Under Night In-Birth/UNICLR/Linne
“ |
She repeats. To unearth the truth behind her eternity, and settle a score with her brother. |
” |
Story
A lady, young only in appearance, and the heroine of this story. She saves a high school student from being consumed by a Void, but cannot save him from turning into an In-Birth. After discovering his awakened powers, however, she asks for his help, "Use that power of yours, to end my life --". But before he can grant her wishes, a woman claiming to be the leader of "Amnesia" leaves them with a cryptic message. "I'll be waiting at the Abyss on this Hollow Night, Princess."
“ |
Very well... We are the will of the 'Night Blade'. |
” |
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 |
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Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10600 | 5A 6B 2C 6CC 63214A 214C | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
800 | -700 | 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 |
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Vorpal Trait |
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Move List
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 SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = 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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | Mid | N, SP, EX, CS, TH | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 12 | 18 | -2 Roll cancel: -11 |
- |
A horizontal swipe with the knife.
- Very good tool overall due to its speed and range.
- Good stagger window.
- Can be cancelled into roll with 6A+B as long the opponent is in hit or block stun.
- It also can be cancelled during a startup. Cancelling move's startup into other move is called Kara Cancel, but it is indicated as w5A Roll cancel in other moves' description.
- Does not destroy Byakuya's webs, Chaos' Ahzi and etc.
- Can be repeated (on block only) without getting Smart Steer using 5A8AAA, but this will cause a jump cancel on hit.
- Frame advantage after CS: +10
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | 14 | 23 | -2 w5A Roll cancel: -8 |
- |
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.
- Cannot be used for OTG, except against Waldstein, Gordeau, Merkava and Enkidu.
- Frame advantage after CS: +14
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
695 (2-hits) | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 6 | 21 | 38 | -7 w5A Roll cancel: -6 |
- |
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
5CC
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500 | Mid | SP, EX, CS | Tumble | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 20 | 32 | -5 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | High | N, SP, EX, CS | Tumble | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
25 | 3 | 24 | 53 | -9 w5A Roll cancel: -6 |
- |
Follow-up for 5C where Linne thrusts her sword downward. Has shorter range than 5C.
- Normal version is quick and 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
- 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
Crouching Normal Moves
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | Mid | N, SP, EX, CS, TH | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 13 | 19 | -3 w5A Roll cancel: -12 |
- |
Horizontal slashes with her knife while crouching.
- Despite being a crouching move, this move hits mid.
- Has shorter range than 5A.
- Almost nonexistant stagger window.
- Good for rebeats (as 5A is often used to start pressure instead), but it recovers 1 frame slower than 5A.
- Does not destroy Byakuya's webs, Chaos' Ahzi and etc.
- Frame advantage after CS: +10
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | Low | N, SP, EX, CS, TH | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 13 | 19 | -3 w5A Roll cancel: -12 |
- |
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.
- Much better stagger window than 2A, comparable to 5A.
- Frame advantage after CS: +10
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
390 | Low | N, SP, EX, CS | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 2 | 20 | 29 | -6 w5A Roll cancel: -8 |
- |
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
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600 | Low | N, SP, EX, CS | Launch | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 6 | 24 | 41 | -12 w5A Roll cancel: -6 |
- |
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
Jumping Normal Moves
jA
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | High, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 2 | 12 [2 on landing] |
20 | -2~+9 [-8~+9 on assault] |
- |
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.
- Does not destroy Byakuya's webs, Chaos' Ahzi and etc.
- Frame advantage after CS: +10
jB
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380 | High, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 3 | 20 [3 on landing] |
30 | -4~+12 [0~+13 on assault] |
- |
A horizontal midair slash.
- If performed from ground/air assault then landing recovery can be 2 frames.
- Mostly used as a combo tool during air strings.
- Has a hitbox slightly behind of Linne's hurtbox.
- Frame advantage after CS: +14
jC
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | High, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 17 [4 on landing] |
32 | -7~+14 [+6~+15 on assault] |
- |
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
Command Normal Moves
6B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 2 | 18 | 26 | -4 w5A Roll cancel: -8 |
- |
Clockwise slash with the knife.
- Very good to stagger into during pressure due to its range.
- Budget Wagner/Hyde 6B: has good reach for only being 7f startup.
- On defense, good for turn-taking where 5A would whiff.
- In pressure, very useful for beating 9f+ buttons after 214BA.
- Very small stagger window, cannot even delay a C button to frametrap.
- Note that its Smart Steer variation (5AA) has the Smart Steer stagger window, which is much larger.
- Good for destroying Byakuya's web setups in the corner.
- Frame advantage after CS: +14
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500 | Mid | SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 6 | 18 | 35 | -8 | 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.
- All versions of 6C can be cancelled on whiff, including into things like Chain Shift.
- Frame advantage after CS: +14
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | Mid | SP, EX [whiff OK], CS [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 4 | 22 | 38 | -10 | - |
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.
- Frame advantage after CS: +14
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600 | Mid | EX [whiff OK], CS [whiff OK] | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | 5 | 25 | 50 | -12 | - |
The last slash, slamming her sword and opponent flat into the ground.
- Very unsafe, mostly used as a corner combo ender.
- Frame advantage after CS: +16
j6B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370 | High, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 15 [3 on landing] |
27 | -8~+8 [-3~+9 on assault] |
- |
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.
- If performed from ground/air assault then landing recovery can be 2 frames.
- Frame advantage after CS on block: +10
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 | High, Air Shield | N, SP, EX, CS | Knockdown on air hit | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 4 | 15 [3 on landing] |
34 | -4~+14 [+10~+15 on assault] |
- |
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
j2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
310 | Mid, Air Shield | CS [hit only] | Knockdown on air hit | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | until land | 11 on landing | 27~41 | 0~-9 | - |
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.
- Overall and Frame Advantage are based on usage immediately after jumping.
- Maximum value for overall is calculated from double jump into air assault.
- The hitbox is slightly in front of the hurtbox.
Dash Moves
66B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 (3-hits) | Mid | SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 13 | 24 | -1 Roll Cancel: -10 |
- |
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, so it's very easy to confirm on hit.
- 214B is the most common confirm choice, but is actually ~+7 on hit (early in a combo) so can link into 5A or 6B, in addition to 2B on crouching.
- 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.
- Can cancel into roll.
- Frame advantage after CS: +11
66C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
892 (3-hits) | Mid | SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 20 | 35 | -4 | - |
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 (236[B]) > dash cancel.
- Great for catching backdashes and low airborne targets, but does not quite reach peak jump height.
- Frame advantage after CS: +16
66~6A+B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | No Collision | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 23 | - | 6~9 Head/Projectile, 10~15 Strike, 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.
- She can also roll from 5A or 66B at any point the opponent is in hit or block stun. This means you can even roll cancel 5A before the active frames even come out. (EX: 5C 5A~6A+B)
- You can also roll from dash cancels or whenever you dodge anything with FF (the blue 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.
Universal Moves
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | UNQ | No Collision, Counter State | 1 GRD | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 37 | - | 1~14 Strike, 15~30 Head/Projectile |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | UNQ | No Collision, Counter State | 0.5 GRD | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 35 | - | 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 her.
- 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.
- Really good against direct aerial approaches due to having frame 1 invincibility and being one button.
- 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.
- Despite not having throw invulnerability, does trigger a successful dodge against command throws like Gordeau's Assimilation (214X).
- If dodge is successful then GRD will not be affected.
Force Function (Follow-Up)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1298 (4-hits) | Mid | CS [hit only] | Launch, Vacuum on hit, Counter State | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 Successful Dodge: 3 |
2 | 25 | 40~59 Successful Dodge: 33~63 |
-11 | 1~11 Head, 1~4 Strike on hit |
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.
Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1635 | Unblockable | - | Knockdown | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | 1 | 22 | 26 | +13 (hit) | - |
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.
- 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).
- Linne's Throw Range is slightly longer than the average.
Guard Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, GRD Break | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | Vorpal | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 26 | 42 | -12 | 1~12 Full, 13~42 Full on hit |
Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
Veil-Off
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 2 | 7 (3 on hit) on landing | 58 (53 on hit) | -13 | 1~30 Full |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
68 | 2 | 7 (2 on hit) on landing | 108 (103 on hit) | -14 | 1~91 Full |
Universal reversal that blows the opponent back on hit.
- Airborne: 1~52, Standing: 53~59.
- For Full Charge version: Airborne: 1~101, Standing: 102~108.
- 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).
- You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
2 | 4 | 20 | 25 | +3 | 1~19 Full |
Cancels an action and launches the opponent high into the air on hit.
- Airborne: 1~25.
- 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.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- 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.
Special Moves
236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | Mid, Air | EX [whiff OK], CS [whiff OK], UNQ | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | 10 | 19 | 49 | -7~+2 Dash cancel: -7~+2 Roll cancel: -10~-1 |
- |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | Mid, Air | EX [whiff OK], CS [whiff OK], UNQ | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
12~16 | 10 | 24 | 45~49 | -12~-3 Dash cancel: -7~+2 Roll cancel: -10~-1 |
- |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1734 (5-hits) [Min: 635] |
Mid, Air | CS [hit only], UNQ | Launch | 100 EXS | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+14 | 15 | 5 | 34 | +16~+53 Dash cancel: +10~+47 Roll cancel: +7~+44 |
1~3 Throw |
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, but this leaves Linne negative if blocked except at absolute tip range.
- All versions of uncharged Kuuga travel about half-screen.
- A and B version of Kuuga can be EX/CS cancelled even on whiff.
- A version has slow startup but fast recovery.
- Can be used at the end of a blockstring for frametrap or backdash punish (A version more safe than B version).
- At the end of some blockstrings, 236A may have +2 frame advantage, but +1 frame advantage will be preferable because for opponent it will not be possible to walk backward from the reach of the projectile (except for Orie).
- Safe from DP at about a distance where the frame advantage will be 0.
- Cannot be used for OTG, except against Waldstein, Gordeau, Merkava and Enkidu.
- 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.
- Cannot be used for OTG, except against Waldstein, Gordeau, Merkava and Enkidu.
- 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 (+21 for maximum distance and +25 for very close distance).
- In a corner and at very close distance C version will have +16 frame advantage.
- All versions can be dash cancelled almost immediately after the projectile becomes active.
- Kuuga's active frames will not disappear if Linne gets hit.
- Can lead to a combo on hit, but the A/B versions can leave you at disadvantage on block unless at max range.
- Dash cancel frame advantage is based on dash cancelling the first possible frame.
- If the C version is used very close to the opponent and not in a corner, then dash cancel will add +12 to Linne's frame advantage.
236[B]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
985 (2-hits) | Mid, Air | EX [whiff OK], CS [whiff OK], UNQ | Launch, Vacuum on hit | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
25 | 5, (2), 4 | 22 | 57 | -4 Dash cancel: -2 Roll cancel: -5 |
- |
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 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
j236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | Mid, Air | EX [whiff OK], CS [whiff OK], UNQ | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | 10 | 8 on landing | 34 | +6~+15 Air dash cancel: +1~+10 |
- |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | Mid, Air | EX [whiff OK], CS [whiff OK], UNQ | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
18~26 | 10 | 8 on landing | 34 | +3~+12 Air dash cancel: +3~+11 Maximum delay: +11~+23 |
- |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1734 (5-hits) [Min: 635] |
Mid, Air | CS [hit only], UNQ | Knockdown on air hit | 100 EXS | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 15 | 5 on landing | 26 | +16~+70 Air dash cancel: +4~+35 |
1~3 Throw |
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.
- Can be air dash cancelled, but is risky as the opponent can anti-air or shield.
- Kuuga's active frames will not disappear if Linne gets hit.
- 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 j236[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).
j236[B]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
985 (2-hits) | Mid, Air | EX [whiff OK], CS [whiff OK], UNQ | Launch, Vacuum on hit | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
30 | 5, (4), 4 | 10 (?) | 53 | +7 Air dash cancel: +2 |
- |
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
j236X~66
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 11 (?) | - | - |
Linne cancels an air Kuuga or air IC 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.
623X
B Version stops here
C Version only
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1369 (2-hits) | Mid | EX [whiff OK], CS [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 8 | 29 | 41 | -15 | 1~12 Dive, 1~12 Head |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1568 (6-hits) | Mid | CS [hit only] | Launch, Counter State | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 11, (13), 1 | 38 | 68 | -36 | 1~14 Full, 15~16 Head/Dive |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1826 (10-hits) [Min: 539] |
Mid | CS [hit only] | Launch, Counter State | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+4 | 9, (12), 5, (17), 9 | 49 | 105 | -76 | 1~6 Full, 7~13 Strike |
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.
- 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 CSing 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.
214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
836 (2-hits) | Mid | EX [whiff OK], CS [whiff OK], UNQ | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 1, (9), 4 | 12 | 34 | -3 Dash cancel: -14 Roll cancel: -17 |
- |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
856 (2-hits) | Mid | EX [whiff OK], CS [whiff OK], UNQ | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 1, (11), 3 | 16 | 41 | -6 Dash cancel: -14 Roll cancel: -17 |
- |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2033 (8-hits) [Min: 598] |
Mid | CS [hit only], UNQ | Launch, Wall Bounce | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+7 | 4, (12), 3, (8), 2, (8), 2, (7), 2, (4), 3, (4), 5, (12), 1 | 19 | 103 | +4 | 1~3 Throw, On Hit: Full |
Linne slashes directly in front of her.
- 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.
- All versions can be dash cancelled, even on whiff.
- 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 ina 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.
214X~X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640 (2-hits) | Mid | N [hit only], EX [whiff OK], CS [whiff OK], UNQ | Launch, Vacuum on hit | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 1, (11), 3 | 16 | 38 | -1 Roll cancel: -9 Dash cancel: -12 |
- |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1090 (3-hits) | Mid | N [hit only], EX [whiff OK], CS [whiff OK], UNQ | Launch, Wall Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 2, (9), 3, (10), 4 | 17 | 52 | -5 Roll cancel: -11 Dash cancel: -14 |
- |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1410 (4-hits) | Mid | N [hit only], EX [whiff OK], CS [whiff OK], UNQ | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 2, (9), 3, (10), 4, (10), 2 | 23 | 70 | -9 Roll cancel: -11 Dash cancel: -14 |
- |
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
X~66
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 26 | - | - |
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.
63214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1122 (2-hits) | Mid | EX [whiff OK], CS [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
23 | 3 | 23 | 48 | -6 | 10~25 Foot |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1253 (2-hits) | High | EX [whiff OK], CS [whiff OK] | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
26 | 3 | 19 | 47 | -3 | 11~28 Foot |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2010 (4-hits) [Min: 502] |
Mid | CS [hit only] | Launch, Tracking, Counter State | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+22 | 4 | 20 | 46 | -5 | 1~13 Full, 14~26 Foot/Projectile |
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, as it is unsafe for some reason despite hitting mid and not granting a combo on hit without resources.
- 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.
- Can OTG combo after 6CC or 2C against Waldstein, Gordeau, Merkava and Enkidu.
- 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/UNICLR/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.
63214[B]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
240, 420 | Low | EX, CS | Knockdown first hit, Launch second hit | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
34 [20 hitstun only] |
7, (7), 4 | 17 | 54 | -9 | 11~16 Foot |
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.
j63214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
960 | High | EX [whiff OK], CS [whiff OK] | Knockdown | - | Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
24 | until land | 27 on landing | 53~56 | -3 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
960 | High | EX [whiff OK], CS [whiff OK] | Knockdown | - | Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
24 | until land | 29 on landing | 55~57 | -5 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1720 [Min: 602] |
High | CS [hit only] | Knockdown | 100 EXS | Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+12 | until land | 28 on landing | 43~47 | -8 | 1~3 Throw |
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) 63214B 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 and has fast start-up, but is reactable due to the super flash and is unsafe on block.
- 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.
- The actual hitbox is slightly smaller than the attack looks and is located slightly above and in front of Linne's head.
- Maximum value for overall is calculated from double jump into air assault.
- Frame advantage after CS: +25
Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3271 (24-hits) [Min: 1163] |
Mid | - | Launch, Counter State | 200 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+12 | 14, (8), 8, (8), 8, (8), 19, (17), 6, (9), 80 | - | 167 | +20 | 1~26 Full, 27~31 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.
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3810 | Mid, Air | - | Knockdown | 200 EXS, Vorpal or GRD Break | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+15 | 6 | 46 | 67 | -25 | 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.
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5B, 2B, 6B | 5A | -3 |
2A | -4 | |
5C, 2C | 5A | -1 |
2A | -2 |
Attack | Chain | Frame Gap |
---|---|---|
5A, 2A, 2AA | 5C, 2C, 6C | 1~10 |
5C | 5C[C] | 8~11 |
5C{C} | 0~6 | |
6C | 6CC | 8~11 |
6CC | 6CCC | 6~16 |
214B | A, B, C | 0~3 |
41236D (spin) | 41236D (slam) | 8 |
5C, 5CC, 5C[C], 2C, 66C | 236A | 5~23 |
236B | 0~16 | |
236[B] | 8~25 | |
214A | 0~1, 10~17 (first attack whiff) | |
214B | 0~10 | |
63214A | 6~23 | |
63214B | 9~26 | |
63214[B] | 17~34 |
Attack | Chain | Frame Gap |
---|---|---|
5A, 2A, 2AA | 5C, 2C, 6C | 1~10 |
5B | 0~4 | |
2B | 0~6 | |
6B | 0~5 | |
5B | 5C, 2C, 6C | 0~8 |
2B | 0~4 | |
6B | 0~3 | |
2B | 5C, 2C, 6C | 0~5 |
6B | 5C, 2C, 6C | 0~1 |
5C | 5C[C] | 8~11 |
5C{C} | 0~6 | |
6C | 6CC | 8~11 |
6CC | 6CCC | 6~16 |
214B | A, B, C | 0~3 |
41236D (spin) | 41236D (slam) | 8 |
5A, 2A, 2AA | 236A | 10~19 |
236B | 1~10 | |
236[B] | 14~25 | |
214A | 0~7 | |
214B | 0~10 | |
63214A | 12~22 | |
63214B | 15~25 | |
63214[B] | 23~33 | |
5B, 2B, 6B | 236A | 7~25 |
236B | 0~15 | |
236[B] | 10~27 | |
214A | 0~5 | |
214B | 0~12 | |
63214A | 8~25 | |
63214B | 11~28 | |
63214[B] | 19~36 | |
5C, 5CC, 5C[C], 2C, 66C | 236A | 5~23 |
236B | 0~16 | |
236[B] | 8~25 | |
214A | 0~1, 10~17 (first attack whiff) | |
214B | 0~10 | |
63214A | 6~23 | |
63214B | 9~26 | |
63214[B] | 17~34 | |
6С, 6CC | 236A | 7~20 |
236B | 0~13 | |
236[B] | 10~23 | |
214A | 0~7, 4~13 (first attack whiff) | |
214B | 0~9 | |
63214A | 8~21 | |
63214B | 11~24 | |
63214[B] | 19~32 | |
66B | 236A | 10~15 |
236B | 1~6 | |
236[B] | 13~18 | |
214A | 0~2 | |
214B | 0~5 | |
63214A | 11~17 | |
63214B | 14~20 | |
63214[B] | 22~28 |
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 |
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Page last edited on: 2023-08-29 by Rikir.
82% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
|
|
49/50 | |
Strategy |
|
|
10/25 |
Combos |
|
|
23/25 |