User:Aria8ball/NineCombos

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 Nine the Phantom

Aria8ball/Data

Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Combo List

W Stands for water element (A normals).

A Stands for air element (B normals).

F Stands for fire element (C normals).

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Beginner ComboUntil you get the Crimson Raider timing.
Easy


4A/5A > 5C > 3C > 5D [WFF] > 5A > 9sjc.A > j.2A > j.D [WWW] > falling j.A > 5A > 3C
A simple way to get damage as Nine while setting up her Fairy [WWF] okizeme, while it does less damage than 214A BnB, this offers an easier timing, more consistency than 214A when done close, making it a strong route of choice even at high levels of play.

Common starters include: 2A, or any sequence that ends in an A normal > 5C > 3C.

If you want even more consistency, you can microwalk after the 5D [WFF] and then 5A

Note that after the 5A, it has to be jump cancelled via super/high forward jump (2 > 9) input, otherwise, the j.2A won't connect. This is a rule of thumb that applies to all Nine Combos.

Universal Throw Combo
Easy


Throw > 5A > 9sj.A > j.2A > j.D [WWW] > Ender
Works both midscreen and corner and both airthrow and ground throw.

5B StarterOne of your main pokes, requires 50 meter.
Easy

5B > 214A > RC > 5A > 6A > sjc j.2A > j.D [WWW] > Ender
5B is a long range ground poke that you will use a lot, it's Nine's longest button on the ground.

5B cancels into itself once whether on block or hit, so you can do 5B > 5B > 214A and the combo will work too.

A basic metered combo in order to convert off a 5B.

The Nine BnB

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Crimson raider BnBThe Classic.
Tricky

4A/5A > 5C > 3C > 5D [WFF] > 6C > delay 214A > 4C > 5A > 6A > j.2A > j.D [WWW] > Ender
The Main Nine BnB that every player of the character should learn (or atleast bother to try).

If you're at point blank do one of the beginner combos above instead of this one.

While in the video is performed 4A > 6A after 214A, and you can do it if you want, it is prefered to do 4C > 5A > 6A instead, since 4C has a bigger hitbox, making the pickup more consistent.

Common issues and tips when performing the combo will be explain on the later section.

Switch Side BnBIf you're in the corner.
Hard


4A/5A > 5C > 3C > 5D [WFF] > walk 5A > 5D [W] > delay 214A > 4X > 6X > j.X > j.X > 214A
A more technical combo that allows you to switch sides with the opponent, the tricky part is in the Walk 5A since it requires you to be at a specific spacing so you will switch sides after 214A, that last part 4X > 6X > j.X > j.X > 214A can be any sequence you want, all depends on your needs / spell you want for okizeme.

The most common choice is: 4A > 6A > j.C > j.C > 214A

Worth to note that you have to end it into 214A, because you can only freeze the opponent once in a combo.

3C StarterNot so niche as you might think.
Medium


3C > 5D [F] x1-3 > 9sj.2A > j.2C > j.D [WF] > land 5A > 6A > j.2A > j.D [WWW] > Ender
While 3C is a sort of a niche button used mainly in combos since there's is better low guard options, you can use this button at roundstart (though there's betters options) and low profile certain air approaches.

[F] x1-3 means you can use any charges of Fire spell for confirm from 3C, whether 1 or 3, the more charges you have, the easier is to confirm afterwards.

Performing the Bnb

214A ends up side switching


You are performing 214A too fast, so you need to delay it, the closer you are to the opponent when performing it, the more you need to delay 214A.

Some players will do 236D with a slight delay in-between of 6C > 214A to help them with the timing.

236D > 214A has to be one smooth motion.

I can't connect 4C after 214A


It's worth to note that 214A > 4C it's a link, and not a chain. So you need to wait for 214A recovery to end and then input 4C.

j.2A doesn't connect


After 6A you need to forward super jump (2 > 9 input) so j.2A connects.

Not able to combo after j.D (WWW)


Remember j.D [WWW] puts opponent on a freeze state, you can't hit them too high with j.A otherwise the rest of the combo will not connect.

Input j.A when you're about to land.

Depending on the Ender you choose (Explained on later section) the timing might be a little bit earlier or later.

Confirming from Non BnB Situations


Situation Combo
Too far for 3C to connect

5X > 214A > RC >5A > 6A > 9sjc.2A > j.D [WWW] > Ender

Too far for 214A to connect

214A > 9sjc.X > j.X > (jc > j.X > j.X) > j.214A.

Too far for 6C to hit after [WFF]

[WFF] > 5B > 6B / 6C > 9sjc.X > j.X > (jc > j.X > j.X) > j.214A

Anti Air and Air to Air Combos

Anti Air

6A Anti AirImportant against jumping heavy opponents
Very Easy

6A > j.C (jc) j.C > j.D [WFF] > falling j.A > 6A > 9sjc.2A > j.D [WWW] > Ender
Applying the things we already known with the past combos, this is an easy anti air confirm.

6A has a lot of vertical reach, and is one of Nine's main grounded antiairs.

The jump cancel (jc) between j.C > j.C could be optional, depending mainly on the positioning you want or not to double jump cancel, this a thing that applies to all Anti-Air/Air to Air combos, but that will be explained on a later section.

6B Anti AirImportant against jumping heavy opponents
Very Easy


6B > j.A j.C (jc) j.C > j.D [WFF] > falling j.A > 6A > 9sjc.2A > j.D [WWW] > Ender
6B is the tool for when opponent are right above you.

Same as the previous route, but now adding a j.A.

6C Antiair
Easy

6C > 9sjc.A > j.2C > j.D [WFF] > falling j.A > 6A > 9sjc.2A > j.D [WWW] > Ender
While 6A has a great amount of vertical reach, 6C has the vertical reach, useful for catching jumpy opponents and for covering angled-air approaches.

Its high hit stun makes easy confirm into a combo off it.

214B Counter Hit
Easy


214B CH > 5A > 6A > sj.2A > j.D [WWW] > Ender
A basic confirm off 214B on counter hit.

While 214B is a niche tool because of another options like 6A, it can't be dismissed or not used, it's her only move with head invulnerability and covers the best the vertical range among other options.

On counter hit will make opponent bounce, and in the corner will make the opponent wall splat.

Air To Air

Air to Air Counter Hit
Easy

j.X > (5X) > 6C > j.X as needed > j.D [WFF] > falling j.A > 6A > 9sjc.2A > j.D [WWW] > Ender
You can use any buttons you want as long you confirm into j.D [WFF].

If you're jumping backwards or too far away when hitting j.X, you won't be able to land and hit (5X) > 6C, if that is the case you can jump forward and use whatever air sequence to confirm into j.D [WFF].

(5X) is optional.

Adjusting combos


As said in the 6A anti air section, you want to adjust the combos based on the character positioning/distance.

About Antiairs, sometimes the jump cancel after a 6X you want it to be a neutral jump.

You may noticed the j.C > (jc) > j.C, which means that the jc (jump cancel) is optional.

The general theory for both Antiair and Air to Air combos is:

Any sequence that leads into j.D [WFF] > falling j.A > 6A > 9sjc.2A > j.D [WWW] > Ender

And this could change depending on various factors, how close Nine is to the ground, if it was a normal hit or a counter hit, the distance between both characters and the air normal that will start the combo.

There will be times that your j.A after j.D [WFF] won't be in range to hit, so you need to do whether j.B or j.C instead, into a 6X > Air sequence that ends into j.214A.

This changes based on the spell you want to get, common choices are [AFF] or [AAF].

Throw and Air Throw

Ground Throw
Tricky


Throw > (236D) > 2C > 5C > 6A > 9sj.D [WFF] > land 5A > 9sj.A > j.2A > 9sj.D [WWW] > Ender
The 236D is optional but it helps you with the 2C timing.

Air Throw
Tricky


Air Throw > land > 5C > 5A > 6C > 9sj.D [WFF] > land 5A > 9sj.A >j.2A > j.D [WWW] > Ender

Enders

As you noticed on previous sections the combos were listed as j.D [WWW] > Ender.

The enders change depending on the situation / spell you want for running your okizeme, but the general theory looks like this:

Falling j.X > 5X / 2X > 3C.

Being 3C is the normal that secures the knockdown.

j.D Freeze or Crimson Raider?


Almost every time we want to go for j.D [WWW] as ender since is the one that gives us the spell for okizeme.

But there will be times we need to go for j.214A because the combo situation won't allow us to go for the former option, or in other cases, we go for j.214A when the opponent has been already freezed, otherwise the opponent won't get freezed and the combo will drop.

Ender Notes
j.A > 5A > 3C

Grants you a Fairy [WWF], this is the most, and arguably best spell for okizeme.

j.B > 2B > 3C

Grants you a Uvarorite (a.k.a Meteors / Rain) [AAF].

j.C > 5A > 3C

Grants you a Kunzite (a.k.a Rock) [WFF], mainly you will use it for Distortion super enders. You can 236D instead to save it for using Kunzite [WFF] on your pressure.

j.C > 5A > 3C > 5D [WFF] (A+B+C+D) > 236236A Basic 50% meter ender for finishing opponents at low health. The Overdrive activation (A+B+C+D) is optional.
j.C > 5A > 3C > 236D > 236236C

Optimal 50% meter ender, input it as 236D236C.

j.C > 3C > 236236B > 236236C

100% meter ender, j.C on j.C > 3C has to be very late.

Input 236236C right after 236236B recovery ends.

Resource Routes

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Basic Kunzite Store RouteRequires you to be close.
Easy


xA > 5C > 6C > 236D > 214A > 4C > 5A > 6A > 9sj.2A > j.D [WWW] > Ender
Worth to note that almost entire cast in crouching state this combo won't work, the only characters crouching that this will work on are:  Bang,  Hakumen and  Tager.

Unlike the Crimson Raider BnB, the 236D > 214A after 6C has to be inmediate.

A route that grants you a Kunzite [WFF] on stock ready to use, as said in the one-liner, it requires you to be close to the opponent in order of the 6C to hit.

The 4C link after 214A might feel tigher.

Double Kunzite ComboRequires you to be in the corner
Medium


4A/5A > 5C > 3C > 5D [WFF] > 6C > delay 214A > 4C > 6A > 5D [WFF] > 6A > 9jc.D [W] > Ender

If you input a delay j.236D after 9jc.D [W] followed by a j.4A, the combo will reset and the j.A will hit as a meaty, which grants you a safejump. For guiding you with the delay j.236D timing, you can use the moment when the freezed opponent lands to the ground as a visual clue.

You can also do j.236D after j.D [W] with no delay which will make you land faster and Throw the opponent.

There's no specific previous stock needed for this combo, and don't forget this is for the corner.

6A Counter HitAlso possible with an air counter hit close to the ground.
Hard


6A counter hit > 236D > 5C > 6C > 9sj.2A > j.D [WFF] > land > 5C > 6C > 9sj.2A > j.236D > j.D [W] > Ender
Another one that gives you a Kunzite [WFF] on stock.

First of all, input j.236D > j.D [W] as: j.236DD

The 9sj.2A > j.236DD is arguably the hardest part of the combo, you want to buffer j.236D during 9sj.2A.

If you want it simplier you can omit the j.D [WFF] > land > 5C > 6C and go directly for j.236D > j.D [W] > Ender after the first 9sj.2A.

Using Stocks in Combos

DISCLAIMER: Due to how freeform this aspect is, only basic examples will be shown, this section is highly subtle to change in the future.

During the course of a match you will have a Water [W] or Fire [F] charge stocked on your second magic slot by saving them by using 236D during neutral, and you can use those stocks in order to create new sequences and store more spells for your okizeme or increasing your damage output.

This will also cover the usage of j.236D > j.D in combos, and for practical purposes (and as seen in a former section) will be listed as j.236DD.

Water Stock

All Freeze [W] versions could be used in order to end your combo into okizeme. Of course, the more Water [W] charges, the easier is to confirm afterwards, but with the 3 versions is possible.

The general and most basic usage of this is to swap stock via 236D, by doing a different sequence to build a specific spell, this changes on the preferences / needs of the player, use j.236D mid combo, and use the Water [W] stock to freeze the opponent and end the combo normally, with a spell ready on stock to use.


Simple Ice Stock Usage
Easy


(Anything >) 5D [WFF] > 5X > 6X > 9sjc.2X > j.236DD [W] > Ender
A basic combo showing the potential uses of an Ice Stock saved, everything is listed as just X / j.2X since you can use any sequence you want to build the spell you want to use, up to your needs / preferences.

Common choices are Kunzite [WFF] or Uvarorite [AAF].

Alternate Easy Route
Easy


(Anything >) 5D [WFF] > 5X > 9sjc.X > j.2X > j.236DD [W] > Ender

Standard Ice Stock Route
Medium


(Anything >) 5D [WFF] > 6C > delay 214A > 4X > 6X > 9jc.236DD [W] > Ender
The Crimson Raider BnB adapted to use Ice Stock during combos, note that 236D it's not needed here.

Fire Stock

The usage of Fire Stock in combos rather than giving you okizeme options, gives you points for reset the opponent with Kunzite [WFF], in order to increase your damage output, and eventually lead to okizeme.

Unlike the water stock this one is not as potentially specific, as a example, the Crimson Raider Bnb already gives you a Fire Stock if you opt to use 236D during 6C > 214A.

Basic reset theory is: After freezing the opponent with j.D [WWW] cancel it into j.236D, then do any sequence that involves Water [W] and Fire [F].

At higher levels of play keep in mind that Freeze Resets are a common point for opponents to do a Reversal, and also the mixup more than the Kunzite itself [WFF] is more about when you will drop it over the opponent. So, adding more normals such as 2C, 4A (whiff) after 2C, etc. It's extremely important.


Basic Kunzite Reset with Fire Stock
Easy


(Anything >) 5D [WFF] > 6C > 236D~214A > 4C > 5A> 6A > 9sjc.2A > j.D [W] > j.236D > falling j.2C > 5A > 5D [WFF]
Remember you need a previous Fire [F] Stock in order to do this, you need to cancel the j.D [W] into j.236D so the j.2C hits in time and the combo does not drops.

j.236DD in Combos

STILL WIP

j.D (named Shorl) is a Air Normal that gives you a Knockdown while in the air, and leads to level 3 spells, mainly used for Safejump setups on the corner via j.236DD.

The General Theory for j.236DD routes is: Anything that makes opponent go Airborne > 5X > 6X > 9sjc.2X > j.236DD > j.236DD > falling j.X/j.2A

Unlike in the former section, no specific stock is required to perform this. Common choices (and probably the best options) for this routing are Uvarorite [AAF] and Morganite [AFF].

Corner Safejump with Morganite [AFF]No Stock required for this one
Easy


(Anything >) 5D [WFF] > 5B > 6C > 9sjc.2C > j.236DD > j.236DD [AFF] > falling j.2A
A basic Safejump Okizeme with Morganite [AFF] (often called Seed), remember to input the falling j.2A as j.1A.

A more advanced version can be achieved by doing:

5D [WFF] > 6C > 214A > 4C > 5B > 6C > 9sjc.2C > j.236DD > j.236DD [AFF] > falling j.2A

Corner Safejump with Uvarorite [AFF]No Stock required for this one
Easy


(Anything >) 5D [WFF] > 5B > 6B > 9sjc.2C > j.236DD > j.236DD [AAF] > falling j.2A ( > land > 2C)
Another Safejump with Uvarorite [AAF], basically the same routing as the previous one.

5A into FreezeA common option at roundstart.
Medium


5A > 5D [W] > delay 214A > 4C > 5A > 6C > 9sjc.D [WFF] > 5B > 6C > j.2C > j.236DD > j.236DD [AFF]
5A is a common option used at roundstart since it catches a good part of the opponent's actions.

Players to Watch Footage Of

This section is not an endorsement of players as a people. This is a tool to help find videos to learn matchups, combos, and general play techniques. For guidelines and best practices, visit the Template Doc
Color Name Region Sample Footage Things to Watch For
File:BBCF Nine Color color 1.png Fumi Japan Japan.png EVO 2017 vs Fenritti
File:BBCF Nine Color color 19.png Genbu Japan Japan.png Casuals vs Mitsuhiro
File:BBCF Nine Color color 1.png Juliocrivera Texas USA.png / International.png México Snowfield #12 vs Fuzzama
File:BBCF Nine Color color 9.png georgethexiii USA USA.png Snowfield #13 vs Oracle
File:BBCF Nine Color color 7.png Jaogetsu Brazil International.png Quinzenal de BBCF Nº94 vs Hime
File:BBCF Nine Color color 6.png BIG_KASHA_STAR USA USA.png Casuals vs ルシア (Rushia) Or just Kasha, mentor in the Nine Discord.