|Overview||Combos||Strategy/Counter Strategy||Full Frame Data|
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.
|"Hurry up and get ready..."|
|Lore:||The main Heroine of the Under Night In Birth series. Hundreds of years ago, Linne and her brother Kuon were experimented on in the hopes of creating new abilities. The result of these experiments was Linne gaining the ability to transfer her consciousness from one body to another. Even if she is killed, her consciousness will automatically transfer to a new body on its own. Not wanting to continue to possess young girls and ruin their lives, Linne searches for a way to end her immortal existence. Recently, Linne has found a solution through a powerful sword which can finally end her life permanently named the Indulgence of Sever Rending (the Insulator) - Hyde's sword. 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."|
|Master Linne's fast movement and Kuuga's ability to control space so that you can close the gap and start applying pressure.|
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
Tenacious Mist - Mujin
- Can jump cancel 4A on hit/block
- Each A in 4AAA does 2 hits, last 4A is the ender
- Can jump cancel 5A on hit/block
- Can jump cancel 5A-5AAA on hit
- Decent downward range on its hitbox that prevents it from being low-profiled
Her old 5B that now has greatly increased hitbox.
Wolf Howl - Gunrou
- Head invul frames 11 to 18
5B's every bit as massive and disjointed and is now a proper anti air with head invul. It also launches upwards making it perfect for combos.
Follow up to 5B. Not very notable.
B 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.
Linne's assault-style overhead. Fairly slow and reactable.
- Can jump cancel on hit/block
Chainable crouching jab. Does not hit low. Best normal to cancel back into from a 5B or 2C.
Linne's low attack. Has good range and useful for opening up opponents that are standing.
Linne's sweep. Every bit as big as it is in Under Night. Great for footsies and as an oki ender to combos.
Hits high. Very small and not very notable. Can be used to hit fuzzy after a deep j.B
- Can be a crossup jump-in in certain ranges
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 special canceled into Kuuga
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.
Basic throw. Can be cancelled into specials (or Astral) before the animation fully completes.
Rending Moon Gyre - Ren Getsurin
5A+D (air OK)
- 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.
Sky Fang - Kuuga
236A/B (Air OK)
Linne's trademark move. Excellent projectile for zoning and controlling space. Goes a shorter distance and can be dash cancelled.
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.
Ground B version goes further and can also be dash cancelled, however, dash cancelling B Kuuga on block is unsafe.
Air B version goes further out with a wider angle and has a significantly higher startup.
Whirlwind - Fuurin
Linne's classic 6AB dashing roll, which can now be done standalone from neutral. is an attack if any button is hit. it has invincibility and is useful for dodging projectiles or attacks. It's also useful to setup sneaky cross ups with assist.
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.
Heaven’s Lynchpin - Tenketsu
Whirlwind > A/B/C
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.
Flying Swallow - Hien
Overhead attack. Can be used in combos or blockstrings to setup an assist call.
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.
Twin Sky Fang - Sou Kuuga
236C (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.||Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.|
|Ground||1000*3||All||12||Until Hit*3||Total: 47||0||-|
|Air||1000*3||All||21||Until Hit*3||Total: Until L + 13L||-||-|
EX Kuuga. Has more hits and does more damage and is also better on block. From certain distances 236C > dash > 2C can be linked.
Soaring Swallow - Hien Shou
EX Hien. More hits, more damage, prorates significantly better for higher damage combos.
UNI Dash C
Her old dash C. Decent that is multi-hitting like both versions of her old 5C. Use it to extend combos or as blockstring filler.
Air Twin Sky Fang - Midair Sou Kuuga
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.
Moon Gyre - Getsurin
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.
The Diviner - Kannagi
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.
Divine Chains - Tensetsu: Juunisen
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
Distortion Skill Duo
P during Partner's Distortion Skill
it do damage
Divine Blaze - Kannagi: Homura Issen
Her IWEXS is her Astral Heat.
|To edit frame data, edit values in BBTag/Linne/Data. Be sure to update both the |
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Click [★] for character's full frame data