Under Night In-Birth/UNIST/Linne
This character page is for an outdated version of the game (UNIST). To see Linne's character page for the latest version (UNICLR), click here.
She repeats. To unearth the truth behind her eternity, and settle a score with her brother.
- 1 Story
- 2 Gameplay
- 3 Character Stats
- 4 Normal Moves
- 5 Universal Mechanics
- 6 Special Moves
- 7 Super Moves
- 8 Notable Rebeats and Gaps
- 9 Videos
- 10 Roadmap
- 11 Linne Wiki Roadmap
- 12 Colors
- 13 External Links
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."
Very well... We are the will of the 'Night Blade'.
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.
|Health||Smart Steer Route|
|10600||5A 6B 2C 6CC 63214A 214C|
|Forward Walk Speed||Backward Walk Speed||Jump Startup||Jump Duration|
|Dash Startup||Initial Dash Speed||Dash Acceleration||Max Dash Speed|
|Backdash Startup||Backdash Duration||Backdash Distance||Backdash Invul|
- 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.
- Force Function recovery decreased
- Force Function invul duration increased
|Frame Data Help|
|Damage||Damage done by this attack.|
(x) denotes combined damage
[x] denotes minimum damage
|Guard||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
|Cancel||Actions this move can be canceled into.|
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Hit or Whiff cancelable
|Property||Special properties this move has. Click on the property to navigate to an explanation.|
|Cost||The resources this move costs to use.|
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
|Attribute||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
|Startup||Frame when the first hitbox is present.|
+ denotes the frames before and after super flash.
|Active||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.
|Recovery||Frames that this move has after the active frames if not canceled.|
|Overall||Frames that this move takes from start to finish before the character returns to neutral.|
|Advantage||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).
|Invul||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
During Dash 6A+B
Force Function Follow-up
X after Elusive Flash
Sky Fang (Air)
|Sky Fang (Air)
Sky Fang (Increase)
|Sky Fang (Increase)
Tenacious Mist (Follow-up)
|Tenacious Mist (Follow-up)
66 after specials
Flying Swallow (Increase)
|Flying Swallow (Increase)
Infinite Worth EXS
Notable Rebeats and Gaps
|5B, 2B, 6B||5A||-3|
|5A, 2A||5C, 2C, 6C, 236B||1|
|5C, 2C, 66C||236A||5|
|41236D (spin)||41236D (slam)||8|
Linne Wiki Roadmap
Click here for the UNICLR roadmap.
Customization Unlocks (2000 IP Each)