Nickelodeon All-Star Brawl/Lincoln Loud

From SuperCombo Wiki

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!

Lincoln Loud

NASB lincoln character.png
Franchise

The Loud House

Weight Class

Middle

Character Discord

Lincoln character discord

Home Stage

The Loud House

Strengths Weaknesses
  • 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.
  • 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

Yoyo Jab
5L / Neutral Light
NASB lincoln light mid.png
Ness mains will get a kick outta this.
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.

  • Can cancel into Neutral Light 2 on frames 21-22.


Yoyo Swing
8L / Up Light
NASB lincoln light up.png
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.


Walk the Dog
2L / Down Light
NASB lincoln light down.png
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.

  • Can cancel into Down Light 2 on frame 16.


Scooter Ride
66L / Run Light
NASB lincoln dash light.png
Damage Startup Frames Active Frames Total Frames Safety
5% 4 4 - 11 37 -29

Placeholder


Jumping/Air Light Attacks

Aerial Yoyo Jab
j5L / Jump Light
NASB lincoln aerial light mid.png
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.


Aerial Yoyo Swing
j8L / Jump Up Light
NASB lincoln aerial light up.png
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.


Yoyo Throw Down
j2L / Jump Down Light
NASB lincoln aerial light down.png
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

Hey Batter, Batter
5S / Neutral Strong
NASB lincoln strong mid.png
Abare in a can
Damage Startup Frames Active Frames Total Frames Safety
14% 13 13 - 19 40 -10

Placeholder


Lift Off!
8S / Up Strong
NASB lincoln strong up.png
Damage Startup Frames Active Frames Total Frames Safety
13% 16 16 - 20 40 -7

Placeholder


Raccoon Ruckus
2S / Down Strong
NASB lincoln strong down.png
Damage Startup Frames Active Frames Total Frames Safety
15% 17 17 - 25 45 -11

Placeholder


Radical Slide
66S / Run Strong
NASB lincoln dash strong.png
Damage Startup Frames Active Frames Total Frames Safety
12% 16 16 - 20 45 -19

Combo tool. Not much use.


Jumping/Air Strong Attacks

Scooter Spin
j5S / Jump Neutral Strong
NASB lincoln aerial strong mid.png
Don't hurt your ankles trying this kids
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.


Stinky Diaper
j8S / Jump Up Strong
NASB lincoln aerial strong up.png
I been dunkin' on these kids since you were in diapers, boy
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.


VR Slash
j2S / Jump Down Strong
NASB lincoln aerial strong down.png
If it's just VR then why does it hurt so much
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

The Splasher
5P / Neutral Special
NASB lincoln special mid.png
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.

  • 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


Ace of Spades
8P / Up Special
NASB lincoln special up.png
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.


Spintop
2P / Down Special
NASB lincoln special down.png
"Go my child and hold down the neutral!"
Damage Startup Frames Active Frames Total Frames Safety
6% 11 11 - 90 33 -9

Placeholder


Taunt

Taunt
Taunt Button
NASB lincoln taunt.png
Ah gottem ggs
"Hey, Morning Ladies".


Strafe Taunt
Taunt Button + Strafe
NASB lincoln strafe taunt.png
Funny dance
"Hey, Morning Ladies".

Colors

NASB lincoln character.png Lincoln alt costume 1.png

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