Under Night In-Birth/Linne

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Linne

Introduction

Linne has long been searching for a legendary sword "Indulgence of Assunder/Rending" to end her eternal life. Quick-minded and stoic, Linne is someone who works well at her job and is focused on her goals, not letting her emotions get in her way.

Story

Hundreds of years ago, Linne and her brother Kuon were used in Yato's a human experiment to create new abilities. As a result Linne gained a power to transfer her consciousness from a body to another - making it possible for her to live eternally. In addition, if her host body gets killed then Linne's consciousness is automatically transferred to a new body. This how she has lived her life for several tens of bodies.

Linne didn't want to continue possessing and ruining the lives of unknown girls, so she searched for a way to end her eternal life. The answer Linne found was that a legendary sword called the Indulgence of Assunder could rend her existence apart and end the curse she is bound to.

Unique Trait/Health

Double jump, roll (A+B while dashing) [roughly lasts 24 frames], kuuga.
Health: 9,500

Gameplay

She has a double jump and is pixie fast. Linne uses her two swords (unnamed and unsigned) for multihit moves and a tricky style of play. While a little slow, her double jump gives you an edge for air to air and get above the opponent. Similar to Seth in speed, but with a little more reach and projectiles to deal with longer ranges.


Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Normal Moves

5A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
180 5 2 12 -2 Sp,EX,CS HL -

A shallow cut with the short sword. Dial A for an auto-combo.

2A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 5 2 13 -3 Se,Sp,EX,CS HL -

Another small slash with her short sword while crouching. This hits MID. You could use it for mixups because it looks like a low and has good recovery.

5B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
380 6 4 14 -2 Sp,EX,CS HL -

Linne kicks out in front of her.

2B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
390 8 2 20 -6 Sp,EX,CS L -

A long reaching horizontal clash while crouching. This his LOW.

5C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
639 12 6 21 -7 Sp,EX,CS HL -

Counter clockwise slash with the long sword. If you press C again, Linne will follow up with a thrust. You can follow that up with Kuuga or Mujin. You can charge 5CC for an overhead.

2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
600 12 6 24 -12 Sp,EX,CS L -

A long reaching horizontal clash while crouching with the long sword. This also hits LOW.

j.A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
130 7 2 X+2 Varies Sp,EX,CS H/AS -

Jump attack.

j.B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
380 8 2 X+3 Varies Sp,EX,CS H/AS -

An overhead strike.

j.C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
560 12 4 X+4 Varies Sp,EX,CS H/AS -

Linne cuts diagonally and upwards with her long sword. This hits HIGH.

Command Normals

6B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420 7 2 18 -4 Sp,EX,CS HL -

Clockwise slash with the short sword.

5CC
Chargeable
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
283 (800) 10 (27) 3 24 -9 (Sp),(EX),(CS) HL (H) -

Press C again after hitting with 5C and Linne will follow up with a thrust. The thrust will cause opponents to crumble for a combo. You can also charge it to become an overhead. Both versions can only be cancelled on hit.

j.6B
Chargeable
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
370 [420] 9 [16] 4 X+3 Varies Sp,EX,CS H/AS -

A downward attack with the short sword. This is chargeable.

j.2B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
310 13 17 (max) 11 -3 - HL -

Divekick. You can use this in the middle of your jumps. Although it hits MID, you can whiff it to go for cross-ups.

6C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
500,400,480 (1336) 1: 12
2: 12
3: ~18
6*(up to 3) 1: 18
2: 20
3: 22
1: -8
2: -10
3: -12
Sp,EX,CS HL -

6C makes a rekka-like series of big attacks called "Gunrou." You can attack up to 3 times. The first attack is 2 hits. All attacks have long reach and last hit ground slams the opponent.

Dash Normals

66B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
738 9 3 13 -2 Sp,EX,CS HL -

Dash attack.

66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
892 12 4 20 -4 Sp,EX,CS HL -

Linne slides a bit, stops, then lets a big, diagonally slash out.

Universal Mechanics

Force Function
B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
-
Slash: 1758
1
Slash: 18
-
Slash: 2
37
Slash: 20
-
Slash: -6
-
Slash: (CS)
-
Slash: HL
-

By pressing BC, will do a quick dodge motion. If you press BC again, she will do a slash that will lock and down the opponent.

Throw
A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1515 5 1 22 +17 (hit) - UNB -

Linne trips the opponent then stabs them.

Guard Cancel
214D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 16 5 27 Blocked: -14
Hit: +40
- HL -

Fluff

Veil Off
A+B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 21 (min)
69 (max)
2 37 Blocked: -13
Hit: +36
- HLA -

Universal reversal. Invincible from start-up until the first active frame. Not throw invincible. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Special Moves

Kuuga
「空牙」

236X
Air O.K.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 810 Ground: 21 Ground: 11 Ground: 18
Air: X+8
Ground: +1 to -7
Air: +8 to 0
Sp,EX,CS
Dash Cancel
HLA -

covers about a third of the screen. It has slow startup but the quickest recovery. The air version lunges Linne forward before she shoots the projectile.

  • Can whiff cancel into 236C/j.236C.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 810 Ground: 12
Air: 18
11 Ground: 23
Air: X+8
Ground: -3 to -12
Air: +5 to 0
Sp,EX,CS
Dash Cancel
HLA -

Covers half of the screen and has fast start-up, but slow recovery. The air version nudges Linne slightly upward before shooting.

  • Can whiff cancel into 236C/j.236C.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1734 16 15 Ground: 4
Air: X+8
Ground: +52 to +25
Air: +52 to +10
(CS)
Dash Cancel
HLA -

Also goes half of the screen, but has good startup and recovery. The EX version is multi hit. If you can make your opponent air block this, you can go for guard breaks all day. You can use all of your 236X in the air and dash cancel them, so they're great moves for getting in.

Getsurin
「月輪」

623X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 810 5 2(2)3 35
Landing: 10
-15 EX,CS HL -

A multi rising move while rising up. This works as an anti-air for opponents directly above you.

  • Can whiff cancel into CS or j.236C.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1568 6 11 52
Landing: 10
-36 EX,CS HL -

Has invuln

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1826 7 9*3 92
Landing: 10
-76 (CS) HL -

Has invulnerability. If you ever miss this, you're liable to die.

Mujin
「霧靭」

214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 836 9 3*2 25 -3 CS HL -

Linne does several slashes in place. Mashing increases the number of hits. Up to 4 slashes total. The last hit will slam the opponent with a big slash.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 836 11 3*2 30 -6 CS HL -

Linne lunges forward, then does several slashes in place. Mashing increases the number of hits: up to 5 slashes total. The last hit will wall slam the opponent with a big slash.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A ender ~396 8 3*2 30 -1 CS HL -

Second part of Mujin. Hits 2 times. Floats opponent in front of Linne.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B ender ~685 8 2*3 43 -5 CS HL -

Second part of Mujin. Hits 3 times. Blows opponent away and wall bounces

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1981 8 4*8 92 +3 (CS) HL -

The EX version does the mashing for you and does more damage. Wallbounces at the last slash.

Hien
「飛燕」

63214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1086 23 3*2 26 -6 EX,CS HL -

A slash at the opponent after a forward leap. The A version hits MID. Hits 2 times and has a rather large hitbox.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1253 26 3*2 19 -3 EX,CS H -

B version hits HIGH. Hits 2 times and has a rather large hitbox.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 2010 23 4*4 24 -5 (CS) HL -

The EX version is best suited for follow-ups. Hits four times. You could also use this to punish lows.

Infinite Worth

Kannagi
「神薙」

41236D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3320 13 155 0* +20 (shockwave)
(8F gap before shockwave [between 4th and 5th hit])
- HL -

Linne spin with God-Gundam's shinning finger sword, then slams it into the ground. As long as you hit with the spinning part, the last burst will hit too. But if the opponent airblocks the shockwave, you could get counter-hit before the last part.

  • Technically has an active hitbox out the entirety of the move's duration, but Linne is hittable during the time of the shockwave.

Infinite Worth EXS

Kannagi - Homura Issen
「神薙・ 焔一閃」

A+B+C+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3680 16 3 49 -26 - HLA -

Just like all characters, Linne attacks the opponent after hitting them with a pillar of light.

3680 damage raw, heavily reduced if used in a combo.

Strategy

Neutral

On a fundamental level, Linne neutral revolves around using kuuga, air kuuga, and ground pokes at their best ranges for the matchup, and simply dashblocking in or backdashing away if you feel like none of these are currently favorable. Which tools are best and when to use them is matchup specific, but here is an overview of Linne's most important tools in neutral.

Kuuga:
  • Bluntly put, ground and air Kuuga are Linne's strongest moves, and define her and her playstyle. 236b is fast and covers a good distance, while j.236a and j.236b are both fast, and cover strong vectors: All three are good for poking and stopping reckless approaches. Assault Kuuga covers a unique and important vector as well. Get used to using Kuuga, because you'll be using it a lot.
Air EX Kuuga:
  • Since it's a faster, more active, and farther reaching version of B kuuga, it's Linne's best EX by miles. Air EX Kuuga is the most important version for neutral; it's a critical tool in matchups against the top tier, and useful in every matchup, period. It has great reach; covers a hard-to-deal-with vector with a lot of active frames; hits multiple times; confirms air kuuga, and can be cancelled from air kuuga even on whiff; traps anyone airblocking it so that you can guardbreak them; and gives you ample time to get in if your opponent blocks it on the ground. Almost all your meter spend in neutral goes to this move.
Dash 5A:
  • Linne's 5a has great range and speed for a jab; Linne 5b actually has -less- range than 5a. Dash 5a is its most valuable use in neutral. Use your judgment for choosing between this and Linne's other main poking tools.
2B:
  • Arguably one of the best buttons in the game. Fast, moves Linne forward, and covers good space. This is probably your most favored poke.
2C:
  • Covers more range than 2b at a slower speed, but is good for most of the same reasons. Useful in matchups where 2b range isn't always as favorable (Orie springs to mind).
66C:
  • Incredible move with a ton of applications. Huge, active, good reach. It's especially useful in matchups like the Hyde matchup, where Hyde's 6B can really shut down your other pokes.
DP A/DP B:
  • Linne lacks strong anti-air normals, leaving her main anti-airs to be DP A and DP B. DP A gets a much better conversion on counterhit; DP B beat some things (notably Wald assaulting in) that DP A cannot. Use them at your discretion.
Dashblocking:
  • In several matchups -- particularly Yuzu, Carmine, Merkava, and Vatista -- dashblocking is your safest tool to advance in neutral and attempt to get into a favorable range. Note that, although this is most relevant against zoners, dashblocking is useful in every single matchup, and is also Linne's most consistent round start.
  • Use 6A+B~[1]/[4] when dashblocking, since dash macro inputs faster than 66.
Backdash:
  • Linne's backdash isn't particularly strong, but it covers backward space well in certain matchups and at certain ranges. (For example, backdashing Gordeau in slide range is dangerous, but backdashing another Linne player outside Kuuga range may create desired space at low risk.) Don't forget that backdashing costs GRD.
  • In addition to creating space, backdashes can be used to make pokes whiff, and punish said whiff. For example, Linne runs towards Yuzu, and in response, Yuzu 2Cs; however, the Linne player anticipates this, so the Linne player stops running early and backdashes, making the 2C whiff, then 66Cs Yuzu's recovery to punish.
EX Hien:
  • EX Hien has a strong, but risky use in neutral for calling out obvious projectiles, or things like bad Hilda pokes or questionable battous. The damage return on and carry from EX Hien are strong if you guess right, but you're out 100 meter and will get punished if you don't. Use it carefully.
Roll:
  • Linne roll goes through projectiles and has a very small period of invincibility, making it another option for dealing with certain types of zoning. However, roll is extremely mashable, and if you get hit out of roll, you'll get High Countered eat serious damage.
Using Chainshift:
  • Chainshift is incredibly strong in neutral. While I can't list all of chainshift's uses here, since there are so many, important and common ones include:
  • Making a whiffed kuuga safe, or maked a kuuga blocked at an unfavorable distance safe
  • Chainshifting to make anti-airing easier
  • Chainshifting to see if a projectile is coming, and using EX Hien to go through the projectile
  • Chainshifting for meter to get EX Kuuga


That should cover basic, matchup-unspecific Linne neutral.

Pressure

KAZE YO

Defense

Block, shield safe moves to win in GRD or to push them back. Throw tech with 1(B+C)~(A+D)~B or 3B~A+D to OS assault, and 1(A+D) to OS staggers. Don't always throw tech; getting thrown is better than getting combo'd.

Buffer backdash with 4[4] if you're midscreen and think you can get away with it. Sparingly mash gaps with your fastest normal that hits.

Chain shift the first possible gap safely with 2DDDDD so you don't green shield while trying to input it.

Combos

BnBs can be ended the following ways. 6CCC - hard knockdown ender 6CC>214B~A/B - More damaging, allows for opponent to air tech. 6CC>63214A - adds some damage, can add a EXS/IW after.

j.B>j.6B are interchangeable unless stated otherwise.

NormalBnB=214B~A>j.236B>j.B>j.6B>j.C>j.2B>2C>Ender

ShortBnB=214B~A>6B>j.B>j.6B>j.C>j.2B>2C>ender

LongBnB=214B~A>6B>63214A>5B>j.236B>j.B>j.6B>j.C>j.2B>2C>ender

LongBnB2=214B~A>6B>63214A>5B>j.B>j.6B>j.C>j.2B>2C>ender

Midscreen Starter

Meterless:

5/2A:

5/2A>5/2B>5/2C>NormalBnB

5/2B:

5/2B>5C>2C>NormalBnB
5B CH>5C>LongBnb  Doesn't work on: Nanase, Eltnum, Chaos

5/2C:

5C>LongBnB
5C>2C>LongBnB2
2C>5C>63214A>5B>j.236B>j.B>j.6B>j.C>j.2B>2C>ender

j.2B:

j.2B>5/2B>5/2C>NormalBnb

j.C:

Assault j.C>5B>5C>ShortBnB
Assault j.C CH>5B>5C>LongBnb  Doesn't work on: Nanase, Eltnum, Chaos
jump Assault j.C>j.B>5B>5C>214B~A>6B>j.C>j.2B>2C>ender
j.C>5B>5C>2C>NormalBnB
j.C>j.B>5/2B>5/2C>NormalBnB

j.6B:

j.6B/j.6[B]>5/2B>5/2C>NormalBnB
Assault j.6B>5/2B>5/2C>214B~A>6B>j.C>j.2B>2C>ender
Assault j.6[B]>5/2B>5/2C>ShortBnB

236A/B and TK j.236A/B:

236A/B>dash cancel>2C>NormalBnB change 2C to 5B if you do standing 236 point blank
Force Function:
FF>CS>6CC>63214B>5B>j.B>j.6B>j.C>j.2B>2C>ender

Overhead (5C~[C]):

   5C~[C}>214B~A>6B>63214A>5B>j.236B>j.6B>j.B>j.C>j.2B>2C>ender Note: This is a combo where you HAVE to j.6B before j.B

63214A/B:

63214B>5A>2C>NormalBnB Note: only works on crouching opponent, easiest to space if they are in the corner.

Corner Starter

¯\_(ツ)_/¯

Throw Starter

¯\_(ツ)_/¯

Colors

Canary Yellow Solitude Spica Rhodorite Garnet Sylvania Keeper Purple Powder
Linne-1.png
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Linne-4.png
Linne-5.png
Pure Black Ore Shine Blue Ocean Autumnal Leaves Destruction Red
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Linne-7.png
Linne-8.png
Linne-9.png
Linne-10.png
Brosche Saphir Drought Ground Acero Granizo Isora Albero Wind of Oasis
Linne-11.png
Linne-12.png
Linne-13.png
Linne-14.png
Linne-15.png
Perfume Lemon Ciruela Pupil Gloomy Arche wave Ritual Sacrifice
Linne-16.png
Linne-17.png
Linne-18.png
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UNDER NIGHT IN-BIRTH Exe:Late
General

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Characters

HydeLinneWaldsteinCarmineOrieGordeauMerkavaVatistaSethYuzurihaHildaEltnumChaosAkatsukiNanaseByakuya