Movelist
Impact
Command Normals
Special Moves
Super Moves
Close Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 2 | 7 | +2 | +1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 2 | 8 | +1 | 0 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 8 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 2 | 12 | +2/+5 | -1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 2 | 15 | -1/+2 | -4 |
Standing Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 2 | 10 | -1 | -2 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 5 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 2 | 13 | -4 | -5 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
11 | 3 | 19 | -3 | -9 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
20 | Mid | 12 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
11 | 2 | 21 | -7/-4 | -10 |
Crouching Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 2 | 9 | 0 | -1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Low | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 2 | 6 | +3 | +2 |
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. |
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
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | High/Air | 6 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | 10 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | High/Air | 8 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 8 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 10 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 8 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 10+3 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 3+7 | - | - | - |
Command Normals
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. |
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. Despite being a command normal, it does not behave like one at all, given it can't be cancelled into from other air normals or Air Impact. Think of it as just another normal. |
Throws
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. |
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
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 0 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 (1-7 invuln) | 2 | 25 | KD | -10 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
13 (1-16 invuln) | 8 | 17 | KD | -8 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
5+5×5 | Mid | 0 | Hit: Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
14 | 5 | 32 | KD | -20 |
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
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. |
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 shot at point blank, the fireball will spawn behind some characters. | |||||
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. |
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. |
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
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. |