User:Wishy/Anti Linne notes

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Anti-Linne Doc

(written by Mo.Sin and presented here: https://twitter.com/Sins_Mo/status/1342491407102189568)

236B-6AB (kuuga dash)

5C 236B dash (or kuuga dash) is the only way for linne to confirm long range 5C hits and is usually 0 to -2 depending on the range.

To get back your turn either throw or 5A after blocking the 236B dash.

Be aware though outside of Linne 5C range kuuga dash will definitely be +1 or more in neutral so only mash when you block a normal into Kuuga. At these spacings you should dashblock the kuuga before it hits you or blue shield to make it still minus.

Kuuga dash roll

During Kuuga instead of just dashing the Linne can decide to roll after the dash causing A and B normals pressed instantly to whiff on Linne once she side-swaps using roll.

Delaying mash and being careful to not mash straight away can save you here.

B hien (high) vs IC B hien (low)

If expecting B hien shenanigans, then block high into delay 4AD to throw IC hien before it hits and block B hien.

If not expecting B hien mix, then fuzzy-block high then low on reaction.

If Linne does IC B hien (low) into C kuuga there is a 4f gap so you can throw or use a projectile invul action such as enk 3C or wag FF to punish.

C hien

C hien is -5 and has a lot of push-back on block so most 5f moves will not punish it on block and characters with 6f can’t punish without shielding.

As a result, learning to shield the last hit is needed to guarantee a punish due to the pushback. Keep in mind that C hien has 4 hits and depending on where she does it, the amount of hits actually landing on the opponent can vary.

If Linne crosses up during C hien, 6fers can only punish with a throw and 5fers can always get a punish due to the spacing after C hien being closer. 5fers should dashblock during ex flash to always cause the cross up situation and get a punish. C hien is air-unblockable so trying to air-block or air-shield will end in your doom but it only has 1-13f strike invul in a 23f move so air-dive kicks or j.moves can clip the move potentially towards the end.

214C

To punish 214C, stand up then green shield (into blue shield proc) twice with a 12f punish gap available.

Be aware to use something that is disjointed as 214C has a very good hitbox/hurtbox as it is carrying on its animation during those 12frames.

Punishes that don’t get caught by 214C whiffing are as follows:

  • Hyde: 5B
  • Linne: 5C
  • Wald (can’t even make her whiff PepeLaugh)
  • Carm: 2C/5B
  • Orie:5B/2C
  • Gord: 3C
  • Merk 2C
  • Vat 5C
  • Seth 5B
  • Yuzu 2C
  • Hilda 5A
  • Chaos 2C
  • Nanase 2C/5C
  • Byak 5C
  • Pho 5C
  • Mika 5C
  • Wag 5C
  • Enk 5C
  • Lond 5C/2C
  • Elt 5B
  • Akat 2B/214B (both give no combo without meter though)

Tk IC Kuuga CS

This is a complete meme, just block high then low, the low comes out really late because they have to 2B.

FF

FF got changed in CLR to catch more moves hurt-boxes while also being more minus at -11. If FF triggers it is now fully invul into the strike follow-up and is way quicker at 3F.

Linne’s OS game is weaker now too as this is her only character specific anti-air option outside of 171ad, making running up in-front of Linne’s face and doing nothing viable.

FF roll

In neutral FF rolling projectiles almost always make Linne minus, so expecting roll and taking your turn is advised.

In blockstrings the best way to blow up FF roll is to wait out the animation of FF and punish with another button after a no cancel. For example, Hyde does 6B and Linne preemptively does FF roll, Hyde no-cancels 6B into another 6B to punish Linne’s recovery.


214B no cancel vs 214B-A frame-trap

214B is Linne’s mujin series that can be frametrapped into follow-ups.

Fortunately, 214B is -6 with a maximum gap of 3frames into 214B-A.

Due to the small gap of 3frames, it is possible to fuzzy mash 214B no cancel while at the same time blocking the followup.

214B-A mind-game up-close

214B-A is -1 and creates a mind-game for both players on what buttons to press.

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

Options Linne uses up-close

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

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

Other than character specific options, walking back and waiting to whiff punish is a good plan or jumping back-wards to disengage.

If the opponent cancels into the followup often, waiting to shield the last hit of 214B-A is a good plan to make Linne -4 and allow you to use your big 8f/9f button with no worries.

214B-A mind-game far away

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

Options Linne uses far away

  • 5B: 6f disjointed move that’s active and stuffs a lot of B normals even at max range.
  • 66B: 9f long reaching move for its frames that has low recovery on whiff.
  • 5C: 12f disjointed and will make B normals whiff, potentially even C normals at its range.
  • 66C: 12f catches backdash and jump-back.
  • Divekick: Jumps over many mids/lows at this range and punishes.
  • Jump-back Kuuga: Dodges many C buttons at this range and whiff punishes.

Most characters should be wary of the aerial options that are available to Linne at this range when choosing which button to press.

If you have an option that anti airs linne and deals with 5C then you should use it.

Be wary of 66B (unless your move has a disjoint) or walk backwards and play a whiff punish mind-game.

Up-back Kuuga

When resetting pressure in the corner Linne can decide to jump-back Kuuga to whiff punish the opponent while also keeping her turn due to + frames if they do block.

A major weakness is the amount of time it takes to up-back kuuga (especially to avoid normals), TK or Tiger Knee Kuuga will not dodge many normals and puts Linne in danger while up-back avoids many 5C’s.

As a result, the best course of action is to dash button that will catch her up-back Kuuga that hits upwards like an Enk 5B or a Hyde 5B.

If playing safe, shielding the Kuuga will make you plus enough to take back your turn.

Partial charge Kuuga

As of CLR, Linne can now partially charge aerial Kuugas which makes them considerably more plus for the added weakness of taking even more time to throw out a Kuuga.

Previous up-back Kuugas were usually only +1 or 2 depending on the angle, however when partial charging it can now be up to +7 making shielding way worse of an option.

Dash normal is your best bet here and even more effective as the time it takes to throw out Kuuga is longer.

66B

66B has three hits and is -1 on block with a maximum stagger gap of 5 frames into 214B.

It is not possible to fuzzy mash this and is not advised to take the risk if you are a 6fer because if she does 5A after (-1 with a 5f = 6f) you will risk getting frametrapped and at most get an A button trade after 66B.

Instead, backdashing after 66B is a good mind-game to potentially punish the whiffed 214B. However, backdash can be catched with 2C/66C after 66B.

This is also less good if you play a character with a worse backdash and is not viable in the corner.

66C

66C has three hits and is -4 on block with classic confirm options being IC 236B or 236B dash (Kuuga dash).

IC 236B has a 8f gap after 66C, so attempting to use a projectile invul option like Enk 3[C] is viable here.

Kuuga dash can be gapless or have a 1f gap or above so attempting any sort of retaliation is not recommended unless they delay it every time.

Linne can also decide to no-cancel here at -4, overall dash-blocking or using a projectile invul tool is the best option.