 |
Outdated Version
- This page is for an outdated version of the game (UNIST). To see Linne's character page for the latest version (UNICLR), click here.
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“
|
She repeats. To unearth the truth behind her eternity, and settle a score with her brother.
The sword she sought, and the encounter with its wielder... In there lies the path that will
change her fate. The rusty cogs will begin to move once more, its ripples,
beckoning her to the end of her tale.
|
”
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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."
“
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Very well... We are the will of the 'Night Blade'.
I will traverse a mountain of corpses, if I must.
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”
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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 dodge, she can be a little troublesome for opponents to deal with. With her defining projectile, Kuuga, and fast mid-range pokes, she has little issue flipping a close-range neutral situation in her favor.
She unfortunately lacks any threatening options from a distance, 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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- Very high dash-speed and generally good movement.
- Dive-kick and double jump.
- Quick and strong normals.
- Amazing projectile.
- Strong mid-range to close-range presence.
- Meterless reversal.
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- Slightly lower than average damage.
- Has difficulty at range if the opponent's options cover her effective Kuuga range.
- Slightly limited Anti-Air options.
- Low reward on Anti-air.
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Character Stats
10600
5A 6B 2C 6CC 63214A 214C
800
-700
4
41
4
2500
150
4000
3
26
-47134
1~8 Full
9~10 Throw
Health
|
Smart Steer Route
|
10600
|
5A 6B 2C 6CC 63214A 214C
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Forward Walk Speed
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Backward Walk Speed
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Jump Startup
|
Jump Duration
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800
|
-700
|
4
|
41
|
Dash Startup
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Initial Dash Speed
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Dash Acceleration
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Max Dash Speed
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4
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2500
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150
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4000
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Backdash Startup
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Backdash Duration
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Backdash Distance
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Backdash Invul
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3
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26
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-47134
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1~8 Full 9~10 Throw
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Unique Trait
- Can double jump to completely change air momentum by inputting 7/8/9 while mid air.
- Can roll to pass through opponents, along with having some invincibility. Can be done by inputting 6A+B while dashing or certain circumstances.
Vorpal Trait
- Force Function recovery decreased
- Force Function invul duration increased
Frame Data Help
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Header
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Tooltip
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Damage
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Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
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Guard
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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
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Cancel
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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
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Property
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Special properties this move has. Click on the property to navigate to an explanation.
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Cost
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The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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Attribute
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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
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Startup
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Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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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.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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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).
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Invul
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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
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Normal Moves
Standing Normals
5A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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180
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Mid
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N, SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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5
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2
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12
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18
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-2 Roll cancel: -11
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-
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A horizontal swipe with the the knife.
- Has decent range.
- Very good tool overall, due to it's speed.
- Good stagger window.
- Can be cancelled into Roll with 6A+B as long the opponent is in hit or block stun.
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5B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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380
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Mid
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N, SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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6
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4
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14
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23
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-2 w5A Roll cancel: -8
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-
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Linne kicks out in front of her.
- Fast with a lot of active frames.
- Easy to use for conversions on floating opponents.
- Good stagger window.
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5C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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695
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Mid
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N, SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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6
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21
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38
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-7 w5A Roll cancel: -6
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-
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Wide circular slash with her sword.
- One of Linne's best starters for damage.
- Mostly used for pressure and punishes, but sees some use in neutral.
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5CC
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5CC Normal Frametrap
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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410
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Mid
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SP, EX, CS
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Tumble
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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3
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20
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32
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-5
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-
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Follow-up for 5C on hit or block only where Linne thrusts her sword downward.
- Causes opponents to tumble on grounded hit.
- If partially charged (about 75%), then this becomes a frame trap (anything less is gapless).
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5C[C] Increase Overhead
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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800
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High
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N, SP, EX, CS
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Tumble
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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27
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3
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24
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53
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-9
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-
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Charged version that becomes an overhead.
- Can also be cancelled into normals on hit or block.
- Good starter in terms of damage.
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Crouching Normals
2A
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2A Mid
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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160
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Mid
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N, SP, EX, CS
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-
|
-
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Strike, Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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5
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2
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13
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19
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-3
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-
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A horizontal slash with her knife while crouching.
- Despite being a crouching move, this move hits mid.
- Has shorter range than 5A.
- Good for rebeats, but it recovers 1 frame slower than 5A.
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2AA Low
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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160
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Low
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N, SP, EX, CS
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-
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-
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Strike, Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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5
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2
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13
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19
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-3
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-
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Follow up after 2A on hit or block only.
- Has a bit more reach than 2A and is actually a low.
- Useful as a non-commital move for hit confirming.
- Good stagger window.
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2B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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390
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Low
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N, SP, EX, CS
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-
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-
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Strike, Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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8
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2
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20
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29
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-6
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-
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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.
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2C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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600
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Low
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N, SP, EX, CS
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Launch
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-
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Strike, Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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6
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24
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41
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-12
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-
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A long reaching horizontal crouching slash with the sword.
- Similar to 2B, this also moves Linne forward.
- Very useful sweeping poke, but risky as it will leave you open on whiff.
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Air Normals
j.A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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130
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High, Air Shield
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N, SP, EX, CS
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-
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-
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Strike, Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
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2
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12 [2 on landing]
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20
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Varies
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-
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A short, quick vertical slash.
- Great air-to-air.
- Can be used immediatey from assault to fake an overhead on crouching opponents. It even recovers fast enough that you can j.236x before landing.
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j.B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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380
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High, Air Shield
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N, SP, EX, CS
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-
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-
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Strike, Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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8
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2
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18 [3 on landing]
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27
|
Varies
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-
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A horizontal midair slash.
- Mostly used as a combo tool during air strings.
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j.C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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560
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High, Air Shield
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N, SP, EX, CS
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-
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-
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Strike, Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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4
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17 [4 on landing]
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32
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Varies
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-
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Linne cuts diagonally upwards with her sword.
- Very strong air-to-air and air-to-ground.
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Command Normals
6B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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420
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Mid
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N, SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
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2
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18
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26
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-4
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-
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Clockwise slash with the knife.
- Very good to stagger into during pressure due to its range.
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Wolf Howl
1st Hit 1st Hit 2nd Hit 2nd Hit 3rd Hit 3rd Hit
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6CCC Launch
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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500
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Mid
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SP, EX, CS
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Launch
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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6
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18
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35
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-8
|
-
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The first in a series of 3 large slashes with the sword.
- Mostly used for combo enders.
- Has some utility as a risky anti-air or spacing tool.
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6CC Float
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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400
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Mid
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SP, EX [whiff OK], CS [whiff OK]
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Launch
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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13
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4
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22
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38
|
-10
|
-
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The second slash in the series.
- Midscreen combos usually end with this, as it leaves the opponent close enough to meaty even on backtech.
- Sometimes used early in combos into 63214B.
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6CCC Slam
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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600
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Mid
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EX [whiff OK], CS [whiff OK]
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Knockdown
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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21
|
5
|
25
|
50
|
-12
|
-
|
The last slash, slamming her sword and opponent flat into the ground.
- Mostly used as a corner combo ender.
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j.6B
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j.6B Normal
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Damage
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Guard
|
Cancel
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Property
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Cost
|
Attribute
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370
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High, Air Shield
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N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
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Recovery
|
Overall
|
Advantage
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Invul
|
9
|
4
|
15 [3 on landing]
|
27
|
Varies
|
-
|
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.
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j.6[B] Increase
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
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450
|
High, Air Shield
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N, SP, EX, CS
|
Knockdown on air hit
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
4
|
15 [3 on landing]
|
34
|
Varies
|
-
|
Charged version.
- Spikes the opponent on air hit.
- Mostly used for corner combos and safe jump setups.
- Can be used from a neutral jump to beat certain approach options.
|
|
j.2B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
310
|
Mid, Air Shield
|
CS [hit only]
|
Knockdown on air hit
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-
|
Strike, Head
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Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
until land
|
[11 on landing]
|
27
|
-3
|
-
|
A divekick with a steep angle.
- Great for confirming any air hit to a full combo.
- Staple for most combos.
- Can be used to lose crush during pressure or neutral.
- 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.
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Dash Moves
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid
|
SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
3
|
13
|
24
|
-1
|
-
|
A running version of 6B.
- Hits 3 times, so it's very easy to confirm from on hit.
- On block with CS, it can be useful to frame trap into 236B with a 1 frame gap or with some delay, 214X.
- Used very often in optimal combos.
- In matchups against characters with slower normals, it's difficult to contest due to the -1 frame advantage.
|
|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
892
|
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.
- Hits 3 times and launches the opponent far back.
- Very good neutral tool and can be confirmed into 236[B].
|
|
Roll
|
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.
- 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.
- She can also roll from 5A 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 requires effectively 24+ frames to perform.
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|
Universal Mechanics
Force Function
|
BC Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
UNQ
|
No Collision
|
1 GRD
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
37
|
-
|
1~14 Strike, 15~30 Head/Projectile
|
B+C Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
UNQ
|
No Collision
|
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.
- Does not have collision for most of this move, so opponents can pass though her.
- Can be used to dodge attacks and cancel into Divine Chains.
- Linne will flash with a blue aura whenever she successfully dodges something, which allows her cancel into roll (6A+B) if she chooses to do so.
- Really good against most aerial approaches due to having frame 1 invincibility.
- Commonly used in anti-throw/assault OS B+C~A+D.
- While in vorpal, it recovers slightly faster but loses 1 frame of head/projectile invincibility. Not an entirely useful vorpal trait.
|
|
Force Function Follow-up
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1758
|
Mid
|
CS
|
Launch, Vacuum on hit
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
2
|
20
|
31
|
-6
|
1~11 Head
|
Follow-up slash to Elusive Flash.
- On hit, Linne does a series of teleporting slashes.
- Can be canceled into Chain Shift for a combo.
- Often times loses to ground moves due to only having head invincibility.
- Can cancel into IW/IWEX only during CVO.
|
|
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.
|
|
Guard Thrust
|
214D Normal
|
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
|
214D Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
5
|
26
|
42
|
-12
|
1~15 Full, 16~45 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
|
A+B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
2
|
[7 (3 on hit) on landing]
|
58 (54 on hit)
|
-13
|
1~30 Full
|
A+B+C Full Charge
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
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.
|
A+B+C Cross Cast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch
|
100+ EXS, Vorpal
|
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.
- 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
Sky Fang
A/B Version A/B Version C Version C Version
|
236A Slow
|
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
|
-
|
236B Fast
|
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
|
10
|
24
|
45
|
-12~-3 Dash Cancel: -7~+1
|
-
|
236C EX 5-Hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1734
|
Mid, Air
|
CS [hit only], UNQ
|
Launch
|
100 EXS
|
Strike, Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+14
|
15
|
5
|
34
|
+25
|
1~3 Throw
|
Linne shoots a short-lasting, crescent projectile forward a short distance. Often referred to by it's Japanese name "kuuga" by the community.
- Floats the opponent on hit.
- Integral tools to Linne's spacing game, especially with CS.
- A version has slow startup but fast recovery.
- B version has fast startup and travels further, but slow recovery.
- C version is larger and hits 5 times.
- Linne's primary use for meter as it has utility in resetting pressure, setting up air unblockables, and meter dump for extra damage.
- All versions can be dash cancelled almost immediately after the projectile becomes active.
- 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.
|
|
Sky Fang (Air)
A/B Version A/B Version C Version C Version
|
j.236A Slow
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid, Air
|
EX [whiff OK], CS [whiff OK]
|
Launch
|
-
|
Strike, Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
10
|
[8 on landing]
|
34
|
+6
|
-
|
j.236B Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid, Air
|
EX [whiff OK], CS [whiff OK]
|
Launch
|
-
|
Strike, Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
18
|
10
|
[8 on landing]
|
34
|
+3
|
-
|
j.236C EX 5-Hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1734
|
Mid, Air
|
CS [hit only]
|
Knockdown on air hit
|
100 EXS
|
Strike, Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
15
|
[5 on landing]
|
26
|
+27
|
-
|
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 is based on usage immediately after jumping.
- A version has slow startup, but fast recovery.
- Fired at about a 40 degree angle.
- Linne moves a fair distance forward.
- Sometimes used as a combo tool after 214X~C.
- B version has fast startup and travels fast, but has slow recovery.
- Fired at about a 70 degree angle.
- Linne moves forward a very short distance.
- Sometimes used as a combo tool after 214X~A.
- C version is large and hits 5 times.
- Travels at the speed of the A version, but the angle of the B version.
- 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.
|
|
Sky Fang (Increase)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
954
|
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
|
-
|
Linne creates a stationary projectile that strikes a large horizontal space in front of her.
- Very good spacing tool, but can be prone to punishes on whiff.
- Often used after 66C to confirm.
- This attack hits at a specific range and has a dead-zone at point-blank.
- If this attack is used against the corner, the range changes to stay on screen, so it can actually hit point-blank.
- Can be dash cancelled.
- Somewhat easy to confirm a combo from at max range, but can dash under the opponent at closer range which can make the confirm slightly difficult.
- Still minus on block if dash cancelled.
|
|
Moon Gyre
|
623A 2-Hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1369
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
2, (2), 4
|
29
|
41
|
-15
|
5~12 Dive, 8~12 Head
|
623B Invincible
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1568
|
Mid
|
CS [hit only]
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
11, (13), 1
|
38
|
68
|
-36
|
1~14 Full, 15~16 Head/Dive
|
623C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1826
|
Mid
|
CS [hit only]
|
Launch
|
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.
- A version rises a short distance hitting up to 2 times.
- Can be used as a risky anti-air.
- Can combo without resources if only the second hit connects as a air counter hit.
- If CS or EX cancelled within the first 5 frames, Linne stays grounded.
- Has little utility on it's own, but can be used in a lot of gimmicks with resources.
- B version rises with an addition slash hitting up to 6 times.
- Being full invul makes it a good tool to keep in mind after using CS.
- On hit, it's possible to CS after the 5th hit to perform a full combo.
- C version rises with yet another slash hitting up to 10 times.
- Faster startup and launches much higher.
- There's little reason to use this over the B version, other than to get the extra damage or run the clock.
|
|
Tenacious Mist
|
214A Stationary
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
836
|
Mid
|
EX [whiff OK], CS [whiff OK], UNQ
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
1, (9), 4
|
12
|
34
|
-3
|
-
|
214B Step Forward
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
836
|
Mid
|
EX [whiff OK], CS [whiff OK], UNQ
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
1, (11), 3
|
16
|
41
|
-6
|
-
|
214C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2033
|
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
|
+3
|
1~3 Throw
|
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.
- B version has Linne step forward then hit twice.
- The hitbox extends lower so this move can OTG.
- The cancel window for follow-ups can be delayed slightly on this version.
- Necessary for some combos involving 214B delayed C follow-up.
- It is possible to use the delay to frame trap.
- C version steps forward and does a long string of slashes
- Last hit 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.
- Good for running the clock or playing GRD.
- Though it is plus on the last hit, the opponent can green shield out and punish.
- This can be used to punish certain moves because of the distance it covers and its fast startup.
|
|
Tenacious Mist (Follow-up)
A Ender A Ender B Ender B Ender C Ender C Ender
|
214X~A 2-Hit Vaccum Launch
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
640
|
Mid
|
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
|
-
|
214X~B 3-Hit Wall Bounce
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1090
|
Mid
|
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
|
-
|
214X~C 4-Hit High Launch
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1410
|
Mid
|
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
|
-
|
Linne does additional slashes.
- All versions can be dash cancelled, even on whiff.
- A version hits 2 times and floats the opponent toward Linne.
- 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 dash cancelling.
- Useful for to making 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.
|
|
Dash Cancel
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
26
|
-
|
-
|
Linne dashes forward for a set time.
- Can only be used after 236X, 214X, or 214X~X.
- Cannot be cancelled, except into roll.
- Usually this is only used after 236X, 236[B], and midscreen 214X~B to continue combos.
|
|
Flying Swallow
|
63214A Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1122
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
23
|
3
|
23
|
48
|
-6
|
10~25 Foot
|
63214B Overhead
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1253
|
High
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
26
|
3
|
19
|
47
|
-3
|
11~28 Foot
|
63214C EX Invincible
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2010
|
Mid
|
CS [hit only]
|
Launch
|
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.
- Mostly used as a combo tool, but can be used to catch backdash or punish certain moves.
- B version hits slower ane leaps higher.
- Doesn't launch, but is an overhead.
- Whiffs completely over a crouching opponent if too close midscreen, but will always connect in the corner.
- Used in some optimal combos after 66B or 6CdlC.
- Can link into 5/2A without resources on crouching opponents.
- C version leaps like the B version, but has a much larger hitbox.
- Mostly used to contest far reaching lows and projectiles due to the invincibility.
- 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.
|
|
Flying Swallow (Increase)
|
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 then slides along the ground instead to hit low.
- 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.
- Can only combo afterwards by CS or EX cancelling, usually with 236C.
- Scales extremely hard as a starter.
- Can be used in some combos if only the first hit connects.
- Can be fuzzy blocked/thrown if the opponent is aware of the option.
|
|
Super Moves
Infinite Worth
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3271
|
Mid
|
-
|
Launch
|
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 after Linne stops spinning that the opponent can mash through.
- Linne is extremely plus on hit or if the geyser is blocked.
|
|
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
Rebeat Table
Attack
|
Chain
|
Advantage
|
5B, 2B, 6B
|
5A
|
-3
|
2A
|
-4
|
5C, 2C
|
5A
|
-1
|
2A
|
-2
|
Gap Table
Attack
|
Chain
|
Frame Gap
|
5A, 2A
|
5C, 2C, 6C, 236B
|
1
|
5C, 2C, 66C
|
236A
|
5
|
63214B
|
9
|
63214[B]
|
17
|
5C
|
5C[C]
|
10
|
5C{C}
|
0~3
|
41236D (spin)
|
41236D (slam)
|
8
|
Videos
Roadmap
Linne Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2021-05-20 by SageVarq.
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
|
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
External Links