Rage of The Dragons/Lynn: Difference between revisions

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=Introduction=
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[[File:lynnrotd.gif|right]]
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=Introduction=




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==Command Moves==
==Command Moves==
6A - A fast but short overhead. <br>
6A - A fast but short overhead. <br>
j.6C - Air throw. Very few characters have an air throw, this is a strong option to use if you block an air to air to ensure you win the interaction.<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>
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>
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=Combos=
=Combos=
(These are old use these at your own risk)
'''Basic Combos'''<br>
9D > 2C > 236C | 28 stun, 48 damage<br>
 
9D > 2C > 63214C | 28 stun, 52 damage<br>
 
9D > 2C > 623A >> 236B >> B | 27 stun, 55 damage<br>
 
9D > 2C > [2]8D | 28 stun, 48 damage<br>
 
9D > 2C > 2141236B | 20 stun, 72 damage<br>


9D > 2C > 2141236D | 20 stun, 85 damage<br>


My B&B Combo:<br>  
j.4B > CD (air) > 2D | 27 stun, 54 damage<br>
Jump D or cross up bck B, close C, [DP A, qcf B, B] OR hcb A/C<br><br>


-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.<br>
j.4B > CD (air) > 214-1236B | 12 stun, 79 damage<br>
-Use hcb A/C if the combo gets blocked<br>


j.4B > CD (air) > 236BC >> 236BC| 12 stun, 81 damage<br>


Other Combos:<br>
9D > 2C > 236A > 236BC >> 236BC | 28 stun, 75 damage<br>
-Jump D, dwn C, qcf A/C<br>
-dwn C, qcf A, dash in dwn B, qcb hcf D(corner only)<br><br>


Infinite Combo(courtesy of neokbron):<br>
(Corner Only) 9D > 2C > 236A > 2D |43 stun, 62 damage<br>
-Crounching opponent in corner, dwn C, qcf A/C, repeat from dwn C.<br><br>




Trick combos:<br>
'''Wall combos'''<br>
-Jump D, dwn B, fwd A, dwn B x 2(or 1 if you prefer), hold dwn~up D<br>
9D > 2C > 63214C (WH) > CD (air) > 2141236B | 28 stun, 98 damage<br>
-Jump D, dwn B, fwd A, dwn B x 2(or 1 if you prefer), qcb hcf D<br>
-Jump D, dwn B, fwd A, qcf BC, qcf BC<br><br>


(Corner Only) 9D > 2C > 236A > 2D (WH) > CD (air) > 2141236B | 43 stun, 111 damage<br>


Wall combos:<br>
j.4B > CD (air) > 2141236A (WH) > CD (air) > 236BC >> 236BC | 12 Stun, 132 Damage<br>
-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<br>
(needs at least 2 levels of super meter at start)<br>
-Jump D, close D, qcb hcf D, hits wall, CD, air, A, A, A, C, C, qcb hcf B.  13 hits, approximately 75% damage.<br>


=Strategies=
=Strategies=

Revision as of 22:24, 7 June 2021

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


Lynnrotd.gif

Introduction

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.6C - Air throw. Very few characters have an air throw, this is a strong option to use if you block an air to air to ensure you win the interaction.

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

Basic Combos
9D > 2C > 236C | 28 stun, 48 damage

9D > 2C > 63214C | 28 stun, 52 damage

9D > 2C > 623A >> 236B >> B | 27 stun, 55 damage

9D > 2C > [2]8D | 28 stun, 48 damage

9D > 2C > 2141236B | 20 stun, 72 damage

9D > 2C > 2141236D | 20 stun, 85 damage

j.4B > CD (air) > 2D | 27 stun, 54 damage

j.4B > CD (air) > 214-1236B | 12 stun, 79 damage

j.4B > CD (air) > 236BC >> 236BC| 12 stun, 81 damage

9D > 2C > 236A > 236BC >> 236BC | 28 stun, 75 damage

(Corner Only) 9D > 2C > 236A > 2D |43 stun, 62 damage


Wall combos
9D > 2C > 63214C (WH) > CD (air) > 2141236B | 28 stun, 98 damage

(Corner Only) 9D > 2C > 236A > 2D (WH) > CD (air) > 2141236B | 43 stun, 111 damage

j.4B > CD (air) > 2141236A (WH) > CD (air) > 236BC >> 236BC | 12 Stun, 132 Damage

Strategies

ROTD Navigation

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