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The King of Fighters 2002 UM/Lin: Difference between revisions
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[[File:Lin. | <section begin="image"/>[[File:02UM Lin Profile.png|right|thumb|x370px]]<section end="image"/>[[File:02UM Lin 0.gif|right|x300px]] | ||
==Movelist== | |||
'''Throws''' | |||
Akuzan - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] | |||
Akuzan Ki - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] | |||
== Normals == | '''Command Moves''' | ||
Benpatsuken - [[image:fd.gif]] + [[image:a.gif]] | |||
Joudan Hakkyoku Ken Dakai - [[image:df.gif]] + [[image:c.gif]] | |||
'''Special Moves''' | |||
Hiten Kyaku - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
Muei Kusashu - [[image:dp.gif]]+ [[image:a.gif]] / [[image:c.gif]] | |||
Kasumi - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Hike Kyaku - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
Tetsuzan-bu Rasatsu - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
::Tetsuzan-bu Nagi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
::::Tetsuzan-bu Hakei - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Hebi Totsu Kiba - [[image:rdp.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] / [[image:d.gif]] | |||
'''Desperation Moves''' | |||
Hizoku Ougi Ranbu Dokugi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Hizoku Ougi Yougou - [[image:hcf.gif]][[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
'''Super Desperation Moves''' | |||
Hizoku Ougi Ranbu Dokugi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]] | |||
Hizoku Ougi Doku Shukou - [[image:dn.gif]][[image:dn.gif]][[image:dn.gif]] + [[image:a.gif]][[image:c.gif]] | |||
'''Hidden Super Desperation Move''' | |||
Hiada Ougi Dokushu Kou - [[image:hcb.gif]][[image:hcb.gif]] + [[image:a.gif]][[image:c.gif]] | |||
{| border="1" align="center" style="font-size:90%" | |||
|+ | |||
== Quick Starter Combo Reference == | |||
'''[[The_King_of_Fighters_2002_UM/Controls|Notation]]'''<br> | |||
If you're point-blank you can add a cr.B before every cr.C(1) for a 4f link to make the combo into a low. | |||
|- | |||
| '''0 Bar''' | |||
| | |||
Low<br/> | |||
Anywhere<br/> | |||
| | |||
cr.Bx1~2, st.A, qcf+A > hcb+A > f+A = 14%<br/> | |||
(jump-in), cr.C(1), f+A, qcf+C > hcb+C > f+C = 24%<br/> | |||
|- | |||
| '''1 Bar''' | |||
| | |||
Anywhere<br/> | |||
| | |||
(jump-in), cr.C(1), f+A, qcb hcf+P = 35%<br/> | |||
|- | |||
| '''2 Bar''' | |||
| | |||
Low<br/> | |||
Anywhere<br/> | |||
| | |||
cr.Bx1~2, st.A, qcf+A > hcb+A, (SC) qcb hcf+P = 37%<br/> | |||
(jump-in), cr.C(1), f+A, qcf+A > hcb+A, (SC) qcb hcf+P = 44%<br/> | |||
|- | |||
| '''3 Bar''' | |||
| | |||
Anywhere<br/> | |||
| | |||
(jump-in), cr.C(1), f+A, qcb hcf+AC = 48%<br/> | |||
|- | |||
|} | |||
== Gameplay Overview == | |||
{{StrengthsAndWeaknesses | |||
| description = }} | |||
==Normals== | |||
NOTE: Lin's normals are very fast and can combo into each other without being canceled into(cr.B,cr.C) and can reset his qcf+A/C without droping the combo. | NOTE: Lin's normals are very fast and can combo into each other without being canceled into(cr.B,cr.C) and can reset his qcf+A/C without droping the combo. | ||
'''Close''' | '''Close''' | ||
*cl.A/B/C/D are cancel-able | *cl.A/B/C/D are cancel-able | ||
*cl.C two hits | *cl.A/B chain into themselves and each other | ||
*cl.C two hits, both are cancellable | |||
'''Standing''' | '''Standing''' | ||
* | *s.A cancel-able and good poke | ||
* | *s.B has good range and can set up frame traps | ||
*s.C advances Lin forward, though it looks like an overhead it isn't | |||
*s. D is a fast anti-air, it whiffs on crouching opponents except larger ones like Daimon, Chang, Maxima | |||
'''Crouching''' | '''Crouching''' | ||
*cr.A/B cancel-able | *cr.A/B cancel-able | ||
*cr.C two hits | *cr.C two hits, both are cancellable | ||
*cr.D slow but far sweep | *cr.D slow but far sweep | ||
'''Jumping''' | '''Jumping''' | ||
* | *neutral j.A as a spinning property at the beginning, its hitbox doesn't start til Lin's arm pops out | ||
*j.B has a steep downward angle with a surprisingly large hitbox as an air to air move | |||
*j.C is also has a steep downward angle, but is largely useful as a close range hop in starter | |||
*j.D is Lin's best air move with a sweeping arc that makes it a good air to air, a good hitbox to land from different distances on standing or crouching opponents, as well as having character specific crossup possibility | |||
*j.CD is an ok air to air move and has some use as a fake jump-in into throw or mixup | |||
'''Blowback Attack''' | '''Blowback Attack''' | ||
* Comes out slow and has a tilted(upward)hitbox. | * Comes out slow and has a tilted(upward)hitbox. | ||
*has preemptive anti-air quality if timed well | |||
*is whiff cancellable into specials | |||
==Throws== | ==Throws== | ||
Akuzan - b/f + C close | '''Akuzan''' - (b/f + C close) | ||
*Lin picks the opponent up by the neck and pierce it then briefly drops them. Throw leaves the opponent very close so be wary when fighting opponents with command grabs(Clark,Ralf,Daimon,Raimon,etc) | *Lin picks the opponent up by the neck and pierce it then briefly drops them. Throw leaves the opponent very close so be wary when fighting opponents with command grabs(Clark,Ralf,Daimon,Raimon,etc) | ||
* | *can be broken | ||
*causes hard knockdown | |||
A'''kuzan Ki''' -( b/f + D close) | |||
*Lin picks the opponent up by the neck and pierce it and throws the opponent. | *Lin picks the opponent up by the neck and pierce it and throws the opponent. | ||
* | *can be broken | ||
* | *causes hard knockdown | ||
==Command Moves== | ==Command Moves== | ||
Benpatsuken - f + A | '''Benpatsuken''' - (f + A) | ||
*Lin steps forward and crosses his arms while performing a shoulder rush. Benpatsuken is a really good command move | *Lin steps forward and crosses his arms while performing a shoulder rush. | ||
*Benpatsuken is a really good command move, it has a nice forward hitbox and comes out at decent speed | |||
*can combo into it and then from it, used in most of Lin's BnBs | |||
*great MAX mode starter | |||
'''Joudan Hakkyoku Ken Dakai''' - (df + C) | |||
*Lin spreads his arms and smashes the ground. | |||
*hits overhead | |||
*causes hard knockdown | |||
* it has a small hitbox and comes out slowly. | |||
*although this is Lin's only direct overhead and you can cancel into it, it should only be used rarely and in mix-ups. | |||
==Special Moves== | |||
'''Hiten Kyaku''' - (hcb + B/D) | |||
*Lin jimps horizontally while kicking multiple time in mid air. | |||
*hits mid | |||
*Hiten Kyaku versions B/D are very different despite the similar move animation. | |||
*B version comes out fast, unsafe on block, and its final hit(3 Hits) can hit an opponent while on the ground. | |||
*B version causes hard knockdown | |||
*B version is negative on block, but it pushes Lin back 3/4 of the screen | |||
*D version starts slower, safe on block, and its final hit(4 Hits) is a launcher which allows him to perform resets or free extra damage by linking his dp.A/C. | |||
*D version causes soft knockdown | |||
*D version is safe on block and leaves Lin point blank | |||
'''Muei Kou Sa Shu''' - (dp + A/C) | |||
*Lin swiftly strikes in a barrage of punches cutting through the opponent. | |||
*has upper body invincibility | |||
*hits mid | |||
*negative on block, but pushes Lin back from the opponent | |||
*can be canceled into | |||
*can be used as an anti-air and has a vacuum effect that draws the opponent in | |||
*causes soft knockdown | |||
'''Kasumi''' - (qcb + A/C) | |||
*Lin removes his mask then spits out poison toward the opponent, | |||
*A version is fast, can combo, and knocks the opponent away | |||
*A version causes soft knockdown | |||
*C version releases a smog of poison that lingers in the air for a bit | |||
*C version is slow, its final hit wall bounce the opponent on counter hit, but cannot combo into. | |||
*C version causes hard knockdown | |||
*third hit of the C version is super cancellable | |||
*both versions are decent zoning tools and A version is a good pressure tool | |||
'''Himou Kyaku''' - (hcf + B/D) | |||
*Lin phases out of reality and teleports through the stage. | |||
*a very useful tool because it allows Lin to swiftly and relatively safely attack the opponent and escapes from corner pressure/rushdown. | |||
*B version allows Lin to only go through half of the screen | |||
*B version is faster, but has no upper body invulnerability. Can't go through projectiles and can be stopped by any mid attack | |||
*B version has some lower body invulnerability so makes it a great pressure or safety tool | |||
*D version allows him to go full screen. | |||
*D version has no lower body invulnerability, it can pass through projectiles, but it can be stop by any low attack | |||
*D version has a lot of upper body invulnerability | |||
'''Tetsuzan-bu Rasatsu''' -(qcf + A/C) | |||
*Lin thrusts his hand toward the opponent covered in poison. | |||
*rekka starter | |||
*hits mid | |||
*safe on block | |||
*Lin's primary BnB tool and combo starter | |||
*fast enough poke to be useful as a spacing and punishing tool | |||
*If you start the rekka with A, the follow-ups need to be done with A. Similarly if you start with C, you gotta keep using C. | |||
┗'''Tetsuzan-bu Nagi''' - (hcb + A/C) | |||
*Lin alters the poison release in his hand and thrusts it upwards toward the opponent. | |||
*rekka follow up | |||
*hits mid | |||
*safe on block and pushes Lin back a character distance away | |||
*super cancel-able | |||
┗Tetsuzan-bu Hakei - f + A/C | |||
*Lin strikes hard with a twisting palm thrust. | |||
*rekka finisher | |||
*hits mid | |||
*causes soft knockdown | |||
*negative if blocked, so if the first 2 rekkas are blocked do not follow into this as it leaves Lin very close to the opponent | |||
*tosses the opponent about 1/2 the screen | |||
'''Jyatotsuga''' - (rdp + A/B/C/D) | |||
*Lin kneels and extends his arm into the ground reappearing in a location dictated by A/B/C. | |||
*it is a great zoning and mixup tool because Lin can launch the opponent towards or away from him anywhere on the screen. | |||
*all versions hit mid | |||
*all versions are safe on block | |||
*A version comes out as a V shape or if point blank as a rectangle behind the opponent that launches them over Lin | |||
*A version is a fast spacing tool to stymie opponent progress or occasionally as an anti-air | |||
*B version functions the same as A, but with a longer range | |||
*B version whiffs at point blank range | |||
*C version has the longest range | |||
*C version hits the opponent into the air higher than the others and allows time for a jumping or ground followup including his dp+p | |||
*D version is a faint to bait a jump-in and anti-air or zone to build meter. | |||
==Desperation Moves== | |||
'''Yougou''' - (hcf x 2 + B/D) | |||
*Lin phasewalks toward the opponent and appears behind them sliting their throat. | |||
*counts as an unblockable throw. | |||
*can be evaded by jumping and due to its horrible recovery time Lin will be wide open. | |||
*B version covers less distance than its D ver. | |||
*both versions phase turn projectiles | |||
'''Ranbu Dokuga''' - (qcb hcf + A/C) | |||
*Lin | *Lin slides toward the opponent and then performs a chain of combos upon contact. | ||
*has many options and a large variety of set-ups that allows it to be canceled into making it a great combo ender and punisher | |||
*both versions have partial upper/lower invulnerability during the phase walk | |||
== | ==Super Desperation Moves== | ||
'''Ranbu Dokuga''' - (qcb hcf + AC) | |||
*Lin slides towards the opponent, performs various chains of attacks and finishes by watching the poison aftershock take effect. | |||
*EX version of Lin's ranbu super causes more damage | |||
*can combo into it | |||
*hits mid | |||
*causes hard knockdown | |||
'''Senju Rakan Satsu''' - (d, d, d + AC) | |||
*Lin unleashes a onslaught of attacks ripping through the opponent with his sorcerously stretched limbs | |||
*can combo off of any attack Lin manages to connect. | |||
*It has very fast start up and very long range | |||
*It is also useful to use when the opponent has 15% health or lower to chip them to death. | |||
*unlike Lin's dp it does not vacuum aerial opponents and will hit them once and knock them out of the super, thus not useful as anti-air | |||
==Hidden Super Desperation Move== | |||
'''Hiada Ougi Dokushu Kou''' - (hcb x 2 + AC) | |||
*Lin picks up the opponent then slowly moves his hand as it changes color then swiftly pierces them and throws them down. | |||
*it is a command grab and the only move in 2k2UM that poisons the opponent. | |||
*poison stays active until the opponent health reach 10%, | |||
*has poor damage for an HSDM (poison makes up some for that), and can combo into. | |||
*the range you have to be in to grab the opponent is bigger than most command throws (about 1/2 character distance) | |||
== Combos == | |||
Every '''(cr.B,)''' is an optional 4f link into cr.C to make the combo into a low but requires to be almost point-blank. If you don't use it, you can add a jump-in instead. | |||
: cr.B, cr.C goes from 4f to 1f link on crouching (Bao, Robert) and 3f link on the rest of these [[The_King_of_Fighters_2002_UM/Miscellaneous#Inconsistent_Characters|inconsistent characters]] except the st.Kyo_Jhun-tier. | |||
If you input hcb+P at any point in a round, for the rest of the round you can input the follow-up of his P rekka as hcf+A/B/C/D(instead of hcb+P) and it will execute the rekka. | |||
: If you then do hcb+P', P' being the other punch button, the effect will transfer to the P' rekka. | |||
: This makes it significantly easier to execute a super cancel into his hcfx2+K super as you can just do qcf+A > hcf+X, (SC) hcf+K. | |||
===0 Stock=== | |||
''Anywhere'' | |||
★ '''cr.Bx1~2, cr/st.A, qcf+A > hcb+A > f+A''' | |||
: Longest and most reliable low conversion. You can use cr.A instead of cr.B but you lose the low, keep cr.B. '''14%''' | |||
★ '''(cr.B,) cr.C(1), f+A, qcf+C > hcb+C > f+C''' | |||
: Decent damage and carry, good one to default to. If you don't use cr.B, you can do cr.C(2) against everyone but crouching Bao. '''23%'''. | |||
* (cr.B,) cr.C(1), f+A, hcb+B | |||
: Less damage and carry than the last but hard knockdown so a bit better oki. '''17%'''. | |||
* cr.B, cr.C(2), f+A, rdp+C, dp+P/j.CD | |||
: Max damage and normally a 4f link, so fairly easy. However, it doesn't work on Shermie and crouching Bao, is a 1f link on crouching Robert, a 2f link on the rest of these [[The_King_of_Fighters_2002_UM/Miscellaneous#Inconsistent_Characters|inconsistent characters]] except standing Jhun and a 3f link on Kasumi, crouching(Billy, Kensou) and standing Xiangfei. Use dp+P for more damage, '''32%''' and j.CD for better oki, '''29%'''. | |||
''Corner'' | |||
★ '''(cr.B,) cr.C(1), f+A, qcf+C > hcb+C, cr.C, rdp+D''' | |||
: Good reset to then meaty or rehop. If you don't use cr.B, you can do cr.C(2) against everyone but crouching Bao. | |||
* cr.C(2), f+A, hcb+B | |||
: Not much damage but okay confirm and hard knockdown if you need the extra oki. '''20%''' | |||
===1 Stock=== | |||
''Anywhere'' | |||
★ '''cr.C(2), f+A, qcb,hcf+P''' | |||
: Good damage and comfy confirm for 1 bar, works on everyone. Adding cr.B before cr.C(2) will be a 4f link on most characters but the combo won't work anymore on crouching Bao, will be a 1f link on crouching Robert and a 2f link on Shermie and the rest of these [[The_King_of_Fighters_2002_UM/Miscellaneous#Inconsistent_Characters|inconsistent characters]] except standing Jhun. If unsure, stick to cr.B, cr.C(1). | |||
===2 Stocks=== | |||
''Anywhere'' | |||
* cr.B, cr.A, qcf+A > hcb+A, (SC) hcfx2+K | |||
: Can be input as qcf+A > hcf+X, (SC) hcf+K if input bug used. | |||
* cr.Bx1~2, cr.A, qcf+A > hcb+A, (SC) qcb,hcf+P | |||
: Can input as hcb+A, (SC) hcf+P if delayed enough after qcf+A. | |||
★ '''(cr.B,) cr.C(1), f+A, qcf+A > hcb+A, (SC) hcfx2+K''' | |||
: Can be input as qcf+A > hcf+X, (SC) hcf+K if input bug used. If you don't use cr.B, you can do cr.C(2) against everyone but crouching Bao. | |||
★ '''(cr.B,) cr.C(1), f+A, BC run, (cr.B,) cr.C(1), f+A, qcf+A > hcb+A, (SC) hcfx2+K or qcb,hcf+P''' | |||
: hcfx2+K does slightly more damage than qcb,hcf+P. If you don't use cr.B, both cr.C(1) can be cr.C(2) against everyone but crouching Bao. | |||
''Corner'' | |||
* (cr.B,) cr.C(1), BC run, cr.C, f+A, qcf+A > hcb+A, (C) hcb+D, dp+P(13), (SC) qcb,hcf+P | |||
: Only works on Kasumi and May Lee. The super will whiff on everyone else. You can end with qcf+A instead but the damage is bad, avoid it. | |||
* (cr.B,) cr.C(1), f+A, BC run, (cr.B,) cr.C(1), f+A, qcf+A > hcb+A, (C) hcb+D, df+C, hcb+B, slight delay qcb,hcf+P | |||
: This combo ends in a hard knockdown which sets up a wake-up cross-up DM qcb,hcf+P. Character specific. If you don't use cr.B, both cr.C(1) can be cr.C(2) against everyone but crouching Bao. | |||
== | ===3 Stocks=== | ||
''Anywhere'' | |||
★ '''cr.C(2), f+A, qcb,hcf+AC''' | |||
: Good way to dump meter for decent damage. Adding cr.B before cr.C(2) will be a 4f link on most characters but the combo won't work anymore on crouching Bao, will be a 1f link on crouching Robert and a 2f link on Shermie and the rest of these [[The_King_of_Fighters_2002_UM/Miscellaneous#Inconsistent_Characters|inconsistent characters]] except standing Jhun. If unsure, stick to cr.B, cr.C(1). | |||
★ '''(cr.B,) cr.C(1), f+A, BC run, (cr.B,) cr.C(1), f+A, qcf+A > hcb+A, (SC) qcb,hcf+AC''' | |||
: Good damage and a pretty simple route. If you don't use cr.B, both cr.C(1) can be cr.C(2) against everyone but crouching Bao. | |||
''Corner'' | |||
* (cr.B,) cr.C(1), BC run, cr.C, f+A, qcf+A > hcb+A, (C) hcb+D, dp+P(13), (SC) qcb,hcf+AC | |||
: Only works on Kasumi and May Lee. The super will whiff on everyone else. You can end with qcf+A instead but the damage is bad, avoid it. | |||
===4 Stocks=== | |||
''Anywhere'' | |||
* | * cr.Bx1~2, cr.A, qcf+A > hcb+A, (SC) qcb,hcf+AC | ||
: Can input as hcb+A, (SC) hcf+AC if delayed enough after qcf+A. | |||
==Videos== | ==Videos== | ||
{{#ev:youtube|iUoxYD-OUEU}} | |||
{{#ev:youtube|dmnP2CTh2ZM}} | |||
{{#ev:youtube|7tvrwkQclhU|||'''Zer0-Cool Lin Best Rounds - KOF 2002 UM ゼロクールリンベストラウンド''' by [https://www.youtube.com/c/KOF2002UMNORTHAFRICA KOFNORTHAFRICA]|frame}} | |||
{{#ev:youtube|r3MCN2Dlrm4}} | |||
==External Links== | |||
Check [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit#gid=28910354 {{SUBPAGENAME}}'s frame data] | |||
Discuss at [https://discord.gg/8JNXHxf 02UM Discord server] | |||
Discuss at [http://dreamcancel.com/forum/index.php?topic=144.0 Dream Cancel] | |||
http:// | |||
Discuss at [http://www.orochinagi.com/forums/viewtopic.php?f=31&t=2516 Orochinagi] | |||
{{Navbox 2002UM}} | |||
[[Category:The King of Fighters 2k2UM]] | |||
[[Category:Lin]] |
Latest revision as of 20:39, 4 August 2024
Movelist
Throws
Command Moves
Special Moves
Desperation Moves
Hizoku Ougi Ranbu Dokugi - + /
Super Desperation Moves
Hidden Super Desperation Move
0 Bar |
Low Anywhere |
cr.Bx1~2, st.A, qcf+A > hcb+A > f+A = 14% (jump-in), cr.C(1), f+A, qcf+C > hcb+C > f+C = 24% |
1 Bar |
Anywhere |
(jump-in), cr.C(1), f+A, qcb hcf+P = 35% |
2 Bar |
Low Anywhere |
cr.Bx1~2, st.A, qcf+A > hcb+A, (SC) qcb hcf+P = 37% (jump-in), cr.C(1), f+A, qcf+A > hcb+A, (SC) qcb hcf+P = 44% |
3 Bar |
Anywhere |
(jump-in), cr.C(1), f+A, qcb hcf+AC = 48% |
Gameplay Overview
Normals
NOTE: Lin's normals are very fast and can combo into each other without being canceled into(cr.B,cr.C) and can reset his qcf+A/C without droping the combo.
Close
- cl.A/B/C/D are cancel-able
- cl.A/B chain into themselves and each other
- cl.C two hits, both are cancellable
Standing
- s.A cancel-able and good poke
- s.B has good range and can set up frame traps
- s.C advances Lin forward, though it looks like an overhead it isn't
- s. D is a fast anti-air, it whiffs on crouching opponents except larger ones like Daimon, Chang, Maxima
Crouching
- cr.A/B cancel-able
- cr.C two hits, both are cancellable
- cr.D slow but far sweep
Jumping
- neutral j.A as a spinning property at the beginning, its hitbox doesn't start til Lin's arm pops out
- j.B has a steep downward angle with a surprisingly large hitbox as an air to air move
- j.C is also has a steep downward angle, but is largely useful as a close range hop in starter
- j.D is Lin's best air move with a sweeping arc that makes it a good air to air, a good hitbox to land from different distances on standing or crouching opponents, as well as having character specific crossup possibility
- j.CD is an ok air to air move and has some use as a fake jump-in into throw or mixup
Blowback Attack
- Comes out slow and has a tilted(upward)hitbox.
- has preemptive anti-air quality if timed well
- is whiff cancellable into specials
Throws
Akuzan - (b/f + C close)
- Lin picks the opponent up by the neck and pierce it then briefly drops them. Throw leaves the opponent very close so be wary when fighting opponents with command grabs(Clark,Ralf,Daimon,Raimon,etc)
- can be broken
- causes hard knockdown
Akuzan Ki -( b/f + D close)
- Lin picks the opponent up by the neck and pierce it and throws the opponent.
- can be broken
- causes hard knockdown
Command Moves
Benpatsuken - (f + A)
- Lin steps forward and crosses his arms while performing a shoulder rush.
- Benpatsuken is a really good command move, it has a nice forward hitbox and comes out at decent speed
- can combo into it and then from it, used in most of Lin's BnBs
- great MAX mode starter
Joudan Hakkyoku Ken Dakai - (df + C)
- Lin spreads his arms and smashes the ground.
- hits overhead
- causes hard knockdown
- it has a small hitbox and comes out slowly.
- although this is Lin's only direct overhead and you can cancel into it, it should only be used rarely and in mix-ups.
Special Moves
Hiten Kyaku - (hcb + B/D)
- Lin jimps horizontally while kicking multiple time in mid air.
- hits mid
- Hiten Kyaku versions B/D are very different despite the similar move animation.
- B version comes out fast, unsafe on block, and its final hit(3 Hits) can hit an opponent while on the ground.
- B version causes hard knockdown
- B version is negative on block, but it pushes Lin back 3/4 of the screen
- D version starts slower, safe on block, and its final hit(4 Hits) is a launcher which allows him to perform resets or free extra damage by linking his dp.A/C.
- D version causes soft knockdown
- D version is safe on block and leaves Lin point blank
Muei Kou Sa Shu - (dp + A/C)
- Lin swiftly strikes in a barrage of punches cutting through the opponent.
- has upper body invincibility
- hits mid
- negative on block, but pushes Lin back from the opponent
- can be canceled into
- can be used as an anti-air and has a vacuum effect that draws the opponent in
- causes soft knockdown
Kasumi - (qcb + A/C)
- Lin removes his mask then spits out poison toward the opponent,
- A version is fast, can combo, and knocks the opponent away
- A version causes soft knockdown
- C version releases a smog of poison that lingers in the air for a bit
- C version is slow, its final hit wall bounce the opponent on counter hit, but cannot combo into.
- C version causes hard knockdown
- third hit of the C version is super cancellable
- both versions are decent zoning tools and A version is a good pressure tool
Himou Kyaku - (hcf + B/D)
- Lin phases out of reality and teleports through the stage.
- a very useful tool because it allows Lin to swiftly and relatively safely attack the opponent and escapes from corner pressure/rushdown.
- B version allows Lin to only go through half of the screen
- B version is faster, but has no upper body invulnerability. Can't go through projectiles and can be stopped by any mid attack
- B version has some lower body invulnerability so makes it a great pressure or safety tool
- D version allows him to go full screen.
- D version has no lower body invulnerability, it can pass through projectiles, but it can be stop by any low attack
- D version has a lot of upper body invulnerability
Tetsuzan-bu Rasatsu -(qcf + A/C)
- Lin thrusts his hand toward the opponent covered in poison.
- rekka starter
- hits mid
- safe on block
- Lin's primary BnB tool and combo starter
- fast enough poke to be useful as a spacing and punishing tool
- If you start the rekka with A, the follow-ups need to be done with A. Similarly if you start with C, you gotta keep using C.
┗Tetsuzan-bu Nagi - (hcb + A/C)
- Lin alters the poison release in his hand and thrusts it upwards toward the opponent.
- rekka follow up
- hits mid
- safe on block and pushes Lin back a character distance away
- super cancel-able
┗Tetsuzan-bu Hakei - f + A/C
- Lin strikes hard with a twisting palm thrust.
- rekka finisher
- hits mid
- causes soft knockdown
- negative if blocked, so if the first 2 rekkas are blocked do not follow into this as it leaves Lin very close to the opponent
- tosses the opponent about 1/2 the screen
Jyatotsuga - (rdp + A/B/C/D)
- Lin kneels and extends his arm into the ground reappearing in a location dictated by A/B/C.
- it is a great zoning and mixup tool because Lin can launch the opponent towards or away from him anywhere on the screen.
- all versions hit mid
- all versions are safe on block
- A version comes out as a V shape or if point blank as a rectangle behind the opponent that launches them over Lin
- A version is a fast spacing tool to stymie opponent progress or occasionally as an anti-air
- B version functions the same as A, but with a longer range
- B version whiffs at point blank range
- C version has the longest range
- C version hits the opponent into the air higher than the others and allows time for a jumping or ground followup including his dp+p
- D version is a faint to bait a jump-in and anti-air or zone to build meter.
Desperation Moves
Yougou - (hcf x 2 + B/D)
- Lin phasewalks toward the opponent and appears behind them sliting their throat.
- counts as an unblockable throw.
- can be evaded by jumping and due to its horrible recovery time Lin will be wide open.
- B version covers less distance than its D ver.
- both versions phase turn projectiles
Ranbu Dokuga - (qcb hcf + A/C)
- Lin slides toward the opponent and then performs a chain of combos upon contact.
- has many options and a large variety of set-ups that allows it to be canceled into making it a great combo ender and punisher
- both versions have partial upper/lower invulnerability during the phase walk
Super Desperation Moves
Ranbu Dokuga - (qcb hcf + AC)
- Lin slides towards the opponent, performs various chains of attacks and finishes by watching the poison aftershock take effect.
- EX version of Lin's ranbu super causes more damage
- can combo into it
- hits mid
- causes hard knockdown
Senju Rakan Satsu - (d, d, d + AC)
- Lin unleashes a onslaught of attacks ripping through the opponent with his sorcerously stretched limbs
- can combo off of any attack Lin manages to connect.
- It has very fast start up and very long range
- It is also useful to use when the opponent has 15% health or lower to chip them to death.
- unlike Lin's dp it does not vacuum aerial opponents and will hit them once and knock them out of the super, thus not useful as anti-air
Hidden Super Desperation Move
Hiada Ougi Dokushu Kou - (hcb x 2 + AC)
- Lin picks up the opponent then slowly moves his hand as it changes color then swiftly pierces them and throws them down.
- it is a command grab and the only move in 2k2UM that poisons the opponent.
- poison stays active until the opponent health reach 10%,
- has poor damage for an HSDM (poison makes up some for that), and can combo into.
- the range you have to be in to grab the opponent is bigger than most command throws (about 1/2 character distance)
Combos
Every (cr.B,) is an optional 4f link into cr.C to make the combo into a low but requires to be almost point-blank. If you don't use it, you can add a jump-in instead.
- cr.B, cr.C goes from 4f to 1f link on crouching (Bao, Robert) and 3f link on the rest of these inconsistent characters except the st.Kyo_Jhun-tier.
If you input hcb+P at any point in a round, for the rest of the round you can input the follow-up of his P rekka as hcf+A/B/C/D(instead of hcb+P) and it will execute the rekka.
- If you then do hcb+P', P' being the other punch button, the effect will transfer to the P' rekka.
- This makes it significantly easier to execute a super cancel into his hcfx2+K super as you can just do qcf+A > hcf+X, (SC) hcf+K.
0 Stock
Anywhere
★ cr.Bx1~2, cr/st.A, qcf+A > hcb+A > f+A
- Longest and most reliable low conversion. You can use cr.A instead of cr.B but you lose the low, keep cr.B. 14%
★ (cr.B,) cr.C(1), f+A, qcf+C > hcb+C > f+C
- Decent damage and carry, good one to default to. If you don't use cr.B, you can do cr.C(2) against everyone but crouching Bao. 23%.
- (cr.B,) cr.C(1), f+A, hcb+B
- Less damage and carry than the last but hard knockdown so a bit better oki. 17%.
- cr.B, cr.C(2), f+A, rdp+C, dp+P/j.CD
- Max damage and normally a 4f link, so fairly easy. However, it doesn't work on Shermie and crouching Bao, is a 1f link on crouching Robert, a 2f link on the rest of these inconsistent characters except standing Jhun and a 3f link on Kasumi, crouching(Billy, Kensou) and standing Xiangfei. Use dp+P for more damage, 32% and j.CD for better oki, 29%.
Corner
★ (cr.B,) cr.C(1), f+A, qcf+C > hcb+C, cr.C, rdp+D
- Good reset to then meaty or rehop. If you don't use cr.B, you can do cr.C(2) against everyone but crouching Bao.
- cr.C(2), f+A, hcb+B
- Not much damage but okay confirm and hard knockdown if you need the extra oki. 20%
1 Stock
Anywhere
★ cr.C(2), f+A, qcb,hcf+P
- Good damage and comfy confirm for 1 bar, works on everyone. Adding cr.B before cr.C(2) will be a 4f link on most characters but the combo won't work anymore on crouching Bao, will be a 1f link on crouching Robert and a 2f link on Shermie and the rest of these inconsistent characters except standing Jhun. If unsure, stick to cr.B, cr.C(1).
2 Stocks
Anywhere
- cr.B, cr.A, qcf+A > hcb+A, (SC) hcfx2+K
- Can be input as qcf+A > hcf+X, (SC) hcf+K if input bug used.
- cr.Bx1~2, cr.A, qcf+A > hcb+A, (SC) qcb,hcf+P
- Can input as hcb+A, (SC) hcf+P if delayed enough after qcf+A.
★ (cr.B,) cr.C(1), f+A, qcf+A > hcb+A, (SC) hcfx2+K
- Can be input as qcf+A > hcf+X, (SC) hcf+K if input bug used. If you don't use cr.B, you can do cr.C(2) against everyone but crouching Bao.
★ (cr.B,) cr.C(1), f+A, BC run, (cr.B,) cr.C(1), f+A, qcf+A > hcb+A, (SC) hcfx2+K or qcb,hcf+P
- hcfx2+K does slightly more damage than qcb,hcf+P. If you don't use cr.B, both cr.C(1) can be cr.C(2) against everyone but crouching Bao.
Corner
- (cr.B,) cr.C(1), BC run, cr.C, f+A, qcf+A > hcb+A, (C) hcb+D, dp+P(13), (SC) qcb,hcf+P
- Only works on Kasumi and May Lee. The super will whiff on everyone else. You can end with qcf+A instead but the damage is bad, avoid it.
- (cr.B,) cr.C(1), f+A, BC run, (cr.B,) cr.C(1), f+A, qcf+A > hcb+A, (C) hcb+D, df+C, hcb+B, slight delay qcb,hcf+P
- This combo ends in a hard knockdown which sets up a wake-up cross-up DM qcb,hcf+P. Character specific. If you don't use cr.B, both cr.C(1) can be cr.C(2) against everyone but crouching Bao.
3 Stocks
Anywhere
★ cr.C(2), f+A, qcb,hcf+AC
- Good way to dump meter for decent damage. Adding cr.B before cr.C(2) will be a 4f link on most characters but the combo won't work anymore on crouching Bao, will be a 1f link on crouching Robert and a 2f link on Shermie and the rest of these inconsistent characters except standing Jhun. If unsure, stick to cr.B, cr.C(1).
★ (cr.B,) cr.C(1), f+A, BC run, (cr.B,) cr.C(1), f+A, qcf+A > hcb+A, (SC) qcb,hcf+AC
- Good damage and a pretty simple route. If you don't use cr.B, both cr.C(1) can be cr.C(2) against everyone but crouching Bao.
Corner
- (cr.B,) cr.C(1), BC run, cr.C, f+A, qcf+A > hcb+A, (C) hcb+D, dp+P(13), (SC) qcb,hcf+AC
- Only works on Kasumi and May Lee. The super will whiff on everyone else. You can end with qcf+A instead but the damage is bad, avoid it.
4 Stocks
Anywhere
- cr.Bx1~2, cr.A, qcf+A > hcb+A, (SC) qcb,hcf+AC
- Can input as hcb+A, (SC) hcf+AC if delayed enough after qcf+A.
Videos
External Links
Check Lin's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel
Discuss at Orochinagi