Difference between revisions of "The King of Fighters 2002 UM/Lin"

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(Combos)
(Combos)
 
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*fast enough poke to be useful as a spacing and punishing tool
 
*fast enough poke to be useful as a spacing and punishing tool
 
┗'''Tetsuzan-bu Nagi''' - (hcb + A/C)
 
┗'''Tetsuzan-bu Nagi''' - (hcb + A/C)
 +
*if you input hcb+A at any point in a round, afterwards you can input his 2nd rekka as hcf+A/B/C/D(instead of hcb+A) and it will execute the rekka. This makes it significantly easier to execute a super cancel into his hcfx2 + B/D super.
 
*Lin alters the poison release in his hand and thrusts it upwards toward the opponent.
 
*Lin alters the poison release in his hand and thrusts it upwards toward the opponent.
 
*rekka follow up
 
*rekka follow up
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*safe on block and pushes Lin back a character distance away
 
*safe on block and pushes Lin back a character distance away
 
*super cancel-able
 
*super cancel-able
 +
 
┗Tetsuzan-bu Hakei - f + A/C
 
┗Tetsuzan-bu Hakei - f + A/C
 
*Lin strikes hard with a twisting palm thrust.
 
*Lin strikes hard with a twisting palm thrust.
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== Combos ==
 
== Combos ==
* cr.B, cr.A, qcf+A,hcb+P,f+P
+
 
* cr.A, cr.A, qcf+A,hcb+P,f+P
+
'''0 Stock'''
 +
* cr.B/A(x2), cr/st.A, qcf+A,hcb+P,f+P
 
* cr.B, cr.C(1), f+A, qcf+A/C,hcb+P,f+P
 
* cr.B, cr.C(1), f+A, qcf+A/C,hcb+P,f+P
 
* cr.B, cr.C(1), f+A, hcb+B
 
* cr.B, cr.C(1), f+A, hcb+B
* cr.C, f+A, dp+A/C
+
* cr.B, cr.C(2), f+A, rdp+C, dp+A/C
* cl.C, f+A, qcf+A,hcb+A, qcb hcf+A/C (qcb hcf+AC)
+
 
* cr.C(one hit), f+A, qcf+A,hcb+A, hcfx2+B/D
+
Corner
 +
*cr.B, cr.C(1), f+A, qcf+C,hcb+P, cr.C, rdp.D
 +
 
 +
'''1 Stock'''
 +
* cr.B, cr.C, f+A, qcb hcf+A/C
 +
 
 +
'''2 Stock'''
 +
* cr.B, cr.A, qcf+A, hcb+A, hcfx2+B/D
 +
** Can be input as qcf+A, hcf+A, hcf+B if input bug used
 +
 
 +
* cr.B(x2), cr.A, qcf+A, hcb+A, qcb hcf+A/C
 +
** Can input as hcb+A, hcf+A/C if delayed enough after qcf+A
 +
 
 +
* cr.B, cr.C(1), f+A, qcf+A, hcb+A, hcfx2+B/D
 +
 
 +
'''4 Stock'''
 +
* cr.B(x2), cr.A, qcf+A, hcb+A, qcb hcf+AC
 +
** Can input as hcb+A, hcf+AC if delayed enough after qcf+A
  
 
'''Max Mode'''
 
'''Max Mode'''
* cr.B, cr.C(one hit and BC run), cr.C, f+A, qcf+A,hcb+A, hcb+D, dp+A/C, qcf+A
+
 
 +
'''2 Stock'''
 +
* cr.B, cr.C(1), f+A, [BC] dash, (cr.B,)cr.C(1), f+A, qcf+A, hcb+A, hcfx2+B/D or qcb hcf+A/C
 +
** hcfx2+B/D does slightly more damage than qcb hcf+A/C
 +
 
 +
* cr.B, cr.C(one hit and BC run), cr.C, f+A, qcf+A,hcb+A, hcb+D, dp+A/C, qcb hcf+A/C
 +
** Only works on Kasumi and May Lee. For other characters the super will whiff. It can be ended with qcf+A instead but the damage is low and should be avoided.
 +
 
 +
Corner
 +
* cr.B, cr.C(1), f+A, [BC] dash, cr.B, cr.C(1), f+A, qcf+A, hcb+A, hcb+D, df+C, hcb+B, slight delay qcb hcf+A/C
 +
**This combo ends in a hardknock down which sets up a corpse cross-up DM qcb hcf+A/C. Character specific. 
 +
 
 +
'''3 Stock'''
 +
* cr.B, cr.C(1), f+A, [BC] dash, (cr.B,)cr.C(1), f+A, qcf+A, hcb+A, qcb hcf+AC
  
 
==Videos==
 
==Videos==

Latest revision as of 16:19, 20 May 2020

Lin.jpg

Movelist

Kof02ummovelistlin.png

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.
  • hits overhead
  • 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 Attacks

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

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

  • if you input hcb+A at any point in a round, afterwards you can input his 2nd rekka as hcf+A/B/C/D(instead of hcb+A) and it will execute the rekka. This makes it significantly easier to execute a super cancel into his hcfx2 + B/D super.
  • 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.

DM

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 DM

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

HSDM

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

0 Stock

  • cr.B/A(x2), cr/st.A, qcf+A,hcb+P,f+P
  • cr.B, cr.C(1), f+A, qcf+A/C,hcb+P,f+P
  • cr.B, cr.C(1), f+A, hcb+B
  • cr.B, cr.C(2), f+A, rdp+C, dp+A/C

Corner

  • cr.B, cr.C(1), f+A, qcf+C,hcb+P, cr.C, rdp.D

1 Stock

  • cr.B, cr.C, f+A, qcb hcf+A/C

2 Stock

  • cr.B, cr.A, qcf+A, hcb+A, hcfx2+B/D
    • Can be input as qcf+A, hcf+A, hcf+B if input bug used
  • cr.B(x2), cr.A, qcf+A, hcb+A, qcb hcf+A/C
    • Can input as hcb+A, hcf+A/C if delayed enough after qcf+A
  • cr.B, cr.C(1), f+A, qcf+A, hcb+A, hcfx2+B/D

4 Stock

  • cr.B(x2), cr.A, qcf+A, hcb+A, qcb hcf+AC
    • Can input as hcb+A, hcf+AC if delayed enough after qcf+A

Max Mode

2 Stock

  • cr.B, cr.C(1), f+A, [BC] dash, (cr.B,)cr.C(1), f+A, qcf+A, hcb+A, hcfx2+B/D or qcb hcf+A/C
    • hcfx2+B/D does slightly more damage than qcb hcf+A/C
  • cr.B, cr.C(one hit and BC run), cr.C, f+A, qcf+A,hcb+A, hcb+D, dp+A/C, qcb hcf+A/C
    • Only works on Kasumi and May Lee. For other characters the super will whiff. It can be ended with qcf+A instead but the damage is low and should be avoided.

Corner

  • cr.B, cr.C(1), f+A, [BC] dash, cr.B, cr.C(1), f+A, qcf+A, hcb+A, hcb+D, df+C, hcb+B, slight delay qcb hcf+A/C
    • This combo ends in a hardknock down which sets up a corpse cross-up DM qcb hcf+A/C. Character specific.

3 Stock

  • cr.B, cr.C(1), f+A, [BC] dash, (cr.B,)cr.C(1), f+A, qcf+A, hcb+A, qcb hcf+AC

Videos

Training Mode Video

Discussion Threads

Discuss at 02UM Discord server

Discuss at Dream Cancel

Discuss at Orochinagi

The King of Fighters 2002 UM
System

FAQControlsGaugesMovementOffense and DefenseMiscellaneous

Characters

Andy BogardAngelAthena AsamiyaBaoBenimaru NikaidoBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeChrisClark StillEX KensouEX RobertEX TakumaFoxyGoro DaimonHeidernHinako ShijouIori YagamiJhun HoonJoe HigashiK'Kasmui TodohKim KaphwanKingKula DiamondKusanagiKyo - 1Kyo - 2Kyo KusanagiLeona HeidernLi XiangfeiLinMai ShiranuiMatureMaximaMay LeeNamelessOrochi ChrisOrochi ShermieOrochi YashiroRalf JonesRamonRobert GarciaRyo SakazakiRyuji YamazakiSethShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardVanessaViceWhipYashiro NanakaseYuri Sakazaki