Under Night In-Birth/UNICLR/Linne/Combos

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

Starter Combos

These combos show Linne's basic bnb and are meant to give you an introduction to her routes for most situations. They will help you understand her combo routine and core combo pieces that are actually used in more optimal combos. You will notice that Linne's combo logic follow this simple pattern : Ground combo -> air launcher -> air combo -> ender.

Combo Damage Cost Meter Gain Location
  • Most basic midscreen BnB
  • j.2B tends to Side Swap when used after 214B~A. To prevent this, try to delay the buttons used in the air. See #Common Combo Problems for more information.
  • Beginners BnB to teach basic ground launch to air string to ender
  • Similar to the second BnB but requires you to confirm a A button with a C button
  • Be careful, adding 5B before 5C will make the combo drop
  • Beginner combo from assault starter
  • Assault starters have heavy scaling and thus many other combo extensions will not be possible
  • On counter-hit the scaling is relaxed and the standard routes are possible
  • Combo off 2B or 2C poke
  • The 63214A to 5B part is a link so don't mash and press 5B when Linne wakes from her special move
  • Combo off 66C poke
  • Might sideswitch depending on your spacing when hitting 66C
  • Basic 5C[C] overhead starter
  • Introduces you to the 214B~C follow up used in more optimal combos
  • High damaging 5B corner route
  • Introduces you to using d214A~B in the corner to bump up your standard BnB damage
  • You can use 6CCC here instead of 6CC ender as you are in the corner (see > Ender section)

Theory

Basic combo string is

  • ground normals > 214X~C > air normals > ender


Common Combo Problems

How do I do ...214B~C j6[B] jB jC 214A~B? (Mujin j6[B] combo)

You need more height in order to land the full air string. Delay the C follow-up in 214B~C. Also make sure you input 214A as soon as you hit the ground.

How do I do ...j2B 2C? The opponent always recovers before it hits. (Divekick 2C link)

2C needs to be input right about when you land. If Linne doesn’t even do 2C, then the input was too early. If Linne does 2C but the opponent recovers, then the input was too late. It’s unfortunately a matter of practicing the timing. Do not mash to try to get this link, as it will make landing it even more inconsistent. (Note: If the j2B hits too high or if the combo is extremely prorated, it also possible this link will not work.)

What about 63214A/B 5B? That’s also giving me issues. (Hien 5B link)

Same principle as the 2C link, but the timing is a little more strict. It’s just getting the timing down. Right after Linne stands up after landing 63214A/B, that’s when 5B needs to be input. (Note: Due to hitstun proration, 63214A 5B can be impossible for combos that don’t start with a good starter.)

How do I use the 214X~B 6CCC corner combo ender? I always drop it. (Wall bounce ender)

First off, this ender uses up a Wall Bounce, so make sure you haven't used both of them yet. Also, in more prorated combos (such as off an A starter), you may not want to use this ender as it will probably drop. Lastly, the second C in 6CC can whiff if the opponent is too high, so try adding a short delay before 214X~B to let the opponent lose some height.

How do I prevent side swap whenever I do jB j6B jC air string? (j2B Side swap/switch)

Practice adding delay in between each button during the air string. The more you delay each button, the less likely you are to Side Swap. The Side Swap is more likely to occur when you are closer to the opponent and have more height over them.

Why do some combos end in 6CC instead of 6CCC? (6CC vs 6CCC enders)

A lot of times, you want to end your Midscreen combos with 6CC, as it gives you better okizeme. Ending with 6CCC Midscreen will not let you meaty pressure if the opponent chooses to back tech on wakeup as there is too much distance to cover.

Enders

Combo Cost Location
  • Allows for you to dash in and get meaty 5A/2A, even if the opponent techs backwards.
  • Corner ender, since the opponent teching backwards won't make a difference.
  • Metered cl-r ender. Gives very advantageous oki anywhere on screen.
  • Meter dump for damage boost.
  • Only use 6CCC if in corner for better oki.
  • Similar to the previous, but easier.
  • Only use 6CCC if in corner for better oki.
  • Similar to the previous, but 200 meter dump.
  • Vorpal strip route
  • Good oki and time to build GRD, and highest damage for no vorpal and 200 meter.
  • VO route
  • CVO route
  • CVO route for the corner from Unist
  • Optimized universal Uniclr CVO route

Combos

All combos listed with > Ender use 6CC at Anywhere/Midscreen and 6CCC at Corner for a baseline to determine numbers.

A Starters

Combo Damage Cost Meter Gain Location
  • Midscreen 5A/2A confirm
  • Midscreen 5A/2A corner-carry confirm
  • 2AA(A) confirm
  • 2A 2C confirm
  • 2A/5A 5C frametrap confirm
  • Old A starter optimal confirm (also works with 2B and 5A starter)
  • does not work from max range 5A
  • Newer optimal A starter midscreen combo
  • Doesn't work from tip 5A/2A range
  • Side Swap combo
  • Standard Corner BnB combo
  • Delay the C follow up of 214B~dl.C to make the enemy go higher up so that j.C and 214A~B connect properly
  • Midscreen VO strip route
  • You need at least 100 EXS to be able to VO
  • Corner VO strip route
  • You need at least 100 EXS to be able to VO

B Starters

Combo Damage Cost Meter Gain Location
  • 2B confirm (does not work on max distance)
  • 5B confirm
  • 2B max range confirm
  • Somewhat difficult, as it has a lot of links.
  • Midscreen VO strip route
  • You need at least 100 EXS to be able to VO
  • Midscreen VO strip route
  • You need at least 100 EXS to be able to VO
  • Corner VO strip route
  • You need at least 100 EXS to be able to VO

C Starters

Combo Damage Cost Meter Gain Location
  • 2C confirm (UNIEL Version)
  • 2C confirm
  • Will usually Side Swap Midscreen against Hyde, Linne, and Hilda.
  • It's possibly to use 5B instead of 5A for more damage, but the 63214[B] becomes extremely difficult to land depending on the character.
  • Far 5C confirm
  • 5C corner punish confirm
  • Midscreen VO strip route
  • You need at least 100 EXS to be able to VO
  • Midscreen VO strip route
  • You need at least 100 EXS to be able to VO
  • Corner VO strip route
  • You need at least 100 EXS to be able to VO
  • Corner VO strip route
  • You need at least 100 EXS to be able to VO

Assault Starters

Combo Damage Cost Meter Gain Location
  • Midscreen ground assault confirm
  • Corner assault j.C confirm
  • Corner assault j.6B CS confirm
  • Air assault j.C j.B confirm
  • Corner assault j.C CH/GRD Break confirm
  • Corner VO strip route
  • You need at least 100 EXS to be able to VO

66C Starters

Combo Damage Cost Meter Gain Location
  • Far 66C confirm, but does't work at max range
  • Close 66C confirm
  • Universal 66C 236[B] confirm
  • Universal 66C confirm (sideswitch ver.)
  • Almost universal 66C confirm (optimal)
  • Diffcult or impossible to land 66B if 66C hits about 1 character space away.
  • Midscreen VO strip route
  • You need at least 100 EXS to be able to VO
  • Midscreen VO strip route
  • You need at least 100 EXS to be able to VO
  • Corner VO strip route
  • You need at least 100 EXS to be able to VO
  • Corner VO strip route
  • You need at least 100 EXS to be able to VO

66B Starters

Combo Damage Cost Meter Gain Location
  • Sideswaps on Linne midscreen, does not work on Linne in the corner
  • Same route as 214B starter listed later
  • 214A~B is corner only, and 6C 63214A will universally sideswap midscreen
  • Works on Linne (and everyone else)
  • Same route as 214B starter listed later

214B Starters

Combo Damage Cost Meter Gain Location
  • Frametrap 214B starter (works on normal and counterhit)
  • Sideswaps on Linne midscreen, does not work on Linne in the corner
  • Works on Linne in the corner.
  • Sideswaps on everyone midscreen.

236X Starters

Combo Damage Cost Meter Gain Location
  • 236X/TK.236X confirm
  • TK.236X 2C confirm
  • Timing is very tight, you gotta input 66b as soon as possible
  • 236X/TK.236X optimal confirm
  • j.236C confirm
  • Corner 236X/TK.236X confirm
  • Optimal corner 236X/TK.236X confirm
  • Jump back increased kuuga combo
  • You need to be at a sufficiant height to be able to air dash cancel
  • Jump back increased kuuga combo
  • Will Side Swap
  • You need to be at a sufficiant height to be able to air dash cancel
  • Day 1 Optimal jump back increased kuuga combo
  • You need to be at a sufficiant height to be able to air dash cancel
  • Midscreen VO strip route
  • You need at least 100 EXS to be able to VO
  • Corner VO strip route
  • You need at least 100 EXS to be able to VO

5C[C] Starter

Combo Damage Cost Meter Gain Location
  • Midscreen 5C[C] overhead confirm
  • If you used 2C already in your pressure, you won't be able to use it for combo so watch out
  • Corner 5C[C] overhead safe confirm
  • Corner 5C[C] overhead optimal confirm
  • Corner VO strip route
  • You need at least 100 EXS to be able to VO

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • Force Function confirm
  • 623A CH anti-air confirm
  • Rising air to air j.A confirm

63214B Starters

Combo Damage Cost Meter Gain Location
  • corner 63214B overhead meterless confirm (crouching only)
  • 5A is a link so don't mash and time it properly at the end of 63214B animation
  • corner 63214B overhead metered confirm
  • Less damage on hit, but allows you to keep pressuring if the opponent blocked the 63214B
  • 63214B overhead confirm with GRD
  • Corner VO strip route
  • You need at least 100 EXS to be able to VO

63214[B] Starters

Combo Damage Cost Meter Gain Location
  • 63214[B] overhead feint confirm with GRD
  • 63214[B] overhead feint confirm with GRD
  • Optimal confirm
  • 63214[B] overhead feint metered confirm
  • Less damage on hit, but allows you to keep pressuring if the opponent blocked the 63214[B]
  • 63214[B] overhead feint metered (214C) confirm
  • Pretty hard to land if you ask me '-'

j.63214X Starters

Combo Damage Cost Meter Gain Location
  • Day 1
  • Day 1 CH confirm
  • Day 1
  • Day 1 CH Corner confirm
  • Midscreen VO strip route
  • You need at least 100 EXS to be able to VO
  • Corner VO strip route
  • You need at least 100 EXS to be able to VO

Other Starters

Combo Damage Cost Meter Gain Location
  • Air-to-air confirm
  • 214X confirm usually as a frame trap.
  • 63214C confirm usually to invul through a projectile/low.
  • 63214C confirm usually to invul through a projectile/low.
  • Slighty more optimal combo
  • 214X corner confirm usually as a frame trap
  • j.2B corner confirm
  • CH j.2B corner confirm

Videos

UNIST Linne BNB Combos Tutorial Video by GPop

External Links

Linne Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2023-12-17 by PersonThatExists.

82% complete
Page Completed To-do Score

Overview

  • Imported UNIST frame data while checking against UNICLR patch notes.
  • Fill in the details of all the moves.
  • Recheck information with (?) signs.
  • It is advisable to add hitboxes and hurtboxes (idle, crouching, jumping, when attack, knocked, etc.) for all moves.
  • It is advisable to add airborne, crouching and standing frames for all moves.
  • It is advisable to add hitstun frames for all moves.
  • It is advisable to recheck all existing details.
49/50
Strategy
  • Filled in very basic strategy.
  • Received permission from hiari to use portions of their Linne guide, so use that to help elaborate on sections.
10/25
Combos
  • Verified all data for combos from the UNIST.
  • Added some new VO strip routes.
  • Keep on the lookout for new combo optimizations.
23/25
General
FAQ
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Hyde
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Carmine
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Frame Data
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