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Health |
17,000 |
Prejump |
4F |
Backdash |
22F (1~7F Inv All) |
Unique Movement Options |
Dash Cancels |
Fastest Attack |
4A (5F) |
Reversals |
A+D (10F) 236B+C (12F) 214B+C (12F) |
Linne uses her fast movement and Kuuga's ability to control space in order to close the gap and start applying pressure.
- 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
Normal Moves
4A
Tenacious Mist - Mujin
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
4A | 700×2 | All | 5 | 1(6)4 | 12 | -2 | B | |
4AA | 800×2 | All | 6 | 1(6)4 | 12 | -2 | B | |
4AAA | 1000 | All | 7 | 4(10)2 | 23 | -8 | B | |
4AAAA | 1100×2 | All | 13 | 5(8)4 | 20 | -5 | B |
Linne's fastest normal and move in general. Its primary use is mashing out of untrue block strings. Also used in certain combos as a link where all of her other normals would fail.
- Can be jump cancelled on hit or block.
Combo filler
Combo filler
Same as 5AAAA except you can't go into Cross Raid so you will never use it.
Version | Level | P1 | P2 |
---|---|---|---|
4A | 2 | 100×2 | 75 |
4AA | 2 | 100 | 75 |
4AAA | 3 | 100 | 70 |
4AAAA | 4 | 100 | 85×2 |
4A:
4AA:
4AAA:
4AAAA:
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1000 | All | 7 | 4 | 14 | -4 | B | |
5AA | 1300 | All | 7 | 2 | 18 | -3 | B | |
5AAA | 950×2 | All | 11 | 2,4 | 21 | -8 | B | |
5AAAA | 1100×2 | All | 13 | 5(8)4 | 20 | -5 | B |
5A's fast startup and cancel options makes it your go-to combo or pressure starter.
- Can jump cancel on hit/block
- Can't be low-profiled despite the animation.
Mostly combo filler but can also go into throw.
Will usually just be used so you can go into 5AAAA for Cross Raid.
Used solely for Cross Raid.
Version | Level | P1 | P2 |
---|---|---|---|
5A | 2 | 100 | 75 |
5AA | 3 | 100 | 80 |
5AAA | 3 | 100 | 80 |
5AAAA | 4 | 100 | 85×2 |
5A:
5AA:
5AAA:
5AAAA:
5B
Wolf Howl - Gunrou
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
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 |
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.
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.
- Knocks down airborne opponents.
Version | Level | P1 | P2 |
---|---|---|---|
5B | 3 | 90 | 80 |
5BB | 3 | 100 | 80 |
5BBB | 4 | 100 | 85 |
5B:
5BB:
5BBB:
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800 | High | 26 | 3 | 5+13L | -4 | H |
Linne's assault-style overhead. Fairly slow and reactable but can go over lows and throws.
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 6 | 2 | 13 | -3 | F |
Chainable crouching jab. Mainly used for stagger pressure and for cancelling the recovery of her other move like 5B or 2C.
- Can jump cancel on hit/block
- Doesn't hit low
Level | P1 | P2 |
---|---|---|
1 | 100 | 70 |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 8 | 2 | 20 | -9 | F |
Linne's low attack. Has good range and useful for opening up opponents that are standing.
Level | P1 | P2 |
---|---|---|
2 | 90 | 75 |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | Low | 12 | 6 | 24 | -11 | F |
A long-range sweep. Great for footsies and as an oki ender to combos. Unsafe on block but can be reverse beat into 2A to make it safe and continue pressure.
Level | P1 | P2 |
---|---|---|
4 | 90 | 75 |
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.A | 1500 | High | 11 | 4 | 15 | H | ||
j.AA | 1200 | High | 8 | 2 | 18 | H |
An air button mostly used in combos. Its small range, slow startup and the fact that j.B is one frame slower and has a larger hitbox make it that this move has little use in neutral. It can be used as a fuzzy after a deep j.B.
j.AA is used solely as combo filler or as a double overhead.
Version | Level | P1 | P2 |
---|---|---|---|
j.A | 3 | 80 | 80 |
j.AA | 3 | 80 | 80 |
j.A:
j.AA:
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1600 | High | 12 | 4 | 17 | H |
Primary jump in attack. Slow startup but has good range. Has a lot of hitstun making it useful for combos and cross-ups even.
- Can be a crossup jump-in in certain ranges
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | All | 13 | Until L | 12L | +1~-3 | H |
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. Knocks the opponent down on hit.
- Can be special cancelled into Kuuga
- Plus when spaced.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
Universal Mechanics
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 200, 1800 | Throw | 7~30 | 3 | 23 | T |
Basic throw. Good for strike/throw mixups when combined with the frame advantage from Air Kuuga. Can be cancelled into specials (or Astral) before the animation fully completes to get a combo.
Level | P1 | P2 |
---|---|---|
0, 1, 4 | 100 | 50 |
- Minimum damage 2000
Rending Moon Gyre
5A+D (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
AD | 500×9 | Air Unblockable | 10 | 3(2)3,3(10)2,1,3(12)1,1,7 | 27+20L | -52 | B | 1~20 All |
j.AD | 550×8 | All | 10 | 4,3(10)2,1,3(12)1,1,7 | Until L+10L | H | 1~16 All |
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.
- Hits both in front of her and behind her.
Version | Level | P1 | P2 |
---|---|---|---|
AD | 3 | 80 | 60 |
j.AD | 3 | 80 | 60 |
AD:
- Minimum Damage 25×9 (225)
j.AD:
- Minimum Damage 27×8 (216)
Skills
Sky Fang
236A/B (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
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. Good projectile for zoning and controlling space at the midrange. The ability to dash cancel and cancel that dash into 214A lets you stay mobile while using it. It's also useful for her combos.
- Ground Kuuga can be dash cancelled on hit, block and whiff.
- 236A
Ground A version goes a shorter distance and has slower startup but has faster recovery making it safe on block. In combos, you'll be doing this version most of the time.
- 236B
Ground B goes up to halfscreen and has faster startup but worse recovery making it unsafe unless spaced. When you're not using air Kuuga, this will be the version you use in neutral.
Air Kuuga is Linne's best move. It can serve as cover for you to approach, stop your opponent from approaching or hit them outside of their range. It's plus on block when tiger kneed making it great for starting pressure and resetting it if your opponent respects it. On top of that, it's used as both a combo starter and an extender.
- Learning to tiger knee is one of the first things you should do if you want to main Linne.
- j.236A
Air A has faster startup and goes at a 40-degree angle. This is the version you'll use in combos and pressure.
- j.236B
Air B version has slowed startup and goes at a 70 degree angle. This is the version you'll want to use in neutral due to it having better horizontal range.
Version | Level | P1 | P2 |
---|---|---|---|
236A | 4 | 80 | 85 |
236B | 4 | 80 | 85 |
j.236A | 4 | 80 | 85 |
j.236B | 4 | 80 | 85 |
236A:
- Minimum Damage 75
236B:
- Minimum Damage 75
j.236A:
- Minimum Damage 75
j.236B:
- Minimum Damage 75
Whirlwind - Fuurin
214A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
29 | 5~13 HBP |
Linne's classic dashing roll. It has invincibility which makes it useful for dodging projectiles or attacks. It can also go through the opponents so it's useful to setup sandwiches and cross ups with assist.
- Dash cancels can go into 214A before their are completed.
Level | P1 | P2 |
---|---|---|
Heaven’s Lynchpin
Whirlwind > A/B/C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000×3 | All | 9 | 3 | 25 | -11 | B |
Follow up from 214A. Used as a combo ender as it can go into a safejump. Can also be used to make it harder to react to a sideswitch at the cost of requiring an assist to combo. Is unsafe on block so use an assist to cover it.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
- Minimum Damage 50×3 (150)
Flying Swallow
214B (Chargable)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214B | 1000×2 | High | 23 | 1, 1 | 21 | -3 | B | |
214[B] | 1700 | Low | 21 | 4 | 23 | -10 | B |
- 214B
214B is your go-to overhead attack as it's faster than 5Cand has slightly better frame advantage with the downside of needing an assist to combo. Outside of that, it's used in combos and as well as blockstring, especially during cross combos as it's great for a left/right mixup.
- Linne is airborne during the middle of the attack letting her go over lows and throws. (She doesn't have any actual invincibility)
- 214[B]
A low attack. A great combo starter, best used for punishing DPs. Can also be used as a fakeout from the uncharged 214B although it should not be your go-to mix up. Rember it's unsafe on block so have an assist at hand.
Version | Level | P1 | P2 |
---|---|---|---|
214B | 4 | 80 | 85 |
214[B] | 3 | 90 | 85 |
214B:
- Minimum Damage 50×2 (100)
214[B]:
- Minimum Damage 85
Extra Skills
Twin Sky Fang
236C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236B | 1500 | All | 12 | 15 | Total: 47 | -11 | P1 | |
j.236B | 1500 | All | 26 | 20 | Total: Until L+13L | P1 |
- 236C
236C is a great move mainly used in pressure. Pointblank, it's 0 on block normally and +9 when dash cancelled.This lets you continue your blockstring without leaving a gap in it which lets you keep your opponent in blockstun without giving them any options besides pushblock.
You can also use it for combos as it deals good damage and gives you good corner carry. Not used in neutral often as it costs meter and 236B will usually get the job done.
- Has the same startup and recovery as 236B
- Hits 3 times
- j.236C
Air EX Kuuga is a great all-round move used in neutral, combos and pressure. Goes at an angle in between the A and B versions. Very plus on block when tiger knee and is used in some of Linne's more high damage combo routes.
- Hits 3 times
- Has the same startup and recovery as j.236B
Version | Level | P1 | P2 |
---|---|---|---|
236B | 4 | 80 | 85 |
j.236B | 4 | 80 | 85 |
236B:
- Minimum Damage 75
j.236B:
- Minimum Damage 75
Soaring Swallow
214C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000×4 | High | 22 | 1,1,2,2 | 19 | -2 | B |
214C has faster startup, deals more damage and slightly better frame advantage than 214B. It's mostly used as a combo extender due to having much better scaling, letting you get some high damage(for Linne standards) combos.
- Can not be charged.
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
- Minimum Damage 100×4 (400)
Partner Skills
5P
UNI Dash C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800×3 | All | (18)+16 | 1,1,2 | 25 | -10 | B |
Dashing version 5AAA. Has good range but mostly just used to extend combos or as blockstring filler.
Level | P1 | P2 |
---|---|---|
3 | 70 | 80 |
- Minimum Damage 40×3 (120)
6P
Air Twin Sky Fang
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000×3 | All | (18)+34 | 20 | Total: (18)+81+13L | P1 |
Linne will first run on screen then do a full jump before executing the air kuuga. Can be used in neutral to help cover approaches but it's very slow so Linne can easily be hit during the animation.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 50×3 (150)
4P
Moon Gyre
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500×2 | All | 10 | 3(3)2 | 24+10L | -19 | B |
Performs the first part of her DP. 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.
Level | P1 | P2 |
---|---|---|
3 | 70 | 80 |
- Minimum Damage 75×2 (150)
Distortion Skills
The Diviner
236B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
360×9, 500×14 [340×15, 400×20] |
All | 1+(60 Flash)+11 | 7,7(8)4,4(6)4,4(8)3(4)12(19)4(7)3×14 [7,7(10)4,4(8)4,4(8)4,4(8)4,4(8)4,4(8)7,12(19)4(11)3×20] |
50 [60] | -20 [-24] | B×9, P2×14 [B×15, P2×20] |
1~25 All |
Linne spins her sword around multiple times before creating a geyser. This is your go-to super reversal. It deals more damage than 214B+C when done raw but deals less damage in combos. It's great for double supers due to its long duration.
- The backward swing Linne performs at the end of the attack has a hitbox.
Level | P1 | P2 |
---|---|---|
4 | 80 | 98 [98×15, 99×20] |
- Values in [] are for Enhanced version
- Minimum Damage 18%×9, 15%×14: 64×9, 75×14 (1626)
- [Minimum Damage: 44×15, 60×20 (1860)]
Divine Chains
214B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700, 790×11 [1700, 870×13] |
All | 6+(60 Flash)+6 | 4 | 25 | -10 | B | 1~15 All |
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
Level | P1 | P2 |
---|---|---|
4 | 80 | 60 |
- Values in [] are for Enhanced version
- Minimum Damage: 255, 63×4, 189×7 (1830)
- [Minimum Damage 15%, 7%×6, 23%×7: 255, 60×6, 200×7 (2015)]
Distortion Skill Duo
The Diviner
P during Partner's Distortion Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
150×8, 170, 45×14 [100×15, 50×20] |
All | 1+(96 Flash)+1 | 7,7(8)4,4(6)4,4(8)7,12(19)4(7)3×14 [7,7(10)4,4(8)4,4(8)4,4(8)4,4(8)4,4(8)7,12(19)4(11)3×20] |
69 [67] | -39 [-31] | B×9, P2×14 [B×15, P2×20] |
1~15 All |
Has the same animation as the point version.A Pretty average Distortion Skill Duo. Use it if it will kill your opponent or if your point has some red health to heal.
Level | P1 | P2 |
---|---|---|
4 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage 100%: 2000 [2500]
Astral Heat
Divine Blaze
222B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
All | 4+(90 Flash)+9~29 | 3 | 24 | -13 | B | 1~(15~35) All |
If Linne is too far from the opponent, she will run up to a set distance to get to them. Linne is not a great archor due to her low damage and if she is in Resonance Blaze, she wants to spend the meter on EX Kuuga anyway so her Astral is pretty situational. Still, if you need to you combo into it from 5BBB and Heaven's Lynchpin.
Level | P1 | P2 |
---|---|---|
2 |
Colors
