Under Night In-Birth/UNIST/Linne

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Linne

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.



Story

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.

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.

Character Stats

Character Health Jump Startup Forward Walk Speed Backward Walk Speed Initial Dash Speed Dash Acceleration Max Dash Speed Dash Startup Backdash Duration Backdash Distance Backdash Startup Backdash Invincibility Notes
Linne 10600 4 800 -700 2500 150 4000 4 26 -47134 3 1-8 Full
9-10 Throw
-
Character 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 speed increased
  • Force Function invul duration decreased


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.

Normal Moves

5A
UNIST Linne 5A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
180 5 2 12 -2 Sp,EX,CS HL Strike

A horizontal slash with the short sword with decent range. Very good tool for approaching and rebeats. Has a long stagger window compared to the rest of her normals.


2A
UNIST Linne 2A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
160 5 2 13 -3 Se,Sp,EX,CS HL Foot

A horizontal slash with her short sword while crouching. Despite being a crouching move, this move hits mid. Has shorter range than 5A. Good for rebeats, even if it recovers 1 frame slower than 5A.


2AA
UNIST Linne 2AA.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
160 5 2 13 -3 Sp,EX,CS L Foot

Follow up after 2A on hit or block only. Has a bit more reach than 2A and is good for hit confirming. This is actually a low, but not very useful unless the opponent tries to attempt a backdash after 2A.


5B
UNIST Linne 5B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
380 6 4 14 -2 Sp,EX,CS HL Strike

Linne kicks out in front of her. Has a lot of active frames and is quite fast with deceptively long range. Good to use for easy conversions on floating opponents. Has a good stagger window compared to the rest of her normals.


2B
UNIST Linne 2B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
390 8 2 20 -6 Sp,EX,CS L Foot

A long reaching horizontal, crouching slash with the short sword. 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.


5C
UNIST Linne 5C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
695 12 6 21 -7 Sp,EX,CS HL Strike

Counter clockwise slash with her long sword. One of Linne's best starters for damage. Though it has okay range and good active frames, it's on the slow side. It's best saved for pressure and punishes rather than neutral.


5CC
Chargeable
UNIST Linne 5CC.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
410 [800] 10 [27] 3 20[24] -5[-9] (Sp),(EX),(CS) HL (H) Strike

Follow up for 5C on hit or block only. Linne thrusts her long sword downward, causing opponents to tumble. If fully charged, this becomes an overhead and can also be cancelled into normals. If partially charged (about 75%), then this becomes a frame trap. Really good starter, but not a reliable confirm due to startup alone.


2C
UNIST Linne 2C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
600 12 6 24 -12 Sp,EX,CS L Foot

A long reaching horizontal crouching slash with the long sword. Similar to 2B, this also moves Linne forward. This floats the opponent.

This is a very good neutral poke that's easy to confirm from, but due to the long recovery on whiff, this is easily low crushed by assaults and jumps.


j.A
UNIST Linne j.A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
130 7 2 12 Varies Sp,EX,CS H/AS Head

A short, quick vertical slash. Great for air-to-air as you can easily convert using j2B. Can be used from assault to fake an overhead on crouching opponents.


j.B
UNIST Linne j.B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
380 8 2 18 Varies Sp,EX,CS H/AS Head

A horizontal midair slash. Mostly used as a combo tool during air strings.


j.C
UNIST Linne j.C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
560 12 4 17 Varies Sp,EX,CS H/AS Head

Linne cuts diagonally upwards with her long sword. Though it's a very strong air-to-air and air-to-ground, don't expect to land too many hits with it as it's easy to react to.


Command Normals

6B
UNIST Linne 6B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
420 7 2 18 -4 Sp,EX,CS HL Strike

Clockwise slash with the short sword. Very good to stagger into during pressure due to its range.


j.6B
Chargeable
UNIST Linne j.6B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
370 [450] 9 [16] 4 15+3 Varies Sp,EX,CS H/AS Head

A diagonal downward slash with the short sword. This can be charged to spike the opponent. Like jB, both versions are mostly used as a combo tool. The uncharged version can be used from assault for an almost instant overhead and can be CS'd for an autoconfirm to full combo. Charged version is mostly used for corner combos and safe jump setups.


j.2B
UNIST Linne j.2B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
310 13 until landing 11 landing -3 - HL Head

A divekick with a steep angle. Used mostly to confirm any air hits to a combo. Can also 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.


Wolf Howl
6C
UNIST Linne 6C.png
UNIST Linne 6CC.png
UNIST Linne 6CCC.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
6C 500 12 6 18 -8 Sp,EX,CS HL Strike

The first in a series of 3 large slashes with the long sword, with this hit slashing diagonally upward launching the opponent. This can be used as a risky preemptive anti-air, but is not recommended as there's no head invincibility and this move doesn't cover directly about Linne.

6CC 400 13 4 22 -10 Sp,EX,CS HL Strike

The second in the series, slashing diagonally upward again. Midscreen combos usually end with this, as it leaves the opponent close enough to meaty, even if they backtech. Sometimes used early in combos into 63214B.

6CCC 600 21 5 25 -12 Sp,EX,CS HL Strike

The last slash, slamming her sword and opponent flat into the ground. This is mostly used as a combo ender in the corner to set up oki. Though it is possible to special cancel to continue a combo from OTG, most bounces have been used in the combo by that point.


Dash Moves

66B
UNIST Linne 6B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
810 9 3 13 -1 Sp,EX,CS HL Strike

A running version of 6B. This hits 3 times, so it's very easy to confirm from on hit. It can frame trap into 236X or 214X with some delay on block. Used very often in optimal combos.


66C
UNIST Linne 66C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
892 12 4 20 -4 Sp,EX,CS HL Strike

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 easily be confirmed into 236[B].


66AB
UNIST Linne 66AB.png
Roll
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - 23 - - - -

Linne rolls forward during a dash. She loses her collision box for a majority of the roll, allowing her to pass through opponents. It has invincibility, but those frames are very difficult to use due to being in the middle of the roll. Though it is useful for side switching and cross ups, it's slow and can possibly be reacted to with a grab or low move. If the roll ends in the opponents 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 to perform a roll, even though the roll is 23 frames overall, the roll requires effectively 24+ frames.

Head and Projectile invincible 6~9
Strike invincible 10~15
Projectile invincible 16~19


Universal Mechanics

Elusive Flash
B+C
UNIST Linne B+C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- 0 - 37(35) - - - -

Linne dodges in place. Can be used to screw up approaches and cancel into Divine Chains. Really good against aerial approaches due to having frame 1 head invincibility. Used in anti-throw/assault OS. Linne will flash with a blue aura whenever she successfully dodges something and can be cancel into roll (6A+B) if she chooses to do so,

While in vorpal, it recovers slightly faster but loses 1 frame of head/projectile invincibility. Not an entirely useful vorpal trait.

Strike and projectile invincible 1~14
Head and projectile invincible 15~30(15~29)


Divine Chains
X after Elusive Flash
UNIST Linne B+C+AorBorC.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
1758 10 2 20 -6 CS HL Strike

Slash upwards and on hit Linne does a series of teleporting slashes that can be canceled into Chain Shift for a combo. Often times loses to ground moves due to only having head invincibility. Arguably one of the best anti-assault tools, due to being frame 1 head invincible.

Linne's best starter if she trades.

Head invincible frames 1~11


Throw
A+D
UNIST Linne Throw.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
1635 4 1 22 +17 (hit) - UNB Throw

Linne trips the opponent then stabs them. A crucial part of Linne strike/throw mixup.


Guard Thrust
214D
UNIST Linne 66C.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Normal 0 15 5 26 -12 - HL Strike

Completely invincible frames 1~15

Vorpal 0 12 5 26 -12 - HL Strike

Completely invincible frames 1~12


Veil Off
A+B+C
UNIST Linne A+B+C.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Normal 0 20~68 2 Till L+7 Uncharged:-13 Charged:-14 - HLA Strike

Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 68th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Completely invincible frames 1~30/91

Cross-Cast 0 2 4 20 +3 - HL Strike

Occurs if enemy is in hitstun. Used mostly as a way to tack on extra damage, or to reliably close out the round.

Completely invincible frames 1~19


Special Moves

Sky Fangs
「空牙」

236X
Air O.K.
UNIST Linne 236X.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 810 21 10 19 -7 EX,CS
Dash Cancel
HLA Projectile

Linne shoots a short-lasting, crescent projectile forward a short distance. Has a slow startup but recovers quicker than the B version. Can be dash cancelled into a combo on hit, but leave you minus on block.

B 810 12 10 24 -12 EX,CS
Dash Cancel
HLA Projectile

Linne shoots the projectile a good distance forward. Fast start-up and travel speed makes this a vital mid range tool. Like the A version, you can dash cancel to combo on hit, or be minus on block.

EX 1734 1+14 15 5 +25 (CS)
Dash Cancel
HLA Projectile

Linne fires a big version of the projectile forward, launching the opponent and hitting multiple times. This is a very strong tool for many reasons and will be the primary use for meter.

  • If blocked in the air, you can attempt to go for an air unblockable setup.
  • You can use this to reset pressure, as this move is massively plus.
  • If you have excess meter or need to go for a kill, this is very easy to tack on to the end of most combos for a damage boost.

Can also be dash cancelled, but not really necessary.

Throw invincible frames 1~3

Jumping A 810 21 10 X+8 +6 EX,CS HLA Projectile

Linne lunges forward before she shoots the projectile at a diagonal angle. Very useful for pressure, as it's very plus when TK'd. Can be confirmed from very easily as well. Sometimes used as a combo tool after 214X~C.

Jumping B 810 18 10 X+8 +3 EX,CS HLA Projectile

Linne moves slightly forward before shooting the projectile at a shallow angle. A lot faster than the TK A version, but less plus (which isn't necessarily a bad thing). Just like the A version, it's very easy to confirm from and is sometimes used to combo off 214X~A.

Jumping C 1734 15 15 X+5 +27 EX,CS HLA Projectile

Linne shoots a large version of the projectile at a diagonal downward. This hits multiple times, but unlike the ground version, this version keeps the opponent grounded (or if they're in the air, spikes them down). Useful for trying to gain ground in neutral or setting up air unblockables.


Charged Sky Fangs
「空牙」

236[B]
UNIST Linne 236Bic.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
954 25 5(2)4 22 -4 Sp,EX,CS
Dash Cancel
HLA Projectile

Linne creates a stationary projectile that strikes a large horizontal space in front of her. Very good spacing tool, but misses point-blank and at full-screen. Can be dash cancelled to confirm a combo, or be minus on block.


Moon Gyre
「月輪」

623X
UNIST Linne 623X.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 1369 5 2(2)4 29 -15 EX,CS HL Strike

A 2-hit rising slash. Can be used as a risky anti-air. You can combo if only the second hit connects on counter hit. If CS or EX cancelled within the first 5 frames, Linne stays grounded. Not too useful of a move overall, but can be used in a lot of gimmicks.

Air Strike invincible frames 5~12
Head invincible frames 8~12

B 1568 6 11(13)1 38 -36 EX,CS HL Strike

An invincible, multi-hit, meterless reversal that launches the opponent high into the air. Should be a good tool to keep in mind after using CS. It's possible to CS after the 5th hit to perform a full combo.

Completely invincible frames 1~14
Air attack invincible frames 15~16

EX 1826 1+4 9(12)5(17)9 49 -76 (CS) HL Strike

Similar to the B version, but with 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.

Completely invincible frames 1~6
Strike and projectile invincible frames 7~13


Tenacious Mist
「霧靭」

214X
UNIST Linne 214X.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 836 9 1(9)4 12 -3 CS HL Strike

Linne slashes twice directly in front of her. Can be followed up or dash cancelled.

B 836 11 1(11)3 16 -6 CS HL Strike

Linne lunges forward, then slashes twice directly in front of her. The first hit can OTG. Can be followed up or dash cancelled.

EX 2033 1+7 4(12)3(8)2(8)2(7)2(4)3(4)5(12)1 19 +3 (CS) HL Strike

Linne lunges very far forward and does a long string of slashes ending with blowing the opponent back into a wall bounce. Can be dash cancelled. You can continue to combo off this move if used early in a combo. Good for running the clock or playing GRD.

This can be used to punish certain moves because of the distance it covers and its fast startup.

Throw invincible frames 1~3

A ender 640 8 1(11)3 16 -1 CS HL Strike

Linne follows up with 2 slashes and floats the opponent toward her for an easy combo. Can be cancelled into normals, jump, or dash cancel.

B ender 1090 8 2(9)3(10)4 17 -5 CS HL Strike

Linne follows up with 3 slashes and sends the opponent flying into a wall bounce. Mostly used as a corner combo ender, but can also be used midscreen if early enough in the combo or be used to make space to charge GRD. Can be cancelled into normals, jump, or dash cancel.

C ender 1410 8 2(9)3(10)4(10)2 23 -9 CS HL Strike

Linne follows up with 4 slashes and floats the opponent high into the air slightly away from her. This is the most damaging and most often used follow up in combo. Many BnBs will include this. Can be cancelled into normals, jump, or dash cancel.


Flying Swallow
「飛燕」

63214X
UNIST Linne 63214X.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 1122 23 3 23 -6 EX,CS HL Strike

Linne does a short leap forward and slashes the opponent, launching them. Mostly used as a combo tool, but can rarely be used in some situations to catch backdash or punish certain moves.

Foot invincible frames 10~25

B 1253 26 3 19 -3 EX,CS H Strike

Linne does a high leap forward and strikes the opponent with 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.

Foot invincible frames 11~28

EX 2010 1+22 4 20 -5 (CS) HL Strike

Linne leaps far forward hitting multiple times launching the opponent. Mostly used to contest far reaching lows and projectiles due to the invincibility. Can easily combo after this move.

Completely invincible frames 1~13
Foot and projectile invincible frames 14~26


Charged Flying Swallow
「飛燕」

63214[B]
UNIST Linne 63214Bic.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
240, 420 20 7(7)4 17 -9 EX,CS HL, L Strike

Linne seems to leap forward, but then slides along the ground part way through to hit low instead. The first hit will only connect if the opponent is in hitstun, while the second hit connects on frame 33 regardless. Not super useful except maybe as a round ender. Scales super hard as a starter. Can be used in some combos.

Unfortunately, this can be fuzzy blocked/thrown if the opponent is aware of the option.

Foot invincible frames 11~16


Supers

Infinite Worth

The Diviner
「神薙」

41236D
UNIST Linne 41236D.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
3271 1+12 14(8)8(8)8(8)19(17)6(9)80 0 +20 - HL Strike

Linne swings a large energy sword around in circles, then slams the ground creating a powerful geyser. Leaves you extremely plus on hit. There's a gap right after Linne stops spinning that can easily be mashed.

Completely invincible frames 1~26
Throw invincible frames 27~31


Infinite Worth EXS

Divine Blaze
「神薙・ 焔一閃」

A+B+C+D
UNIST Linne A+B+C+D.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
3810 1+14 6 47 -25 - HLA Strike

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

Completely invincible frames 1~26


Colors

Canary Yellow Solitude Spica Rhodorite Garnet Sylvania Keeper Purple Powder
Linne-1.png
Linne-2.png
Linne-3.png
Linne-4.png
Linne-5.png
Pure Black Ore Shine Blue Ocean Autumnal Leaves Destruction Red
Linne-6.png
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
Linne-19.png
Linne-20.png
Spring Breeze Lapin de Neige Nacht Kirshblute Bush Camouflage Misty Crystal
Exotic Coral Spunky Mint Burial Agency Water Imp Nagger Brawny

External Links

UNDER NIGHT IN-BIRTH Exe:Late[st]
General

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