Introduction
Lynn Baker | |
---|---|
Unique Partner | Lynn |
Life | 180 |
Stun | 100 |
Guard | 90 |
Playstyle | Rushdown/Zoning |
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.