Under Night In-Birth/UNICLR/Linne/Strategy

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Disclaimer: This is a community written page and may contain opinions that all players may not agree with. Use at your own discretion.

General Gameplan

Linne's main gameplan revolves around the usage of her strong midrange options, primarily 66C and most versions Kuuga. She wants to stay at mid to close range, so she can keep the threat of these options available. This is why dashblocking is so important against characters who outrange you: it safely moves you to the range where your options are most threatening.

Once she's in, she mostly relies on stagger/throw pressure in attempt to break the opponent's guard. With fast buttons with good range, a myriad of frametraps and spacing traps, and an extremely quick dash, she can threaten throw from more ranges than most characters, constantly keeping the opponent guessing whether they should be using a throw option select and giving you plenty of opportunities to break down their defense.

While she's on defense, she has plenty of threatening tools to break pressure or make the opponent think twice before committing to their actions, including a long-ranged 5f A normal, a one-button reversal dodge and a meterless DP.

Neutral

Notable Neutral Tools
Pokes
  • 236X/j.236X
  • 2B/2C
  • Dash 5A
  • 66C
Movement
  • Fast Dash speed
  • Decent Backdash
  • Double jump
  • Roll
  • j.236X
  • j.2B
  • j.63214X

Linne's primary goal in neutral is to get in Kuuga range and make a push in with her fast dash startup and speed. As Linne has no way to deal with long-range, dash-blocking will be the go-to for most of her matches. This is especially true against characters with range.

Primary Pokes

  • 66C has 12 frame startup, and very good range for its speed, especially thanks to Linne's forward movement during the move. Converts into a full combo easily with 236[B] > 66, and can catch assaults and jump startup, although a character at full jump height will not be hit by 66C.
    • 66C is your main neutral threat in most matchups, especially against characters who outrange you or have strong anti-projectile options. As such, being in range to threaten 66C gives you license to use other more risky but rewarding approaches such as dash up 5A.
  • The various Kuugas are Linne's longest range options, their notable strengths including their disjointed nature (as they are projectiles) and the ability to dash cancel them for a full combo off a successful poke.
    • Grounded Kuugas are your faster and longer range poke options, but are minus on block whether they are dash cancelled or not (except at very tip range).
    • Air Kuugas are plus if TKed, but have much slower startup and shorter range. They can be used to force an approach against a blocking opponent, but can get beat in startup by various pokes.

Getting access to Vorpal/Chain Shift tilts the scale from managable to easy by allowing her to get an almost free pass into playing pressure. At midrange with Vorpal, Linne can easily use 236B CS to get a big enough advantage to dash in and start pressure.

One of Linne's strengths in neutral lies in her ability to play the air-to-ground game fairly well. With a plethora of air tools that change her air movement, she can bait anti-airs fairly well. Similar to 236B CS, she can use j.236B CS to force the opponent to block for pressure. For a slightly risky option, she can also use j.63214X CS to force her way in for pressure as well.

At close-range, she can use 2B, 2C, 5C, and dashing 5A to try to fish for counter hits or start pressure.

Though she does have issues dealing with aerial opponents are mid-range and further, Linne can occassionally throw out a 236C/j.236C to catch the opponent blocking and try to go for an air-unblockable.

Offense

Notable Offensive Tools
Low
  • 2AA
  • 2B
  • 2C
  • 63214[B]
High
  • Assault j.6B
  • 63214B
  • j.63214X
  • 5C[C]
Frame Traps
  • 5A/2A > 5C
  • 5A/2AA/5B/2B > Delay Normal
  • Normal > Delay Special
  • TK.236A/B > Normal
Plus Moves
  • Max range 236X dash cancel
  • TK.236X
  • 236C/j.236C
Cross-up
  • Roll

Pressure

Linne's high/low mixup is lacking and has to rely mostly on stagger/throw mixup. Thankfully, her stagger/throw game is very strong, as is her spacing trap game if you don't want to risk going for a throw.

Stagger Pressure

Hyphens are points where you can choose to attempt either a mixup or pressure reset after full recovering or choose to bait mashing by leaving a gap or staggering into the next move.

Here are some example routes I use along with some methods to vary the timing of the gaps.

  • 5a - 5b/2b(2a) - 5c(2a) - 214b - ~a(mujinAfollowup)
  • 5a - 5b - 5c2b(2a) - 2c(2a) - 236a/236b236c
  • 5a - 2a - 2c214b - ~a
  • 5a - 2a - 2c5b - 5c - 214ba
  • 5a - 2a - 5c -
  • 5a - 2a - 5c2b - 214ba
  • 5a - 5c-
  • 5a - 5c2b(2a) - 2c
  • 5a - 2b - 5c(2a)
  • 5b - 2c5a - 5c(2a) -
  • 5b - 5c5a - 2b(2a) - 2c

After a B move, delay the C move as much as you can to make it more ambiguous. They will not be able to mash out. After an A move, don’t delay too long too often or you’ll get mashed out, but do it sometimes.

Options to mix-in after a hyphen (in no particular order):

It’s very hard to say the optimal percentage to mix these up and even which options to use or not use against each matchup, but these are the most common options. You should also be cautious of ending your anti-mash string too early too often because it’s in your opponent’s favor to mash out occasionally. It’s not “disrespectful” because it’s part of winning. At the same time, not ending your anti-mash string often enough can be missed opportunities.

5a/microdash 5a/2b/dash 2b/2c/dashC

  • Standard reverse beat pressure. There will be a gap where you can be mashed out, but it’s safer than doing any dash-up mixups.

Dash grab

  • Attempt to punish them for not mashing. Against more experienced players, this forces them to at least a percentage of the time input throw techs to avoid being damaged and losing GRD. You will then use other options to punish their throw tech OS’s. With the prevalence of all the throw tech OS’s out there, this can be a risky option in some matchups that rely on your persistent pressure. However, it’s safer to have your throw teched than be punished for your attempt to punish one of their throw tech OS. If you are close enough, then you can omit the dash, or use the Moving Throw option from the tutorial, which extends your throw range to work as far as a blocked 5B with no dash momentum. Not dashing makes the throw extremely difficult to react to, forcing your opponent to preemptively input their OS.

Dashup assault jC

  • Punish them for trying to throw tech with a standing grab (4A+D) or with a crouch tech(1A+D), get 0.5 GRD blocks for assaulting, and more chances for stagger pressure. Loses to OS’s that specifically punish assaulting that are commonly called assault OS’s. There are some 2a’s with tall hitboxes that can antiair you, so be careful. Any time you get an assault jC on your opponent, you have enough frame advantage to continue pressure. It’s possible to combo off assault jC with microdash 5a. You have a grab/anti-grab mixup after making your opponent block one of these

Dashup assault delayed jC / land grab

  • Continue pressure even if they shield the jC or punish them for trying to shield your jC. Not commonly used because you put yourself at risk for assaulting in the first place against assault OS’s, and you can get punished for empty assaulting in front of them. You also lose your chance at GRD breaking their crouch tech if you don’t react perfectly.

Dash 5A

  • Leaves a gap enough for you to be preemptively mashed out, but beats delayed and possibly reactive mashing. It also used as a soft bait to catch an opponent off guard if they were trying to preemptively input a throw tech. More experienced players may be unphased and you’ll be putting yourself at risk to get mashed out hard each time you try. You have to take advantage of the fact that people are slower to react to a second stimulus that comes quickly after the first and knowing that your opponent knows this, learn proper risk-reward to beat their character’s preemptive options.

Dash 5C/2C/delayed 2B/delayed 5A/delayed 2A~D

  • Hard read punish with an attack as they input one of their throw techs. Gives them time for delayed mashes. You hard read that they will not preemptively mash after you reset pressure and are trying to go for a throw tech at the standard non-delayed timing. The delayed 2A~D, where the hypen is a 1-frame delay, will tech their grab if they were trying to throw tech a predicted grab. It’s not as good on block compared to 5A or 2C. Using 2C or delayed 2B increases the window by 1-2 frames that you’ll punish them for trying to use a standing grab to tech.

Dashblock delayed grab

  • Depending on how long you delay your grab and how baller your read was, you may have baited a VO or DP, GRD broke their crouch tech, teched their standing grab or thrown them out of their assault OS. Or they might have punished you for trying to dash-in after being -2, forced you into a blockstring, tech the grab anyway with a late throw tech OS, which sucks.

Walkback dash attack/grab

  • Let them press their button, make it whiff, and punish them. Or watch them sit still as you walkback, and suddenly surprise them with a quick-ass grab. Be wary of your opponent’s lows and their startup and range and reward for mashing it. Distance dependent and heavily MU dependent as well.

Immediate Assault jC

  • A pressure reset that can be reliable if your opponent tends to mash throw OS’s rather than preemptive buttons like the ol’ 2B after every gap. It gives you about half a bar of GRD, which is most useful right before GRD cycle is over.

TK Kuuga

  • Not as useful as immediately assaulting in most spacings and matchups, because it loses you GRD if they block or shield it, and you lose the chance at GRD breaking a crouch tech. It doesn’t move you forward, so it can be used to reset pressure without getting blown up by shorter pokes. As an off-note, you can meaty with this from a range to be safe against some reversals.

7236B

  • Very useful at further spacings to jump over pokes and counter hit them. Jumps over all lows and even some mid-hitting attacks, and if the move has long enough recovery, you get a counterhit into a full combo. If you don’t input this quickly, then you’ll lose frame advantage and risk whiffing B Air Kuuga right over their heads. They can dashblock under it if they predict shenanigans.

Walkback/backdash, do something else or walkback/backdash some more

  • Linne has options to pressure at further ranges with things like dashC, assault jC, 7236B, and TK Kuuga. You give up the pressure of grabs though and switch into a mode where you try to punish them for trying to get out of the corner. It takes more commitment for your opponent to move their stick away from downback, dash into range and attack compared to just pressing a button. If they press a button there’s a chance you can whiff punish them. If they sit still, then you can dash in super quick and do whatever you want without them being able to react in time.

Roll behind them

  • If midscreen and at the right spacing, you can give this a try. Punishable on reaction, but if they don’t react quickly enough they’ll get rolled. When they’re barely not in the corner after a knockdown, you can roll behind them and surprise them.

Linne Pressure Theory

The mixup of either throwing out a staggered(delayed) attack and trying one of the options above should be familiar. Here are some things you should know about the choices you make in your pressure and the reasons why I used X move in my string instead of Y move:

  • Your opponent is looking for the frame where it is too late to cancel your attack into another when dealing with stagger pressure.
  • Adding a microdash or dash before your meaty carries some of its momentum.
    • For stagger pressure, this will allow you to stick closer to your opponent and throw them as soon as their throw protection wears off.
    • Sometimes you want to end your blockstrings at a strategic spacing, so you do not always have to do this.
  • 5a has the longest cancel window, therefore it is the most ambiguous.
    • You have the most offensive options when you are closest to your opponent, which is why I start most of my strings with 5a and microdash.
    • When used midstring, your resets become more ambiguous as well, but it may not be worth the opportunity cost of not using it earlier.
  • 5b also has a great cancel window, frametrapping into a delayed 5C or 2C or a very delayed 2B.
    • If you do a dash 5B on their wakeup, you’ll still be in range to grab them without dashing, so ending a string in 5B is not ideal but necessary.
    • Sometimes I mix up my blockstring starter with 5B so that my best tool, 5a, can be used at a random point in the string instead.
    • 5B also has more knockback than your A moves, so it makes the second mixup in your string a bit weaker.
    • I like 5B - 2C5A because the 2C moves you forward slightly, is a low, and frametraps from 5B.
  • 5b, 5a is a fairly common blockstring variation. They ready themselves to input a throw OS after a set time after seeing 5b not being cancelled, but then 5a comes out and potentially catches them offguard.
    • You want to vary when you 5a depending on how you want to affect the opponent psychologically. Immediately 5a’ing after 5b gives you a bigger and better cancel window to punish and deter mashing while surprising them slightly. Delaying 5a a bit may throw off the timing of their throw tech.
  • 2a has a terrible cancel window that is discernable when you do not cancel it in time, which is why I use it for whiff cancels instead of 5a, despite 5a leaving you with slightly more frame advantage.
    • When I do the 5a, 2a string, I’m hoping that they decide to preemptively throw tech after seeing 5a, so I can surprise them by changing the timing with 2a and try to take advantage of the chaos.
    • Eltnum does this sort of pressure a lot better, but I like to pretend sometimes.
  • 2aa, on the other hand, has a great cancel window, comparable to 5A.
    • At the risk of being more susceptible to shields (pushback from either hit being shielded in the corner can make a delayed 5B whiff), this allows you to create scary frametraps after an A button while saving 5A for later. The second hit is also a low, which can catch opponents standing up to throw or jump or anything like that.
  • 2b is your fastest low and it is -6 with a decent cancel window and even longer special-cancel window.
    • If you use it after 5a at the right timing, you’ll punish them if they went for a standing throw tech after seeing 5a.
    • If you start a string with 2b pointblank, you can grab them immediately after to assert dominance!
    • You can mix it up with canceling it late into B mujin (214B) or 2C just to throw it out.
  • 5c is similar to 2b in that it has a long special cancel window.
    • You can mix up 5c long delay 214B/236B, 5c into mixup, and 5c2a.
    • If you are close enough after a 5c, you can do 5c[c] 63214b for a double overhead, 5c full recover 2b for a low, or dashup/walkback and go from there.
    • When you do an empty 5c, there is a decent amount of ambiguity, and you end up a good spacing from your opponent in a good number of matchups.
      • Even though the frame data is slightly worse, an uncancelled 5C looks a lot more ambiguous than a 5C that you immediately rebeat, giving them less time to react to the reset.
  • 2b2a(whiff) is hard to react to. You can randomly throw it out after 5c/2c/5b/nonpointblank-5a and mix up doing something greedy afterward and blocking/shielding/backdashing your opponent’s attempt at reacting.
    • 5A 5B 2B is a powerful string, putting you at a particular spacing where if you whiff 2A and dash 5A, you will make every A button whiff, even the really long ones like Orie and Hyde 5A.
    • Each part of the string can also be delayed, and you can punish B or C button mashes after 2B with 2B > delay 2C or 2B > delay 214B.
    • If they are trying to press a button on reaction to the rebeat instead, then an immediate 66B or dash 5A will very likely catch their button, as 2B 2A(whiff) is extremely quick and hard to react to.
  • TK Kuuga can catch some backdashes if done midscreen close to your opponent.
  • Whiff-canceled C moves are possible to react to. You are -2 if you whiff-canceled with 2a. However, Linne's powerful whiff punish options (5C, 66C, grounded Kuuga, upback Kuuga) make it difficult for your opponent to know which button to press even if they reacted.
    • You want to mix up when you whiff-cancel and whether you whiff-cancel.

Consider these strings and their effect against mashing or sitting still:

  • 5a-5b-5c2a, 5a-5b-5c-214b-~a, 5a-5b-5c2b-2a, 5a-5b-5c2b-2c2a, 5a-5b-5c2b-2c-236a/b
  • Scary.

There are some spacings to keep in mind:

  • Spacing where your 5a is longer than their A moves if applicable.
  • Just outside the max range of their best poke for the situation so you can whiff-punish or reset pressure.

Intentionally not leaving a gap:

  • A gap is a place you can get reversal’d out of. You can softbait them by intentionally not leaving a gap and punishing them for buffering the attack by not leaving a gap and dropping their charge, changing the timing of the gap (e.g. 5A-5B-2C vs 5A-5B2A-2C), and with a gapless low (5A-(5B/2A)2B-2C).

If they’re not killing themselves on you, you are going to have to think hard about how you will punish their throw tech attempts.

  • Every throw tech they input is a small risk that they take. You won’t always know when they input one, and every attempt you make to punish a throw tech is a risk you yourself take.
  • There is no risk-free way to open them up, you just have to try to maximize risk-reward.
  • Risk-reward is influenced by many variables including your damage off a staggered move, their damage off a poke, the likelihood of all your opponent’s options, opportunity costs, life values, GRD values and cycle time remaining, and luck.
  • Occasionally attempting to bait mashing or certain throw techs with 5c or 2b/5b rather than 5a for higher damage punishes will help push risk-reward in your favor.

Winning with good pressure is winning a game of averages. Sometimes you’ll get the short-end of the stick and that’s fine.

  • What’s important is to identify whether you are doing an option too often or too little and not sweat it if it doesn’t always work in your favor.

Applying Theory in Practice

To simplify her pressure, punish their mash however you can if you’re scared via frame traps or well-timed and spaced pressure resets. And on the other hand, if they’re scared, mix up grab and assault if they don’t have a strong assault OS, Vatista flashkick, Linne FF, or Gordeau 2C to deal with it... and if they do, a lot less; instead, focus more on varying the timing and length of your dashes when doing 5a and grab.

For example, after you do dash 5a on their wakeup and expect them not to mash, do:

  1. 5a > microdash grab
  2. microdash 5a > grab

After doing dash 5a - 5b on their wakeup and expect them not to mash, do:

  1. microdash 5a > microdash grab
  2. microdash 5a > microdash 5a > grab
  3. dash 5a > grab

The timing is extremely specific to the type and timing of the throw techs your opponents are using, so adjusting the timing of your 5a or whatever you decide to throw out is key. Don’t hesitate to frametrap them anytime you think they’ll mash after any of those 5a’s, but remember that there will always be risk to blowing up throw techs and opportunity costs to blowing up mashing. You can and may need to replace the grabs written above with more (microdash) 5a’s, microdash at the right timing 5a2b for a chance to punish standing techs, dashblock/walkback to bait reversals, and 5b/2b/5c for stronger punishes and to further mix up your grab timings.

Knockback Pressure

In some matchups, you can try to keep them cornered or pushed out instead and punish their lack of options until you win. Stagger pressure has a risk of failing and putting you in a disadvantageous position, even if risk/reward is skewed in your favor when adjusted per matchup. For this kind of pressure, which I’ll call knockback pressure, you’ll give up some stagger opportunities and use your moves to knockback your opponent to where you end up in a favorable or less disadvantageous position. It’s most commonly used when one of your spaced neutral pokes are blocked like dash max range 2b. If a character like Carmine blocks that and you whiff cancel, you feel like you have to block because his 2C will catch your backdash and beat whatever you throw out too. After 2b5c5a, he can poke out with 2c on reaction confidently with little risk, so he can take advantage of that by using greedier options and hard reads.

If you did something like 2b2c5c(6c)(6c) (236a/b), you might end up at a range where you can walkback and dodge his 2c then whiff punish him for it at best, or you’ll end in a position where blocking or backdashing 2c puts you in an advantageous position. He won’t be able to take advantage of the previous scenario that was in his favor. You are minus, but the situation is practically neutral unless he was pushed into the vicinity of a corner in which case you are at an advantage.

When you tech a throw while cornered, it may be in your best interest to push them away so that you’ll minimize the chances of getting cornered again. You can also use it to stall for time when you’re winning or when they’re in vorpal state to both keep yourself safe from chainshift DP and to waste time on their cycle and make their vorpal use more predictable and forced. Options after 6c are buffed in UNIST or so I remember, so knockback pressure will be stronger then.

You can pretty much ad-lib these strings until you’re pushed the right distance, then end with 5c, 6c, 6cc, 236a, or 236b. You can use moves like 6b, also getting buffed in UNIST, which you’d otherwise rarely use to help control the amount of knockback.

In terms of cornering your opponent, the mindset is playing trying to play neutral at around 4-7 char widths away while they’re cornered and get them to kill themselves trying to get out. You have a lot of options like 7236B, 236B, TK kuuga, dashC, 6C, assault jC, dash 2B, walkback, jumpback j236A/j236C, wiggling back and forth, and dash grab.

Post-214BA Mindgames

You'll very often find yourself in the situation of doing 214BA on block, as it is a very scary frametrap after all B and C buttons and your opponent will quickly learn to respect it if they don't want to die. Fortunately, unlike many special cancels in this game, your turn is not necessarily over in this situation! Linne has a huge number of counterpokes and spacing traps she can set up from this situation, making turn-stealing surprisingly easy as long as you have the right read on your opponent.

214B-A is only -1 on block and creates a mind-game for both players on what buttons to press. Depending on whether you did it up-close or farther away, your best options change.

Up-close means doing 214B-A after one or two buttons or raw 214B-A in the opponent's face.

Options Linne uses up-close:

  • 5A: 5f, pretty big, catches 7f + options.
  • 5B: 6f, disjointed and more active than 5A, but shorter range.
  • 6B: 7f, disjointed, whiff punishes all except big 6F A normals, reaches even if you block.
  • 2B: 8f low that catches walk back.
  • 5C: 12f incredibly disjointed normal that pulls back it’s hurtbox during startup. Makes big A normals whiff such as Hyde or Orie 5A.
  • Divekick: An elusive option to stuff low-hitting options or high recovery normals such as Hyde 5A.

Up-close the mind-game is very in favor of Linne as a lot of her normals are disjointed.

Beware: if you cancel into the A followup often, the opponent can shield the last hit of 214B-A to make Linne -4 and use their big 8f/9f button to beat all your options. To beat this, stop at 214B and make them whiff a green shield (you can even throw punish it if you're very quick, but just making it whiff is good enough as you get a pressure reset).

Far away means doing 214B-A around max range. For example, 5A 5B 6B 5C into 214B-A.

Options Linne uses far away:

  • 5B: 6f disjointed move that’s active and stuffs a lot of B normals even at max range.
  • 66B: 9f long reaching move for it’s frames that has low recovery on whiff.
  • 5C: 12f, disjointed and will make B normals whiff, potentially even C normals at long range.
  • 66C: 12f, catches backdash and jump-back.
  • Divekick: Jumps over many mids/lows at this range and punishes. Always minus on block.
  • Jump-back Kuuga: Dodges many C buttons at this range and whiff punishes. Plus on block if spaced, but becomes minus if shielded, dashblocked into, or both.

Many opponents will not be as familiar with the post-214BA layers as you and will get beaten by one of these options. However, savvy opponents will wait and can whiff punish many of your counterpokes (especially 5A and 5B, which tend to whiff even after close 214BA). This opens up the layer of dashing up and resetting pressure, which is quite frustrating for opponents who just blocked a -1 move with no cancel options!


Other Mixups

In the corner, you can try to use 63214B to hit overhead, and cancel into CS or 236C to confirm or continue pressure. Though you can try to use 63214[B] to mixup with low, it can be fuzzy guarded.

One of her best overheads would be assault j.6B, since it's somewhat difficult to react to. Though it can only be confirmed from with CS, it can still throw your opponent off if they get hit by it randomly.

Okizeme

Linne lacks any notable oki tools, and will usually just have to rely hitting the opponent meaty to start stagger pressure again.

Safe Jump Setups

Using j.6[B] double jump cancel as an ender, she can achieve some safe jump set ups.

623A CS Oki

If timed properly, Linne can cancel the active frames of 623A with Chain Shift to both meaty the opponent and cancel it safely if it whiffed (i.e. if they did something invincible), allowing Linne to meaty and still bait DPs.

  • Unlike other special > CS DP baits, 623A is fast enough to be used on reaction to the opponent's wakeup timing, ensuring that you get a safe meaty no matter how much they delay their wakeup.
  • Note that to work as a DP bait, 623A must be cancelled very quickly, before Linne becomes airborne, as most DPs are not air blockable.
  • A few ways to input this option select quickly are 623A+D, A+D (using the throw macro), or 623D, A~D.

(Gimmick) 214X(~A) Cross Under

If you end a combo with 214X(~A) and the opponent immediately air recovers, you can delay dash/backdash underneath the opponent and do a meaty 5A to cross the opponent if you correctly guess which direction they tech.


Defense

Notable Defensive Tools
Invincible
  • Force Function
  • 623B/C
  • 63214C
Anti-air
  • Force Function
  • 623A
  • 6C
Fast Moves
  • 5A/2A
  • 623A

Linne's defensive tool kit is amazingly strong. With two meterless reversal tools (Force Function and 623B) and a far-reaching 5f normal (5A), she can easily break close-range pressure with the correct read or with chain shift. One of the issues she has is that she has a deadzone directly above her, which makes defending against corner jump-ins a little difficult.

General Defensive Principles

Blocking is much better in Under Night than it is in average anime games. The vast majority of overheads are reactable, chip damage is very low, there is no guard bar, and there is also substantial cross-up protection, making it non-disadvantageous to block for an extended period of time. Moreover, you slowly gain GRD while blocking attacks if you aren't in vorpal state, meaning it is actually to your advantage to block for an extended period of time if it would allow you to win vorpal, since access to chain shift makes getting out that much easier.

The main thing you need to worry about against most characters is throw. Throws are not techable on reaction*, as they have a 14 frame tech window. However, there is an 8 frame window of throw protection after exiting blockstun, meaning that you can tech throws by using very late option selects, covered later.

(* It is technically possible to tech a throw purely on reaction if you are looking ONLY for throw, but the mental stack and focus required to do this severely weaken other aspects of your defense. Not recommended for normal play.)

How to Chain Shift Defensively

Because she has a meterless fully invincible reversal (623B), Linne is always a threat on defense if she has chain shift. Mashing 2DDDDDDDD while in a blockstring will chain shift on the first frame that Linne can act, letting you confirm whether the opponent is in the middle of an action (you will see a red mist) and 623B if they are; otherwise, you can do nothing and stay safe.

It is very important *not* to mash defensive chain shift while holding back. If you mash 1DDDDDDD, you will get green shields, which extend your blockstun and remove gaps where there would otherwise be a gap to chain shift through. You can avoid this by mashing 2DDDDDDDD--you will still block any mids or lows in a true blockstring even though you're not holding back, and at the first gap you will get a CS so you don't have to worry about the fact that you're not blocking.

Of course, savvy opponents will try to bait your chain shift by doing nothing on your wakeup and/or doing a gapless string that puts them at an advantageous spacing for when you CS. You can call their bluff by not CSing and instead taking your turn. Linne actually has a very strong corner escape blockstring with meter, as she can spend 100 meter on 236C and roll behind the opponent to reverse the corner positioning if they so much as block a normal! The entire string, including the normal after the roll, can be made gapless, meaning the opponent's only option to stop this is to use Guard Thrust.

Anti-airing Assaults

Linne's Force Function (FF) is especially notable on defense as it is a one-button reversal (with a B+C macro) that can be input while crouching and has head invulnerability, making it possible to antiair assaults on reaction with Force Function + the followup slash. This is not possible for most of the cast, making it very scary for attackers to carelessly assault at a waiting Linne.

  • If Force Function dodges an air button, the followup slash has 3f startup and full invulnerability, making it guaranteed to connect except against a latest-possible j.A which has 2f landing recovery.
  • While you can still perform the followup slash if Force Function doesn't dodge anything, its speed will be considerably reduced. This means that if you react to the assault late and the opponent does an empty assault, it is possible for them to land in time to block the followup slash and punish.

Option Selects

Throw tech option selects (usually just called "option selects") are an extremely important defensive technique for all Under Night characters, as they allow you to defend against throws (teching a throw leaves you +8) while covering some other offensive option(s) in case your opponent does not throw you.

The most common ways for beginners to tech throws are:

  • 1AD, also known as Crouch Tech or Crouch Shield Tech.
    • Inputting AD while holding down-back will result in a crouch shield if you are not currently being thrown.
  • 4AD, also known as Stand Tech
    • Inputting AD while holding straight back will result in a throw if you are not currently being thrown.

Note that these are often thought of as "beginner option selects," they both have an important place in the option select rotation as your opponents try to call out more advanced option selects. Nevertheless, if you only use these option selects, your defense will be very easy to crack. This is because run-up assault will crush both of these option selects, GRD breaking your crouch shield or punishing the whiffed throw from a stand tech. As such, it is important to have an anti-assault option select under your belt when opponents start calling out your option selects with assault. Such an option select will anti-air an opponent who assaulted while also teching their throw if they threw you, all with a single input.

Unfortunately, Linne's only consistent anti-assault option select is Force Function/Throw OS, which is input by pressing B+C~A+D. This will beat out throws, assaults, and most attacks, but lose to an opponent simply waiting, blocking, and punishing. This makes Linne's anti-air option select riskier than most other characters, whose anti-air option selects start pressure if the opponent blocks.

How do I do Linne’s force function option select? (FF anti-assault/throw OS)

In order to option select between throw/assault, you need to press B+C~A+D (FF~throw) a little bit after you opponent gets in throw range. Here’s the explanation:

  1. The opponent walks up at point blank range and does a throw
    1. You input B+C and it does nothing because you’re in throw state
    2. You input A+D and you tech the throw
  2. The opponent walks up at point blank range and does an assault
    1. You input B+C and the dodge of force function activates
    2. You input A+D and the slash of force function activates and anti airs the opponent’s assault

Note that the Force Function/Throw option select is akin to using a DP/throw option select, meaning it can be easily beaten by the opponent running up and doing nothing: the dodge is punishable in recovery, and the follow-up slash is -11 on block with no cancel options. As such, it is useful to have other button-based option selects in your toolbelt, such as 2A OS (2AD or 1A~D) and 2B OS (2BAD or 1B~AD) to take your turn on opponents baiting Force Function.

2A Option Select (2AD)

Does 2A if the opponent does not throw you, and techs the throw if they throw you.

  • Beats throw, beats or takes your turn against doing nothing (baiting a reversal or shield).
  • Loses to assault and delayed buttons.
  • Can also be input with 1A~D, which means pressing and holding A and then pressing D 1-2 frames later. If you press A and D at the same time, you will get a low shield instead of 2A.

2B Option Select (2BAD)

Does 2B if the opponent does not throw you, and techs the throw if they throw you. Unlike 2AD, beats some assaults, as 2B moves Linne forward far enough to make them whiff.

  • Beats throw, beats or takes your turn against doing nothing (baiting a reversal or shield).
  • Catches walk back, as it is a low.
  • Loses to delayed buttons.
  • Beats SOME assault buttons if they are very horizontal. In these cases, the forward movement from 2B will cause Linne to scoot right under the jump attack and end up on the other side of the opponent. Linne recovers fast enough to take her turn against the now-cornered opponent or, in some cases, even punish the landing recovery.
    • 2BAD sideswaps under: Carmine j.C, Orie j.C, Enkidu j.C, Chaos j.2C, Byakuya j.C, Gordeau j.C, Phonon j.C, Eltnum j.C. Wagner j.C, Vatista j.B.
  • Loses to assault buttons with a good vertical hitbox or a hitbox that extends behind them.
    • 2BAD gets hit by: Wagner j.[C]/j.[B], Eltnum j.[C], Nanase j.2C, Hilda j.C, Vatista j.C (not an overhead), Akatsuki j.6C, Londrekia j.C, Hyde j.B/j.2C, Linne j.C, Waldstein j.C, Merkava j.C, Seth j.C, Yuzuriha j.2C, Mika j.C.
  • Can also be input with 1B~AD, which means pressing B and then pressing A+D a few frames later. If you press B at the same time as A+D while holding downback, you will get a low shield instead of 2B.

Take the Throw

Also consider not using any option select sometimes, especially if it is early in the GRD cycle and the GRD swing won't matter that much. Getting thrown does not do that much damage against most characters (does not apply against Chaos/Byakuya/Wagner with CS), and OS callouts can't call anything out if you're not OSing! As long as you can react to the overhead, that is...

  • As previously mentioned, you can use Force Function to antiair assaults on reaction if your opponent is baiting throw with assault. This makes not OSing somewhat stronger on Linne than other characters, who would simply block the assault and be forced to hold more pressure.

Timing Option Selects

  • As a rule of thumb, you want to time your option select such that you press A+D at the latest possible window that still techs a throw.
    • This is because you have 14 frames to tech a throw, and the later you perform a button-based option select, the less likely it is to get counterhit by a frametrap or a delayed button.
  • You can practice the basic delayed timing in training mode by setting a dummy to do three things:
  1. 2A, Throw
  2. 2A > 5C
  3. 2A, wait/2A, assault j.C(depending on the option select)
  • You should observe the following results:
    • 2AD and 2BAD option selects should *not* get counterhit by 2A > 5C but should still tech the throw, and come out if the opponent blocks (remember to cancel into more buttons to start pressure!).
    • BC~AD (Force Function Option Select) should not come out during 2A > 5C, but should tech the throw and antiair the assault.
  • Do not use this timing as a universal rule! As you fight more advanced players, it becomes beneficial to vary your option select timings to throw off their punishes. For example, do it early enough, and their delayed button attempt might just get hit!

Counter Strategies

Zone Linne out

Linne lacks a good long-range game, so take advantage of it by staying out of her Kuuga range. If you have the health lead, try to keep her out as long as possible to kill time. Be careful when she has meter (and especially access to CS), as she can try to C Hien through your zoning. You can always try to cancel a special into an invincible move if you have the meter.

Just up-back

Though Linne is considered to have one of the best anti-assault/jump-in tools with her Force Function, her anti-air options beyond point-blank are very limited. Jumping backwards is a very viable option from mid-fullscreen range. Linne will need to commit to dashing and wait for you to land or try to chase you down in the air in most situation. Just be wary of EX Kuuga, as that can lead to an air-unblockable situation.

All minus frames

Though she can frame trap fairly well with specials and staggered normals, she'll need to reset pressure with a dash or TK Kuuga at some point. Linne has risk these pressure resets so she can stay in close range, else she risks losing the advantage and returning to neutral.

While Linne is very fast, her only notable plus moves while on offense are TK and EX Kuuga. Linne cancelling blockstrings into EX Kuuga will force you to block, but TK Kuuga can only be input when she's at neutral which adds to it's considerable start up. This means outside of EX Kuuga, she'll have to take a risk to do pressure resets.

Dash cancel is (almost) always negative

If at any point you block a grounded Kuuga and she dash cancels, unless you were hit at the very end of the Kuuga, she'll be minus. In most cases, a throw or fast normal will hit her or at the very least, force Linne to block.

  • A good rule of thumb: if she cancelled a normal into kuuga, and dash cancelled it, it will always be at least -1. Kuuga dash is a very common frametrap option after far 5C, so it's important to be ready for this and take your turn on block.

Throws and delay lows beat dodge

If you're up against a Linne mashing Force Function, you'll need to adjust your pressure accordingly. Attacks with Throw property will outright beat dodge. To current testing, normally the slash follow-up is vulnerable to Foot attacks, but if Linne successfully dodges something (indicated by the blue aura), the follow-up slash becomes fully invulnerable and much faster (3f startup). In this case where you don't want to commit to a throw, it's better to slightly delay Foot moves so that Linne will have enough time to mash Force Function into the follow-up so that she doesn't gain the Full invincibilty.

Fuzzy throw OS B Hien

B Hien and it's charged version aren't very scary tools once you understand that there is a huge gap between the two hits. If you see B Hien incoming, block high, and right after you expect it to hit, mash throw. This will block the overhead and then if Linne uses the charged version, you'll grab her before the low becomes active!

Frequently Asked Questions

What is TK Kuuga? (TK Kuuga)

"TK" stands for “tiger knee”, which is a motion in an older fighting game. This allows you to do j236x moves as soon as you leave the ground. Instead of jumping and doing the 236B motion super fast, you can just do 2369B, which will immediately give you j236B on the first available aerial frame.

How is it different from normal ground/air kuuga? (Kuuga differences)

Each version of kuuga has their uses. The A version is slower on start up, but recovers faster. Here's a quick run down of the different versions:

  • Ground Kuuga (236x)
    • Fastest start up (12~30 frames), but almost always minus on block (unless at max range). Dash cancellable and can confirm on hit (still minus on block!). Using 236B CS is a vital part of Linne’s pressure/neutral game plan!
  • TK Kuuga (2369x)
    • Slower start up (18~30 frames), but always leaves you plus. Great to use in pressure and neutral, as it will low crush and is easy to confirm from.
  • Air Kuuga (j236x)
    • Good for fishing for random hits in neutral, but almost always minus on block. Halts air momentum so it can bait some ground moves. Counter hit air kuuga is very easy to confirm from!
  • EX Kuuga (236C/j236C/2369C)
    • Good for finishing up rounds, catching opponents jumping, resetting pressure, and gaining ground. Immensely plus on block/hit. Very easy to confirm from and can lead to air unblockables on block. 6CC 236[B] 236C is a good round finisher.

Each covers unique angles, so try to get a feel for using them all! Even try using assault kuuga sometime.

What are some good uses for chain shift? (CS Usage)

Linne has some very good fundamental uses for chain shift.

  • 236B CS
    • You want to use this during neutral or your pressure as a frame trap. It lets you have a safe-ish mid screen approach tool, as well. If you throw out kuuga and you see the opponent is in the middle of an attack animation, you are free to go in for a counter hit combo! If not, they opponent is forced to block it.
  • Wake up/defensive CS 623B
    • When you wake up or want to 2DDD out of pressure, you can easily punish any close range attack with 623B. It's frame 1 invul and has fast start up (6 frames at point blank), so make use of this to take your turn back!
  • CS 63214C
    • If you're going up against someone with long range lows or projectiles, this is what you want to be using. During neutral or opponent pressure, you want to CS and if you see a low or projectile coming your way, try using 63214C as it's projectile and foot invulnerable. Just be careful as they can react to your super flash with an special whiff EX cancel.

How do I roll cancel during a string? (5A roll cancel)

You can roll cancel 5A by pressing 6A+B on hit/block. You can also roll cancel any other normal if you're able to rebeat into 5A, so that the roll comes out so fast, the 5A isn't noticeable. Do note, this is minus so you can be hit if the opponent mashes correctly.

What about rolling out of force function? (FF roll cancel)

In order to roll(6A+B) out of force function(B+C), you need to dodge something first. You can tell when you dodge something when Linne gets surrounded by a blue aura. Be careful, as you have to practically read your opponent to do this properly or you’ll easily get hit for it.

Why did I get hit out of roll?! (Roll invul)

Linne’s roll invincibility isn't very long in UNIST, and the invincibility is in the middle (invul frames: 11~16 strike and 7~20 projectile, recovers on frame 23) of the roll. Don't rely on it to dodge attacks! It does have some wonky hitbox/collision box interactions, though (especially in the corner).

Match Ups

Hyde
Uni hyde icon.png
Hyde
(Even)
[character page][match videos]
  • "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.
Linne
Uni linne icon.png
Linne
(Mirror)
[character page][match videos]
  • 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).
Waldstein
Uni waldstein icon.png
Waldstein
(Slightly Unfavorable)
[character page][match videos]
  • 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.
Carmine
Uni carmine icon.png
Carmine
(Favorable)
[character page][match videos]
  • 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.
Orie
Uni orie icon.png
Orie
(Slightly Unfavorable)
[character page][match videos]
  • 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.
Gordeau
Uni gordeau icon.png
Gordeau
(Favorable)
[character page][match videos]
  • "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.
Merkava
Uni merkava icon.png
Merkava
(Unfavorable)
[character page][match videos]
  • 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.
Vatista
Uni vatista icon.png
Vatista
[character page][match videos]
Seth
Uni seth icon.png
Seth
(Unfavorable)
[character page][match videos]
  • 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.
Yuzuriha
Uni yuzuriha icon.png
Yuzuriha
(Slightly unfavorable)
[character page][match videos]
  • 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.
Hilda
Uni hilda icon.png
Hilda
(Favorable)
[character page][match videos]
  • 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.
  • Also be ready to use 5A antiair confirms in pressure, as many of her defensive options (FFA, tk divekick) put her slightly airborne.
Chaos
Uni chaos icon.png
Chaos
(Slightly Favorable)
[character page][match videos]
  • 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.
Nanase
Uni nanase icon.png
Nanase
(Slightly unfavorable)
[character page][match videos]
  • 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.
Byakuya
Uni byakuya icon.png
Byakuya
(Even)
[character page][match videos]
  • 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
Phonon
Uni phonon icon.png
Phonon
(Even)
[character page][match videos]
  • 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 only consistent reversal against 6FF pressure is Infinite Worth.
  • 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.
  • 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.
  • 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.
Mika
Uni mika icon.png
Mika
(Slightly Favorable)
[character page][match videos]
  • 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).
  • Linne gets out of the corner missile crossup simply by crouching and being small. Mika can still cross you up with 236A~dl4A, 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 but they all have limited cancel options, making it fairly safe to just wait them out.
Wagner
Uni wagner icon.png
Wagner
(Even)
[character page][match videos]
  • 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.
Enkidu
Uni enkidu icon.png
Enkidu
(Slightly Favorable)
[character page][match videos]
  • 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.
Londrekia
Uni londrekia icon.png
Londrekia
(Even)
[character page][match videos]
  • 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.
Eltnum
Uni eltnum icon.png
Eltnum
(Even)
[character page][match videos]
  • 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).
Akatsuki
Uni akatsuki icon.png
Akatsuki
(Even)
[character page][match videos]
  • 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.

Videos

External Links


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Page last edited on: 2021-11-28 by Bruce.

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
Controls
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System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki