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@omgAyane
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Huntsville, AL
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omgAyane
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roll is kinda dangerous at high level but it's nice for projectiles or crossups on someone's wakeup. Linne's mixups are kinda meh I'd say it's more about learning how to frame trap/pressure with her. Definitely kuuga. But just know that any pressure into kuuga>dash is negative. On netplay people think it's plus for some reason, but it's only plus at max range (basically round start distance); which is further than any of your normals can reach, so you can't get there from pressure. It can be used as a sort of reversal safe frame trap. Mujin is much better up close, especially since mujin in it self can be a frame trap (since you can delay the rekka). Kuuga/TK kuuga p much the god in neutral. Think someone is gonna try to mash out of pressure with a low? TK Kuuga. Backdash/Jump? Kuuga. Also since projectiles clash you will flat out win a lot of times because you will be already running at them while 2 projectiles are clashing. TK kuuga is like +8 so you can bully slower/short range characters by just sitting back and spamming it and letting them hang themselves. Linne's only real problems are: Her dp is slow, and sometimes you will get punished even for hitting them with it. (first hit only doesn't knockdown) Her normals are pretty fast, but the recovery is awful. People look at 2C and think it's amazing. It's not. It has the recovery of a DP basically and extends her hurtbox about half the distance the sword goes before the sword hitbox comes out. Just dash 2B unless it's a guaranteed punish. She doesn't have great AA options. 6C is huge but too slow. 5B is okay but has hurtboxes overlapping hitboxes. The best bets are your DP's and FF. If you get a CH with A DP you can get a combo. So it's my favorite. That's pretty much it really, she's a lot of fun!
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You pause but don't OTG. You just want them to fall a little closer to the ground for the TK Kuuga.
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I'll be streaming Linne netplay most weekdays. Feel free to drop by and ask questions! twitch.tv/omgAyane
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TBH I think I'd rather fight Wald than Gord personally. But essentially why this is hard for Linne is because Wald has huge normals that will beat out anything Linne can do at max range. The easiest time to see this is when you have a Linne backed up to the corner (which isn't hard to get them there as Wald). She could successfully DP your hand hitbox, and you could still punish her (if it was a grounded attack she DP'd anyway). Kuuga startup is typically too slow to try and throw at as a reversal in pressure, and all her other long range moves (C moves) are just as slow. Also most of Walds attacks have hitboxes that cover Linne assault. That's pretty much it as far as I've experienced. She doesn't have great AA's but 623A/B can work on assault j.B attempts. Wald basically gives Linne the same problems that Gord does. Just seems like they are more of a risk for Wald then they are for Gord.
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Any universal BnBs yet?
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Doesn't work on Yukari :O
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u just have to do it really fast. Literally can do j.2B instantly after the jc. But make sure you are getting both hits of j.C Midscreen throw combo for me right now is just throw>rc>662C>2B>5B>iad>j.B>5B>2>214A>2B>sj 6>j.236D~B If your going to be too close to the corner at the end of that you can do throw>rc>2C>j.C>j.2>66>2>5>236D~B
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I have a first gen ps3 only hitbox as well as a ps360 one. I don't have the first one with me atm but I will test the newer one for SOCD in a bit.
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Hien B can work in other combos too. From what I found the damage is pretty much never worth setting up for it. There are starters like AA 6CC>Hien B>5B>TK Kuuga> the Linne classic and FF>CS>6CC>Hien B>same thing that are really good to use it with though.
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Yea good point I think it was +8 on someone crouching, but people tend to respect it as long as its TK'd; which is probably a good idea
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Check my first post (2nd post on this thread) for bnbs. I believe TK Kuuga is +8. It is a true block string if done right. Also have u guys tried Assault>charge j.6B for mixups? Most characters have something similar to this and its probably the best mixup she has. Assault>j.6>|land cancels after the white charge flash but before the j.6B hits>2B. Of course this is better for characters with faster lows but u can do things like. fake J.6>land>assault j.C etc. I do agree overall tho she doesn't have the best mixups. She has weak standing overheads in terms of speed and assault in general is pretty slow. Most of my hits are off frame traps because you can get pretty creative with pressure in this game and everything Linne does looks (and most likely is) negative. TK Kuuga is redic in pressure. You do something like 3C>5A whiff>they start to mash>TK Kuuga CH them>Profit. That's the best I've got so far. Like I said and someone else mentioned earlier roll crossups can put in work for people who auto tech (pretty much everyone atm). But people who delay tech or don't tech at all can easily mess up Linne "setups".
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I've played pretty close to 200 netplay games now and I think so far Vatista and Carmine. I've played offline as well but the players were just getting into it so they weren't as good. Anyway on netplay Vatista is a huge pain. Dash and blocking seems like it doesn't work most of the time against VA/MK but it's probably not so bad offline. As for Carmine I think he would be a problem even offline. His jump move (j.C?) is the answer to beat literally everything you could do besides DP if you're right under him, which normally he will do that move out of range for DP and in range for his attack. His pressure is good and seems really autopilot but I'm learning where to poke out. His damage is great. He has a command grab reversal and also some move where he just jumps straight up and throws something down at you which is a good escape when u have pinned him down. Don't know how to deal with anything he does yet really. I have fought only 2 or so Waldsteins but I'm sure it's bad as well from watching the JP Linnes fight watanabe. Akatsuki is super honest, maybe like 5.5 in Linne's favor just because better normals. Fought 1 Yuzu so no idea on that one. Seth, Chaos are w/e. I don't think I've lost to a Seth yet but he has to do so much then I just touch him 2 or 3 times and I won. Probably need to fight better Seths to be sure but It's probably even at worst. Chaos seems pretty even as well. Orie, Nanase, Hyde, Hilda, Eltnum also feel even or close to it. I don't think I've even fought good Gords yet and I can already feel it's gonna be bad. But I think I'd rather fight him than a really good Merk/Wald/Vat/Carmine Gonna go ahead and add Byakuya as an annoying MU for Linne. Bigger normals, more screen control, similar damage output, get on top of him and he's pretty much done. I fought a good bya prolly 10 times tonight and just tried out different stuff almost every time and heres what I learned: Roll loses to webs His air normals beat yours, in both air to air and air to ground. There is pretty much no way to stop him from doing the super high web set then jump at you. You could maybe risk DPing while he's coming to you but my DP lost to his straight down air attack or just whiffed and a web caught me. You have to kill webs with attacks. 6C is a good one to do it with since it covers so much of the screen. I don't think he has any reversals so once your in your free to do what ever, just remember if you can reach him then he can reach you too. You can try to get him to mispace some of his super long range ground normals than Kuuga punish. I didn't try doing something like double jump dive kick though so I'll try it next time. There's probably other things I wasn't doing that would help so if anyone has any ideas leme know!
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Ya I tested with Linnes 2A as well.
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@Luna it took me a while to figure out how to punish the noodle arms. but u can actually press B+C super early. Like during the super flash. You want to do it as early as possible to get thru recov asap. The only thing I don't like about the BC on merk is u have to back up then wait it out. when normally on knockdown I start running them to the corner until they recover. Also yes roll does have invuln. The way I tested was record Linne spam rolling (while you are in the corner) and press a button. Invuln to projectiles seems like almost the entire roll while invuln to normal attacks seems to be more towards the end or at least a smaller window. I have managed to completely roll Grim Reaper though. I think there might be moves like throws or lows that it might lose to but haven't tested yet.
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Out of 20 im okay with like 4 of them lol. Also so basically that crossup thing is just like doing Kuuga>CS>mixup but in the air? Sounds pretty cool!