BBTag/Nine the Phantom/Frame Data

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Nine the Phantom


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


System Data

name health prejump backdash forwarddash Unique Movement Options
Nine the Phantom 17,000 4F 42F (1~4F Inv P, 5~32F Inv All) 42F (1~4F Inv P, 5~32F Inv All) 4-Way Teleport Dash, can do 2 in a row
Magic Gauge


Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1700 All 11 4 23 -8 B 7~14 H 90 75 4 18 Launch 19 Launch 34 12 +0 +5
4AA 1700 All 13 4 25 -10 B 100 85 4 18 Launch 19 Launch 34 12 +0 +5
4AAA 1600/
1800/
2000
All 13 3 28 -14/-12/-10 P1 100 80/85/90 3/4/5 16/18/20 Launch 22/24/26 Launch 36/39/42 11/12/13 +0 +2/+5/+8
5A 1200 All 8 6 12 -4 B 100 75 2 13 14 14 18 26 10 +0 +1
5AA 1500 All 12 3 22 -8 B 100 80 3 16 21 21 26 35 11 +0 +2
5AAA 1500 All 9 3 23 -9 B 100 80 3 16 21 21 26 35 11 +0 +2
5AAAA 2000/
2500/
3000
All 10 3 Total: 44 -18/-16/-14 P 80 80/
85/
90
3/4/5 16/18/20 17/19/21 17/19/21 22/24/27 31/34/37 11/12/13 +0 +2/+5/+8
5AAAAA 2000/
2200/
2400
All 16 6 24 -11 P 80 85 4= 18 Launch 60 Launch 75 12 +0 +5
2A 1000 Low 10 3 20 -9 F 90 75 2 13 14 14 18 26 10 +0 +1
5B 1700 All 12 6 21 -8 B 100 85 4 18 19 19 24 34 12 +0 +5
5BB Lv 0-4 1500 All 13 9 Total: 45 -16 P 80 80 3 16/18/20 Launch 26 + Slide 40 + WBounce Launch 40 + Slide 40 + WBounce 0/+11 +11 +11
5BB Lv 5-9 800,1200 All 13 6,3 Total: 45 -8 P 80 85 4 16 Launch 28 + Slide 40 + WBounce Launch 43 + Slide 40 + WBounce 0/+4, 0/+12 +4, +12 +4, +12
5BB Lv 10 300,600,1500 All 13 3×3 Total: 45 -6 P 80 90 5 20 Launch 30 + Slide 40 + WBounce Launch 46 + Slide 40 + WBounce 0/+2×2, 0/+13 +2×2, +13 +2×2, +13
2B 1500 Low 11 6 21 -10 F 90 80 3 16 17 17 22 31 11 +0 +2
5C 800 High 26 5 16 -4 P 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 13 5 25 -11 F 90 85 4 18 Launch 40 Launch 55 12 +0 +5
j.A 1500 High 8 5 30 H 80 80 3 16 17 24 22 38 11 +0 +2
j.AA 1500 High 11 3 25 -11 H 80 80 3 16 17 24 22 38 11 +0 +2
j.B 1700 High 13 3 35 H 80 85 4 18 19 24 24 39 12 +0 +5
j.BB 1700 All 10 6 27 H 80 85 4 18 19 24 24 39 12 +0 +5
j.C 1700/1900/2100 High 21 Until L Total: 57 -3 P 80 90 5 20 Launch 60 + GBounce Launch 76 + GBounce 0/+6 +6 +14


Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0×2, 2000 Throw 7~30 3 23 T 100 50 0, 2, 4 Crumple 87, Launch 30 + WBounce 40 0, 10, 13 +0 +0
AD Flax Nurture 2000 Air Unblockable 13 3 44 -30 B 1~15 All 100 80 3 16 Launch 60 Launch 74 11 +0 +2
j.AD Air Flax Nurture 2000 All 13 3 Until L+15 H 1~15 All 100 80 3 16 Launch 60 Launch 74 11 +0 +2
66/44 1st Ground Dash 40 1~4 P
5~32 All
j.66/44 1st Air Dash 30 1~4 P
5~25 All
66/44 2nd 2nd Dash Forward/Back 40 1~25 All
88/22 2nd 2nd Dash Up/Down 35 1~20 All


Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A/B/C Lv 0 Everlasting Schorl 1500 All 9 5 Total: 35 -6 P1 80 70 1 11 Launch 35 Launch 46 0/+9 +9 +9
j.236A/B/C Lv 0 Air Everlasting Schorl 1500 All 9 5 Total: 35 P1 80 70 1 11 Launch 35 Launch 46 0/+9 +9 +9
236A Lv 1-4 Amethyst of Annihilation 1800 All 16 Total: 43 -13 P1 80 75 2 13 Launch 22 Launch 34 0/+10 +10 +11
j.236A Lv 1-4 Air Amethyst of Annihilation 1800 All 16 Total: 43 -13 P1 80 75 2 13 Launch 22 Launch 34 0/+10 +10 +11
236A Lv 5-9 Andradite of Accord 400, 300×8, 400×8 All 19,48-? +2 P1 80 80 3 20 Launch 40 Launch 54 0/+11, 0/+2×16 +11, +2×16 +13, +4×16
j.236A Lv 5-9 Air Andradite of Accord 400, 300×8, 400×8 All 19,48~? 80 80 13 Launch 22 Launch 34 0/+10 +10 +11
236A Lv 10 Taaffeite of Temptation 1500×3 All 90 P(58)P(58)P Total: 32 P1 80 75×3 2 13 14 20×2, 20 + GBounce 18 32×2, 32 + GBounce 0/+10 +20 +21
j.236A Lv 10 Air Taaffeite of Temptation 1500×3 All 90 P(58)P(58)P Total: 32 P1 80 75×3 2 13 14 20×2, 20 + GBounce 18 32×2, 32 + GBounce 0/+10 +20 +21
236B Lv 1-4 Citrine of Change 1500 All 17 103 Total: 43 -3 P 80 75 2 13 Launch 22 + Slide 30 Launch 34 + Slide 30 0/+10 +10 +15
j.236B Lv 1-4 Air Citrine of Change 1500 All 17 Total: 43 P 80 75 2 16 Crumple 27 17 Crumple 54 31 0/+11 +11 +13
236B Reflect Citrine (Reflect Shot) 1500 All 1 Until Hit P2 80 60 3 16 Crumple 27 17 Crumple 54 31 0/+11 +11 +13
236B Lv 5-9 Morganite of Malice 400, 1500×2 All, Low×2 19 25(15)10(13)10 Total: 40 +15 ~ +73 P1 80 80, 90×2 3, 5×2 16, 20×2 17, Crumple 30, Launch 30, 30 + Slide 17, 30 + Slide 12 + Down 33 22, Crumple 60, Launch 44, 46 + Slide 17, 46 + Slide 12 + Down 33 0/+11, 0/+6×2 +11, +6×2 +13, +8×2
j.236B Lv 5-9 Air Morganite of Malice 400, 1500×2 All, Low×2 19 Until L(15)10(13)10 Total: 40 +15 ~ +73 P1 80 80, 90×2 3, 5×2 16, 20×2 17, Crumple 30, Launch 30, 30 + Slide 17, 30 + Slide 12 + Down 33 22, Crumple 60, Launch 44, 46 + Slide 17, 46 + Slide 12 + Down 33 0/+11, 0/+6×2 +11, +6×2 +13, +8×2
236B Lv 10 Uvarovite of Undoing 350×20 All 144 P{(3)P}×19 Total: 32 P1 80 80 3 16 17 25 22 39 0/+2 +2 +4
j.236B Lv 10 Air Uvarovite of Undoing 350×20 All 144 P{(3)P}×19 Total: 32 P1 80 80 3 16 17 25 22 39 0/+2 +2 +4
214A Crimson Raider 1000, 1500 All 13 15,1 [(6)1] 28 [23] -5 B 90 80, 85 3,4 16, 18 Launch×2 40 + Down 23, 40 + GBounce Launch 54 + Down 23, 55 + GBounce 11, 12 +0 +2, +5
j.214A Air Crimson Raider 950, 1250 All 13 15,1 [(6)1] Until L H 90 80, 85 3, 4 16, 18 Launch×2 40 + Down 23, 40 + GBounce Launch 54 + Down 23, 55 + GBounce 11, 12 +0 +2, +5
214B Mauvette Roar 2000 All 13 19 Total: 53 -10 P 4~18 H 90 85 4 18 Launch 35 Launch 50 0/+12 +12 +17
j.214B Air Mauvette Roar 1800 All 13 19 Total: Until L P 90 85 4 18 Launch 35 Launch 50 0/+12 +12 +17


Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C Lv 1-10 Nephrite of Nullification 1500×5 /1750×5 /2000×5 All 623+1 1,1,1,1,1 Total: 58 P 75/65/55 70/75/80 3/4/5 16/18/20 Launch 60 Launch 74/75/76 0/+2 +2 +3
j.236C Lv 1-10 Air Nephrite of Nullification 1500×5 /1750×5 /2000×5 All 623+1 1,1,1,1,1 Total: 58 P 75/65/55 70/75/80 3/4/5 16/18/20 Launch 60 Launch 74/75/76 0/+2 +2 +3
236C 236C Nephrite of Nullification - Dual 1500×5 /1750×5 /2000×5 All 24+1 1,1,1,1,1 Total: 55 0/+2/+4 P 75/65/55 70/75/80 3/4/5 16/18/200 Launch 60 Launch 74/75/76 0/+2 +2 +3
236C j.236C Air Nephrite of Nullification - Dual 1500×5 /1750×5 /2000×5 All 24+1 1,1,1,1,1 Total: 55 0/+2/+4 P 75/65/55 70/75/80 3/4/5 16/18/200 Launch 60 Launch 74/75/76 0/+2 +2 +3
214C Scarlet Vein 2000, 1500 All 24 6 Total: 68 -11 P1 4~29 P 80 90×2 5 20 Launch 60, 60 + WBounce 60 Launch 76, 76 + WBounce 60 0/+13 +13 +21
j.214C Air Scarlet Vein 2500 All 24 6 Total: 68 P1 4~29 P 80 90 5 20 Launch 60 Launch 76 0/+13 +13 +21


Partner Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Crimson Raider 1500×2 All (18)+13 15, 1 [(6)1] 30 -12 B 70 80, 85 3, 4 16, 18 Launch 30 + Down 23, 60 11, 12 +0
6P Scarlet Vein 2300 All (18)+41 6 Total: (18)+82 -8 P 70 90 5 20 Launch 60 0/+13 +13
4P BBCF 6B 1800 All (18+) 15 4 28 -13 B 70 85 4 18 Launch 60 12 +0


Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Flame Punisher 600×5, 900×8 [600×5, 900×8, 200×12] All 1+(52 Flash)+19 8×5(19)7×8 Total: 1+178 -31 P2 1~21 All 80 60 3×5, 4×8 16×5, 18×8 Launch 30 + GBounce×5, 30 + GBounce + WBounce 60×8 [, 60×12] Launch 44 + GBounce×5, 45 + GBounce + WBounce 75×8 [, 75×12] 0/+3
[0/+3×13, 0/+4×12]
+3
[0/+3×13, 0/+4×12]
+5 [+5×13, +4×12]
214BC Lv 0 Azurite Inferno Lv 0 100, 0, 250, 0, 250×3, 2050×6 All 1+(15 Flash)+13 5 38 -29 F 1~18 All 80 60 2 13 Crumple 60, Launch×11 Stand, 17×5, 60 + WBounce×6 10 10×2, 0/+63×4, 0/+11×6 +1×2, 0/+63×4, 0/+11×6
214BC Lv 1-5 Azurite Inferno Lv 1-5 100, 0, 250×6, 1050×12 All 1+(15 Flash)+13 5 38 -29 F 1~18 All 80 60 2 13 Crumple 60, Launch×19 Stand, 17×7, 60 + WBounce×12 10 10×2, 0/+63×6, 0/+11×12 +1×2, 0/+63×6, 0/+11×12
214BC Lv 6-10 Azurite Inferno Lv 6-10 100, 0, 250×8, 720×18 All 1+(15 Flash)+13 5 38 -29 F 1~18 All 80 60 2 13 Crumple 60, Launch×27 Stand, 17×9, 60 + WBounce×18 10 10×2, 0/+63×8, 0/+11×18 +1×2, 0/+63×8, 0/+11×18
214BC Enhanced Followup 270×10 6+(25 Flash)+?? 80 60 Launch 120 0/+22 +22 +30
Distortion Skill Duo Cardinal Nova 2000 [2000, 100, 150, 250] All 1+(128 Flash)+1 10 [10,3,3,3,3] Total: 1+66 -32 P2 1~3 All 100 100 5 20 Launch 60 Launch 76 0/+13 +13 +21


Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Colorless Void All 7+(54 Flash)+14 8 Total: 89 -41 P2 1~47 All 3 16 0/+11


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBCF Nine 6A.pngGuard:
All
Startup:
11
Recovery:
23
Advantage:
-8
4AA, 5AA, 2A 5B, 2B 5C, 2C Jump, Throw, Special, Super
4AABBCF Nine 6C.pngGuard:
All
Startup:
13
Recovery:
25
Advantage:
-10
4AAA, 5AA, 2A 5B, 2B 5C, 2C Jump, Throw, Special, Super
4AAABBCF Nine Coral 1.pngGuard:
All
Startup:
13
Recovery:
28
Advantage:
-14/-12/-10
- - - Special, Super
5ABBCF Nine 4C.pngGuard:
All
Startup:
8
Recovery:
12
Advantage:
-4
[1]
5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBCF Nine 5C.pngGuard:
All
Startup:
12
Recovery:
22
Advantage:
-8
5AAA, 2A 5B, 2B 5C, 2C Jump[-], Throw, Special, Super
5AAABBCF Nine 5A.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-9
5AAAA, 2A 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAABBCF Nine LapisLazuli 1.pngGuard:
All
Startup:
10
Recovery:
Total: 44
Advantage:
-18/-16/-14
5AAAAA - - Special, Super
5AAAAABBTag Nine 5AAAAA.pngGuard:
All
Startup:
16
Recovery:
24
Advantage:
-11
- - - -
2ABBCF Nine 2A.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-9
[1]
5A 5B, 2B 5C, 2C Throw, Special, Super
5BBBCF Nine 5B.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-8
[1]
- 5BB, 2B 5C, 2C Jump, Special, Super
5BBBBCF Nine Emerald 1.pngGuard:
All
Startup:
13
Recovery:
Total: 45
Advantage:
-16
- - - Special, Super
2BBBCF Nine 2B.pngGuard:
Low
Startup:
11
Recovery:
21
Advantage:
-10
[1]
- 5B 5C, 2C Special, Super
5CBBCF Nine NavyPressure.pngGuard:
High
Startup:
26
Recovery:
16
Advantage:
-4
- - - -
2CBBCF Nine 3C.pngGuard:
Low
Startup:
13
Recovery:
25
Advantage:
-11
- - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBCF Nine jA.pngGuard:
High
Startup:
8
Recovery:
30
Advantage:
-
j.AA j.B j.C Jump, Special, Super
j.AABBCF Nine jC.pngGuard:
High
Startup:
11
Recovery:
25
Advantage:
-11
j.A j.B j.C Jump, Special, Super
j.BBBCF Nine j2A.pngGuard:
High
Startup:
13
Recovery:
35
Advantage:
-
j.A[-] j.BB[-] j.C[-] Jump[-], Special[-], Super[-]
j.BBBBCF Nine jB.pngGuard:
All
Startup:
10
Recovery:
27
Advantage:
-
j.A j.B j.C Jump, Special, Super
j.CBBCF Nine Kunzite.pngGuard:
High
Startup:
21
Recovery:
Total: 57
Advantage:
-3
- - - Special[-]
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string

Sources

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