Command moves :
Knocks down if done by itself.
Higi Hakkyoku Ken: Dakai
Quick Overhead, always knocks down.
Special moves :
Small fireball, the A one is really quick, the C one is slow, but gives a huge frame advantage on either block or hit.
Jumping multiple kick. The weak one is fast, knocks down and leaves you open when blocked; the strong one is slightly slower, leaves you safe on block and juggles the enemy, it also has more range and does one more hit compared to the weak one.
Zanretsukenesque attack. Before the attack Lin has a guard point where he blocks with his hand.
One of his main attacking moves, pretty quick and is very safe. Can be followed up with Nagi.
> Tetsuzanbu: Nagi
Follow up to the + punch, can be super canceled and must be performed with the same button that the initial move
>> Tetsuzanbu: Hakei
Finisher of the sequence and must be performed after Nagi, as the previous move, it must be done with the same button that you did the Rasetsu.
Long range teleport, decently quick and offers upper body invincibility.
Slightly homing move meant to surprise the enemy. The A version comes really close to Lin, the B version comes at middle range and the C version pops out at almost full screen distance. All of them leave the enemy open for more attacks, but only the C one gives you enough room to apply more complex follow ups. The D version is a feint of the move, and thus doesn't hit at all.
Hizoku Ougi : Yougou
A walking throw that offers a very big invincibility room, does huge damage and can eat through attacks easily.
Hizoku Ougi : Ranbu Dokuga
Maiden Masher type of ranbu, but with a kick ass attack selection and loud voice acting. Super High priority and has a pretty abusive upper body invincibility, can be performed as MAX,
Hizouku ougi : Senshu Rakan Satsu
Far distance hitting move. Does a lot of damage and is pretty quick, but depending on the distance and if the enemy is crouching or not some of the hits may whiff. Can only be done as MAX.
Hidden desperation moves
Hizoku Ougi : Doku Shukou
Close range throw, does little damage but permanently poisons the enemy and continuously drains their life until they are left with little energy left (for about 5%). If the enemy KOs Lin they don't carry the effect of the poison to the next round (obviously).
His crouching B, crouching C is still good, but needs a closer range than in 00 in order to connect. cr C now works differently, it's easier for the 2 hits to connect.
His close standing D can be canceled.
His B Hiten Kyaku can hit a grounded enemy, one of the best choices to follow up a successful connected strong Kasumi. (Kasumi -> Dash -> Kyaku).
Similar to '00, his Tetsuzanbu super cancels are tricky. For example Qcf + A, Qcb + A into a A button Dokuga (2141236 + punch) is almost impossible to perform. But doing a C button Dokuga in that case made the SC extremely easy. In a similar case, if you are using the C Tetsuzanbu, super cancel them with a A button Dokuga.
His Jatotsu Ga moves (421 + any button) are slower than in 01, and as such you aren't really able to combo them. They work pretty much the same as in 01 netherless, with the C button being the one that juggles the enemy. Since you can't do bread n' butter with these, their usage is pretty hard to grasp and is much more tactical (for example, against a full screen fireball you can use a C Jatotsu to attack the enemy, and then roll the fireball to keep the pressure; assuming that you timed this correctly and the fireball isn't lightning fast).
EDIT -> it seems that he can combo the A and B version of the move, and if the enemy is launched towards you, you can add a crouching C or a close standing A... But that really doesn't change my opinion about the move.
His Yougou (41236 x 2 + kick) was beefed up and now does insane damage. Is still a very good move to "eat" normal standing attacks and throws. This move also walks less than it did in 00.
His Senshu Rakan Satsu (222 + AC) works the same as it did in 2001, that means that to get the maximum amount of hits, you need to be at a certain mid distance range, and have the enemy standing. Pretty much a very powerful and broken move, with huge speed and range.
His Doko Shukou poison move is now his MAX2 and it works fairly similar to 2000. It's a grab that poisons the enemy, however since you are now forced to be on low health to use it, the move is much less useful. I haven't checked if it's properties are 'the same' that in 2000. In 00, every time you hitted the enemy (that means, every time the energy "moves"), you could "speed up" the poison draining process, that meant that some multi hitting moves did insane poison damage. I haven't checked if his good old thick throws tactics from cr B or cls A are still good, but they should be harder to perform due to the slower move sequence that this move has gained (63214 x 2 + AC). A new set up of D Jatotsu ga (421) into this move should, in theory, be a decent thick throw option. I was thinking on also trying this with a blocked Jatotsu that pulls the enemy in, into the poison.
He doesn't seem to have decent doko cancel options, and he isn't really a broken character until you learn how to make the most of his Senshu Rakan Satsu (that's, quick near full screen punishment to almost anything whiffed) and the Tetsuzanbu Supercancel.
edit : Additional info:
You can actually do a cr C, + D and then Max2 on a blocking enemy, it's tricky to see at first since Lin is not the type of character that has thick throw options.Kane317 wrote: I like to do: d.B, d.C, f+A, +C, +P
Dark_Chaotix wrote: 1 - in MM, +A, +A, HSDM. You cant normally cancel HSDM so if you do the rekkas just as the bar finishes you can cancel in to HSDM. I couldnt get it to actually link tho........
2 - cB, cB, cA, rekkas. Standard BnB combo
3 - CU jD, cB, cC (1 hit), +A, sA, rekkas. Anyone that has a high arc in their back turn stance can be hit by this. I only know of chris and maybe Chang cos of his size.
4 - cB, cC (1 hit), f+A, +A, +A, SC into hcfx2 B DM. Some may find this hard to do but its actually easier then you think. You dont have to do for the second part of Lin rekka, in fact you can do and it still comes out, thus making your first loop for the DM...
5 - jD, cB, cC, f+A, MM, cB, cC, +A, +A, hcfx2 B DM. Same as above just with a MM combo to begin with.
6 - jD, cB, cC, MM, cB, cC, +A, sA, down x3 AC SDM. Linking the sA into SDM is the tricky part. Doable anywhere.
7 - CU jD, cB, cC, MM, cB, cC, +A, sA, +A, +A, +AC SDM. I could only of gotten this on chris from my trials.The sA into second +A is really tight and you have to be really close so it hits twice.
8 - jD, cB, cC, f+A, MM, cB, cC, +A, +A, +D, +A, +A, +B. More of a stylish combo then anything. He doesnt have anything to link after +A that works.....MayLee DM would be good but boring??