(→Moves List: Added frame data) |
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{{MoveData | {{MoveData | ||
|image= NASB lincoln taunt.png | |image= NASB lincoln strafe taunt.png | ||
|caption= Funny dance | |caption= Funny dance | ||
|name= Strafe Taunt | |name= Strafe Taunt |
Revision as of 18:18, 6 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 |
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Weight Class |
Middle |
Character Discord | |
Home Stage |
The Loud House |
Strengths | Weaknesses |
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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