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{{NASB Character Intro|char= lincoln |full=Lincoln Loud|short=Lincoln|content= | {{NASB Character Intro|char= lincoln |full=Lincoln Loud|short=Lincoln | ||
| franchise = The Loud House | |||
| weight = Middle | |||
| charactercord = [https://discord.gg/eMVyj3eBHb Lincoln character discord] | |||
| homestage = The Loud House | |||
|content= | |||
|content= | |||
{{2 Column Flex|flex1=6|flex2=4 | {{2 Column Flex|flex1=6|flex2=4 | ||
|content1= | |content1= | ||
Line 21: | Line 30: | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*Lincoln is the king of disjoints. His aerial attacks are excellent and keeping your opponent at bay while also being excellent combo tools. | |||
** It also gives him proficient edgeguarding. Getting hit by Light Down Air is a death sentence for most characters offstage. | |||
*Spintop is a great projectile in it's own right as well as helping Lincoln's punish game. | |||
|cons= | |cons= | ||
*Low damage output. | |||
*Up Special does not have a hitbox for a long while until the burst animation, leaving him in trouble if he flies too low offstage. | |||
*The Splasher is one of the worst neutral specials in the game. | |||
*Bad strong dash. | |||
}} | |||
== Moves List == | |||
=== Light Attacks === | |||
{{MoveData | |||
|image= NASB lincoln light mid.png | |||
|caption= Ness mains will get a kick outta this. | |||
|name= Yoyo Jab | |||
|linkname= 5L | |||
|input= 5L / Neutral Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=5% / 3% | |||
|Startup=6 / 5 | |||
|Active=6-9 / 5-6 | |||
|Total Frames=20 / 21 | |||
|Safety=-5 / -7 | |||
|description= | |||
As french vanilla of a jab as you can get. Fair range, fast speed, and can lead into some of your other options. | |||
*Can cancel into Neutral Light 2 on frames 21-22. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB lincoln light up.png | |||
|caption= | |||
|name= Yoyo Swing | |||
|linkname= 8L | |||
|input= 8L / Up Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=6% | |||
|Startup=5 | |||
|Active=5 - 8 | |||
|Total Frames=20 | |||
|Safety=-6 | |||
|description= | |||
Covers the area above you. Not an anti-air, used instead for space control. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB lincoln light down.png | |||
|caption= | |||
|name= Walk the Dog | |||
|linkname= 2L | |||
|input= 2L / Down Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=6% / 4% | |||
|Startup=5 / 5 | |||
|Active=5-8 / 5-6 | |||
|Total Frames=20 / 21 | |||
|Safety=-6 / -7 | |||
|description= | |||
There's not much of a reason to use this over Yoyo Jab if tapped. Covers the same space, does the same things. | |||
If held/mashed, turns into an actual Walk the Dog. Similar to Ness' held Yo-Yo smash attacks at the ledge. | |||
*Can cancel into Down Light 2 on frame 16. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB lincoln dash light.png | |||
|caption= | |||
|name= Scooter Ride | |||
|linkname= 66L | |||
|input= 66L / Run Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=5% | |||
|Startup=4 | |||
|Active=4 - 11 | |||
|Total Frames=37 | |||
|Safety=-29 | |||
|description= | |||
Placeholder | |||
}} | |||
}} <br> | |||
=== Jumping/Air Light Attacks === | |||
{{MoveData | |||
|image= NASB lincoln aerial light mid.png | |||
|caption= | |||
|name= Aerial Yoyo Jab | |||
|linkname= j5L | |||
|input= j5L / Jump Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=5% | |||
|Startup=5 | |||
|Active=5 - 8 | |||
|Total Frames=20 | |||
|Safety=-6 | |||
|description= | |||
THE Lincoln normal. Being an air attack, you're able to control your velocity and link multiple of these in a single combo. | |||
Aerial Yoyo Jab is also your main tool for Yoyo Loops. By repeatedly using this in conjunction with Aerial Yoyo Swing, Lincoln can rack up damage quickly and punish opponents while still moving around. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB lincoln aerial light up.png | |||
|caption= | |||
|name= Aerial Yoyo Swing | |||
|linkname= j8L | |||
|input= j8L / Jump Up Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=6% | |||
|Startup=5 | |||
|Active=5 - 8 | |||
|Total Frames=20 | |||
|Safety=-6 | |||
|description= | |||
Not as versatile as Aerial Yoyo Jab, but still strong when it comes to Yoyo Loops. Aerial Yoyo Swing is your secondary tool for these. By repeatedly using this in conjunction with Aerial Yoyo Jab, Lincoln can rack up damage quickly and punish opponents while still moving around. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB lincoln aerial light down.png | |||
|caption= | |||
|name= Yoyo Throw Down | |||
|linkname= j2L | |||
|input= j2L / Jump Down Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=6% | |||
|Startup=5 | |||
|Active=5 - 9 | |||
|Total Frames=31 | |||
|Safety=-6 | |||
|description= | |||
Well, it's funny. That's all that can be said. | |||
}} | |||
}} <br> | |||
=== Strong Attacks === | |||
{{MoveData | |||
|image= NASB lincoln strong mid.png | |||
|caption= Abare in a can | |||
|name= Hey Batter, Batter | |||
|linkname= 5S | |||
|input= 5S / Neutral Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=14% | |||
|Startup=13 | |||
|Active=13 - 19 | |||
|Total Frames=40 | |||
|Safety=-10 | |||
|description= | |||
Placeholder | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB lincoln strong up.png | |||
|caption= | |||
|name= Lift Off! | |||
|linkname= 8S | |||
|input= 8S / Up Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=13% | |||
|Startup=16 | |||
|Active=16 - 20 | |||
|Total Frames=40 | |||
|Safety=-7 | |||
|description= | |||
Placeholder | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB lincoln strong down.png | |||
|caption= | |||
|name= Raccoon Ruckus | |||
|linkname= 2S | |||
|input= 2S / Down Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=15% | |||
|Startup=17 | |||
|Active=17 - 25 | |||
|Total Frames=45 | |||
|Safety=-11 | |||
|description= | |||
Placeholder | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB lincoln dash strong.png | |||
|caption= | |||
|name= Radical Slide | |||
|linkname= 66S | |||
|input= 66S / Run Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=12% | |||
|Startup=16 | |||
|Active=16 - 20 | |||
|Total Frames=45 | |||
|Safety=-19 | |||
|description= | |||
Combo tool. Not much use. | |||
}} | |||
}} <br> | |||
=== Jumping/Air Strong Attacks === | |||
{{MoveData | |||
|image= NASB lincoln aerial strong mid.png | |||
|caption= Don't hurt your ankles trying this kids | |||
|name= Scooter Spin | |||
|linkname= j5S | |||
|input= j5S / Jump Neutral Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=12% | |||
|Startup=15 | |||
|Active=15 - 19 | |||
|Total Frames=40 | |||
|Safety=-7 | |||
|description= | |||
Fast startup compared to the rest of Lincoln's air strongs. Your go-to "catch them lacking" tool, or just main combo ender at high percents. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB lincoln aerial strong up.png | |||
|caption= I been dunkin' on these kids since you were in diapers, boy | |||
|name= Stinky Diaper | |||
|linkname= j8S | |||
|input= j8S / Jump Up Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=12% | |||
|Startup=16 | |||
|Active=15 - 20 | |||
|Total Frames=40 | |||
|Safety=-8 | |||
|description= | |||
Crappy frame data, but makes up for it with a shit-ton of damage and KO potential. Throwing this out randomly is about as useful as a spare newspaper in the washroom. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB lincoln aerial strong down.png | |||
|caption= If it's just VR then why does it hurt so much | |||
|name= VR Slash | |||
|linkname= j2S | |||
|input= j2S / Jump Down Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=14% | |||
|Startup=18 | |||
|Active=18 - 22 | |||
|Total Frames=51 | |||
|Safety=-6 | |||
|description= | |||
High damage and KO potential. If you're fancy enough, and you time it properly, you can hit someone through the ledge with this attack. | |||
}} | |||
}} <br> | |||
=== Special Attacks === | |||
{{MoveData | |||
|image= NASB lincoln special mid.png | |||
|caption= | |||
|name= The Splasher | |||
|linkname= 5P | |||
|input= 5P / Neutral Special | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=1% | |||
|Startup=25 | |||
|Active=25 - End | |||
|Total Frames=70 | |||
|Safety=- | |||
|description= | |||
A single, strong hit that can be jump canceled. Can be held for a longer active time. You can use this as a combo extender or a hit confirm tool - wavedashing forward if it hits, and wavedashing backward if it whiffs or is blocked. | |||
*25 frames of recovery | |||
*Active frames can last anywhere frames 25-45 and 25- 74 | |||
*Can be canceled at anytime starting on frame 26 and up to the frame after the hitbox ends (so from frames 26-75 depending on how long you hold the attack) into anything except for a dash | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB lincoln special up.png | |||
|caption= | |||
|name= Ace of Spades | |||
|linkname= 8P | |||
|input= 8P / Up Special | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=16% | |||
|Startup=51 | |||
|Active=51 - 55 | |||
|Total Frames=60 | |||
|Safety=- | |||
|description= | |||
Linear recovery with slow startup and a hitbox at the end. If you could choose your up specials, then this would be the last one anyone would pick. | |||
There's not much use for the hitbox at the end besides being used as a one-time knowledge check. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB lincoln special down.png | |||
|caption= "Go my child and hold down the neutral!" | |||
|name= Spintop | |||
|linkname= 2P | |||
|input= 2P / Down Special | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=6% | |||
|Startup=11 | |||
|Active=11 - 90 | |||
|Total Frames=33 | |||
|Safety=-9 | |||
|description= | |||
Placeholder | |||
}} | }} | ||
}} <br> | |||
=== Taunt === | |||
{{MoveData | |||
|image= NASB lincoln taunt.png | |||
|caption= Ah gottem ggs | |||
|name= Taunt | |||
|linkname= Weapon Activation | |||
|input= Taunt Button | |||
|data= | |||
"Hey, Morning Ladies". | |||
}} <br> | |||
{{MoveData | |||
|image= NASB lincoln strafe taunt.png | |||
|caption= Funny dance | |||
|name= Strafe Taunt | |||
|linkname= Weapon Activation | |||
|input= Taunt Button + Strafe | |||
|data= | |||
"Hey, Morning Ladies". | |||
}} | |||
== Colors == | |||
[[File:NASB lincoln character.png|200px]] | |||
[[File:Lincoln alt costume 1.png|200px]] | |||
{{Navbox-NASB}} | {{Navbox-NASB}} | ||
[[Category:Nickelodeon All-Star Brawl]] | [[Category:Nickelodeon All-Star Brawl]] |
Latest revision as of 00:14, 10 November 2022
Story
If I had to worry about my sisters every time I wanted to do something, I'd never do anything.
Lincoln Loud is the middle child and only son of The Loud House, and the most multifaceted of all of his siblings. Despite being kicked around a lot by his siblings they all still deeply care for each other. Finally away from (most) of his sister he can enjoy the fullest extent of the Brawl, Bringing his kid power to the battle!
Gameplay
Lincoln is a highly versatile all-arounder with a selection of disjoints in the form of his yo-yo attacks and stage control options with The Splasher and Spintop .
His yo-yo gives him a very deceptive reach that will punish anyone trying to aggressively rush in on him, and The Splasher will stop anyone who gets too close right in their tracks. Ace of Spades will also punish anyone who idles at the edge trying to punish a recovery as it bursts all around him at the very top of his jump.
If you like plenty of options in your kit and like to lull your opponent into a false sense of security, Lincoln is the man with the plan!
Franchise |
The Loud House |
---|---|
Weight Class |
Middle |
Character Discord | |
Home Stage |
The Loud House |
Strengths | Weaknesses |
---|---|
|
|
Moves List
Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% / 3% | 6 / 5 | 6-9 / 5-6 | 20 / 21 | -5 / -7 | |
As french vanilla of a jab as you can get. Fair range, fast speed, and can lead into some of your other options.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 5 | 5 - 8 | 20 | -6 | |
Covers the area above you. Not an anti-air, used instead for space control. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% / 4% | 5 / 5 | 5-8 / 5-6 | 20 / 21 | -6 / -7 | |
There's not much of a reason to use this over Yoyo Jab if tapped. Covers the same space, does the same things. If held/mashed, turns into an actual Walk the Dog. Similar to Ness' held Yo-Yo smash attacks at the ledge.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 4 | 4 - 11 | 37 | -29 | |
Placeholder |
Jumping/Air Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 5 | 5 - 8 | 20 | -6 | |
THE Lincoln normal. Being an air attack, you're able to control your velocity and link multiple of these in a single combo. Aerial Yoyo Jab is also your main tool for Yoyo Loops. By repeatedly using this in conjunction with Aerial Yoyo Swing, Lincoln can rack up damage quickly and punish opponents while still moving around. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 5 | 5 - 8 | 20 | -6 | |
Not as versatile as Aerial Yoyo Jab, but still strong when it comes to Yoyo Loops. Aerial Yoyo Swing is your secondary tool for these. By repeatedly using this in conjunction with Aerial Yoyo Jab, Lincoln can rack up damage quickly and punish opponents while still moving around. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 5 | 5 - 9 | 31 | -6 | |
Well, it's funny. That's all that can be said. |
Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 13 | 13 - 19 | 40 | -10 | |
Placeholder |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 16 | 16 - 20 | 40 | -7 | |
Placeholder |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% | 17 | 17 - 25 | 45 | -11 | |
Placeholder |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
12% | 16 | 16 - 20 | 45 | -19 | |
Combo tool. Not much use. |
Jumping/Air Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
12% | 15 | 15 - 19 | 40 | -7 | |
Fast startup compared to the rest of Lincoln's air strongs. Your go-to "catch them lacking" tool, or just main combo ender at high percents. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
12% | 16 | 15 - 20 | 40 | -8 | |
Crappy frame data, but makes up for it with a shit-ton of damage and KO potential. Throwing this out randomly is about as useful as a spare newspaper in the washroom. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 18 | 18 - 22 | 51 | -6 | |
High damage and KO potential. If you're fancy enough, and you time it properly, you can hit someone through the ledge with this attack. |
Special Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
1% | 25 | 25 - End | 70 | - | |
A single, strong hit that can be jump canceled. Can be held for a longer active time. You can use this as a combo extender or a hit confirm tool - wavedashing forward if it hits, and wavedashing backward if it whiffs or is blocked.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
16% | 51 | 51 - 55 | 60 | - | |
Linear recovery with slow startup and a hitbox at the end. If you could choose your up specials, then this would be the last one anyone would pick. There's not much use for the hitbox at the end besides being used as a one-time knowledge check. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 11 | 11 - 90 | 33 | -9 | |
Placeholder |
Taunt