Under Night In-Birth/UNI2/Linne/Matchups

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Matchups

Table of Contents
Uni akatsuki icon.png Uni byakuya icon.png Uni carmine icon.png Uni chaos icon.png
Uni eltnum icon.png Uni enkidu icon.png Uni gordeau icon.png Uni hilda icon.png
Uni hyde icon.png Uni kaguya icon.png Uni kuon icon.png Uni linne icon.png
Uni londrekia icon.png Uni merkava icon.png Uni mika icon.png Uni nanase icon.png
Uni orie icon.png Uni phonon icon.png Uni seth icon.png Uni tsurugi icon.png
Uni vatista icon.png Uni wagner icon.png Uni waldstein icon.png Uni yuzuriha icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.
Hyde

Even

  • "Trading" Kuuga with Hyde's Orbiter projectile and dashing after it generally leaves Linne at advantage and right next to Hyde.
  • In neutral situations (like a baited CS), Linne's 623A trades very favorably with Hyde's 623A, netting you a full combo in the corner with 5A 6CdlC 63214B etc.
  • Upback j.236B avoids a shocking number of Hyde's defensive buttons, even 6B and 5C if you jump high enough (whiff punishing them as well).
    • Remember, the higher you jump before upback Kuuga, the less plus you are when you land.

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Linne

Mirror

  • Remember how much you hate people jumping? Inflict that pain on your fellow Linne player.
  • Dashblocking against upback Kuuga can sometimes go completely under it if the other Linne is too close or leaves too large a gap (and you crouch after dashblocking).

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Waldstein

Slightly Unfavorable

  • Waldstein effectively "zones" Linne at farther ranges, as he has very good options to contest Linne at 5C/66C and many projectile-deleting moves to nullify Kuuga.
  • Ideally, you want to be at tip 5A range, where his 360A won't reach but you dominate his very slow frame data. Getting there can be challenging, though.
  • Although Force Function can antiair his assault j.C, it gets blown up by assault whiff j.6C 360A (the other part of the mixup).
    • Fuzzy 5A (a delayed 5A after assault j.C would hit) can deal with both parts of this mixup.

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Carmine

Favorable

  • This matchup makes Carmine players sad. You can play this matchup mostly on defense, as Carmine's offense is largely non-functional vs. Linne.
    • Linne is too small to be properly fuzzied with rising j.A, meaning Carmine has to use the lower damage assault j.A route.
    • Carmine has trouble making his strings gapless, meaning Force Function can punish many careless strings.
    • Linne's 2B and 2C low profile Carmine's 214]X[ bomb release.
  • Don't try too hard to win neutral: you can win by letting him spend his own health, farming GRD from his blockstrings, and punishing the gaps in his pressure.

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Orie

Slightly Unfavorable

  • You don't antiair Orie, and playing Linne against her makes this especially clear.
  • You have good tools on the ground, although trying to play footsies with Kuuga is high risk.
    • Kuuga can work against Divine Thrust, but Divine Thrust can also whiff punish Kuuga as it outranges the uncharged version. The charged version can be whiff punished on reaction by Orie's 236[B].
    • Closer, 5C outranges most of her normals, and 2B/2C low profile her 5B (which contests 5C's range).
    • As a result, Orie has a tough time taking her turn after blocking 214BA, without resorting to something like microdash 5A.
  • Your best hopes for dealing with her jumping are air-to-airs (e.g. j.A j.2B) or hoping she comes down on top of your head and FFing her. She can bait FF with various momentum stalls, so be careful.
    • If you can get above her in the air -- which Linne can do with her double jump -- Orie cannot really hit you with anything, and divekick (j.2B) will punish her for trying.

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Gordeau

Favorable

  • "Just dashblock" is not a meme in this matchup. Gordeau can't effectively stop you from running at him, unlike Merkava who can fly over you and Yuzuriha who can teleport.
  • You can't jump, as he has many options to cover the air, but you don't need to. Seriously, just dashblock at him until you're in: it doesn't take that long.
  • At midrange, aim for your 66C range to dominate his options; in pressure, 5C range where all his B buttons whiff is a good place to be, or tip 5A range as long as you're careful of 4B and 2B.
  • TK j.236B beats Gordeau's 2B and 3C clean, unlike most other characters' lows.
    • This is particularly useful as 3C is a common callout to Linne trying to stay grounded and avoid Gordeau's powerful antiairs. TK j236B is too fast to be antiaired on reaction.
  • For some reason, Force Function dodges Assimilation (his 214X command grab), allowing you to blow through both halves of his fundamental mixup (214A vs 2C) and forcing him to add more layers.
  • Always shield the second hit of his 236X (Mortal Slide) for free GRD and to make it -6. He has no way to prevent this follow-up hit, making it a completely safe shield.

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Merkava

Unfavorable

  • You have no consistent answers to Merkava flying, so patience is paramount. Collect GRD (Concentrate, in addition to flying costing Merkava GRD, makes it very costly for Merkava to passively fly) and use it to make your approach.
  • Linne has several punishes for Merkava's 236C that don't involve learning the shield timing.
    • If you are point blank, FF on reaction to superflash and input a very slightly delayed 4AB. You will roll with Merkava and be able to punish with 5A (or 5B if you're quick enough).
      • If you input the roll too fast, or are slightly farther back, you can get clipped by one of the hits. This is why delaying the roll is important, but delay too much and you'll miss the punish window.
    • If you are farther out, the roll punish is not reliable: shield the last hit or do an easier (lower reward) punish with FF~A.
    • If you're cornered, roll with 6AB and punish with 214C.

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Vatista
Seth

Unfavorable

  • Patience is key. You cannot directly challenge Seth in the air, and trying will get you hit 9 times out of 10.
    • Instead, count his air options and try to occupy a space that makes his landing awkward; for example, just out of range of A dive so that it will whiff and you can punish.
    • Use the GRD cycle rather than your swords/face to pressure him: Concentrating makes it very expensive for Seth to continue hopping around in the air.
  • It is imperative that you control Vorpal, as Seth's Fastfall Kick gets hugely extended range in Vorpal and makes it almost impossible for Linne to do anything besides block.
  • If you read a B blink during his pressure, pick a direction, jump in that direction, and input j.A j.C j.2B.
    • If you picked the right direction, you will hit him into a full combo.
    • If you picked the wrong direction, the j.C won't come out, and the j.2B will make vorpal Fastfall Kick whiff.
    • Seth can call out any jump attempt with delay 623X, so be careful with your callouts. It's fine to block B blink pressure for a while, it's not that threatening.
  • FF > roll can get you out of many j214B unblockable setups by dodging the initial orb hit that would put you in blockstun.

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Yuzuriha

Slightly unfavorable

  • Learn her stance patterns: it's recommended that you put real time to understand how this character works to avoid being overwhelmed, and so you can focus on how the Yuzu in front of you plays and what risks she's taking.
  • Try to get in 66C range: 66C will hit her if she tries to reset stance or upback.
  • 63214C is a great tool to get in, as it will invuln through her battous (they have very few active frames). Best used with CS to confirm.
  • In pressure, you completely dominate her buttons at tip 5A range, and she has no real reversal besides VO and IW.
    • Her 5f buttons have puny range, and her next fastest button is 9f. This means that up to 8f gaps are effectively frametraps as long as you are not point blank.
  • Her 4B has a parry starting on frame 7, but it cannot parry lows or mids hitting below her waist. Integrate 2A, 2B, and 2C into your pressure if the Yuzuriha is parry-happy.

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Hilda

Slightly Favorable

  • 63214C is your best friend here to punish her zoning, ideally with CS to confirm first (although Hilda can only punish it with Throw if she doesn't shield the last hit).
  • Your dash is fast enough to quickly close the gap if she ever puts one (for example, to concentrate). If she doesn't, shield and win Vorpal to use CS > 63214C and get the party started.
  • Be ready to antiair with Force Function if she is trying to run the Assault > 50/50 mix on you.
  • Bait Veil Off hard if she has meter. 4AC is a safe meaty that does 5A > 5C on block and recovers to block VO if they did wakeup VO.
  • Avoid lows in pressure, as Hilda has several moves that very quickly gain foot invulnerability which she frequently uses in absence of a real reversal.
    • Similarly, be ready to use 5A (or 66B, or 5C) antiair confirms in pressure, as the aforementioned foot invulnerable/low crush options (FFA, tk divekick) put her airborne.

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Chaos

Slightly Favorable

  • Roll removes your collision box, allowing you to roll past Azhi and prevent Chaos from effectively walling you out.
  • 5B is a good normal to kill Azhi, as it is very active and recovers quickly.
  • Be careful with using Kuuga, as 6C will reflect it into a painful combo. Use your dash speed and roll to approach instead.
  • Call out his upback j.236A by jumping with him and using j.236C, which will either hit Chaos or put him in an air unblockable situation.
  • Chaos is a 6f character, putting the RPS in -1 situations (66B, 214BA) heavily in your favor as long as 5A reaches.
  • One of Chaos's common defensive options is upforward + j.A, which will hop over even 5C and 66C. Upback Kuuga is a fairly effective air-to-air against this option, as Chaos j.A has limited horizontal range.

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Nanase

Slightly unfavorable

  • IC B Kuuga (236[B]) challenges low fireball sets in neutral, forcing her to start doing fireballs higher. The higher she sets fireballs, the more time you have to dash under or air-to-air her.
  • Her swordcar (236X) beats most of your grounded buttons, but it's susceptible to airborne opponents. A fairly safe callout is 7j.6B j.2B into a full combo.
  • Be careful with Kuuga if she has resources, as EX swordcar (236C) can punish any and all Kuuga attempts. If you have vorpal, hold onto it to reaction CS your Kuugas after you see the superflash.
  • Learn the ranges where her air-covering fireballs will not hit you (6Bed fireballs, j236[A] and j236A). Don't let her dash up for free if you didn't block a fireball!
  • 2B and 2C will low profile her FF j236A if Nanase uses it to reset pressure.
    • Whiff 2B early to go completely under the fireball and recover before Nanase does, and start pressure/punish depending on timing.
    • Do 2C later to catch her landing (it will counterhit her), as 2C does not recover fast enough to punish if you don't catch her landing.

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Byakuya

Even

  • Like Eltnum, his best buttons are lows, making upback Kuuga (or neutral jump/upforward Kuuga, depending on the range) very potent against Byakuya.
  • Byakuya is a 6f character, putting the RPS in -1 situations (66B, 214BA) heavily in your favor as long as 5A reaches.
  • If you don't think he will meaty you after a web setup, use 6B to clear the ground web and front web and punish a dash throw (or at least take your turn).
    • Linne is too small to get hit by the upper web unless you use 5C or upback: you can dash(block) out safely.
    • If you want to get rid of the upper web and can take the GRD loss, backtech and 6B to clear the upper web too.
  • Against Byakuya's rekka/web cancel in pressure, the standard universal option of dashblocking applies (blocks delayed rekka, dashblocks under the web set and punishes his landing).
  • https://twitter.com/nekowaifu/status/1422327166549864454?s=21

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Phonon

Even

  • Phonon's 3C is extremely negative on block, so she usually cancels it into fireball. You can shield this, or you can assault/jump during the gap and make the fireball whiff.
  • Against 6FF pressure, you can assault or hold upforward to make it whiff, like other characters. She can cancel into 623C on whiff if she's ready, so be careful.
    • EX Hien does not beat 6FF/fireball pressure reliably, as Phonon can, with good reactions, do a delayed whiff-cancel into 623C to beat EX Hien clean (or simply let 6FF rock and counterhit Linne after the invuln runs out).
      • Although EX Hien is fully projectile invincible, it is very slow: if Phonon does 623C late enough, it will fully invuln through EX Hien's active frames and whiff punish it.
      • CSing before using EX Hien only gives Phonon more time to get ready to react with 623C.
    • The best direct challenge against 6FF is shielding the third hit and then quickly inputting upback j236C. This beats all followups except B (the overhead) or things like 6FF(2) 236A 623B, both of which lose her turn/are punishable if Phonon doesn't have CS. It also avoids Phonon's 623C if she is far enough away.
    • Shielding for pushback can also make her start to whiff without dashing up, giving you more wiggle room to escape
  • j.236[B] can challenge her air options (j.[C], air fireball) from far away.
  • If you read an upback air fireball at certain spacings, you can dash and roll under it to clear the fireball very quickly and punish her landing.
    • Air fireballs are also negative if done too high/too close, meaning dashblocking into them can give you a free pressure start or even punish.
  • Phonon's buttons, while long, are quite slow. On offense, stick close to her to take advantage of this, rather than playing a spacing/whiff punish game.
    • For example, while upback Kuuga whiff punishes many of Phonon's normals, it consistently loses to Phonon's 5BB.
    • Her many long-range lows also make it risky to walk back and whiff punish.
    • Divekick, while risky, does beat almost all of her buttons after rebeats or -1 situations like 214BA.
  • Phonon's B normals are very slow (the fastest is 2B: 9f), meaning 214BA, 6B will beat all her normals if spaced out of range of her A normals (8f gap).
    • This allows you to threaten pressure resets after 214BA, as it is functionally plus if spaced and not shielded.

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Mika

Slightly Favorable

  • TK Kuuga beats many of her committal neutral approaches (missile, 66B, 66C, even tornado if done early) and is fairly safe on whiff.
    • You will sometimes trade with Mika 66B as the lingering active frames hit Linne on the way down, but you both recover at approximately the same time.
  • Shield spaced missiles in neutral to deny plus frames (if it's far enough to be plus, it will take long enough that you can react and shield).
  • Shielding during pressure is always a risk due to the threat of 214B GRD break, but it is a very important one to take: shielding missile, 3B, or FF, to name a few, can net you a huge punish. A common mistake that players make against Mika is never shielding, which allows her to loop pressure until you crack. Aim to shield the critical moves sometimes (not all the time) and accept that you may get GRD broken sometimes.
  • Mika's 236A~7A corner crossup doesn't work on crouching Linne because she's too small. Mika can still cross you up with 236A~4A, but she doesn't get a combo without resources.
  • You generally want to stay at longer range in pressure. Her best options are all short-ranged; she has long-ranged options to challenge far rebeats (most notably her 623A which is 7f) but they all have limited cancel options, making it fairly safe to just wait them out.

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Wagner

Even

  • Linne has a particular dominant range against Wagner thanks to 5C/66C, but Wagner still has very strong midrange and has much higher reward than Linne.
  • 5C/66C outrange most of Wagner's options. Upback Kuuga beats the normal 5C doesn't outrange (66C).
  • Be careful with Kuuga usage, as her FF and j.[B] clear projectiles and she can cancel into specials if she clears one.
  • Against sword buffed 236AA, buffer FF~A to punish any followup that isn't gapless. Shielding 236AA (the hit that sends her in the air) makes more things have a gap, but can be called out if she does 236A > Throw.
    • Wagner can bait FF~A by doing j[C] whiff. As such, you sometimes want to shield the followup and hold forward, which sideswaps Wagner into the corner and leaves her punishable if she leaves a 2f gap or greater (unless she uses j[B] which hits crossup, can either hit you or you block it while crossed up depending on if you shielded the followup).
    • Otherwise, if you're confident that Wagner will go for instant j.C thanks to the threat of your FF and can't consistently delay stand up, you can shield the instant j.C to make her -6 and punishable.
  • Against 623A j.236C, delay backdash and punish.

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Enkidu

Slightly Favorable

  • 5C and 66C outrange all of Enkidu's options at tip range. You are the zoner in this matchup!
    • Just watch out for whiff punishes, as both have significant hurtbox extension in recovery.
  • Kuuga is also good for controlling space, but beware of 236C and 3C, both of which are projectile invulnerable and can be used on reaction to slower Kuugas like upback Kuuga.
  • Enkidu is a 6f character, meaning your 5f 5A on neutral CS and -1 situations (66B, 214BA) are very strong against his options.

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Londrekia

Even

  • Londrekia's C rekka goes over grounded Kuuga, but does not go over 5C or 66C. Use your C buttons to wall out his neutral skip attempts.
  • 6B deals with his 214A spacing traps quite nicely, as there is an 8f gap between 214A (-2) and 5A (6f) and 6B has 7f startup and huge range.
    • Londrekia can always cancel 214A into 214C (as long as he hasn't already done two rekkas) which will frametrap anything, so don't overuse this.
  • FF works against some rekka cancels, but beware of no cancels and 214[B] which will pass through and make FF~A whiff.
  • Against 4C abare, remember that it is a 15f move, so a -1 or -2 rebeat into 66C (12f) will beat it clean as long as it reaches on the first frame.
    • Farther away, upback Kuuga will also whiff punish 4C (although you have to upback for longer than most buttons), and closer, assault will also dodge it.
  • Linne can whiff punish Londrekia's 5B on reaction without worrying about 5BB by using 2C, which low profiles 5BB.

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Tsurugi
Kaguya
Kuon
Eltnum

Even

  • Most of Eltnum's long-range options are low, making upback Kuuga a very powerful option in neutral and pressure. Beware of horizontal gunshot (236A).
  • If you shield her 236A, you can interrupt a followup 236A with 66C, even if she has enhanced bullets (turns a 10f gap into a 13f gap).
  • If she does not have enhanced bullets, her 236B (three horizontal shots) is -6, meaning you can shield the final bullet and punish with 214C (huge range and 8f startup).

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Akatsuki

Even

  • 5C is a very powerful button against Akatsuki, as it outranges almost all of his normals and even stuffs his beloved B tatsu (214B).
  • 236[B] can punish Akatsuki for throwing a single fireball, but he can punish you right back by cancelling it into 236C.
  • FFing Akatsuki's 236A during his spaced fireball pressure allows you to roll to beat an immediate 66C, forcing him to delay 66C or no-cancel the 236A, which in turn gives you more mash/escape points.
  • Keep your finger on the FF button(s) against Akatsuki's j6[C], as it covers an enormous amount of space even rising and crushes many of Linne's grounded buttons. FF~X is the only consistent answer.

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