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The King of Fighters 2002 UM/Lin: Difference between revisions
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==Videos== | ==Videos== | ||
{{#ev:youtube|iUoxYD-OUEU}} | {{#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|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}} | {{#ev:youtube|r3MCN2Dlrm4}} | ||
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