BBTag/Linne: Difference between revisions

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* Each A in {{clr|1|4AAA}} does 2 hits, last {{clr|1|4A}} is the ender
* Each A in {{clr|1|4AAA}} does 2 hits, last {{clr|1|4A}} is the ender


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===<big>{{clr|1|5A}}</big>===
===<big>{{clr|1|5A}}</big>===
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Her old {{clr|2|5B}} that now has greatly increased hitbox.  
Her old {{clr|2|5B}} that now has greatly increased hitbox.  
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===<big>{{clr|2|5B}}</big>===
===<big>{{clr|2|5B}}</big>===
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{{clr|2|5B}} auto combo ender that can be chained into other normals. Useful for ending combos as it knocks down and can be jump cancelled, leading into a safe jump. Be careful using this in blockstrings however, there's a gap between {{clr|2|5BB}} and this, letting the enemy get supers and DPs off if they're quick enough.
{{clr|2|5B}} auto combo ender that can be chained into other normals. Useful for ending combos as it knocks down and can be jump cancelled, leading into a safe jump. Be careful using this in blockstrings however, there's a gap between {{clr|2|5BB}} and this, letting the enemy get supers and DPs off if they're quick enough.
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===<big>{{clr|3|5C}}</big>===
===<big>{{clr|3|5C}}</big>===
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Linne's assault-style overhead. Fairly slow and reactable.
Linne's assault-style overhead. Fairly slow and reactable.
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===<big>{{clr|1|2A}}</big>===
===<big>{{clr|1|2A}}</big>===
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Chainable crouching jab. Does not hit low. Best normal to cancel back into from a {{clr|2|5B}} or {{clr|3|2C}}.  
Chainable crouching jab. Does not hit low. Best normal to cancel back into from a {{clr|2|5B}} or {{clr|3|2C}}.  


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===<big>{{clr|2|2B}}</big>===
===<big>{{clr|2|2B}}</big>===
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Linne's low attack. Has good range and useful for opening up opponents that are standing.
Linne's low attack. Has good range and useful for opening up opponents that are standing.
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===<big>{{clr|3|2C}}</big>===
===<big>{{clr|3|2C}}</big>===
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Linne's sweep. Every bit as big as it is in Under Night. Great for footsies and as an oki ender to combos.
Linne's sweep. Every bit as big as it is in Under Night. Great for footsies and as an oki ender to combos.
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===<big>{{clr|1|j.A}}</big>===
===<big>{{clr|1|j.A}}</big>===
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Hits high. Very small and not very notable. Can be used to hit fuzzy after a deep {{clr|2|j.B}}
Hits high. Very small and not very notable. Can be used to hit fuzzy after a deep {{clr|2|j.B}}


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===<big>{{clr|2|j.B}}</big>===
===<big>{{clr|2|j.B}}</big>===
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Primary jump in attack. Slow startup but has good range. Has a lot of hitstun making it useful for combos and cross-ups even.
Primary jump in attack. Slow startup but has good range. Has a lot of hitstun making it useful for combos and cross-ups even.
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===<big>{{clr|3|j.C}}</big>===
===<big>{{clr|3|j.C}}</big>===
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Aerial dive kick. Knocks the opponent down on hit. Use it to quickly fall on top of your opponent for cross-ups or to punish whiffed anti airs. Plus when spaced.
Aerial dive kick. Knocks the opponent down on hit. Use it to quickly fall on top of your opponent for cross-ups or to punish whiffed anti airs. Plus when spaced.


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Basic throw. Can be cancelled into specials (or Astral) before the animation fully completes.  
Basic throw. Can be cancelled into specials (or Astral) before the animation fully completes.  
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===<big>Rending Moon Gyre</big>===
===<big>Rending Moon Gyre</big>===
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* Hits both in front of her and behind her.
* Hits both in front of her and behind her.
A bit slow but very massive multi-stage DP. If your opponent manages to evade the first few hits the last ones reach all around her and will likely catch them.  
A bit slow but very massive multi-stage DP. If your opponent manages to evade the first few hits the last ones reach all around her and will likely catch them.  
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Air B version goes further out with a wider angle and has a significantly higher startup.
Air B version goes further out with a wider angle and has a significantly higher startup.
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===<big>Whirlwind - Fuurin</big>===
===<big>Whirlwind - Fuurin</big>===
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It is worth noting that all of her dash cancels can go into Whirlwind, even before the full dash and recovery is completed. Useful with Kuuga pressure to set up a sandwich.
It is worth noting that all of her dash cancels can go into Whirlwind, even before the full dash and recovery is completed. Useful with Kuuga pressure to set up a sandwich.


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===<big>Heaven’s Lynchpin</big>===
===<big>Heaven’s Lynchpin</big>===
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Her old, unenhanced Force Function from Under Night. Useful in making it harder to react to a sideswitch, at the cost of requiring assist to combo. Very unsafe.
Her old, unenhanced Force Function from Under Night. Useful in making it harder to react to a sideswitch, at the cost of requiring assist to combo. Very unsafe.


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===<big>Flying Swallow</big>===
===<big>Flying Swallow</big>===
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If B is held the attack transitions into a low instead, which is also her best DP punish starter. Just make sure you have assist on hand in case it's blocked, as it's very punishable.
If B is held the attack transitions into a low instead, which is also her best DP punish starter. Just make sure you have assist on hand in case it's blocked, as it's very punishable.


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EX Kuuga. Has more hits and does more damage and is also better on block. From certain distances {{clr|3|236C}} > dash > {{clr|3|2C}} can be linked.  
EX Kuuga. Has more hits and does more damage and is also better on block. From certain distances {{clr|3|236C}} > dash > {{clr|3|2C}} can be linked.  


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===<big>Soaring Swallow</big>===
===<big>Soaring Swallow</big>===
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EX Hien. More hits, more damage, prorates significantly better for higher damage combos.
EX Hien. More hits, more damage, prorates significantly better for higher damage combos.


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Her old dash C. Decent that is multi-hitting like both versions of her old {{clr|3|5C}}. Use it to extend combos or as blockstring filler.
Her old dash C. Decent that is multi-hitting like both versions of her old {{clr|3|5C}}. Use it to extend combos or as blockstring filler.


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===<big>{{clr|5|6P}}</big>===
===<big>{{clr|5|6P}}</big>===
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Really really slow assist. Linne will first run on screen then do a full jump before executing the move. Can be used in neutral to help cover approaches but it's very slow so Linne can easily be hit during the animation.  
Really really slow assist. Linne will first run on screen then do a full jump before executing the move. Can be used in neutral to help cover approaches but it's very slow so Linne can easily be hit during the animation.  
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===<big>{{clr|5|4P}}</big>===
===<big>{{clr|5|4P}}</big>===
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Her DP assist via the old A version of the attack. Works as a decent defensive assist and launches in combos. You can tag if the assist hits and continue the combo with Linne by herself.  
Her DP assist via the old A version of the attack. Works as a decent defensive assist and launches in combos. You can tag if the assist hits and continue the combo with Linne by herself.  


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Unfortunately not + on block in this game. It's very very punishable. Has invincibility and is her primary super ender. The final part of the animation where she swings her sword backwards also has a hitbox, so if you dodge an enemy Linne's usage of this then be careful on how you approach her.
Unfortunately not + on block in this game. It's very very punishable. Has invincibility and is her primary super ender. The final part of the animation where she swings her sword backwards also has a hitbox, so if you dodge an enemy Linne's usage of this then be careful on how you approach her.


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===<big>Divine Chains</big>===
===<big>Divine Chains</big>===
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Linne's old force function animation but now enhanced into a super. Does more damage than her other super, but is unsafe on block, making it a weak reversal option. Has Invul throughout the startup  
Linne's old force function animation but now enhanced into a super. Does more damage than her other super, but is unsafe on block, making it a weak reversal option. Has Invul throughout the startup  


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it do damage
it do damage


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Her IWEXS is her Astral Heat.  
Her IWEXS is her Astral Heat.  


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Revision as of 02:56, 20 June 2022

Overview
Overview

Although she has limited reach, Linne is a fast character that can cross the screen quickly, especially on the ground. Her Kuuga projectile is a powerful neutral tool from midrange capable of controlling space very well and making the opponent more cautious about their approach or attempting to try and keep her out when they're within range. She also has the unique ability to triple jump for greater control of aerial movement and timing, especially with j.Kuuga's all-around extreme usefulness.

Linne Linne Master Linne's fast movement and Kuuga's ability to control space so that you can close the gap and start applying pressure.

Pros
Cons
  • Fast movement and normals
  • Great 5B with large disjointed hitbox that doubles as an anti-air and a launcher
  • Strong neutral game with the use of air Kuuga
  • Only character that can triple jump
  • Extremely low damage
  • Offers very weak assists, making her primarily a point
  • No fullscreen attacks, so she might have a hard time punishing fullscreen supers despite her speed
  • Jump height is shorter than most, to make up for having more of them

Linne's EXS significantly increase her speed. She has a triple jump and dash cancels on specific moves.

By inputting 66, Linne can dash cancel the following moves:

  • Smart Combo 1 - 4th move (5AAAA)
  • Smart Combo 2 - 3rd and 4th move (4AAA and 4AAAA)
  • Smart Combo 3 - 3rd move (5BBB)
  • Ground versions of Kuuga
Dash cancels can be canceled into Whirlwind.
Linne
BBTag Linne Portrait.png
Health
17,000
Prejump
4F
Backdash
22F (1~7F Inv All)
Unique Movement Options
Dash Cancels
Fastest Attack
Reversals

Normal Moves

4A

Tenacious Mist - Mujin


5A


5B

Wolf Howl - Gunrou

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1500 All 13 6 26 -15 B 11~18 H
5BB 1500 All 13 4 22 -9 B
5BBB 1700 All 21 5 25 -11 B

  • Possesses Head invulnerability from frames 11 to 18.

5B's every bit as massive and disjointed and is now a proper anti air with head invul. It launches upwards making it very useful for combos.


Follow-up from 5B. Only really used for linking into 5BBB or loops.


  • Knocks down airborne opponents.

5B auto combo ender that can be chained into other normals. Useful for ending combos as it knocks down and can be jump cancelled, leading into a safe jump. Be careful using this in blockstrings however, there's a gap between 5BB and this, letting the enemy get supers and DPs off if they're quick enough.


5C


2A


2B


2C


j.A


j.B


j.C



Universal Mechanics

Ground Throw

5B+C


Rending Moon Gyre

5A+D (Air OK)



Skills

Sky Fang

236A/B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236A 1500 All 21 10 Total: 49 -4 P1
236B 1500 All 12 15 Total: 47 -11 P1
j.236A 1500 All 21 20 Total: Until L+13L P1
j.236B 1500 All 26 20 Total: Until L+13L P1

Linne's trademark move. Excellent projectile for zoning and controlling space. Goes a shorter distance and can be dash cancelled.

Ground B version goes further and can also be dash cancelled, however, dash cancelling B Kuuga on block is unsafe.

Air Kuuga is easily her best move as it is very plus on block and is useful for neutral. Can be followed up at certain heights so it is a strong combo starter. Tiger knee the input for best results! The A version goes at a much shallower angle.

Air B version goes further out with a wider angle and has a significantly higher startup.


Whirlwind - Fuurin

214A


Heaven’s Lynchpin

Whirlwind > A/B/C


Flying Swallow

214B (Chargable)


Extra Skills

Twin Sky Fang

236C (Air OK)


Soaring Swallow

214C



Partner Skills

5P

UNI Dash C


6P

Air Twin Sky Fang


4P

Moon Gyre



Distortion Skills

The Diviner

236B+C


Divine Chains

214B+C



Distortion Skill Duo

The Diviner

P during Partner's Distortion Skill


Astral Heat

Divine Blaze

222B+C



External References

Navigation

Linne
To edit frame data, edit values in BBTag/Linne/Data.
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins

Click [★] for character's full frame data

Essentials
HUDControls
The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
Damage/ComboFrame Data & System DataMisc
Archived Information
Patch Notes