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The King of Fighters 2002 UM/Lin: Difference between revisions

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[[File:Lin.jpg|right|frame]]
[[File:02UM Lin Profile.png|right|thumb]]


==Movelist==
==Movelist==
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{{Navbox 2002UM}}
{{Navbox 2002UM}}
[[Category:The King of Fighters 2k2UM]]
[[Category:The King of Fighters 2k2UM]]
[[Category:Lin]]

Revision as of 16:43, 26 July 2021

Movelist

Quick Starter Combo Reference

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

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%

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.

DM

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 DM

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

HSDM

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 Shermie and the rest of these inconsistent characters

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 crouching Bao, is a 1f link on crouching Robert and a 2f link on Shermie and the rest of these inconsistent characters except standing Jhun. 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 hardknock down which sets up a corpse 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

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