Rage of The Dragons/Lynn/Movelist: Difference between revisions

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{{Character Subnav ROTD|name=Lynn}}  
{{Character Subnav ROTD|name=Lynn}}


<center>'''Move List Showcase''' <br>
<center>'''Move List Showcase''' <br>
<youtube>GEV-guguZjA</youtube></center>
<youtube>GEV-guguZjA</youtube></center>
===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. Can only be linked into. <br>
j.6C - Air throw. Very few characters have an air throw, this is a strong option for air to air interactions.<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>
===Special Moves===
'''Kouryuu Shouzan Ha''' - 236A/C<br>
:Possibly the best fireball in the game. It's quick and can be linked off of. A version moves slower than the C version.<br>
'''Ryuu'en Hou''' - 623A/C > 236B > B<br>
: Palm strike rekka, does great damage and sends the opponent flying after finishing. The heavy version is the exact same but takes longer to hit.<br>
'''En-ren Ken''' - 63214A/C<br>
:Has really good blowback/wall carry potential but does very poor damage in combos.<br>
'''Kouryuu Kyaku''' - [2]8B/D<br>
:Upward flash kick, has a few invinciblity frames on start-up.<br>
===Super Moves===
'''Kouryuu Ken Ougi Hiryuu''' - 214-1236B/D<br>
: Good anti-air, but can miss opponents above Lynn's head. The heavy version does extra damage by body surfing the opponent.<br>
WIP


==Movelist==
==Movelist==
====Impact====
====Impact====
[[File:Snkb.gif]][[File:Snka.gif]][[File:Snkc.gif]][[File:Snkd.gif]][[File:Snkd.gif]]
[[File:Snka.gif]][[File:Snka.gif]][[File:Snka.gif]][[File:Snkc.gif]][[File:Snkc.gif]]


''(Air)'' [[File:Snka.gif]][[File:Snkb.gif]][[File:Snkc.gif]][[File:Snkd.gif]][[File:Snkd.gif]]
''(Air)'' [[File:Snka.gif]][[File:Snka.gif]][[File:Snka.gif]][[File:Snkc.gif]][[File:Snkc.gif]]


====Command Normals====
====Command Normals====
{{f}}[[File:Snka.gif]]
{{f}}[[File:Snka.gif]]
''(Air)'' {{b}}[[File:Snkb.gif]]


====Special Moves====
====Special Moves====
{{qcf}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Move
{{hcb}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Enrenken


{{qcf}}[[File:Snkb.gif]]/[[File:Snkd.gif]] - Move
{{qcf}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Kouryuu Shouzan Ha


{{qcf}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Move
{{dp}}[[File:Snka.gif]]/[[File:Snkc.gif]]~{{qcf}}[[File:Snkb.gif]]/[[File:Snkd.gif]]~[[File:Snkb.gif]]/[[File:Snkd.gif]] - Ryuuenhou


{{qcf}}[[File:Snkb.gif]]/[[File:Snkd.gif]] - Move
{{qcf}}[[File:Snkb.gif]]/[[File:Snkd.gif]] - Kouryuu Kyaku


====Super Moves====
====Super Moves====
{{qcb}}{{hcf}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Move
{{qcb}}{{hcf}}[[File:Snkb.gif]]/[[File:Snkd.gif]] - Kouryuuken Ougi Hiryuu




Line 68: Line 39:
   |Stun=2
   |Stun=2
   |Cancel=Chain, Command, Special
   |Cancel=Chain, Command, Special
   |Startup=
   |Startup=4
   |Active=
   |Active=2
   |Recovery=
   |Recovery=7
   |Adv. Hit=
   |Adv. Hit=+2
   |Adv. Guard=
   |Adv. Guard=+1
   |description=
   |description=
}}
}}
Line 86: Line 57:
   |Stun=4
   |Stun=4
   |Cancel=Command, Special
   |Cancel=Command, Special
   |Startup=
   |Startup=5
   |Active=
   |Active=2
   |Recovery=
   |Recovery=8
   |Adv. Hit=
   |Adv. Hit=+1
   |Adv. Guard=
   |Adv. Guard=0
   |description=
   |description=
}}
}}
Line 104: Line 75:
   |Stun=8
   |Stun=8
   |Cancel=Command, Special
   |Cancel=Command, Special
   |Startup=
   |Startup=6
   |Active=
   |Active=2
   |Recovery=
   |Recovery=12
   |Adv. Hit=
   |Adv. Hit=+2/+5
   |Adv. Guard=
   |Adv. Guard=-1
   |description=
   |description=
}}
}}
Line 122: Line 93:
   |Stun=10
   |Stun=10
   |Cancel=Command, Special
   |Cancel=Command, Special
   |Startup=
   |Startup=6
   |Active=
   |Active=2
   |Recovery=
   |Recovery=15
   |Adv. Hit=
   |Adv. Hit=-1/+2
   |Adv. Guard=
   |Adv. Guard=-4
   |description=
   |description=
}}
}}
Line 142: Line 113:
   |Stun=2
   |Stun=2
   |Cancel=Chain, Command, Special
   |Cancel=Chain, Command, Special
   |Startup=
   |Startup=4
   |Active=
   |Active=2
   |Recovery=
   |Recovery=10
   |Adv. Hit=
   |Adv. Hit=-1
   |Adv. Guard=
   |Adv. Guard=-2
   |description=
   |description=
}}
}}
Line 160: Line 131:
   |Stun=5
   |Stun=5
   |Cancel=
   |Cancel=
   |Startup=
   |Startup=5
   |Active=
   |Active=2
   |Recovery=
   |Recovery=13
   |Adv. Hit=
   |Adv. Hit=-4
   |Adv. Guard=
   |Adv. Guard=-5
   |description=
   |description=
}}
}}
Line 178: Line 149:
   |Stun=10
   |Stun=10
   |Cancel=
   |Cancel=
   |Startup=
   |Startup=11
   |Active=
   |Active=3
   |Recovery=
   |Recovery=19
   |Adv. Hit=
   |Adv. Hit=-3
   |Adv. Guard=
   |Adv. Guard=-9
   |description=
   |description=
}}
}}
Line 196: Line 167:
   |Stun=12
   |Stun=12
   |Cancel=
   |Cancel=
   |Startup=
   |Startup=11
   |Active=
   |Active=2
   |Recovery=
   |Recovery=21
   |Adv. Hit=
   |Adv. Hit=-7/-4
   |Adv. Guard=
   |Adv. Guard=-10
   |description=
   |description=
}}
}}
Line 216: Line 187:
   |Stun=2
   |Stun=2
   |Cancel=Chain, Command, Special
   |Cancel=Chain, Command, Special
   |Startup=
   |Startup=4
   |Active=
   |Active=2
   |Recovery=
   |Recovery=9
   |Adv. Hit=
   |Adv. Hit=0
   |Adv. Guard=
   |Adv. Guard=-1
   |description=
   |description=
}}
}}
Line 234: Line 205:
   |Stun=4
   |Stun=4
   |Cancel=Command, Special
   |Cancel=Command, Special
   |Startup=
   |Startup=4
   |Active=
   |Active=2
   |Recovery=
   |Recovery=6
   |Adv. Hit=
   |Adv. Hit=+3
   |Adv. Guard=
   |Adv. Guard=+2
   |description=
   |description=
}}
}}
Line 252: Line 223:
   |Stun=8
   |Stun=8
   |Cancel=Command, Special
   |Cancel=Command, Special
   |Startup=
   |Startup=5
   |Active=
   |Active=2
   |Recovery=
   |Recovery=12
   |Adv. Hit=
   |Adv. Hit=+5
   |Adv. Guard=
   |Adv. Guard=-1
   |description=
   |description=Long-ranged cancel option essential to her fireball pressure. Also sports a decent hitbox to catch opponents jumping out.
}}
}}
}}
}}
Line 270: Line 241:
   |Stun=15
   |Stun=15
   |Cancel=
   |Cancel=
   |Startup=
   |Startup=7
   |Active=
   |Active=2
   |Recovery=
   |Recovery=18
   |Adv. Hit=KD
   |Adv. Hit=KD
   |Adv. Guard=
   |Adv. Guard=-3
   |description=
   |description=Serves additional utility as Lynn's meterless option when she links from fireball.
}}
}}
}}
}}
Line 289: Line 260:
   |Guard=High/Air
   |Guard=High/Air
   |Stun=6
   |Stun=6
   |Cancel=Special
   |Cancel=
   |Startup=
   |Startup=3
   |Active=
   |Active=10
   |Recovery=
   |Recovery=
   |Adv. Hit=
   |Adv. Hit=
Line 307: Line 278:
   |Guard=High/Air
   |Guard=High/Air
   |Stun=8
   |Stun=8
   |Cancel=Special
   |Cancel=
   |Startup=
   |Startup=4
   |Active=
   |Active=8
   |Recovery=
   |Recovery=
   |Adv. Hit=
   |Adv. Hit=
Line 325: Line 296:
   |Guard=High/Air
   |Guard=High/Air
   |Stun=12
   |Stun=12
   |Cancel=Special
   |Cancel=
   |Startup=
   |Startup=6
   |Active=
   |Active=10
   |Recovery=
   |Recovery=
   |Adv. Hit=
   |Adv. Hit=
Line 343: Line 314:
   |Guard=High/Air
   |Guard=High/Air
   |Stun=12
   |Stun=12
   |Cancel=Special
   |Cancel=
   |Startup=
   |Startup=6
   |Active=
   |Active=8
   |Recovery=
   |Recovery=
   |Adv. Hit=
   |Adv. Hit=
Line 361: Line 332:
   |Guard=High/Air
   |Guard=High/Air
   |Stun=12
   |Stun=12
   |Cancel=Special
   |Cancel=
   |Startup=
   |Startup=6
   |Active=
   |Active=10+3
   |Recovery=
   |Recovery=
   |Adv. Hit=
   |Adv. Hit=
Line 379: Line 350:
   |Guard=High/Air
   |Guard=High/Air
   |Stun=12
   |Stun=12
   |Cancel=Special
   |Cancel=
   |Startup=
   |Startup=6
   |Active=
   |Active=3+7
   |Recovery=
   |Recovery=
   |Adv. Hit=
   |Adv. Hit=
Line 391: Line 362:
==Command Normals==
==Command Normals==
{{MoveData
{{MoveData
|image=ROTD_Lynn_Command.png
|image=ROTD_Lynn_6A.png
|caption=
|caption=
|name=Input
|name=6A
|data=
|data=
   {{AttackData-ROTD
   {{AttackData-ROTD
   |Damage=
   |Damage=16
   |Guard=High/Mid/Low
  |Guard=High
   |Stun=
  |Stun=12
   |Cancel=Special
  |Cancel=
   |Startup=
  |Startup=23
   |Active=
  |Active=2
  |Recovery=22
  |Adv. Hit=+4
  |Adv. Guard=-7
  |description=A fast but short-ranged overhead. Can only be linked from. +4 doesn't seem like much, but with a rapid chain, Lynn can rack up respectable damage and stun. She and Billy hail from the same school.
}}
}}
{{MoveData
|image=ROTD_Lynn_j4B.png
|caption=
|name=j.4B
|data=
  {{AttackData-ROTD
  |Damage=12
   |Guard=High/Air
   |Stun=12
   |Cancel=
   |Startup=7
   |Active=8
   |Recovery=
   |Recovery=
   |Adv. Hit=
   |Adv. Hit=
   |Adv. Guard=
   |Adv. Guard=
   |description=
   |description=Crossup kick with a load of hitstun. Can confirm into First Impact. If you know KOF, this is similar to Iori's j.4B — just can't backdash taco. In the midst of fireball pressure, it's great to just throw in.
}}
}}
}}
}}
Line 425: Line 414:
   |Adv. Hit=KD
   |Adv. Hit=KD
   |Adv. Guard=
   |Adv. Guard=
   |description=
   |description=Lynn heave-hos the opponent three quarters of the screen away.
}}
}}
}}
}}
Line 443: Line 432:
   |Adv. Hit=KD
   |Adv. Hit=KD
   |Adv. Guard=
   |Adv. Guard=
   |description=Delete if character does not have air throw.
   |description=A very strong option for air-to-air interactions. Very few characters have air throws, and Lynn's tosses them fullscreen away. Practically guaranteed to hit a wall if none are broken yet.
}}
}}
}}
}}
Line 449: Line 438:
==System==
==System==
{{MoveData
{{MoveData
|image=ROTD_Lynn_BC.png
|image=ROTD_Lynn_stB.png
|caption=BC
|caption=BC
|name=Tag-In
|name=Tag-In
Line 494: Line 483:
   |Stun=0
   |Stun=0
   |Cancel=Hit: Command, Special
   |Cancel=Hit: Command, Special
   |Startup=
   |Startup=14
   |Active=
   |Active=5
   |Recovery=
   |Recovery=32
   |Adv. Hit=KD
   |Adv. Hit=KD
   |Adv. Guard=
   |Adv. Guard=-20
   |description=
   |description=
}}
}}
Line 522: Line 511:
}}
}}
   {{AttackData-ROTD
   {{AttackData-ROTD
   |Damage=27 (? with Partner)
   |Damage=27 (22 with Billy)
   |Guard=
   |Guard=
   |Stun=0
   |Stun=0
Line 537: Line 526:
==Special Moves==
==Special Moves==
{{MoveData
{{MoveData
|image=ROTD_Lynn_Special.png
|image=ROTD_Lynn_63214P.png
|caption=Input
|caption=63214A/C
|name=Move
|name=Enrenken
|data=
  {{AttackData-ROTD
  |Damage=16
  |Guard=Mid
  |Stun=6
  |Cancel=
  |Startup=12
  |Active=2
  |Recovery=34
  |Adv. Hit=KD
  |Adv. Guard=-19
  |description=Has really good blowback/wall carry potential, but very poor damage in combos. Little utility outside of this.
}}
  {{AttackData-ROTD
  |Damage=20 (8+12)
  |Guard=Mid
  |Stun=8 (4+4)
  |Cancel=
  |Startup=16
  |Active=2+(6)+2
  |Recovery=21
  |Adv. Hit=KD
  |Adv. Guard=-6
  |description=Hits twice, deals a bit more damage and is safer.
}}
}}
{{MoveData
|image=ROTD_Lynn_236P.png
|caption=236A/C
|name=Kouryuu Shouzan Ha
|data=
  {{AttackData-ROTD
  |Damage=16
  |Guard=Mid/Air
  |Stun=8
  |Cancel=
  |Startup=18
  |Active=∞
  |Recovery=33
  |Adv. Hit=+10/+14
  |Adv. Guard=+3
  |description=Possibly the best fireball in the game. It's quick and can be linked from; typically a sweep is the choice, but a Duplex works or even super if close enough. Lynn's pressure more or less involves running in with cr.C, cancelling it into fireball and either repeating or switching it up until the opponent cracks. Note when performed too close to the opponent's corner, the fireball will spawn offscreen.
}}
  {{AttackData-ROTD
  |Damage=16
  |Guard=Mid/Air
  |Stun=8
  |Cancel=
  |Startup=18
  |Active=∞
  |Recovery=33
  |Adv. Hit=+10/+14
  |Adv. Guard=+3
  |description=Travels faster than the light version, which can tighten gaps in pressure.
}}
}}
{{MoveData
|image=ROTD_Lynn_623P.png
|image2=ROTD_Lynn_623P_236K.png
|image3=ROTD_Lynn_623P_236K_K.png
|caption=623A/C
|caption2=623A/C~236B/D
|caption3=623A/C~236B/D~B/D
|name=Ryuuenhou
|data=
|data=
   {{AttackData-ROTD
   {{AttackData-ROTD
   |Damage=
   |Damage=10
   |Guard=
   |Guard=Mid
   |Stun=
   |Stun=2
  |Cancel=
  |Startup=12/17
  |Active=6
  |Recovery=37
  |Adv. Hit=KD
  |Adv. Guard=-26
  |description=The first hit is a palm thrust, with the only difference between the light and heavy versions being the startup. Light is faster, so use light. The rekkas' cancel windows allow for flexibility.
}}
  {{AttackData-ROTD
  |Damage=5
  |Guard=Mid/Air
  |Stun=2
  |Cancel=
  |Startup=8
  |Active=9
  |Recovery=45
  |Adv. Hit=KD
  |Adv. Guard=-30
  |description=Lynn takes to the skies. Like her actual upkicks, this can be airblocked, but the move before it can't.
}}
  {{AttackData-ROTD
  |Damage=10
  |Guard=Air
  |Stun=3
   |Cancel=
   |Cancel=
   |Startup=
   |Startup=5
   |Active=
   |Active=
   |Recovery=
   |Recovery=
   |Adv. Hit=
   |Adv. Hit=KD
   |Adv. Guard=
   |Adv. Guard=
   |description=Light version.
   |description=The only part of the rekka which activates a wall hit.
}}
}}
{{MoveData
|image=ROTD_Lynn_2,8K.png
|image2=ROTD_Lynn_2,8D.png
|caption=[2]8B/D
|caption2=[2]8D
|name=Kouryuu Kyaku
|data=
  {{AttackData-ROTD
  |Damage=16
  |Guard=Mid/Air
  |Stun=4
  |Cancel=
  |Startup=9 (1-8 invuln)
  |Active=3
  |Recovery=48
  |Adv. Hit=KD
  |Adv. Guard=-28
  |description=Billy has this move, too. Sort of. Upward flash kick, has a few invinciblity frames on startup. Not a true reversal, and there are no frames where it can't be airblocked.
}}
}}
   {{AttackData-ROTD
   {{AttackData-ROTD
   |Damage=
   |Damage=16 (6+10)
   |Guard=
   |Guard=Mid/Air
   |Stun=
   |Stun=8 (4+4)
   |Cancel=
   |Cancel=
   |Startup=
   |Startup=7 (1-6 invuln)
   |Active=
   |Active=4+4
   |Recovery=
   |Recovery=53
   |Adv. Hit=
   |Adv. Hit=KD
   |Adv. Guard=
   |Adv. Guard=-34
   |description=Heavy version.
   |description=More prone to damage scaling, but adds a little more stun. Not a true reversal either, and not a great defensive option overall. Fun fact: only charge move in the game!
}}
}}
}}
}}
Line 569: Line 666:
==Super Moves==
==Super Moves==
{{MoveData
{{MoveData
|image=ROTD_Lynn_Super.png
|image=ROTD_Lynn_2141236K.png
|caption=Input
|caption=2141236B/D
|name=Move
|name=Kouryuu Ougi Hiryuu
|data=
|data=
   {{AttackData-ROTD
   {{AttackData-ROTD
   |Damage=
   |Damage=40 (20+20)
   |Guard=
   |Guard=Mid
   |Stun=
   |Stun=0
   |Cancel=
   |Cancel=
   |Startup=
   |Startup=6 (1-9 invuln)
   |Active=
   |Active=4+4+(34)+14
   |Recovery=
   |Recovery=41
   |Adv. Hit=KD
   |Adv. Hit=KD
   |Adv. Guard=
   |Adv. Guard=-28
   |description=
   |description=Good anti-air, but can miss opponents above Lynn's head.
}}
}}
   {{AttackData-ROTD
   {{AttackData-ROTD
   |Damage=
   |Damage=60 (20+10+30)
   |Guard=
   |Guard=Mid
   |Stun=
   |Stun=0
   |Cancel=
   |Cancel=
   |Startup=
   |Startup=6 (1-9 invuln)
   |Active=
   |Active=4+4+(34)+14
   |Recovery=
   |Recovery=41
   |Adv. Hit=KD
   |Adv. Hit=KD
   |Adv. Guard=
   |Adv. Guard=-28
   |description=The C version deals more damage and uses two bars.
   |description=The heavy version deals extra damage with a body surf at the end.
}}
}}
}}
}}

Revision as of 10:57, 7 November 2024

Move List Showcase

Movelist

Impact

Snka.gifSnka.gifSnka.gifSnkc.gifSnkc.gif

(Air) Snka.gifSnka.gifSnka.gifSnkc.gifSnkc.gif

Command Normals

F.pngSnka.gif

(Air) B.pngSnkb.gif

Special Moves

Hcb.pngSnka.gif/Snkc.gif - Enrenken

Qcf.pngSnka.gif/Snkc.gif - Kouryuu Shouzan Ha

Dp.pngSnka.gif/Snkc.gif~Qcf.pngSnkb.gif/Snkd.gif~Snkb.gif/Snkd.gif - Ryuuenhou

Qcf.pngSnkb.gif/Snkd.gif - Kouryuu Kyaku

Super Moves

Qcb.pngHcf.pngSnkb.gif/Snkd.gif - Kouryuuken Ougi Hiryuu


Close Normals

cl.A
ROTD Lynn clA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 2 7 +2 +1
cl.B
ROTD Lynn clB.png
Damage Guard Stun Cancel
8 Mid 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
5 2 8 +1 0
cl.C
ROTD Lynn clC.png
Damage Guard Stun Cancel
16 Mid 8 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 2 12 +2/+5 -1
cl.D
ROTD Lynn clD.png
Damage Guard Stun Cancel
18 Mid 10 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 2 15 -1/+2 -4

Standing Normals

st.A
ROTD Lynn stA.png
Damage Guard Stun Cancel
8 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 2 10 -1 -2
st.B
ROTD Lynn stB.png
Damage Guard Stun Cancel
10 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
5 2 13 -4 -5
st.C
ROTD Lynn stC.png
Damage Guard Stun Cancel
18 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
11 3 19 -3 -9
st.D
ROTD Lynn stD.png
Damage Guard Stun Cancel
20 Mid 12 -
Startup Active Recovery Adv. Hit Adv. Guard
11 2 21 -7/-4 -10

Crouching Normals

cr.A
ROTD Lynn crA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 2 9 0 -1
cr.B
ROTD Lynn crB.png
Damage Guard Stun Cancel
8 Low 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 2 6 +3 +2
cr.C
ROTD Lynn crC.png
Damage Guard Stun Cancel
16 Mid 8 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
5 2 12 +5 -1

Long-ranged cancel option essential to her fireball pressure. Also sports a decent hitbox to catch opponents jumping out.

cr.D
ROTD Lynn crD.png
Damage Guard Stun Cancel
20 Low 15 -
Startup Active Recovery Adv. Hit Adv. Guard
7 2 18 KD -3

Serves additional utility as Lynn's meterless option when she links from fireball.

Jumping Normals

j.A
ROTD Lynn jA.png
Damage Guard Stun Cancel
8 High/Air 6 -
Startup Active Recovery Adv. Hit Adv. Guard
3 10 - - -
j.B
ROTD Lynn jB.png
Damage Guard Stun Cancel
10 High/Air 8 -
Startup Active Recovery Adv. Hit Adv. Guard
4 8 - - -
nj.C
ROTD Lynn njC.png
Damage Guard Stun Cancel
14 High/Air 12 -
Startup Active Recovery Adv. Hit Adv. Guard
6 10 - - -
j.C
ROTD Lynn jC.png
Damage Guard Stun Cancel
14 High/Air 12 -
Startup Active Recovery Adv. Hit Adv. Guard
6 8 - - -
nj.D
ROTD Lynn njD.png
Damage Guard Stun Cancel
16 High/Air 12 -
Startup Active Recovery Adv. Hit Adv. Guard
6 10+3 - - -
j.D
ROTD Lynn jD.png
Damage Guard Stun Cancel
16 High/Air 12 -
Startup Active Recovery Adv. Hit Adv. Guard
6 3+7 - - -

Command Normals

6A
ROTD Lynn 6A.png
Damage Guard Stun Cancel
16 High 12 -
Startup Active Recovery Adv. Hit Adv. Guard
23 2 22 +4 -7

A fast but short-ranged overhead. Can only be linked from. +4 doesn't seem like much, but with a rapid chain, Lynn can rack up respectable damage and stun. She and Billy hail from the same school.

j.4B
ROTD Lynn j4B.png
Damage Guard Stun Cancel
12 High/Air 12 -
Startup Active Recovery Adv. Hit Adv. Guard
7 8 - - -

Crossup kick with a load of hitstun. Can confirm into First Impact. If you know KOF, this is similar to Iori's j.4B — just can't backdash taco. In the midst of fireball pressure, it's great to just throw in.

Throws

4/6C
ROTD Lynn throw.png
Damage Guard Stun Cancel
20 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KD -

Lynn heave-hos the opponent three quarters of the screen away.

j.6C
ROTD Lynn airthrow.png
Damage Guard Stun Cancel
20 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KD -

A very strong option for air-to-air interactions. Very few characters have air throws, and Lynn's tosses them fullscreen away. Practically guaranteed to hit a wall if none are broken yet.

System

Tag-In
ROTD Lynn stB.png
BC
Damage Guard Stun Cancel
16 Mid 0 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 2 25 KD -10
Guard Cancel
ROTD Lynn GC.png
gcCD
Damage Guard Stun Cancel
10 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
13 8 17 KD -8
First Impact
ROTD Lynn CD.png
CD
Damage Guard Stun Cancel
5+5×5 Mid 0 Hit: Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
14 5 32 KD -20
Duplex Attack
ROTD Lynn run.png
236CD
ROTD Lynn 236BC.png
236CD~236CD
Damage Guard Stun Cancel
30 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
4 60 29 KD -13

Your partner must be alive and able to tag in.

Damage Guard Stun Cancel
27 (22 with Billy) - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
- - - KD -

Follow up with another 236BC for more damage. Costs an extra bar.

Special Moves

Enrenken
ROTD Lynn 63214P.png
63214A/C
Damage Guard Stun Cancel
16 Mid 6 -
Startup Active Recovery Adv. Hit Adv. Guard
12 2 34 KD -19

Has really good blowback/wall carry potential, but very poor damage in combos. Little utility outside of this.

Damage Guard Stun Cancel
20 (8+12) Mid 8 (4+4) -
Startup Active Recovery Adv. Hit Adv. Guard
16 2+(6)+2 21 KD -6

Hits twice, deals a bit more damage and is safer.

Kouryuu Shouzan Ha
ROTD Lynn 236P.png
236A/C
Damage Guard Stun Cancel
16 Mid/Air 8 -
Startup Active Recovery Adv. Hit Adv. Guard
18 33 +10/+14 +3

Possibly the best fireball in the game. It's quick and can be linked from; typically a sweep is the choice, but a Duplex works or even super if close enough. Lynn's pressure more or less involves running in with cr.C, cancelling it into fireball and either repeating or switching it up until the opponent cracks. Note when performed too close to the opponent's corner, the fireball will spawn offscreen.

Damage Guard Stun Cancel
16 Mid/Air 8 -
Startup Active Recovery Adv. Hit Adv. Guard
18 33 +10/+14 +3

Travels faster than the light version, which can tighten gaps in pressure.

Ryuuenhou
ROTD Lynn 623P.png
623A/C
ROTD Lynn 623P 236K.png
623A/C~236B/D
ROTD Lynn 623P 236K K.png
623A/C~236B/D~B/D
Damage Guard Stun Cancel
10 Mid 2 -
Startup Active Recovery Adv. Hit Adv. Guard
12/17 6 37 KD -26

The first hit is a palm thrust, with the only difference between the light and heavy versions being the startup. Light is faster, so use light. The rekkas' cancel windows allow for flexibility.

Damage Guard Stun Cancel
5 Mid/Air 2 -
Startup Active Recovery Adv. Hit Adv. Guard
8 9 45 KD -30

Lynn takes to the skies. Like her actual upkicks, this can be airblocked, but the move before it can't.

Damage Guard Stun Cancel
10 Air 3 -
Startup Active Recovery Adv. Hit Adv. Guard
5 - - KD -

The only part of the rekka which activates a wall hit.

Kouryuu Kyaku
ROTD Lynn 2,8K.png
[2]8B/D
ROTD Lynn 2,8D.png
[2]8D
Damage Guard Stun Cancel
16 Mid/Air 4 -
Startup Active Recovery Adv. Hit Adv. Guard
9 (1-8 invuln) 3 48 KD -28

Billy has this move, too. Sort of. Upward flash kick, has a few invinciblity frames on startup. Not a true reversal, and there are no frames where it can't be airblocked.

Damage Guard Stun Cancel
16 (6+10) Mid/Air 8 (4+4) -
Startup Active Recovery Adv. Hit Adv. Guard
7 (1-6 invuln) 4+4 53 KD -34

More prone to damage scaling, but adds a little more stun. Not a true reversal either, and not a great defensive option overall. Fun fact: only charge move in the game!

Super Moves

Kouryuu Ougi Hiryuu
ROTD Lynn 2141236K.png
2141236B/D
Damage Guard Stun Cancel
40 (20+20) Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
6 (1-9 invuln) 4+4+(34)+14 41 KD -28

Good anti-air, but can miss opponents above Lynn's head.

Damage Guard Stun Cancel
60 (20+10+30) Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
6 (1-9 invuln) 4+4+(34)+14 41 KD -28

The heavy version deals extra damage with a body surf at the end.

ROTD Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Billy
Lynn
Radel
Annie
Cassandra
Oni
Pepe
Pupa
Alice
Elias
Jones
Kang
Sonia
Jimmy
Abubo
Johann