follow-up.
  • All versions of uncharged Kuuga travel about half-screen.
  • A and B versions of Kuuga can be EX/CS cancelled even on whiff.
  • A and B versions cannot be used for OTG, now even against Waldstein, Gordeau, Merkava and Enkidu.
  • A version has slow startup but fast recovery.
    • Can be used at the end of a blockstring for frametrap or backdash punish.
    • Up to +7 on block when spaced properly. A Kuuga is a very safe option on block, with it being -2 at point blank range.
    • Safe from some DPs at about a distance where the frame advantage will be +4.
  • B version has fast startup and travels further, but slow recovery.
    • Used to convert far 5C hits (236A is too slow).
    • Often used as a long-range special frametrap, but will always be negative if dash-cancelled from the range of Linne's C normals.
    • Hilariously good starter for being a projectile, leads to 3k~3.5k meterless combos depending on position and counterhit.
  • A/B versions are active for up to 10 frames (i.e. 236A can hit until 21 + 9 frame after it's done). The projectile hitbox starts on top of Linne's hurtbox.
  • Frame advantage after CS (without travel time): +18.
  • C version is larger and hits 5 times. The projectile hitbox starts ahead of Linne's hurtbox.
    • Linne's primary use for meter as it has utility in resetting pressure, setting up air unblockables, and meter dump for extra damage.
    • At maximum distance and at very close distance C version will have much less frame advantage (+23 for maximum distance and +27 for very close distance).
    • Moving an opponent with a dash cancel allows you to affect frame advantage and numbers of hits.
  • All versions can be dash and special cancelled almost immediately after the projectile becomes active.
    • Can lead to a combo on hit, but the B version can leave you at disadvantage on block unless at max range.
    • Dash cancel frame advantage is based on dash cancelling the first possible frame.
Version Overall Blockstun Property Proration Combo Proration Data link
236A - Launch /Data#236A
236B - Launch /Data#236B
236C - Launch 60 (once) /Data#236C
236A :

236B :

236C :

236[B]
Sky Fangs (Increase)
空牙
236UNI Input Hold.png[B]
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
(985) Mid, Air 25 Total 57 -4
Dash cancel: -2
Roll cancel: -5
-EX-, -CS-, UNQ Strike, Projectile
Linne creates a stationary projectile that strikes a large horizontal space in front of her.
  • Reaches about 3/4s screen.
  • Has 2 hits, meaning it can destroy a projectile and still hit the thrower behind it.
  • Decent spacing tool.
  • Often used after 66C to confirm.
  • Can be used at the end of a blockstring for frametrap or backdash punish, but has longer startup so is more vulnerable to projectile-invulnerable interrupts.
  • Can be dash and special cancelled.
    • Dash cancel allows a full combo from any range, but can dash under the opponent at closer range which can make the confirm slightly difficult.
  • Unlike uncharged Kuugas, has no travel time, so the frame advantage is the same regardless of distance.
  • Frame advantage after CS:
    • (1 hit) before first hit: +23, after first hit: +20.
    • (2 hits) after first hit: +24, after second hit: +21.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
57 Launch, Vacuum on hit 88, 88 /Data#236[B]
236[B] :
236X~B+C
Ghastly Wail
Requires 1 GRD (0.5 GRD in Vorpal)
鬼哭
236X~B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1060 Mid 23 4 23 -1~+1 -EX-, -CS- Strike
Linne dashes forward and slashes outward with her knife and sword.
  • Can be done after A/B versions of Kuuga and IC Kuuga, even on whiff.
  • If it crosses up its always -1 on block, if it is sameside its 0 to +1.
    • Very hard to space to not cross up.
  • Frame advantage after CS: +23.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
49 /Data#236X~B+C
236X~B+C :
j.236X
Sky Fang (Air)
空牙 (空中)
j236X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j236A 810 Mid, Air 21 - +6~+15
Air dash cancel: -35~-19
-EX-, -CS-, UNQ Strike, Projectile
j236B 810 Mid, Air 18~26 - +3~+12
Air dash cancel: -35~-22
Maximum delay: +11~+20
-EX-, -CS-, UNQ Strike, Projectile
j236C
100 EXS
(1734)
[Min: (510)]
Mid, Air 4+7 - +14~+67
Air dash cancel: -27~+36
(CS), UNQ Strike, Projectile
Linne lunges forward a short distance and shoots a projectile at a downward angle.
  • A and B versions float the opponent on hit.
  • Intergral to Linne's spacing and pressure game when TK'd.
  • Frame Advantage and Overall is based on usage TK. Regular version can have ~10 less frame advantage.
  • Can be air dash cancelled, but is risky as the opponent can anti-air or shield.
  • A version has slow startup, but fast recovery.
    • Airborne: 1~26, Standing: 27~34.
    • Fired at about a 40 degree angle.
    • Linne moves a fair distance forward.
    • Sometimes used for extra combo damage after Mujin~C follow-up.
  • B version has fast startup and travels fast, but has slow recovery.
    • Airborne: 1~26, Standing: 27~34.
    • This is the version you will use in pressure and neutral 99% of the time, whether TK'ed or done after upback.
    • Fired at about a 70 degree angle.
    • Linne moves forward a very short distance.
    • Sometimes used as a combo tool after Mujin~A follow-up.
    • Can be delayed by briefly holding down B (partial charge), which will increase frame advantage at the expense of longer startup.
      • If held too long, will result in j.236[B].
  • A/B versions are active for up to 10 frames (i.e. j.236A can hit until 21 + 9 frame after it's done).
    • Starting position of projectiles hitbox is behind and in front of Linne's hurtbox. The hitbox of the A version is shifted to the back of Linne and B is to the front.
  • Frame advantage after CS (without travel time): +18.
  • C version is large and hits 5 times. The projectile hitbox starts ahead of Linne's hurtbox.
    • Airborne: 1~21, Standing: 22~26.
    • Travels at the speed of the A version, but the angle of the B version.
    • Since the C version fires at about a 70 degrees angle, the values of the frame advantage are influenced by opponent position and distance.
      • In a corner and at very close distance C version will have +16 frame advantage.
    • Does not float opponent on grounded hit like other versions.
    • Useful for trying to gain ground in neutral or setting up air unblockables.
    • On air hit, will spike the opponent down.
      • If used on an aerial opponent really close to the ground, it can immediately use all bounces.
  • Frame advantage for Air Dash Cancel is based on usage immediately after the jump.
    • Reducing height at which Air Dash Cancel is done reduces frame advantage by a few frames (about 1-2).
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j236A Launch /Data#j236A
j236B Launch /Data#j236B
j236C Knockdown on air hit /Data#j236C
j236A :

j236B :

j236C :

j.236[B]
Sky Fangs
空牙
j236UNI Input Hold.png[B]
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
(985) Mid, Air 30 - +7
Air dash cancel: -26
-EX-, -CS-, UNQ Strike, Projectile
Linne creates a stationary projectile that strikes a large space diagonally down in front of her.
  • Airborne: 1~45, Standing: 46~53.
  • Can be air dash cancelled.
  • Floats Linne, halting her air momentum.
  • Frame advantage after CS:
    • (1 hit) before first hit: +23, after first hit: +20.
    • (2 hits) after first hit: +24, after second hit: +21.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
Launch, Vacuum on hit /Data#j236[B]
j236[B] :
j.236X~66
Dancing Wings
躍羽
j236X~66
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
-
Linne cancels any air Kuuga into an assault-like air dash that moves her forward, then drops at a steep angle.
  • You must return the stick to neutral to perform this. In other words, you cannot do j.236B > 6A+B unless you return to neutral between the two inputs.
  • Can only be performed while Linne has an assault and double jump still available.
  • Has a minimum height it can be performed, which is approximately the same or higher as minimum double jump height.
  • j.236X does not need to hit in order to perform the cancel.
  • Though it looks like an assault, you can still perform this while GRD broken.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#j236X~66
j236X~66 :
623X
Moon Gyre
月輪
623X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623A (1369) Mid 5 Total 41 -15 -EX-, -CS- Strike 1~12 Head/Dive
623B (1568) Mid 6 Total 68 -36 (CS) Strike 1~12 Full, 13~16 Head/Dive
623C
100 EXS
(1826)
[Min: (539)]
Mid 4+1 Total 105 -76 (CS) Strike 1-13 Full
Linne does a rising slash. Linne's Dragon Punch-type special.
  • A version rises a short distance hitting up to 2 times with 1 slash.
    • Standing: 1~6, Airborne: 7~31, Standing: 32~41.
    • Can be used as an anti-air, but it's risky due to having to input 623.
    • Can combo without resources if only the second hit connects as a air counter hit.
    • Can be combo'd into with j.63214C.
    • Hits on frame 7 at further ranges.
    • If CS or EX cancelled before the second hit, Linne stays grounded.
    • Useful in 0-advantage situations (such as after a neutral CS), as it has 5f startup and trades favorably for Linne, often granting a full combo on trade.
    • To immediately cancel into grounded 236C without getting 623C, input 6236A~C. It's a weird timing, takes some practice.
    • Can be CS cancelled even on whiff.
      • This means 623A can be used to "safe meaty" with CS, timing the active frames to connect with their wakeup but immediately CS'ing keeping Linne safe from invincible reversals.
      • To CS before Linne goes airborne (so that she can block), input 623A+D~A+D (using A+D macro) or 623D~A+D.
      • Unlike many other safe meaties/safejumps, the 5f startup means that this meaty can be adjusted for the opponent's wakeup timing, even if they delay their wakeup.
  • A version frame advantage after CS on block:
    • after first hit (standing): +16, after first hit (airborne): +14, after second hit: +16.
  • B version rises with an addition slash hitting up to 6 times.
    • Standing: 1~10, Airborne: 11~58, Standing: 59~68.
    • Fully invulnerable, can be used after a defensive CS to interrupt opponent attacks if you see a red flash.
    • On hit, it's possible to CS after the 5th or 6th hit to perform a full combo.
    • Being a reversal, is not cancellable into anything on block and has counterhit recovery.
  • C version rises with yet another slash hitting up to 10 times.
    • Standing: 1~6, Airborne: 7~95, Standing: 96~105.
    • Faster startup and launches much higher.
    • Hits more consistently than 623B and leaves the opponent right next to Linne for followup pressure.
    • Still, not usually worth the meter over 623B.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 41 Launch /Data#623A
623B 68 Launch, Counter State /Data#623B
623C 105 Launch, Counter State /Data#623C
623A :

623B :

623C :

214X
Tenacious Mist
霧靭
214X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214A (756) Mid 9 Total 34 -3 -EX-, -CS-, UNQ Strike
214B (776) Mid 11 Total 41 -6 -EX-, -CS-, UNQ Strike
214C
100 EXS
(2033)
[Min: (588)]
Mid 4+3 Total 77 4 (CS), UNQ Strike
Mujin! Linne slashes directly in front of her.
  • All versions can be dash cancelled, even on whiff.
    • All versions have -14 frame advantage if canceled into dash and -17 if into roll.
  • Both A and B versions are staples in almost every combo. Often referred to by the Japanese name "mujin" by the community.
  • A and B versions can be followed-up by 3 different attacks.
  • A version hits twice directly in front.
    • The second hit reaches slightly further.
    • Cancel window for follow-up is not large enough to frametrap.
  • B version has Linne step forward then hit twice.
    • Linne's most common special-move frametrap due to its safety (with A followup) and high damage as a starter.
    • The hitbox extends lower so this move can OTG.
    • The cancel window for follow-ups can be delayed slightly on this version.
      • It is possible to use the delay to frametrap or to let the opponent float higher in a combo.
      • Necessary for some combos involving 214B delayed C follow-up.
  • Frame advantage after CS: +11.
  • C version steps forward and does a long string of slashes.
    • On hit, Linne will do an additional slash that blows the opponent back into a wall bounce, similar to the B follow-up.
    • Cannot go into follow-ups like other versions.
    • Can continue to combo off this move if used early in a combo with Dash Cancel > A Hien.
    • Good for running the clock or playing GRD.
    • It's difficult, but it is possible for opponents to green shield out and punish.
    • This can be used to punish certain moves because of the distance it covers and its fast startup.
    • Cannot kill the opponent until the last hit, making it useful for getting all the GRD from a end-of-round CS.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A 34 /Data#214A
214B 41 /Data#214B
214C 77 Launch, Wall Bounce /Data#214C
214A :

214B :

214C :

214X~X
Tenacious Mist (Follow-up)
霧靭 (連撃)
214X~X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214X~A (640) Mid - -1 (N), -EX-, -CS-, UNQ Strike
214X~B (1090) Mid - -5 (N), -EX-, -CS-, UNQ Strike
214X~C (1410) Mid - -9 (N), -EX-, -CS-, UNQ Strike
Linne does additional slashes.
  • All versions can be dash cancelled, even on whiff.
  • All versions can be cancelled into normals or jump on hit only.
  • A version hits 2 times and floats the opponent toward Linne.
    • The best follow-up to use on block, as it is only -1.
    • Linne can often counterhit turn-taking attempts after this followup thanks to her fast, disjointed buttons.
      • E.g., 5A will beat most buttons slower than 6f, and 5C will pull her hurtbox back to make A buttons whiff and punish them.
  • B version hits 3 times and sends the opponent flying into a wall bounce.
    • Mostly used as a corner combo ender into 6CCC.
    • If used early enough in a combo midscreen, can continue the combo with normal, jump, or dash cancelling.
    • Useful as a combo ender to make space to charge GRD.
  • C version hits 4 times and floats the opponent high into the air slightly away from Linne.
    • Most damaging follow-up in combos so it will be included in many BnBs.
    • Most unsafe version on block, confirm the hit before using!
  • A version frame advantage after CS: +16, B and C versions frame advantage after CS: +14.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214X~A Launch, Vacuum on hit /Data#214X~A
214X~B Launch, Wall Bounce /Data#214X~B
214X~C Launch /Data#214X~C
214X~A :

214X~B :

214X~C :

X~66
Dancing Leaf
舞草
X~66
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
-
Linne dashes forward for a set time and distance.
  • Can be used after any version of Kuuga, Mujin, or Mujin follow-ups.
  • Cannot be cancelled, except into roll.
  • Usually this is only used after Kuuga, IC Kuuga, or midscreen Mujin B follow-up to continue combos.
  • Cancelling into roll will subtract at least -3 from total frame advantage.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#X~66
X~66 :
22X
Flying Swallow
飛燕
22X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
22A (1049) Mid 23 Total 45 -3 -EX-, -CS- Strike 10~22 Foot/Projectile, 23~25 Foot
22B (1181) High 26 Total 47 -3 -EX-, -CS- Strike 11~28 Foot
22C
100 EXS
(2010)
[Min: (502)]
Mid 4+15 Total 42 -8 (CS) Strike 1~9 Full, 10~22 Foot/Projectile
Hien! Linne does a flip forward and slashes on the way down. Often referred to by the Japanese name "hien" by the community.
  • A version leaps a short distance off the ground.
    • Standing: 1~2, Airborne: 3~22, Standing: 23~48.
    • Mostly used as a combo tool.
    • A version frame advantage after CS: +17 (on first and second hits).
  • B version hits slower and leaps higher.
    • Standing: 1~3, Airborne: 4~28, Standing: 29~47.
    • Doesn't launch on grounded hit, but is an overhead and links into 5A on crouching hit.
    • Whiffs completely over a crouching opponent if too close midscreen, but will always connect in the corner.
      • Whiffs completely over a some standing opponents (like Akatsuki) if too close to them.
    • A core component of optimal combos due to its high combo damage and untech time.
    • Now can OTG combo after 2C.
      • If opponent is high enough and there is enough hitstun then combo is possible without OTG.
    • Can CS or EX cancel to keep pressure on block.
    • When using as a mixup with IC B Hien, it can be fuzzy blocked/thrown if the opponent is aware of the option. See Under Night In-Birth/UNI2/Linne/Strategy#Fuzzy throw OS B Hien.
    • B frame advantage after CS: +16 (on first and second hits).
  • C version goes much farther, tracks the opponent's position and has a much larger hitbox.
    • Standing: 1, Airborne: 2~22, Standing: 23~46.
    • Mostly used to contest far reaching lows and projectiles due to the invincibility.
    • Can sometimes go through long-range non-projectile attacks, but only if they have few active frames: the full invincibility runs out halfway through the startup.
    • Unlike the B version, this will still hit if Linne leaps over the opponent because it has a hitbox that extends behind Linne.
    • Can combo afterwards without additional resources.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
22A 45 Launch /Data#22A
22B 47 /Data#22B
22C 42 Launch, Tracking, Counter State /Data#22C
22A :

22B :

22C :

22[B]
Flying Swallow (Increase)
飛燕
22UNI Input Hold.png[B]
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
240, 420 Low 34
Hitstun: 20
7(7)4 15 -9 EX, CS Strike
Linne seems to leap forward, but disappears and slides along the ground instead to hit low.
  • Can only combo afterwards by CS or EX cancelling.
  • Has extremely harsh damage scaling as a starter, Linne's worst starter by far.
  • Often used in combos where only the first hit connects due its very long knockdown and good mid-combo proration. Requires specific height to make the sliding kick whiff.
    • Because this relies on hurtbox shenanigans, these combos can cause Side Swap on certain characters, and they don't work at all against Linne in the corner.
  • Can be used as a high/low mixup in conjunction with uncharged B Hien, but can be fuzzy blocked/thrown if the opponent is aware of the option.
  • The first hit will only connect if the opponent is in hitstun, while the second low hit connects on frame 34 on or close to the ground.
    • The hitbox at frames 20~26 always exists, but can only hit an opponent who is in hitstun.
  • Frame advantage after CS: +10.
  • Standing: 1~3, Airborne: 4~16, Crouching: 17~49, Standing: 50~54.
    • Same for hitstun version.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
54 Knockdown first hit, Launch second hit 97, 93 P1: 65 /Data#22[B]
22[B] :
j.63214X
Dragon Fang
咬龍
j63214X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j63214A 1080 High 24 - -3 -EX-, -CS- Dive
j63214B 1080 High 25 - -5 -EX-, -CS- Dive
j63214C
100 EXS
1720
[Min: 516]
High 4+9 - +1 (CS) Dive
Linne flips in mid air and slams her sword flat down into the ground.
  • Completely changes Linne's air momentum, so it can bait out anti-airs.
  • Used as a combo ender after EX Kuuga due to the very long knockdown.
  • All versions lead to a meterless combo on hit with 66B (OTG) > 22B pickup.
  • A version barely moves forward, but is safe on block.
  • B version moves forward a fair amount, but is unsafe on block.
  • C version barely moves forward, has fast start-up and is plus on block, but is reactable due to the super flash.
    • Has a much higher hitbox (slightly above HP bar).
  • The hitbox appears when Linne is in the air, but can only hit opponents when Linne lands on the ground or when the opponent is in hitstun.
  • Maximum value for overall is calculated from double jump into air assault.
  • Frame advantage after CS: +25.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j63214A Knockdown /Data#j63214A
j63214B Knockdown /Data#j63214B
j63214C Knockdown /Data#j63214C
j63214A :

j63214B :

j63214C :

Super Moves

Infinite Worth
The Diviner
Requires 200 EXS
神薙
41236D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
(3566)
[Min: (1413)]
Mid 1+7 14, (8), 8, (8), 8, (8), 19, (17), 6, (9), 80 Total 162 +20 Strike 1~21 Full, 22~33 Throw
Linne merges her weapons and swings a large energy sword around in circles. She ends with a slam on the ground creating a powerful geyser.
  • There is a short gap right before Linne slams the sword which the opponent can interrupt to punish.
  • Linne is extremely plus if the geyser hits or is blocked.
  • After Linne sets up the geyser, she makes a small swing that can hit the opponent behind her.
  • It is possible to continue the combo if you hit the opponent with last geyser tick.
  • Geyser is Air blockable.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
162 Launch, Counter State 90 (once), 100, 90 (once) P1: 70 /Data#41236D
41236D :
Infinite Worth EXS
Divine Blaze
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
神薙・焔一閃
A+B+C+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
3810
[Min: 1600]
All 1+14 Total 67 -25 Strike 1~26 Full
Linne becomes surrounded by a pillar of light which goes into a cinematic on hit.
  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
67 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5B, 2B, 6B 5A -3
2A -4
5C, 2C 5A -1
2A -2
Gap Table
Attack Chain Frame Gap
5A, 2A, 2AA 5C, 2C, 6C
5C 5C[C]
5C{C}
6C 6CC
6CC 6CCC
214B A, B, C
41236D (spin) 41236D (slam)
5C, 5CC, 5C[C], 2C, 66C 236A
236B
236[B]
214A
214B
22A
22B
22[B]
In-depth Gap Table
Attack Chain Frame Gap
5A, 2A, 2AA 5C, 2C, 6C
5B
2B
6B
5B 5C, 2C, 6C
2B
6B
2B 5C, 2C, 6C
6B 5C, 2C, 6C
5C 5C[C]
5C{C}
6C 6CC
6CC 6CCC
214B A, B, C
41236D (spin) 41236D (slam)
5A, 2A, 2AA 236A
236B
236[B]
214A
214B
63214A
63214B
63214[B]
5B, 2B, 6B 236A
236B
236[B]
214A
214B
63214A
63214B
63214[B]
5C, 5CC, 5C[C], 2C, 66C 236A
236B
236[B]
214A
214B
22A
22B
22[B]
6С, 6CC 236A
236B
236[B]
214A
214B
22A
22B
22[B]
66B 236A
236B
236[B]
214A
214B
22A
22B
22[B]
In-depth Stagger and Cancel Frame (for Normals) Table (WIP CLR data)
Move Cancellable from Cancellable to Blockstop Cancel window Stagger Window Recovery Staggerable frames of recovery
5A 5 23 10 18 8 12 67%
5B 6 27 13 21 8 14 57%
5C 12 32 20 20 0 21 0%
5CC 10 32 13 22 9 20 45%
Indicated for cancel into Special
5C[C] 25 47 13 22 9 24 38%
2A 5 18 10 13 3 13 23%
2AA 5 25 10 20 10 13 77%
2B 8 26 11 18 7 20 35%
2C 12 28 16 16 0 24 0%
6B 7 21 11 14 3 18 17%
6C 12 33 15 21 6 18 33%
Indicated for cancel into Special
6CC 13 33 14 20 6 22 27%
Indicated for cancel into Special
6CCC 21 49 20 28 8 25 32%
Indicated for cancel into EX

Videos

CLR Linne 101 by Nico

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Colors

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
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
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast
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