For Tarkus and shtkn at Dustloop for Frame Data Drawing
{{#invoke:Sandbox/SageVarq|drawFrameDataV1
|startup = 5
|active = 3
|recovery = 12
}}
{{#invoke:Sandbox/SageVarq|drawFrameDataV1
|startupIsFirstActive = false
|startup = 5
|active = 3
|recovery = 12
}}
- Scribunto Extension
- https://www.mediawiki.org/wiki/Extension:Scribunto
- Scribunto Lua Module
- Module:Sandbox/SageVarq
- CSS
- MediaWiki:DrawFrameData.css
- Add to top of "Common.css"
@import url("/index.php?action=raw&title=MediaWiki:DrawFrameData.css&ctype=text/css");
Normal Moves
Standing Normals
5A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
180
|
Mid
|
N, SP, EX, CS, TH
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
2
|
12
|
18
|
-2 Roll cancel: -11
|
-
|
|
A horizontal swipe with the the knife.
- Has decent range.
- Very good tool overall, due to it's speed.
- Good stagger window.
- Can be cancelled into Whirlwind with 6A+B as long the opponent is in hit or block stun.
|
|
5B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
380
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
4
|
14
|
23
|
-2 w5A Roll cancel: -8
|
-
|
|
Linne kicks out in front of her.
- Fast with a lot of active frames.
- Easy to use for conversions on floating opponents.
- Good stagger window.
|
|
5C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
695 (2-hits)
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
6
|
21
|
38
|
-7 w5A Roll cancel: -6
|
-
|
|
Wide circular slash with her sword.
- One of Linne's best starters for damage, so it's often used for pressure and punishes.
- Good neutral tool due to the vertical and horizontal hitbox.
|
|
5CC
|
5CC Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
500
|
Mid
|
SP, EX, CS
|
Tumble
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
3
|
20
|
32
|
-5
|
-
|
|
Follow-up for 5C where Linne thrusts her sword downward.
- Can only be used after 5C hits or is blocked.
- If partially charged, then this can become a frame trap.
|
5C[C] Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
800
|
High
|
N, SP, EX, CS
|
Tumble
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
25
|
3
|
24
|
53
|
-9 w5A Roll cancel: -6
|
-
|
|
Charged version that becomes an overhead.
- Can cancel into normals on hit or block.
- Good starter in terms of damage.
|
|
Crouching Normals
2A
|
2A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
160
|
Mid
|
N, SP, EX, CS, TH
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
2
|
13
|
19
|
-3 w5A Roll cancel: -12
|
-
|
|
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.
|
2AA Low
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
160
|
Low
|
N, SP, EX, CS, TH
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
2
|
13
|
19
|
-3 w5A Roll cancel: -12
|
-
|
|
Follow up 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.
|
|
2B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
390
|
Low
|
N, SP, EX, CS
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
2
|
20
|
29
|
-6 w5A Roll cancel: -8
|
-
|
|
A reaching crouching slash.
- Moves Linne forward.
- Mostly used as a spacing tool to start pressure and combos.
- Can (and often will) low profile many assault normals, which can work for or against you.
- Decent stagger window.
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
600
|
Low
|
N, SP, EX, CS
|
Launch
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
6
|
24
|
41
|
-12 w5A Roll cancel: -6
|
-
|
|
A long reaching horizontal crouching slash with the sword.
- Similar to 2B, this also moves Linne forward.
- Very useful sweeping poke, but risky as it will leave you open on whiff.
|
|
Air Normals
j.A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
130
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
2
|
12 [2 on landing]
|
20
|
Varies
|
-
|
|
A short, quick vertical slash.
- Great air-to-air anti-air, especially since you can auto-confirm with j.2B.
- Can be used immediately from assault to fake an overhead on crouching opponents and land with a throw.
|
|
j.B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
380
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
3
|
? [3 on landing]
|
?
|
Varies
|
-
|
|
A horizontal midair slash.
- Mostly used as a combo tool during air strings.
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
560
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
4
|
17 [4 on landing]
|
32
|
Varies
|
-
|
|
Linne cuts diagonally upwards with her sword.
- Very strong air-to-air and air-to-ground.
|
|
Command Normals
6B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
420
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
2
|
18
|
26
|
-4 w5A Roll cancel: -8
|
-
|
|
Clockwise slash with the knife.
- Very good to stagger into during pressure due to its range.
|
|
6CCC
|
6C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
500
|
Mid
|
SP, EX, CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
6
|
18
|
35
|
-8
|
?~? Head
|
|
The first in a series of 3 large slashes with the sword.
- Mostly used for combo enders.
- Has some utility as an anti-air.
- Has less range than 5C, so it loses some value as a grounded spacing tool.
|
6CC
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
400
|
Mid
|
SP, -EX-, -CS-
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
4
|
22
|
38
|
-10
|
-
|
|
The second slash in the series.
- Midscreen combos usually end with this, as it leaves the opponent close enough to meaty even on backtech.
- Sometimes used early in combos into 63214B.
|
6CCC
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
600
|
Mid
|
-EX-, -CS-
|
Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
5
|
25
|
50
|
-12
|
-
|
|
The last slash, slamming her sword and opponent flat into the ground.
- Mostly used as a corner combo ender.
|
|
j.6B
|
j.6B Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
370
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
4
|
15 [3 on landing]
|
27
|
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.
|
j.6[B] Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
450
|
High, Air Shield
|
N, SP, EX, CS
|
Knockdown on air hit
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
4
|
15 [3 on landing]
|
34
|
Varies
|
-
|
|
Charged version.
- Spikes the opponent on air hit.
- Mostly used for corner combos and VO Strip 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)
|
Knockdown on air hit
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
until land
|
[? on landing]
|
27
|
?
|
-
|
|
A divekick with a steep angle.
- Great for confirming almost any air hit to a full combo.
- Staple for most combos.
- Can be used to low crush during pressure or neutral.
- 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.
|
|
Dash Moves
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810 (3-hits)
|
Mid
|
SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
3
|
13
|
24
|
-1 Roll Cancel: -10
|
-
|
|
A running 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 or delayed #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.
- Can cancel into #66~6A+B
|
|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
892 (3-hits)
|
Mid
|
SP, EX, CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
4
|
20
|
35
|
-4
|
-
|
|
Looks almost like a running version of #5C, but with longer reach.
- Hits 3 times and launches the opponent far back.
- Very good neutral tool and can be confirmed into #IC 236B.
|
|
66~6A+B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
No Collision
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
23
|
-
|
6~9 Head/Projectile, 10~15 Strike, 16~19 Projectile
|
|
Linne rolls forward during a dash.
- 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 or #66B at any point the opponent is in hit or block stun. This means you can even roll cancel 5A before the active frames even come out. (EX: 5C 5A~6A+B)
- You can also roll from dash cancels or whenever you dodge anything with FF (the blue aura denotes a successful dodge).
- Due to the prerequisites, even though the roll is 23 frames overall, the roll requires effectively 24+ frames to perform.
|
|
Universal Mechanics
Force Function
|
B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
UNQ
|
No Collision, Counter State
|
1 GRD
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
37
|
-
|
1~14 Strike, 15~30 Head/Projectile
|
|
B+C Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
UNQ
|
No Collision, Counter State
|
0.5 GRD
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
35
|
-
|
1~14 Strike, 15~29 Head/Projectile
|
|
Linne dodges in place which can avoid attacks.
- This move can only be performed while in neutral state, and cannot be cancelled into from any other move.
- Does not have collision for most of this move, so opponents can pass though her.
- Can be used to dodge attacks and cancel into Divine Chains.
- Linne will flash with a blue aura whenever she successfully dodges something.
- Cannot be cancelled into the follow-up until frame 5 (therefore the fastest Divine Chains startup is 4+3).
- Allows Linne to cancel into the follow-up quicker.
- 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.
- Somewhat useful under pressure, as it allows Linne to reversal without the need to let go of back to stop blocking.
- Commonly used in anti-throw/assault OS B+C~A+D.
- Does not overwrite a frames of invulnerability against Throw on a wakeup.
- Dodge against command throws is considered as successful dodge.
- If dodge is successful then will not affect to GRD.
|
|
Force Function Follow-up
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1298 (4-hits)
|
Mid
|
(CS)
|
Launch, Vacuum on hit, Counter State
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10 Successful Dodge: 3
|
2
|
?
|
29 Confirmed hit: 91
|
-11
|
1~11 Head 1~4 Strike on hit
|
|
Follow-up slash to Elusive Flash where on hit, Linne does a series of teleporting slashes.
- On a successful dodge during Elusive Flash, the start up is faster and will also autocorrect direction on crossup.
- Can be canceled into Chain Shift for a combo.
- Can cancel into #Infinite Worth and #Infinite Worth EXS only during CVO.
- Does not overwrite a frames of invulnerability against Throw on a wakeup.
|
|
Throw
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1635
|
Unblockable
|
-
|
Knockdown
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+13(hit)
|
-
|
|
Linne trips the opponent then stabs them.
- A crucial part of Linne strike/throw mixup.
|
|
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
236X
A/B Version A/B Version C Version C Version
|
236A Slow
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid, Air
|
-EX-, -CS-, UNQ
|
Launch
|
-
|
Strike, Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
10
|
19
|
49
|
-7~+2 Dash Cancel: -7~+2 Roll Cancel: -10~-1
|
-
|
|
236B Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid, Air
|
-EX-, -CS-, UNQ
|
Launch
|
-
|
Strike, Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12~16
|
10
|
24
|
45~49
|
-12~-3 Dash Cancel: -7~+2 Roll Cancel: -10~-1
|
-
|
|
236C Twin Sky Fangs 双空牙
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1734 (5-hits) [Min: 635]
|
Mid, Air
|
(CS), UNQ
|
Launch
|
100 EXS
|
Strike, Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+14
|
15
|
5
|
34
|
+16~+53 Dash Cancel: +10~+47 Roll Cancel: +7~+44
|
1~3 Throw
|
|
Linne shoots a short-lasting, crescent projectile forward a short distance. Often referred to by it's Japanese name "kuuga" by the community.
- 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.
- Delayed B version has almost no affect at frame advantage, but at a longer distance it has a more negative frame advantage (-5 instead -3).
- A/B versions are active for up to 10 frames (i.e. 236A can hit until 21 + 9 frame after it's done). The projectile hitbox starts on top of Linne's hurtbox.
- C version is larger and hits 5 times. The projectile hitbox starts ahead of Linne's hurtbox.
- Linne's primary use for meter as it has utility in resetting pressure, setting up air unblockables, and meter dump for extra damage.
- At maximum distance and at very close distance C version will have much less frame advantage (+21 for maximum distance and +25 for very close distance).
- In a corner and at very close distance C version will have +16 frame advantage.
- All versions can be dash cancelled almost immediately after the projectile becomes active.
- Kuuga's active frames will not disappear if Linne gets hit.
- Can lead to a combo on hit, but the A/B versions can leave you at disadvantage on block unless at max range.
- Dash cancel frame advantage is based on dash cancelling the first possible frame.
- If the C version is used very close to the opponent and not in a corner, then dash cancel will add +12 to Linne's frame advantage.
|
|
IC 236B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
985 (2-hits)
|
Mid, Air
|
-EX-, -CS-, UNQ
|
Launch, Vacuum on hit
|
-
|
Strike, Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
25
|
5, (2), 4
|
22
|
57
|
-4 Dash Cancel: -2 Roll Cancel: -5
|
-
|
|
Linne creates a stationary projectile that strikes a large horizontal space in front of her.
- Decent spacing tool.
- Often used after #66C to confirm.
- 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.
|
|
j.236X
A/B Version A/B Version C Version C Version
|
j.236A Slow
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid, Air
|
-EX-, -CS-, UNQ
|
Launch
|
-
|
Strike, Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
10
|
[8 on landing]
|
34
|
+6~+15 Air Dash Cancel: +1~+10
|
-
|
|
j.236B Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid, Air
|
-EX-, -CS-, UNQ
|
Launch
|
-
|
Strike, Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
18~26
|
10
|
[8 on landing]
|
34~42 (?)
|
+3~+12 Air Dash Cancel: +3~+11 Maximum delay: +11~+22 (?)
|
-
|
|
j.236C Twin Sky Fangs 双空牙
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1734 (5-hits) [Min: 635]
|
Mid, Air
|
(CS), UNQ
|
Knockdown on air hit
|
100 EXS
|
Strike, Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
15
|
[5 on landing]
|
26
|
+16~+70 Air Dash Cancel: +4~+35
|
1~3 Throw
|
|
Linne lunges forward a short distance and shoots a projectile at a downward angle.
- A and B versions float the opponent on hit.
- Intergral to Linne's spacing and pressure game when TK'd.
- Frame Advantage is based on usage TK.
- Can be air dash cancelled, but is risky as the opponent can anti-air or shield.
- Kuuga's active frames will not disappear if Linne gets hit.
- A version has slow startup, but fast recovery.
- 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.
- Can be delay slightly by holding down B, which can increase frame advantage when TK'd.
- A/B versions are active for up to 10 frames (i.e. J.236A can hit until 21 + 9 frame after it's done).
- Starting position of projectiles hitbox is behind and in front of Linne's hurtbox. The hitbox of the A version is shifted to the back of Linne and B is to the front
- C version is large and hits 5 times. The projectile hitbox starts ahead of Linne's hurtbox.
- Travels at the speed of the A version, but the angle of the B version.
- Since the C version fires at about a 70 degrees angle, the values of the frame advantage are influenced by opponent position and distance.
- In a corner and at very close distance C version will have +16 frame advantage.
- Does not float opponent on grounded hit like other versions.
- Useful for trying to gain ground in neutral or setting up air unblockables.
- On air hit, will spike the opponent down.
- If used on an aerial opponent really close to the ground, it can immediately use all bounces.
- Frame advantage for Air Dash Cancel is based on usage immediately after the jump.
- Reducing height at which Air Dash Cancel is done reduces frame advantage by a few frames (about 1-2).
|
|
IC j.236B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
985 (2-hits)
|
Mid, Air
|
-EX-, -CS-, UNQ
|
Launch, Vacuum on hit
|
-
|
Strike, Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
30
|
5, (3), 4
|
(?)
|
53
|
+7 Air Dash Cancel: +2
|
-
|
|
Linne creates a stationary projectile that strikes a large space diagonally down in front of her.
|
|
j.236X~66
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
11 (?)
|
-
|
-
|
|
Linne cancels a #j.236X or #IC j.236B into an assault-like air dash that moves her forward, then drops at a steep angle.
- You must return the stick to neutral to perform this. In other words, you cannot do j.236B 6A+B unless you return to neutral between the two inputs.
- Can only be performed while Linne has an assault and double jump still available.
- Has a minimum height it can be performed, which is approximately the same or higher as minimum double jump height.
- j.236X does not need to hit in order to perform the cancel.
- Though it looks like an assault, you can still perform this while GRD broken.
|
|
623X
|
623A 1 Slash
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1369 (2-hits)
|
Mid
|
-EX-, -CS-
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
8
|
29
|
41
|
-15
|
1~12 Dive, 1~12 Head
|
|
623B 2 Slashes
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1568 (6-hits)
|
Mid
|
(CS)
|
Launch, Counter State
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
11, (13), 1
|
38
|
68
|
-36
|
1~14 Full, 15~16 Head/Dive
|
|
623C Rending Moon Gyre 連月輪
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1826 (10-hits) [Min: 539]
|
Mid
|
(CS)
|
Launch, Counter State
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+4
|
9, (12), 5, (17), 9
|
49
|
105
|
-76
|
1~6 Full, 7~13 Strike
|
|
Linne does a rising slash.
- A version rises a short distance hitting up to 2 times with 1 slash.
- Can be used as a anti-air.
- Can combo without resources if only the second hit connects as a air counter hit.
- If CS or EX cancelled before the second hit, Linne stays grounded.
- 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 or 6th 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.
|
|
214X
|
214A Stationary
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
836 (2-hits)
|
Mid
|
-EX-, -CS-, UNQ
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
1, (9), 4
|
12
|
34
|
-3 Dash Cancel: -14 Roll Cancel: -17
|
-
|
|
214B Step Forward
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
856 (2-hits)
|
Mid
|
-EX-, -CS-, UNQ
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
1, (11), 3
|
16
|
41
|
-6 Dash Cancel: -14 Roll Cancel: -17
|
-
|
|
214C Chaotic Mist 乱霧靭
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2033 (8-hits) [Min: 598]
|
Mid
|
(CS), UNQ
|
Launch, Wall Bounce
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+7
|
4, (12), 3, (8), 2, (8), 2, (7), 2, (4), 3, (4), 5, (12), 1
|
19
|
103
|
+4
|
1~3 Throw,
On Hit Full
|
|
Linne slashes directly in front of her.
- Both A and B versions are staples in almost every combo. Often referred to by the Japanese name "mujin" by the community.
- A and B versions can be followed-up by 3 different attacks.
- All versions can be dash cancelled, even on whiff.
- A version hits twice directly in front.
- The second hit reaches slightly further.
- 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
- On hit, Linne will do an additional slash that blows the opponent back into a wall bounce, similar to the B follow-up.
- Cannot go into follow-ups like other versions.
- Can continue to combo off this move if used early in a combo.
- Good for running the clock or playing GRD.
- It's difficult, but it is possible for opponents to green shield out and punish.
- This can be used to punish certain moves because of the distance it covers and its fast startup.
|
|
214X~X
A Launch A Launch B Blowback B Blowback C Launch C Launch
|
214X~A Vaccuum Launch
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
640 (2-hits)
|
Mid
|
-EX-, -CS-, UNQ
|
Launch, Vacuum on hit
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
1, (11), 3
|
16
|
38
|
-1 Roll Cancel: -9 Dash Cancel: -12
|
-
|
|
214X~B Blowback
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1090 (3-hits)
|
Mid
|
-EX-, -CS-, UNQ
|
Launch, Wall Bounce
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
2, (9), 3, (10), 4
|
17
|
52
|
-5 Roll Cancel: -11 Dash Cancel: -14
|
-
|
|
214X~C High Launch
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1410 (4-hits)
|
Mid
|
-EX-, -CS-, UNQ
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
2, (9), 3, (10), 4, (10), 2
|
23
|
70
|
-9 Roll Cancel: -11 Dash Cancel: -14
|
-
|
|
Linne does additional slashes.
- All versions can be dash cancelled, even on whiff.
- 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 normal, jump, or dash cancelling.
- Useful as a combo ender to make space to charge GRD.
- C version hits 4 times and floats the opponent high into the air slightly away from Linne.
- Most damaging follow-up in combos so it will be included in many BnBs.
|
|
X~66
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
26
|
-
|
-
|
|
Linne dashes forward for a set time and distance.
- Can only be used after #236X, #214X, or #214X~X.
- Cannot be cancelled, except into #66~6A+B.
- Usually this is only used after #236X, #IC 236B, and midscreen 214X~B to continue combos.
- Seems like cancel into #66~6A+B will have at least -3 from total frame advantage.
|
|
63214X
|
63214A Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1122 (2-hits)
|
Mid
|
-EX-, -CS-
|
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 (2-hits)
|
High
|
-EX-, -CS-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
26
|
3
|
19
|
47
|
-3
|
11~28 Foot
|
|
63214C Soaring Swallow 飛燕翔
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2010 (4-hits) [Min: 502]
|
Mid
|
(CS)
|
Launch, Tracking, Counter State
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+22
|
4
|
20
|
46
|
-5
|
1~13 Full, 14~26 Foot/Projectile
|
|
Linne does a flip forward and slashes on the way down. Often referred to by the Japanese name "hien" by the community.
- A version leaps a short distance off the ground.
- 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.
- Can CS or EX cancel to confirm and combo.
- When using as a mixup with #IC 63214B, it can be fuzzy blocked/thrown if the opponent is aware of the option. See Under Night In-Birth/UNICLR/Linne/Strategy#Fuzzy throw OS B Hien.
- C version tracks the opponent's position and 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.
|
|
IC 63214X
|
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 #236X.
- Scales extremely hard as a starter.
- Can be used in some combos if only the first hit connects, which sometimes leads to a Side Swap depending on the character.
- When using as a mixup with #63214B, it can be fuzzy blocked/thrown if the opponent is aware of the option. See Under Night In-Birth/UNICLR/Linne/Strategy#Fuzzy throw OS B Hien.
|
|
j.63214X
|
j.63214A Close
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
960
|
High
|
-EX-, -CS-
|
Knockdown
|
-
|
Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
24~27
|
?
|
?
|
?
|
-3
|
-
|
|
j.63214B Middle
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
960
|
High
|
-EX-, -CS-
|
Knockdown
|
-
|
Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
24~27
|
?
|
?
|
?
|
-5
|
-
|
|
j.63214C EX Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1720 [Min: 602]
|
High
|
-EX-, -CS-
|
Knockdown
|
100 EXS
|
Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+12~15
|
?
|
?
|
?
|
-8
|
1~3 Throw
|
|
Linne flips in mid air and slams her sword flat down into the ground.
- The hitbox is only active when Linne hits the ground, and only reaches somewhere around head level.
- In fact, this move has a hitbox in the air, but it ignores a hurtbox for some reason.
- Completely changes Linne's air momentum, so it can bait out anti-airs.
- Has some usage as a combo ender after 236C.
- A version barely moves forward.
- B version moves a short distance forward.
- C version barely moves forward and has fast start-up, but is reactable due to the super flash.
|
|
Super Moves
Infinite Worth
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3271 (24-hits) [Min: 1163]
|
Mid
|
-
|
Launch, Counter State
|
200 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+12
|
14, (8), 8, (8), 8, (8), 19, (17), 6, (9), 80
|
-
|
167
|
+20
|
1~26 Full, 27~31 Throw
|
|
Linne merges her weapons and swings a large energy sword around in circles. She ends with a slam on the ground creating a powerful geyser.
- There is a short gap right after Linne stops spinning that the opponent can mash through.
- Linne is extremely plus on hit or if the geyser hits or is blocked.
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Infinite Worth EXS
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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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3810 [Min: 1333]
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Mid, Air
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-
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Knockdown
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200 EXS, Vorpal or GRD Break
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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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1+15
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6
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46
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67
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-25
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1~26 Full
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sandbox3 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.
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