KoF2k1 Lin - deadly Ninja tricks (...and other 2k1 combos with/without strikers)

Takumaji

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Lin - man of evil juggles, poison arts and Ninja tricks. Took me a while to tune in to him when 2k1 came out. He owns the game for free if you play him right but whenever I see a new Lin vid I also find out new stuff about him, he's very versatile yet not too easy to play.

Post your Lin strats, combos, etc. here.

I'll start:

Normal Combos

hcb+D -> dp+A (17 hits - a very simple juggle combo)

sC -> qcf+C x3 (4 hits)

sC -> f+A -> rdp+C -> rdp+A (4 hits - rdp = reverse dragon punch = back, down, down-back)

sC -> f+A -> rdp+C -> dp+A (16 hits)


(S)DM Combos

jB -> sC -> f+A -> qcb,hcf+C (16 hits, 1 stock)

(jB ->) sC -> f+A -> d,d,d+AC (19 hits, 2 stocks)


Striker SDM Combo

Striker: Robert (make sure he's your middle striker if you play with a single chara only)

jB -> sC -> f+A -> d,d,d+BC+A (26 hits, 3 stocks (2 for SDM and 1 for striker))

Let your fingers slide from right to left, first on BC and then on A immediately afterwards. At this point, keep all three buttons pressed. A fraction of a second before Lin fires up his SDM, you will see Robert jumping in from behind, then the SDM will come out and Robert will hop right into the action, delivering all of his 7 hits to your poor opponent who is still fixed by the barrage of hits of your SDM.

This SDM striker combo not only looks awesome but also does high damage (takes away almost 2/3 of the life bar) which justifies its high stock count.

Misc Tips

- The C version of Lin's qcb+P poison spit attack makes the poison cloud linger in the air for a while, opponents get hit if they jump into it as long as it's visible

- If you stand about two character lengths away and do the rdp+C, it will suck your opp. to you and can be juggled, if you're on the other side of the screen, it only stings him without dragging him to you

- The A punch comes out very quick and can be used for many crouching string combos

- Quickly mix up his hcb+B (hits high), f+A (hits mid) and df+C (hits low) for some mean mind games

- Some moves come out right after a teleport (qcf+K), it's a good way to confuse your opp. but take care of command throws
 
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Mushiki

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Takumaji said:
- The C version of Lin's qcb+P poison spit attack makes the poison cloud linger in the air for a while, opponents get hit if they jump into it as long as it's visible

Great move for opponents about to stand up.

Regarding Lin's df+C, if I remember correctly, you can hit opponents in the ground with this move as well. KOF 2001 had weird ground hits, like Whip's HCB+C.
 

snesaes

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Mushiki said:
Great move for opponents about to stand up.

Regarding Lin's df+C, if I remember correctly, you can hit opponents in the ground with this move as well. KOF 2001 had weird ground hits, like Whip's HCB+C.

Not to mention May Lee's stomp move. Cheapest thing ever.
 

shirt

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I hate Lin so fucking much, both in fighting style and character design...sorry to sour the thread, had to vent that.
 

LWK

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a good cx

cx jB, sB ,sB ,cB ,cB, cB, cA hcf c, hcf c, dx3 AC SDM cancel.

Misc:

His CD has amazing priority, it also has range people will not expect.
His standing C also this way. Neither of these need to make direct contact to hit, just a small amount of range close in from its hit detection.
This is very useful.
 

Average Joe

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I love watching 2k1 match videos with good Lin players in them.

The juggles he can pull off are just crazy...

Nice thread though, I've been playing around with a lot of KOF characters that I've kind of ignored in the past (Lin being one of them) so I'll probably put this thread to good use and try him out for a bit.
 

E=MC2

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j+C, sD, f+A, rdp+C, rdp+A, sD or d,d,d+AC but the last one only hits 2 or 3 times.

j+C, cB, cB, cB, cB, cA, ddd+AC

j+C, sD, f+A, qcf+C, qcf+C, ddd+AC or qcb-hcf+AC dont remember if you can folow up or not(df+C)
 

Takumaji

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@MUSO: I wish I could combo into a dp+P after the rdp+A but unfortunately that's not possible because the dp+P comes out too slow. Currently, I'm experimenting with his rdp+P and K sting attacks and juggles, there should be some combos with both P and K versions in them?!

@AJ: I'm in the same boat at the mo, my practise team consists of Lin, K9999 and Xiangfei or Chin, with Robert as striker... god, that game is so fucking deep...

@LWK: Nice combo, I have to practise crossovers more. Lin's standing and crouching A's and B's are great for that because of their short lags.
 

Takumaji

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More Lin stuff to try for you guys...


DM trick combo:

(half a screen away) rdp+C -> qcf+D -> qcb,hcf+C (1+13 hits, 1 stock)

This is an example for Lin's teleport (qcf+K). In this case, the rdp+C drags the opp. to you, followed by a teleport that results in a side-change. A fraction of a sec. later, pull off the DM and Lin will rush in and start hitting right when your opp.'s knock-down phase is over. Bit dangerous to use, tho.

This trick combo is sooo KoF95-Eiji-style, really nice...


Super-cancel combo:

sC -> f+A -> qcf+C x2 (cancel at/after 2nd hit) -> qcb,hcf+C (16 hits, 1 stock)

Try the qcf+C without super-cancelling - the 2nd hit (out of 3 possible) does not connect but thanks to the super-cancel ability of this move, you can combo into Lin's "Hizoku Ougi Ranbu Dokugi" DM if you cancel it properly (your chara will flash if you do it right and the DM will come out immediately).


More fun with hcb+D and strikers

(corner) hcb+D -> hcb+B (5 hits)

This is no striker combo, but it's the base for the first striker combo that follows and should be practised first. Immediately combo into the hcb+B after the D version for the fifth hit. If you don't want to pull off the whole striker combo, you can also use this one if you opp. is not cornered but both full striker combos only work in corner.

Okay...

(corner) hcb+D -> call striker Goro -> qcb+B -> dp+C (19 hits)

You can also re-juggle with a qcb+A instead of the qcb+B, makes the combo even more flashier. Call Goro shortly before the last hit of the hcb+D, then combo into the hcb+B that juggles your opp. This juggle is necessary for Goro to connect his toss-and-throw striker move. If you do it right, Goro will grab the poor juggled victim and toss him into the air while you are pulling off your dp+C for the 2nd juggle that finishes him off.

I really love this striker combo.

Another one:

(corner) hcb+D -> call striker Benimaru -> qcb,hcf+C (13 hits, 1 stock)

This one looks really nasty but it doesn't hit too hard. Due to the striker-use the DM does only 2/3 of its normal damage. Call Beni in about the middle of the four-hit hcb+D animation, he will jump in and trap your opp. with an electricity grab, then pull off the DM.
 

Average Joe

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Takumaji said:
(corner) hcb+D -> call striker Goro -> qcb+B -> dp+C (19 hits)

You can also re-juggle with a qcb+A instead of the qcb+B, makes the combo even more flashier. Call Goro shortly before the last hit of the hcb+D, then combo into the hcb+B that juggles your opp. This juggle is necessary for Goro to connect his toss-and-throw striker move. If you do it right, Goro will grab the poor juggled victim and toss him into the air while you are pulling off your dp+C for the 2nd juggle that finishes him off.

That one's great.

Easy to do, pretty damaging and looks cool as hell.

Please... keep them coming.

edit:

cx C, cB, cB, cB, sA, QCF + C, QCF + C, (SC) DDD + AC = *ouch*
 
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Takumaji

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Heh, evil crossup super cancel there. I just love Lin's SDM, it's easy to do and hits damn hard.

Here are some more Lin striker combos:


Versatile Iori

(corner) hcb+D -> call striker Iori -> rdp+A (or qcb+A) -> qcf+D (6 hits)

Call Iori at the last hit of the hcb+D, he will throw one of his ground projectiles which juggles your opponent, then pull off the rdp+A with a very short delay. By this time, your opp. will have been dragged to the other side by the rdp+A, then follow it up with the qcf+D teleport which will bring you back to the "right" side again. The teleport is not really necessary nor does it hit or anything, but the quick side-change is a great way to irritate your opponent and dominate the game. You know, Ninja tricks'n stuff...

A non-corner variation:

hcb+D -> call striker Iori -> hcb+B -> df+C (7 hits)

Same as above, call Iori at the last hit of the hcb+D and continue with the hcb+B juggle while Iori throws his projectile. It will travel all across the screen and finally hit your opp. who just came down from the juggle, finish with df+C. If you call Iori during the first two hits of the hcb+D, your opp. will be launched vertically. If you're quick, you can follow it up with a standing A but it's difficult because Lin does a long-ish backward leap in air which limits the things you can do afterwards.


Once, Twice, Three Times a Juggle

hcb+B -> call striker Xiangfei -> hcb+B -> hcb+B (4 hits)

Do the first hcb+B, it will knock your opp. down, just when the move is finished, call Xiangfei. She will hop in and wave her arms in preparation, continue with the second hcb+B. This is important because it "cracks open" your opp. who is about to get up, Xiangfei then launches him with a shoulder charge and you can finish the combo with the third hcb+B.


King of the Jugglers

(left corner/wall behind back) hcb+D -> call striker King -> dp+C (22 hits)

This must be the highest juggle in the game. After the hcb+D, King will slide in and juggle your opponent so high and outta screen that you can smoke a cigarette while preparing the dp+C, then your opp. will fall right into it and gets juggled again with a whooping grand total of 22 hits.

Not a very special combo or anything, but I thought I'd post it because it looks so nice! :)
 

E=MC2

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hah, deffenitelly gotta play this game more again. lately ive been in kof 97 and 98 too much. kof 2001 is deffenitelly the best kof since 98. 02 and 03 are also equally cool. the combos in 01 are so easy yet fluid and cool to do its easily one of the best kofs play wise. too bad its also the ugliest kof to date, looking worse then 94.

the thing I like about 01 the best is the over the top combos for almost every character in the game. without and with strikers (I like them without the most). to bad i gotta play 00 and later episodes on keyboard but ill defenitelly check the combos section and post them.

by the way takumaji, its not possible to juggle dp+P without strikers so its not possible in combos (at least in juggles) like you posted its only possible after HCB+D.

the 2 standard combos i use while playing him where (without supers or strikers) to do max damage while comboing.

first j+CorD, cB x4or5, ad another cA if you like and folow up with QCF+A. QCF+C was not possible after a light hit (dont remeber well)

the one i listed before, j+C, sC, f+A, (might've post wrong earlier) rdp+C, rdp+A, sD. (almost 40-50%)
 

roninbuddha

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wow, these combos are great.. i was never fond of Lin, but i was amazed at this.. cool,
 

Takumaji

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MUSOLINI said:
hah, deffenitelly gotta play this game more again. lately ive been in kof 97 and 98 too much. kof 2001 is deffenitelly the best kof since 98. 02 and 03 are also equally cool. the combos in 01 are so easy yet fluid and cool to do its easily one of the best kofs play wise. too bad its also the ugliest kof to date, looking worse then 94.

It's really a pity that it looks so bad, this seems to be the major reason why most ppl shun it. Compared to 97, 99 or even 2k, backgrounds, music and the chara select are just a mess.

About 94, I actually love some of the backs in it, Neo Geo Land, Pao Pao Cafe, Rugal's ship, then there are all those cameos, the classic SNK-ish punchy music, etc. Well... times were different when it came out tho...

the thing I like about 01 the best is the over the top combos for almost every character in the game. without and with strikers (I like them without the most). to bad i gotta play 00 and later episodes on keyboard but ill defenitelly check the combos section and post them.

Yeah, 2k1 is combo heaven. Add the Critical Wires, the strikers and the extra super-cancels and you have an engine that gives you lots and lots of options. You can even play it totally striker-less and you could still hold up against striker users, the damage ratio of strikers to non-strikers is quite well balanced.

Strikers... well.. I must say I really hated them when SNK introduced them in 99, and when 2k came out I was fukn mad about them, everybody started to abuse them like hell, really annoying.

But then enter 2k1 and now ppl had to sacrifice a power stock for a striker call which forced most striker whores to change their strats from mindless bombing to a more clever use. What's more, I've seen some 2k1 tournament vids and there weren't a lot of striker players, I guess if you really play the game high-level, the use of strikers is just too risky, that's why they don't spoil the game, at least not as much as they did with the previous striker KoFs IMO.

There are striker combos (mostly practise mode stuff) involving two strikers which require mad skills but most standard stuff is quite easy to do. It's not so much about complicated combo setups, more about choosing the right moment and standing on the right position, and even then striker call timing can be tricky, one fraction of a sec. too early or late and most juggles won't work anymore.

by the way takumaji, its not possible to juggle dp+P without strikers so its not possible in combos (at least in juggles) like you posted its only possible after HCB+D.

Thought so... really took me a while to find out that it isn't possible. Oh well, can't have it all I guess!

the 2 standard combos i use while playing him where (without supers or strikers) to do max damage while comboing.

first j+CorD, cB x4or5, ad another cA if you like and folow up with QCF+A. QCF+C was not possible after a light hit (dont remeber well)

the one i listed before, j+C, sC, f+A, (might've post wrong earlier) rdp+C, rdp+A, sD. (almost 40-50%)

Yes, iirc only qcf+A does combo after Lin's s-cA/B strings, will try it later this evening to make sure. I mostly use the C version and continue with a 2nd qcf+C + super-cancel + DM if possible.

I love Lin's rdp sting attacks, would be cool if it worked to ping-pong juggle your opponent with rdp+C -> rdp+A/B -> rdp+C -> rdp+A/B...etc ...ad infinitum... :D

Okay...

I'm feeling like starting a general KoF2k1 (striker) combo thread... well, let's see...
 

E=MC2

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a little of topic but didnt robert have a cool whire combo?? i thought j+D, sD(1hit), df+B(or f+B) maybe also just one hit dont remenber well, HCF+D(grapple kick juggle whire move), dp+C, QCFx2+C or D the super dragon punch.

damn i knew really cool combos with yuri but forgot them a little, one where she combos in a super dragon punch and firecracker (in one or 2 different combos??)

i gotta cop a working copy again to try all this shit, good thing you brought this thread up again takumaji, i really forgot how cool this game is. after that i'll post some max damage combos for as many chara's as possible.

by the way, the yuri combo, could somebody check it out. i think it was j+D, sC, f+B, QCFx2+C or D (dont remeber, maybe you could even ad a move before super dragon punch and supercancel into it) and in the second or third hit of super dragon puch quickly perform A,A,f,B,C for her firecracker if that was the correct method. can somebody confirm this, untill i get mine working again??
 

Takumaji

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Yes, that's the standard/best Robert CW combo. Robert's CW is the most effective one in the game IMO, together with K's f+A One Inch (which is a Counter Wire) and Ryo's A Zanretsu Ken.

It looks very cool when Bob's qcf x2+P DM connects and the opp. gets juggled to hell. Too bad they only left in some Counter Wires in 2k2...

I'm looking forward to your combos, man! :)

Ah well, now that we're slightly OT anyway, here are some nice Kensou striker combos that I've found:

(corner) sB -> hcf+A -> call striker Vanessa -> qcf+D -> hcf+C (12 hits)

far sC (two hits) -> hcf+A -> call striker Kula -> hcf+A (9 hits)

(corner) jC/D -> sC -> f+A -> hcf+A -> call striker Hinako -> rdp+D (12 hits)

to be continued...
 

Takumaji

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Edited the thread title, it's an all-purpose KoF2k1 combo thread now.


About Robert's CW combo, I tried several ways of comboing into and out of his close hcb+K. Apparently, a combo involving hcb+K that has been started with a jumping attack must be a crossup or it won't connect because the opponent will be pushed away, at least I couldn't get the hcb+K to connect after a normal, say, jD -> sD (1 hit) -> ...

IMO, the best combo starters are be either standing D (hits twice, cancel into hcf+K at the first hit) or the f+B command attack, doesn't work with f+A because it cannot be cancelled.

So, in other words, this is my standard version:

sC -> f+B -> hcb+B -> qcf x2 +C (12 hits, 1 stock)


I'm working on a really big striker combo at the moment, starring Joe and the strikers Clark, Andy and Kensou. Here is what I've got so far:

(corner) jB -> sA -> tap A -> call striker Clark (let him hit at least twice) -> call striker Andy -> qcf+A -> qcf,hcb+A (super-cancel, 23~26 hits, 3 stocks).

What I want to do is to call Kensou with his forward rushing punch to juggle my opp. after I've trapped him with a 2nd A tapping move and then finish the whole thing with qcf+A super-cancelled into either qcf x2+P or qcf,hcb+P as above. This would make it a practise mode-only combo I guess.

I've done it once by accident, not sure wether all moves actually comboed or not but it would be worth a video if it works... :)


...and here's another one for Terry:

(corner) jB -> sC (2 hits) -> call striker Vanessa -> qcb+B, walk one step back -> call striker Xiangfei -> dp+B -> charge d,u+C (22~23 hits, 2 stocks)

This one's a little trickier. Let both hits of the standing C connect but call Vanessa immediately after the first one, then combo into the qcb+B which opens a gap for Vanessa to attack with her multiple-punch striker move. While she pummels your opponent, walk one step backwards and call Xiangfei. It's a good idea to put her on the first striker box and Vanessa on the middle one to make calling both strikers easier.

Immediately follow up with the dp+B. If you did it right, Xiangfei will shoulder-charge your opp. about the same time you hit with the dp+B. Don't forget to start charging the Rising Tackle now. Because your opp. will get hit by two powerful attacks at the same time, he will freeze/be stunned/stuck in air for a second, right in this moment, release the Rising Tackle for the final juggle.
 
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E=MC2

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yo i got roberts combo again. you crossover jump with D, sD (1hit), df+B(1hit), HCB+D(CW), dp+C (juggle), QCFx2+C (supcancel). here are some others i remebered yesterday while playing it again.

Kim:

j+D, sC(1hit, you can do sA instead cause its easier), dd+B, dp+B, and now you can finish it of with a super cancel in 3 ways.
1, QCFx2+D, dd+D about 75-80%
2, QCB,F+D, dd+D, dd+D about 90%
3, QCB,F+BD, dd+D about 100% but some charas might just survive
 

angel2005

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Athena's Combo w/ striker: jD-> sC-> fBC-> qcb+B-> sC->qcb+f+AC(2 hits then)+A+B+C+A+B+C+D+dp+A->qcb+qcb A(2 hits then)+hcb A "4 stocks required" (strikers: anyone,anyone,Angel) damage:90%-100%
 

angel2005

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Iori Yagami's combo

1st Combo w/ strikers: (corner) jD-> sC-> f+BC-> qcb+A-> (after the striker finishes hitting connect) sC-> f+B-> qcb+C(3X)-> d+BC+charge C-> f+B-> qcb C-> dp+C(2 hits then cancel into) qcf,hcb A-> qcf,qcf AC note: striker's must be: back->Leona, down->Robert, forw.->Angel
 
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