# The King of Fighters 2002 UM/Lin

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## Movelist

Throws

Akuzan - close, / +

Akuzan Ki - close, / +

Command Moves

Benpatsuken - +

Joudan Hakkyoku Ken Dakai - +

Special Moves

Hiten Kyaku - + /

Muei Kusashu - + /

Kasumi - + /

Hike Kyaku - + /

Tetsuzan-bu Rasatsu - + /

Tetsuzan-bu Nagi - + /
Tetsuzan-bu Hakei - + /

Hebi Totsu Kiba - + / / /

Desperation Moves

Hizoku Ougi Ranbu Dokugi - + /

Hizoku Ougi Yougou - + /

Super Desperation Moves

Hizoku Ougi Ranbu Dokugi - +

Hizoku Ougi Doku Shukou - +

Hidden Super Desperation Move

Hiada Ougi Dokushu Kou - +

## Quick Starter Combo Reference

Notation
If you're point-blank you can add a cr.B before every cr.C(1) for a 4f link to make the combo into a low.

0 Bar

Low

Anywhere

cr.Bx1~2, st.A, qcf+A > hcb+A > f+A = 14%

(jump-in), cr.C(1), f+A, qcf+C > hcb+C > f+C = 24%

1 Bar

Anywhere

(jump-in), cr.C(1), f+A, qcb hcf+P = 35%

2 Bar

Low

Anywhere

cr.Bx1~2, st.A, qcf+A > hcb+A, (SC) qcb hcf+P = 37%

(jump-in), cr.C(1), f+A, qcf+A > hcb+A, (SC) qcb hcf+P = 44%

3 Bar

Anywhere

(jump-in), cr.C(1), f+A, qcb hcf+AC = 48%

## Normals

NOTE: Lin's normals are very fast and can combo into each other without being canceled into(cr.B,cr.C) and can reset his qcf+A/C without droping the combo.

Close

• cl.A/B/C/D are cancel-able
• cl.A/B chain into themselves and each other
• cl.C two hits, both are cancellable

Standing

• s.A cancel-able and good poke
• s.B has good range and can set up frame traps
• s.C advances Lin forward, though it looks like an overhead it isn't
• s. D is a fast anti-air, it whiffs on crouching opponents except larger ones like Daimon, Chang, Maxima

Crouching

• cr.A/B cancel-able
• cr.C two hits, both are cancellable
• cr.D slow but far sweep

Jumping

• neutral j.A as a spinning property at the beginning, its hitbox doesn't start til Lin's arm pops out
• j.B has a steep downward angle with a surprisingly large hitbox as an air to air move
• j.C is also has a steep downward angle, but is largely useful as a close range hop in starter
• j.D is Lin's best air move with a sweeping arc that makes it a good air to air, a good hitbox to land from different distances on standing or crouching opponents, as well as having character specific crossup possibility
• j.CD is an ok air to air move and has some use as a fake jump-in into throw or mixup

Blowback Attack

• Comes out slow and has a tilted(upward)hitbox.
• has preemptive anti-air quality if timed well
• is whiff cancellable into specials

## Throws

Akuzan - (b/f + C close)

• Lin picks the opponent up by the neck and pierce it then briefly drops them. Throw leaves the opponent very close so be wary when fighting opponents with command grabs(Clark,Ralf,Daimon,Raimon,etc)
• can be broken
• causes hard knockdown

Akuzan Ki -( b/f + D close)

• Lin picks the opponent up by the neck and pierce it and throws the opponent.
• can be broken
• causes hard knockdown

## Command Moves

Benpatsuken - (f + A)

• Lin steps forward and crosses his arms while performing a shoulder rush.
• Benpatsuken is a really good command move, it has a nice forward hitbox and comes out at decent speed
• can combo into it and then from it, used in most of Lin's BnBs
• great MAX mode starter

Joudan Hakkyoku Ken Dakai - (df + C)

• Lin spreads his arms and smashes the ground.
• causes hard knockdown
• it has a small hitbox and comes out slowly.
• although this is Lin's only direct overhead and you can cancel into it, it should only be used rarely and in mix-ups.

## Special Moves

Hiten Kyaku - (hcb + B/D)

• Lin jimps horizontally while kicking multiple time in mid air.
• hits mid
• Hiten Kyaku versions B/D are very different despite the similar move animation.
• B version comes out fast, unsafe on block, and its final hit(3 Hits) can hit an opponent while on the ground.
• B version causes hard knockdown
• B version is negative on block, but it pushes Lin back 3/4 of the screen
• D version starts slower, safe on block, and its final hit(4 Hits) is a launcher which allows him to perform resets or free extra damage by linking his dp.A/C.
• D version causes soft knockdown
• D version is safe on block and leaves Lin point blank

Muei Kou Sa Shu - (dp + A/C)

• Lin swiftly strikes in a barrage of punches cutting through the opponent.
• has upper body invincibility
• hits mid
• negative on block, but pushes Lin back from the opponent
• can be canceled into
• can be used as an anti-air and has a vacuum effect that draws the opponent in
• causes soft knockdown

Kasumi - (qcb + A/C)

• Lin removes his mask then spits out poison toward the opponent,
• A version is fast, can combo, and knocks the opponent away
• A version causes soft knockdown
• C version releases a smog of poison that lingers in the air for a bit
• C version is slow, its final hit wall bounce the opponent on counter hit, but cannot combo into.
• C version causes hard knockdown
• third hit of the C version is super cancellable
• both versions are decent zoning tools and A version is a good pressure tool

Himou Kyaku - (hcf + B/D)

• Lin phases out of reality and teleports through the stage.
• a very useful tool because it allows Lin to swiftly and relatively safely attack the opponent and escapes from corner pressure/rushdown.
• B version allows Lin to only go through half of the screen
• B version is faster, but has no upper body invulnerability. Can't go through projectiles and can be stopped by any mid attack
• B version has some lower body invulnerability so makes it a great pressure or safety tool
• D version allows him to go full screen.
• D version has no lower body invulnerability, it can pass through projectiles, but it can be stop by any low attack
• D version has a lot of upper body invulnerability

Tetsuzan-bu Rasatsu -(qcf + A/C)

• Lin thrusts his hand toward the opponent covered in poison.
• rekka starter
• hits mid
• safe on block
• Lin's primary BnB tool and combo starter
• fast enough poke to be useful as a spacing and punishing tool
• If you start the rekka with A, the follow-ups need to be done with A. Similarly if you start with C, you gotta keep using C.

Tetsuzan-bu Nagi - (hcb + A/C)

• Lin alters the poison release in his hand and thrusts it upwards toward the opponent.
• rekka follow up
• hits mid
• safe on block and pushes Lin back a character distance away
• super cancel-able

┗Tetsuzan-bu Hakei - f + A/C

• Lin strikes hard with a twisting palm thrust.
• rekka finisher
• hits mid
• causes soft knockdown
• negative if blocked, so if the first 2 rekkas are blocked do not follow into this as it leaves Lin very close to the opponent
• tosses the opponent about 1/2 the screen

Jyatotsuga - (rdp + A/B/C/D)

• Lin kneels and extends his arm into the ground reappearing in a location dictated by A/B/C.
• it is a great zoning and mixup tool because Lin can launch the opponent towards or away from him anywhere on the screen.
• all versions hit mid
• all versions are safe on block
• A version comes out as a V shape or if point blank as a rectangle behind the opponent that launches them over Lin
• A version is a fast spacing tool to stymie opponent progress or occasionally as an anti-air
• B version functions the same as A, but with a longer range
• B version whiffs at point blank range
• C version has the longest range
• C version hits the opponent into the air higher than the others and allows time for a jumping or ground followup including his dp+p
• D version is a faint to bait a jump-in and anti-air or zone to build meter.

## Desperation Moves

Yougou - (hcf x 2 + B/D)

• Lin phasewalks toward the opponent and appears behind them sliting their throat.
• counts as an unblockable throw.
• can be evaded by jumping and due to its horrible recovery time Lin will be wide open.
• B version covers less distance than its D ver.
• both versions phase turn projectiles

Ranbu Dokuga - (qcb hcf + A/C)

• Lin slides toward the opponent and then performs a chain of combos upon contact.
• has many options and a large variety of set-ups that allows it to be canceled into making it a great combo ender and punisher
• both versions have partial upper/lower invulnerability during the phase walk

## Super Desperation Moves

Ranbu Dokuga - (qcb hcf + AC)

• Lin slides towards the opponent, performs various chains of attacks and finishes by watching the poison aftershock take effect.
• EX version of Lin's ranbu super causes more damage
• can combo into it
• hits mid
• causes hard knockdown

Senju Rakan Satsu - (d, d, d + AC)

• Lin unleashes a onslaught of attacks ripping through the opponent with his sorcerously stretched limbs
• can combo off of any attack Lin manages to connect.
• It has very fast start up and very long range
• It is also useful to use when the opponent has 15% health or lower to chip them to death.
• unlike Lin's dp it does not vacuum aerial opponents and will hit them once and knock them out of the super, thus not useful as anti-air

## Hidden Super Desperation Move

Hiada Ougi Dokushu Kou - (hcb x 2 + AC)

• Lin picks up the opponent then slowly moves his hand as it changes color then swiftly pierces them and throws them down.
• it is a command grab and the only move in 2k2UM that poisons the opponent.
• poison stays active until the opponent health reach 10%,
• has poor damage for an HSDM (poison makes up some for that), and can combo into.
• the range you have to be in to grab the opponent is bigger than most command throws (about 1/2 character distance)

## Combos

Every (cr.B,) is an optional 4f link into cr.C to make the combo into a low but requires to be almost point-blank. If you don't use it, you can add a jump-in instead.

cr.B, cr.C goes from 4f to 1f link on crouching (Bao, Robert) and 3f link on the rest of these inconsistent characters except the st.Kyo_Jhun-tier.

If you input hcb+P at any point in a round, for the rest of the round you can input the follow-up of his P rekka as hcf+A/B/C/D(instead of hcb+P) and it will execute the rekka.

If you then do hcb+P', P' being the other punch button, the effect will transfer to the P' rekka.
This makes it significantly easier to execute a super cancel into his hcfx2+K super as you can just do qcf+A > hcf+X, (SC) hcf+K.

### 0 Stock

Anywhere

★ cr.Bx1~2, cr/st.A, qcf+A > hcb+A > f+A

Longest and most reliable low conversion. You can use cr.A instead of cr.B but you lose the low, keep cr.B. 14%

★ (cr.B,) cr.C(1), f+A, qcf+C > hcb+C > f+C

Decent damage and carry, good one to default to. If you don't use cr.B, you can do cr.C(2) against everyone but crouching Bao. 23%.
• (cr.B,) cr.C(1), f+A, hcb+B
Less damage and carry than the last but hard knockdown so a bit better oki. 17%.
• cr.B, cr.C(2), f+A, rdp+C, dp+P/j.CD
Max damage and normally a 4f link, so fairly easy. However, it doesn't work on Shermie and crouching Bao, is a 1f link on crouching Robert, a 2f link on the rest of these inconsistent characters except standing Jhun and a 3f link on Kasumi, crouching(Billy, Kensou) and standing Xiangfei. Use dp+P for more damage, 32% and j.CD for better oki, 29%.

Corner

★ (cr.B,) cr.C(1), f+A, qcf+C > hcb+C, cr.C, rdp+D

Good reset to then meaty or rehop. If you don't use cr.B, you can do cr.C(2) against everyone but crouching Bao.
• cr.C(2), f+A, hcb+B
Not much damage but okay confirm and hard knockdown if you need the extra oki. 20%

### 1 Stock

Anywhere

★ cr.C(2), f+A, qcb,hcf+P

Good damage and comfy confirm for 1 bar, works on everyone. Adding cr.B before cr.C(2) will be a 4f link on most characters but the combo won't work anymore on crouching Bao, will be a 1f link on crouching Robert and a 2f link on Shermie and the rest of these inconsistent characters except standing Jhun. If unsure, stick to cr.B, cr.C(1).

### 2 Stocks

Anywhere

• cr.B, cr.A, qcf+A > hcb+A, (SC) hcfx2+K
Can be input as qcf+A > hcf+X, (SC) hcf+K if input bug used.
• cr.Bx1~2, cr.A, qcf+A > hcb+A, (SC) qcb,hcf+P
Can input as hcb+A, (SC) hcf+P if delayed enough after qcf+A.

★ (cr.B,) cr.C(1), f+A, qcf+A > hcb+A, (SC) hcfx2+K

Can be input as qcf+A > hcf+X, (SC) hcf+K if input bug used. If you don't use cr.B, you can do cr.C(2) against everyone but crouching Bao.

★ (cr.B,) cr.C(1), f+A, BC run, (cr.B,) cr.C(1), f+A, qcf+A > hcb+A, (SC) hcfx2+K or qcb,hcf+P

hcfx2+K does slightly more damage than qcb,hcf+P. If you don't use cr.B, both cr.C(1) can be cr.C(2) against everyone but crouching Bao.

Corner

• (cr.B,) cr.C(1), BC run, cr.C, f+A, qcf+A > hcb+A, (C) hcb+D, dp+P(13), (SC) qcb,hcf+P
Only works on Kasumi and May Lee. The super will whiff on everyone else. You can end with qcf+A instead but the damage is bad, avoid it.
• (cr.B,) cr.C(1), f+A, BC run, (cr.B,) cr.C(1), f+A, qcf+A > hcb+A, (C) hcb+D, df+C, hcb+B, slight delay qcb,hcf+P
This combo ends in a hard knockdown which sets up a wake-up cross-up DM qcb,hcf+P. Character specific. If you don't use cr.B, both cr.C(1) can be cr.C(2) against everyone but crouching Bao.

### 3 Stocks

Anywhere

★ cr.C(2), f+A, qcb,hcf+AC

Good way to dump meter for decent damage. Adding cr.B before cr.C(2) will be a 4f link on most characters but the combo won't work anymore on crouching Bao, will be a 1f link on crouching Robert and a 2f link on Shermie and the rest of these inconsistent characters except standing Jhun. If unsure, stick to cr.B, cr.C(1).

★ (cr.B,) cr.C(1), f+A, BC run, (cr.B,) cr.C(1), f+A, qcf+A > hcb+A, (SC) qcb,hcf+AC

Good damage and a pretty simple route. If you don't use cr.B, both cr.C(1) can be cr.C(2) against everyone but crouching Bao.

Corner

• (cr.B,) cr.C(1), BC run, cr.C, f+A, qcf+A > hcb+A, (C) hcb+D, dp+P(13), (SC) qcb,hcf+AC
Only works on Kasumi and May Lee. The super will whiff on everyone else. You can end with qcf+A instead but the damage is bad, avoid it.

### 4 Stocks

Anywhere

• cr.Bx1~2, cr.A, qcf+A > hcb+A, (SC) qcb,hcf+AC
Can input as hcb+A, (SC) hcf+AC if delayed enough after qcf+A.