Difference between revisions of "BBTag/Linne"

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Revision as of 04:01, 26 October 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
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.


"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."
Playstyle
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
EXS of Rapid Drive: Speed Star

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.

Normal Moves

4A
4A
Tenacious Mist - Mujin
BBTag Linne 4A.png
BBTag Linne 4AA.png
BBTag Linne 4AAA.png
BBTag Linne 4AAAA.png
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.
4A 700*2 All 5 1(6)4 12 -2 -
  • Can jump cancel on hit/block
  • Each A in 4AAA does 2 hits, last 4A is the ender

Her old 214A, Tenacious Mist - Mujin. Combo and blockstring filler mainly.

4AA 800*2 All 6 1(6)4 12 -2 -
  • Can jump cancel only on hit

Has a slight vacuum effect, letting you pull enemies out of the corner and get an unexpected sideswap with 214A.

4AAA 1000 All 7 4(10)2 23 -8 -
  • Can jump cancel only on hit

Combo and blockstring filler mainly. Unsafe on block.

4AAAA 1100*2 All 13 5(8)4 20 -5 -

Auto combo ender that uses Linne's charged version of her B Sky Fang/Kuuga. Counts as a special and cannot be cancelled into supers.

5A
5A
BBTag Linne 5A.png
BBTag Linne 5AA.png
BBTag Linne 5AAA.png
BBTag Linne 4AAAA.png
Fully charged B Kuuga
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.
5A 1000 All 7 4 14 -4 -
  • Can jump cancel on hit/block
  • Decent downward range on its hitbox that prevents it from being low-profiled

Her old 5B that now has greatly increased hitbox. General all purpose normal for combos/blockstrings/footsies.

5AA 1300 All 7 2 18 -3 -
  • Can jump cancel only on hit

Auto combo filler.

5AAA 950*2 All 11 2,4 21 -8 -
  • Can jump cancel only on hit

Auto combo filler.

5AAAA 1100*2 All 13 5(8)4 20 -5 -

Auto combo ender. Counts as a special and cannot be cancelled into supers.

5B
5B
Wolf Howl - Gunrou
BBTag Linne 5B.png
You
BBTag Linne 5BB.png
Die
BBTag Linne 5BBB.png
Here
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.
5B 1500 All 13 6 26 -15 11-18 H
  • Head invul frames 11 to 18

Linne's old 6C, Wolf Howl - Gunrou and it'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.

5BB 1500 All 13 4 22 -9 -

Follow up to 5BB. Not very notable.

5BBB 1700 All 21 5 25 -11 -
  • knocksdown

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.

5C
5C
BBTag Linne 5C.png
"Pick a god, and pray."
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.
800 High 26 3 5+13L -4 -

Linne's assault-style overhead. Fairly slow and reactable.

2A
2A
BBTag Linne 2A.png
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.
1000 All 6 2 13 -3 -
  • Can jump cancel on hit/block

Chainable crouching jab. Does not hit low. Best normal to cancel back into from a 5B or 2C.

2B
2B
BBTag Linne 2B.png
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.
1000 Low 8 2 20 -9 -

Linne's low attack. Has good range and useful for opening up opponents that are standing.

2C
2C
BBTag Linne 2C.png
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.
1700 Low 12 6 24 -11 -

Linne's sweep. Every bit as big as it is in Under Night. Great for footsies and as an oki ender to combos.

j.A
j.A
BBTag Linne jA.png
BBTag Linne jAA.png
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.
j.A 1500 High 11 4 15 - -

Jumping jab attack via Linne's old j.6B. Hits high. Very small and not very notable. Can be used to hit fuzzy after a deep j.B

j.AA 1200 High 8 2 18 - -

Follow up to j.A. Can't be used on its own.

j.B
j.B
BBTag Linne jB.png
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.
1600 High 12 4 17 - -
  • 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.

j.C
j.C
BBTag Linne jC.png
Loli feet to the face
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.
1500 All 13 Until L 12L - -
  • Linne's old j.2B.
  • 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.


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Linne GroundThrow.png
Lol what an idiot he fe- STAB
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.
0, 200, 1800 Throw 7~30 3 23 - -

Basic throw. Can be cancelled into specials (or Astral) before the animation fully completes.

Rending Moon Gyre
Rending Moon Gyre - Ren Getsurin
5A+D (air OK)
BBTag Linne Getsurin.png
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 500*9 Air Unblockable 10 3(2)3,3(10)2,1,3(12)1,1,7 27+20L -52 1-20 All

Linne's old EX-version DP. 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.

Air 550*8 All 10 4,3(10)2,1,3(12)1,1,7 Until L+10L - 1-16 All
  • Hits both in front of her and behind her.

Detailed description of the usefulness of the move go here


Skills

Sky Fang
Sky Fang - Kuuga
236A/B (Air OK)
BBTag Linne Kuuga.png
Kuuga!
BBTag Linne KuugaAir.png
The only thing you'll hear in Linne mirror matches
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 A 1500 All 21 10 Total: 49 -4 -
Air A 1500 All 21 20 Total: Until L+13L - -

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 1500 All 12 15 Total: 47 -11 -
Air B 1500 All 26 20 Total: Until L+13L - -

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

The aerial version goes further out with a wider angle and has a significantly higher startup.

Whirlwind
Whirlwind - Fuurin
214A
BBTag Linne Whirlwind.png
This never had a name until now, eh?
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.
- - - - 29 - 5-13 HBP

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
Heaven’s Lynchpin - Tenketsu
Whirlwind > A/B/C
BBTag Linne TensetsuJuunisen.png
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.
1000*3 All 9 3 25 -11 -

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
Flying Swallow - Hien
214B (Chargable)
BBTag Linne Hien.png
BBTag Linne HienCharged.png
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.
Uncharged 1000*2 High 23 1, 1 21 -3 -
Charged 1700 Low 21 4 23 -10 -

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.


Extra Skills

Twin Sky Fang
Twin Sky Fang - Sou Kuuga
236C (Air OK)
BBTag Linne Kuuga.png
BBTag Linne KuugaAir.png
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
Soaring Swallow - Hien Shou
214C
BBTag Linne Hien.png
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.
1000*4 High 22 1,1,2,2 19 -2 -

EX Hien. More hits, more damage, prorates significantly better for higher damage combos.


Partner Skills

5P
5P
UNI Dash C
BBTag Linne 5AAA.png
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.
800*3 All (18)+16 1,1,2 25 -10 -

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.

6P
6P
Air Twin Sky Fang - Midair Sou Kuuga
BBTag Linne KuugaAir.png
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.
1000*2 All (18)+34 20 Total: (18)+81+13L - -

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.

4P
4P
Moon Gyre - Getsurin
BBTag Linne Getsurin.png
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.
1500*2 All 10 3(3)2 24+10L -19 -

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.


Distortion Skills

The Diviner
The Diviner - Kannagi
236B+C
BBTag Linne Kannagi.png
You may not like it, but this is what peak Linne looks like
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.
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] 1-25 All

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.

Tensetsu: Juunisen
Divine Chains - Tensetsu: Juunisen
214B+C
BBTag Linne TensetsuJuunisen.png
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.
1700, 790*11
[1700, 870*13]
All 6+(60 Flash)+6 4 25 -10 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


Distortion Skill Duo

The Diviner
P during Main Character's Distortion Skill
BBTag Linne Kannagi.png
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.
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] 1-15 All
  • Important points go here

Detailed description of the usefulness of the move go here it do damage


Astral Heat

Divine Blaze - Kannagi: Homura Issen
222B+C
BBTag Linne DivineBlaze.png
BBTag Linne DivineBlaze2.png
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.
- All 4+(90 Flash)+9~29 3 24 -13 1-15~35 All

Her IWEXS is her Astral Heat.


External References

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