Rage of The Dragons/Lynn: Difference between revisions

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=Introduction=
=Introduction=
[[File:lynnrotdprofile.gif|right]]
{| class="wikitable" style="float:right; margin-left: 10px;"
|-
! align="center" colspan="2" | Lynn Baker
|-
| align="center" colspan="2" |[[File:lynnrotdprofile.gif|center|200px]]
|-
| '''Unique Partner''' || Lynn
|-
| '''Life''' || 180
|-
| '''Stun''' || 100
|-
| '''Guard''' || 90
|-
| '''Playstyle''' || Rushdown/Zoning
|-
|}
<br>
[[File:lynnrotd.gif|right]]
[[File:lynnrotd.gif|right]]
=Movelist=
=Movelist=
Air throw - fwd C in air near opponent
==First Impact==
B+C (ground) A,A,A,C,C<br>
B+C (air)A,A,A,C,C<br>
 
==Command Moves==
6A - A fast but short overhead. <br>


j.4B - Cross-up kick with a load of hitstun. Can confirm into first impact. If you know KOF, this is similar to Iori's j.4B.<br>


==Command Moves==
(n)fwd A - Overhead. Does not combo after her normals. Non-Buffereable, BUT it
          recovers very fast(almost zero lag) you can actually link any of
          her weak attacks(even Team Duplex starter) after opponent get shit
          with this.


(a)bck B in air - cross up kick.  Think Iori's Jump bck B.
==Special Moves==
==Special Moves==


(n)Enretsuken - hcb A/C. Short range dashing palm strike. A version does 1 hit
'''Kouryuu Shouzan Ha'''<br>
                C version does 2. Both burns and knocks away opponent.
236A/C - Good fireball, the heavy version is faster. Can start combos if close enough. It can also be looped if the opponent is crouching.<br>
 
'''Ryuu'en Hou'''<br>
623A >> 236B >> B - May look like a good anti-air but it is not. Delaying your follow-ups is sometimes required to land all hits.<br>
623C >> 236B >> B - Slower start-up but has more damage than the light version. I believe it has more hitstun, but I'll have to look into it further.<br>


(a)Koo Ryu Shozanha - qcf A/C.  Another fireball... this game loves fire. :p
'''Enren Ken'''<br>
                      It stuns opponent a little longer than other fireballs
63214A - Hits once, probably Lynn's weakest special.<br>
                      though.  You can actually dash in and follow up a weak
63214C - Hits twice, biggest bonus is that hits twice.<br>
                      normal after it in corner.  Can only combo after her
                      dwn C(Thanks to neokbron for this).


(n)Ryu En Hou - DP A/C, qcf B/D, B/D.  She does a stationary palm strike that
'''Kouryuu Kyaku'''<br>
                releases a short range burst of flames. Doing qcf B/D will make
[2]8B - Upward kick that's not bad as an anti-air. Hits once.<br>
                her do an upward jump kick. Pressing B/D will make her do a
[2]8D - Same as the light version but it hits two times.<br>
                finishing kick that sends opponent flying.


(a)Koo Ryu Kyaku - hold dwn~up B/D.  Her anti air. She does an upwad kick with
                  flames.
==Super Moves==
==Super Moves==
(n)Tobi Ryu - qcb hcf B/D.  Does a flaming kick upwards then a flaming dive
'''Kouryuu Ken Ougi Hiryuu'''<br>
              kick. D version will make her use the opponent as a surboard
214-1236B - Lynn starts out with an upward kick then a downward kick, sending the opponent flying.<br>
              while doing the dive kick downward.
214-1236D - Same as the light version but Lynn surfs your body as a finisher.<br>
==Super Tag==
 


=Combos=
=Combos=
First Impact combos:<br>
(These are old use these at your own risk)
Ground - A, A, A, C, C<br>
 
Air    - A, A, A, C, C<br><br>


My B&B Combo:<br>  
My B&B Combo:<br>  

Revision as of 21:14, 7 June 2021

Introduction

Lynn Baker
Lynnrotdprofile.gif
Unique Partner Lynn
Life 180
Stun 100
Guard 90
Playstyle Rushdown/Zoning


Lynnrotd.gif


Movelist

First Impact

B+C (ground) A,A,A,C,C
B+C (air)A,A,A,C,C

Command Moves

6A - A fast but short overhead.

j.4B - Cross-up kick with a load of hitstun. Can confirm into first impact. If you know KOF, this is similar to Iori's j.4B.


Special Moves

Kouryuu Shouzan Ha
236A/C - Good fireball, the heavy version is faster. Can start combos if close enough. It can also be looped if the opponent is crouching.

Ryuu'en Hou
623A >> 236B >> B - May look like a good anti-air but it is not. Delaying your follow-ups is sometimes required to land all hits.
623C >> 236B >> B - Slower start-up but has more damage than the light version. I believe it has more hitstun, but I'll have to look into it further.

Enren Ken
63214A - Hits once, probably Lynn's weakest special.
63214C - Hits twice, biggest bonus is that hits twice.

Kouryuu Kyaku
[2]8B - Upward kick that's not bad as an anti-air. Hits once.
[2]8D - Same as the light version but it hits two times.

Super Moves

Kouryuu Ken Ougi Hiryuu
214-1236B - Lynn starts out with an upward kick then a downward kick, sending the opponent flying.
214-1236D - Same as the light version but Lynn surfs your body as a finisher.


Combos

(These are old use these at your own risk)


My B&B Combo:
Jump D or cross up bck B, close C, [DP A, qcf B, B] OR hcb A/C

-Don't use DP A if your opponent has a fast move the travels forward. DP A has a lag after it, fast specials and supers will hit you if its blocked.
-Use hcb A/C if the combo gets blocked


Other Combos:
-Jump D, dwn C, qcf A/C
-dwn C, qcf A, dash in dwn B, qcb hcf D(corner only)

Infinite Combo(courtesy of neokbron):
-Crounching opponent in corner, dwn C, qcf A/C, repeat from dwn C.


Trick combos:
-Jump D, dwn B, fwd A, dwn B x 2(or 1 if you prefer), hold dwn~up D
-Jump D, dwn B, fwd A, dwn B x 2(or 1 if you prefer), qcb hcf D
-Jump D, dwn B, fwd A, qcf BC, qcf BC


Wall combos:
-Jump D, close D, DP A, qcf B, B, qcf A(miss), hits wall, CD, air A, A, A, C, C, qcb hcf B. 13 hits, approximately 55% damage
(needs at least 2 levels of super meter at start)
-Jump D, close D, qcb hcf D, hits wall, CD, air, A, A, A, C, C, qcb hcf B. 13 hits, approximately 75% damage.

Strategies

ROTD Navigation

General
Controls and Notation
HUD
System
In-Depth System
FAQ
Characters
Billy
Lynn
Radel
Annie
Cassandra
Oni
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Unplayable Characters
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