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| | {{Character Subnav ROTD|name=Lynn}} |
| {| class="wikitable" style="float:right; margin-left: 10px;" | | {| class="wikitable" style="float:right; margin-left: 10px;" |
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| | intro = | | | intro = |
| | pros = | | | pros = |
| *Good all-around buttons to poke with, 2B and 2D are the most notable. | | *Strong all-around normals. |
| *Combos are short and simple, very easy to do. | | *Short and simple combos. |
| *236A/C is a great fireball, it can be linked off of as well. | | *236A/C is possibly the best fireball in the game, it's quick and can be linked off of. |
| *623A/C does good meterless damage and has great corner carry. | | *623A/C does good meterless damage, sends the opponent flying. |
| *[2]8B/D is a decent anti-air but can be air blocked. | | *[2]8B/D has a good chunk of i-frames and can be used as a wake-up option. |
| *2141236B/D is a good anti-air option. | | *214-1236B/D is a good anti-air option. |
| *j.4B is a cross-up kick that has a load of hit/block stun. | | *j.4B is extremely strong since it has insane amounts of hitstun and blockstun. |
| *5A is so fast it allows for quick confirms with the rapid chain technique.
| | *Has an air throw. Wins air to air interactions easily. |
| *Has an air throw. | |
| | cons = | | | cons = |
| *6A video cannot be canceled and can only be linked, forcing you to use the rapid chain technique. | | *6A cannot be canceled and can only be linked, forcing you to use the rapid chain technique. |
| *Jumping buttons are very underwhelming they are either too short to hit, or angled a different way. | | *Jumping normals are very underwhelming they are either too short or awkwardly angled hitboxes. |
| *j.4B cross-up kick can be telegraphed since you have to jump past the opponent to land it. | | *j.4B cross-up kick can be telegraphed since you have to jump past the opponent to land it. |
| *63214A/C is very underwhelming compared to Lynn's other specials. | | *63214A/C is very underwhelming in damage compared to Lynn's other specials. |
| *623C is slower than 623A, does the same damage. | | *623C is slower than 623A, making it completely useless to use. |
| *full combos are difficult to pull off unless you get a jump in.
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| *2141236B/D can easily miss or opponents can fall out of the super if they're too high.
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| |tablewidth=80 | | |tablewidth=80 |
| }} | | }} |
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| ==Movelist==
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| ===Impact===
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| B+C (ground) A,A,A,C,C<br>
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| B+C (air)A,A,A,C,C<br>
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| ===Command Moves===
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| 6A - A fast but short overhead. Cannot be canceled but has plenty of hitstun to link a standing jab and rapid chain 2C. <br>
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| 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>
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| 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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| ===Special Moves===
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| '''Kouryuu Shouzan Ha'''<br>
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| :Lynn casts a fireball from both of her palms that almost sounds like she's saying "Order Soda Pop". Let me know what you hear because that's what I hear. Anyway, it's a good fireball.
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| ::236A/C - Fast and thin fireball, the heavy version is faster. Can start combos if close enough. It can also be looped if the opponent is crouching.<br>
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| '''Ryuu'en Hou'''<br>
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| : Double palm strike so big it quakes the air in front of it. This move has follow-ups listed below that can be used on any kick button.
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| ::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>
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| ::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>
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| '''Enren Ken'''<br>
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| :Lynn preforms a single or double palm strike depending on the button strength.
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| ::63214A - Hits once. Good wall carry on hit.<br>
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| ::63214C - Hits twice, does the most damage out of all of Lynn's specials, and has good wall carry.<br>
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| '''Kouryuu Kyaku'''<br>
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| :Lynn delivers a flaming upward kick, jumping off the ground.
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| [2]8B - Not a bad anti-air. Hits once.<br>
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| [2]8D - Same as the light version but it hits two times.<br>
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| ===Super Moves===
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| '''Kouryuu Ken Ougi Hiryuu'''<br>
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| : Lynn does an upward kick like her [2]8B/D then dives back down to follow up as the opponent is falling. This super is Lynn's damage maker and wall carry utility. However, it can whiff on some opponents above her head, miss entirely because the opponent is crouching, too far away, etc or they may fall out of the follow-up kicks. If you can aim it right, it's a good anti-air.
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| ::214-1236B - 2 hits, read above.<br>
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| ::214-1236D - 3 hits. Same as the light version but Lynn surfs your body as a finisher.<br>
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| ==Combos==
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| Here's a video of Lynn's Basic Combos: <youtube>https://youtu.be/G65bfFXtbHI</youtube><br>
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| '''Basic Combos'''<br>
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| 9D > 2C > 236C <br>
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| 9D > 2C > 63214C <br>
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| 9D > 2C > 623A >> 236B >> B<br>
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| 9D > 2C > [2]8D <br>
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| (Corner Only)9D > 2C > 236A > 2D <br>
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| 6A > cl.A ~> 2C > 236A<br>
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| (Corner Only)6A > cl.A ~> 2C > 236A > 2D
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| j.4B > 2C > 236A > 2D<br>
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| 9D > 2C > 2141236B <br>
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| 9D > 2C > 2141236D br>
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| 9D > 2C > 236A > 236BC >> 236BC <br>
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| j.4B > CD (air) > 214-1236B<br>
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| j.4B > CD (air) > 236BC >> 236BC<br>
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| '''Wall Combos'''<br>
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| 9D > 2C > 623A >> 236B >> B (WH) > CD (ground) > 623A >> 236B >> B<br>
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| 9D > 2C > 623A >> 236B >> B (WH) > CD (air) > 2141236B<br>
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| 6A > cl.A ~> 2C > 63214C (WH) > CD (air) > 2141236B<br>
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| (Corner Only) 6A > cl.A ~> 2C > 236A > 2D (WH) > CD (air) > 2141236B<br>
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| j.4B > CD (ground) > 623A >> 236B >> B (WH) > CD (ground) > 623A >> 236B >> B<br>
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| j.4B > CD (ground) > 623A >> 236B >> B (WH) > CD (air) > 2141236D <br>
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| j.4B > CD (air) > 2141236B (WH) > CD (air) > 236BC >> 236BC<br>
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| [[Category:Rage of the Dragons]] | | [[Category:Rage of the Dragons]] |
| {{Rage Of The Dragons}} | | {{Rage Of The Dragons}} |