BBTag/Linne

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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

To edit frame data, edit values in BBTag/Linne/Data.
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Detailed & Advanced Information
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Archived Information
Patch Notes