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The King of Fighters 2002 UM/Lin
Movelist
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 Attacks
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
- If you input hcb+P at any point in a round, for the rest of the round you can input his 2nd rekka as hcf+A/B/C/D(instead of hcb+P) and it will execute the rekka. If you 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 + B/D super as you can just do qcf+A > hcf+X, (SC) hcf+K
0 Stock
- cr.B/A(x2), cr/st.A, qcf+A,hcb+P,f+P
- cr.B, cr.C(1), f+A, qcf+A/C,hcb+P,f+P
- cr.B, cr.C(1), f+A, hcb+B
- cr.B, cr.C(2), f+A, rdp+C, dp+A/C
Corner
- cr.B, cr.C(1), f+A, qcf+C,hcb+P, cr.C, rdp.D
1 Stock
- cr.B, cr.C, f+A, qcb hcf+A/C
2 Stock
- cr.B, cr.A, qcf+A, hcb+A, hcfx2+B/D
- Can be input as qcf+A, hcf+A, hcf+B if input bug used
- cr.B(x2), cr.A, qcf+A, hcb+A, qcb hcf+A/C
- Can input as hcb+A, hcf+A/C if delayed enough after qcf+A
- cr.B, cr.C(1), f+A, qcf+A, hcb+A, hcfx2+B/D
4 Stock
- cr.B(x2), cr.A, qcf+A, hcb+A, qcb hcf+AC
- Can input as hcb+A, hcf+AC if delayed enough after qcf+A
Max Mode
2 Stock
- cr.B, cr.C(1), f+A, [BC] dash, (cr.B,)cr.C(1), f+A, qcf+A, hcb+A, hcfx2+B/D or qcb hcf+A/C
- hcfx2+B/D does slightly more damage than qcb hcf+A/C
- cr.B, cr.C(one hit and BC run), cr.C, f+A, qcf+A,hcb+A, hcb+D, dp+A/C, qcb hcf+A/C
- Only works on Kasumi and May Lee. For other characters the super will whiff. It can be ended with qcf+A instead but the damage is low and should be avoided.
Corner
- cr.B, cr.C(1), f+A, [BC] dash, cr.B, cr.C(1), f+A, qcf+A, hcb+A, hcb+D, df+C, hcb+B, slight delay qcb hcf+A/C
- This combo ends in a hardknock down which sets up a corpse cross-up DM qcb hcf+A/C. Character specific.
3 Stock
- cr.B, cr.C(1), f+A, [BC] dash, (cr.B,)cr.C(1), f+A, qcf+A, hcb+A, qcb hcf+AC
Videos
Training Mode Video
External Links
Check Lin's frame data
Discuss at 02UM Discord server
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