|
|
(7 intermediate revisions by the same user not shown) |
Line 52: |
Line 52: |
|
| |
|
| ===Cons/Weaknesses=== | | ===Cons/Weaknesses=== |
| *Movement can take time to get used to. | | *Movement is somewhat limited |
| *Unreliable defensive options. | | *Unreliable defensive options |
| * | | *Can struggle against characters who are able to outrange her |
| *
| | |
| <br clear=all/> | | <br clear=all/> |
|
| |
|
Line 73: |
Line 73: |
| |SMP= | | |SMP= |
| |guard= | | |guard= |
| |startup= | | |startup=9 |
| |cancel= | | |cancel= |
| |active= | | |active= |
Line 103: |
Line 103: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=12 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 131: |
Line 131: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=12 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 157: |
Line 157: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=10 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 183: |
Line 183: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=11 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 208: |
Line 208: |
| |guard= | | |guard= |
| |attribute= | | |attribute= |
| |startup= | | |startup=11 |
| |cancel= | | |cancel= |
| |active= | | |active= |
Line 235: |
Line 235: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=12 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 264: |
Line 264: |
| |cancel= | | |cancel= |
| |attribute= | | |attribute= |
| |startup= | | |startup=13 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 290: |
Line 290: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=14 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 319: |
Line 319: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=6 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 345: |
Line 345: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=6 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 371: |
Line 371: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=6 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 397: |
Line 397: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=12 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 428: |
Line 428: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=8 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 456: |
Line 456: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=10 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 486: |
Line 486: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=11 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 510: |
Line 510: |
| |SMP= | | |SMP= |
| |guard= | | |guard= |
| |startup= | | |startup=13 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 534: |
Line 534: |
| |SMP= | | |SMP= |
| |guard= | | |guard= |
| |startup= | | |startup=17 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 560: |
Line 560: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=17 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 590: |
Line 590: |
| |attribute= | | |attribute= |
| |cancel= | | |cancel= |
| |startup= | | |startup=8 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 1,315: |
Line 1,315: |
| * Length of buff varies depending on how much of the element was in the active slot | | * Length of buff varies depending on how much of the element was in the active slot |
|
| |
|
| Flax Nurture has invulnerability on start up and it's also safe on block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Characters with normals with better reach can also outspace the horizontal reach of Flux Nurture. | | Flax Nurture has invulnerability on start up and is also punishable only on instant block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Characters with normals with better reach can also outspace the horizontal reach of Flux Nurture. |
|
| |
|
| The length of the buff depends on the amount of the element you had in your active slot. The more of the element in the active slot, the longer the buff will last. | | The length of the buff depends on the amount of the element you had in your active slot. The more of the element in the active slot, the longer the buff will last. |
Nine the Phantom
|
|
Health: 10,500
Combo Rate: ?%
Prejump:
Backdash Time ??? / Invul: ?-?
- Movement Options
- Double Jump, 1 Airdash, Dash type: Omni-Teleport
- Play-style
- Magic
|
Overview
Konoe Ayatsuki Mercury, more commonly known as Nine, is a witch, one of the Six Heroes, and one of the Ten Sages. After her supposed death by the hands of Yūki Terumi, Konoe mysteriously appears as the servant of Hades Izanami using the pseudonym Phantom.
Ability: The Abyss Diver
Unlike the other playable characters, Nine does not possess a Drive. Instead, the D button works in tandem with her normal attacks.
Nine's normal attacks are tuned to specific elements: A is for Water, B is for Wind, and C is for Fire. When her normal attacks hit her opponent (or are blocked by them), the corresponding element will be added to her Active Slot. Nine can save up to three ingredients, at which point gaining a new one will delete the oldest-existing one.
Nine has two slots: Active, where she stores her elements, and Stock, where she can store a spell from her Active Slot via the Sea-Moss Gate special move. Each spell has its own icon, and elements of Active Slot are displayed on Nine's sprite by colored ribbons. Combining elements in an specific order allows Nine to create a spell; she can then release this spell by pressing the D button. Nine has 20 spells overall, having the most extensive command list in the playable roster.
Overdrive: Burning Red
- The element of the normal Nine uses will be added to your active slot, even on whiff
- Nine will receive an element buff when she uses a spell similar to Flux Nurture's buff
Pros/Strengths
- Strong zoning game due to size of normals and spells
- Many okizeme options from spells
- Teleport dash is quite versatile: has invulnerability and can be used twice in any direction
- Able to hit confirm easily off of normals and spells
Cons/Weaknesses
- Movement is somewhat limited
- Unreliable defensive options
- Can struggle against characters who are able to outrange her
Normal Moves
5A
5A
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
600
|
-
|
-
|
9
|
-
|
-
|
-
|
-
|
-
|
- Possibly best ground poke
Possibly Nine's best ground poke. While it doesn't have as much reach as 5B and 5C, it almost has enough reach to hit an opponent at round start. It's also easy to hit confirm and to make the Kunzite with the follow up normals, which will be necessary to convert it into a more damaging combo.
|
|
5B
5B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
600
|
-
|
-
|
12
|
-
|
-
|
-
|
-
|
-
|
- Longest reaching ground poke
5B has a lot of reach, making it a great ground. However, at max range, it doesn't really convert into much damage. Usually the most you can get is 5B > 5B > 214A. It's mostly best used as a poke that'll keep the opponent cautious of either trying to approach Nine recklessly or trying to jump out of pressure after you've been pushed out far.
|
|
5C
2A
2A
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
550
|
-
|
L
|
10
|
-
|
-
|
-
|
-
|
-
|
All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals.
|
|
2B
2B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
550
|
-
|
L
|
11
|
-
|
-
|
-
|
-
|
-
|
All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals.
|
|
2C
2C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
550
|
-
|
-
|
11
|
-
|
-
|
-
|
-
|
-
|
All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals.
|
|
6A
6B
6C
6C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
900
|
-
|
-
|
14
|
-
|
-
|
-
|
-
|
-
|
- Anti-air option for about round start distance
- Good option to catch jump outs
6C can be a good anti-air option to go for at round start or at the same distance in other situations in neutral. Typically, it's safer to do jump up j.A to catch opponents in these situations but CH 6C is a more damaging starter and can be worth going for in situations where you feel the risks are small. It's also pretty good at catching opponents trying to jump out of pressure.
|
|
4A
4A
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
300
|
-
|
-
|
6
|
-
|
-
|
-
|
-
|
-
|
4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for 5A. The 4A variant is typically used to help setup Tanzanite of Mourning/[Wx3] in a combo.
|
|
4B
4B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
300
|
-
|
-
|
6
|
-
|
-
|
-
|
-
|
-
|
4B hits a lot lower to the ground than its other 4X counterparts. For this reason, it doesn't typically get much use compared to them since 4X normals are usually used to juggle airborne opponents in tighter spots.
|
|
4B
4C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
300
|
-
|
-
|
6
|
-
|
-
|
-
|
-
|
-
|
4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for 5A. In particular, 4C gets used to help create the Kunzite spell in more rare to see combo routes.
|
|
3C
3C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
750
|
-
|
-
|
12
|
-
|
-
|
-
|
-
|
-
|
- Ground Combo ender to setup Fairy oki or Uvarovite
- Sometimes a good round start option
Because of it's ability to give knockdown, 3C is often used as a ground combo ender in order to setup Fairy/[WWF] oki or toss out Uvarovite/[AAF]
It's also sometimes a good round start option because of its range and ability to hit low. On hit, you can convert it into a full combo at round start by using Coral of Anger/[Fx1] afterwards. Outside of round start situations, you can convert it into a full combo if you have Kunzite or will have Kunzite after hitting 3C.
|
|
j.A
j.A
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
700
|
-
|
-
|
8
|
-
|
-
|
-
|
-
|
-
|
- Great air to air normal up close
Nine's j.A is her best air to air normal up close because of the wide arc of its hitbox in comparison to her other element air normals. You'll also find yourself using j.A a lot in air combos in order to create Tanzanite of Mourning/[Wx3] to bring the opponent back down to the ground or to create Kunzite.
|
|
j.B
j.B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
700
|
-
|
-
|
10
|
-
|
-
|
-
|
-
|
-
|
- Great air to air normal at longer ranges
- Great air to ground normal in a very specific situation.
Nine's longest reaching air to air normal. It works well at poking opponents at its max range where j.A can't reach. It also can be a great air to ground normal at this range but the situation is more specific. You'll typically use it when you're falling back down to the ground from a well spaced air teleport dash/backdash. At lower heights, it can convert into a full combo on hit and give you good frame advantage on block.
|
|
j.C
j.C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
700
|
-
|
-
|
11
|
-
|
-
|
-
|
-
|
-
|
Typically doesn't see much use outside of combos to help create the Kunzite spell. However, it can be used in situations where you normally would use j.B in order to help create a particular spell you want/need.
|
|
j.2A
j.2B
j.2B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
800
|
-
|
-
|
17
|
-
|
-
|
-
|
-
|
-
|
Similar to j.2C but has more vertical range and less horizontal range. As a result, j.2B works best in situations where you need to vertically outspace opponent's with your jump in more than you need to outpsace them horizontally.
|
|
j.2C
j.2C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
800
|
-
|
-
|
17
|
-
|
-
|
-
|
-
|
-
|
j.2C hits at a good angle that makes it great for using as a jump in. It also has great vertical and horizontal reach that'll make anti-airing it at its max range very difficult for most of the cast.
|
|
Spells
Everlasting Schorl
Lapis Lazuli of Grief
Lapis Lazuli of Lamentation [WxN]
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Useful combo tool
- [Wx2] is formally called Sapphire of Sorrow
- [Wx3] is formally called Tanzanite of Torment
Creates a block of ice in front of her. A very common combo tool to help Nine bring her opponents back down to the ground from an air combo to go for a ground ender. This is very useful because Nine tends to have better options and greater control over her opponent's wakeup options from ground enders.
|
|
Emerald of Anguish
Emerald of Enmity [AxN]
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Great anti-zoning spell
- Doesn't quite go fullscreen (At least at [Ax1])
- [Ax2] is formally called Peridot of Poverty
- [Ax3] is formally called Malacite of Malice
Fires a horizontal tornado. As one would expect from a spell that's more or less functions as a laser beam, these spells can be a great anti-zoning tool to keep zoners cautious of pressing buttons. It can be equally useful in general just to hinder an approach. These wind spells also tend to get used to combo into her Flame Punisher distortion to tack on more damage to a combo to end a round.
|
|
Coral of Anger
Coral of Catastrophe [FxN]
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Good for converting Round Start 3C and some 3C Low Mixups
- [Fx2] is formally called Garnet of Gall
- [Fx3] is formally called Rubellite of Rage
Creates a flaming skull in front of her. For the most part, this spell is only useful to confirm a round start 3C into a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with 3C low that Rubellite of Rage [FxN] will allow you to convert into a full combo
|
|
Heliodor of Submission
Heliodor of Humility [WA]
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Gives Nine auto-guard point against a body attribute attack
Creates a floating goat skull to block attacks. Heliodor hasn't seen much use yet compared to other spells. The most important thing to understand about this spell is that it'll only guard against body attribute attacks. Any other attacks like most jump normals and crouching normals will still beat Heliodor if you have it out.
|
|
Amethyst of Massacre
Amethyst of Annihilation [WF]
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Good for resetting pressure
- Good for hindering approaches
- Vanishes after 5 in games seconds if it doesn't hit anything
- On hit, has a shock effect
Fires an electric orb that slowly travels across the screen. Can be a good way to attempt to reset pressure against some characters. The advancing electric ball can give opponents limited options to deal with it at such a close range. Typically, they'll have to stay on the defensive or will attempt to try and jump out and risk getting tagged by Nine's 6C. If you happen to have it in neutral, it's also very good at hindering approaches, either from the air or from the ground depending on where you throw out the spell
|
|
Citrine of Rotation
Citrine of Change [AF]
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Good anti-zoning tool
- Absorbs projectiles that hit it and shoots a thin projectile back at the opponent
- Disappears if hit by anything else
- Will push Nine or the opponent as it moves forward if they obstruct its path
- Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox. Wall bounces on hit
Creates a mirror in front of her that absorbs projectiles. Great anti-zoning tool for dealing with projectiles coming from the front. It won't protect you against stuff like Nu and Lambda's 4D but it'll still protect you from most projectiles.
|
|
Celestite of Vows
Celestite of the Covenant [WWA]
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- The opponent can't jump while in the field. If they're in the air, they'll be knocked down to the ground as if they got hit (The hit does no damage)
- There's a 2 in-game second delay from when Celestite is set and when the gravity field starts to kick in
- 5D sets it on the opponent's location
- 4D sets it in front of Nine
Creates a gravity field that prevents opponents from jumping. Can be used to hinder an opponent's advance or their ability to get out of pressure
|
|
Taafeite of Fascination
Taaffeite of Temptation [WWF]
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Good oki tool
- Goes away if Nine blocks or gets hit by an attack
Summons a fairy to attack the opponent three times. A great spell for oki. Fairy oki is one of the more common enders to go for at the end of a combo. Syncing up your blockstring to go with the fairy's 3 consecutive attacks that happen at fixed time intervals is a great way to reset pressure or keep a mixup safe.
If you have it available, Taafeite can also be great in neutral. The timed consecutive attacks can greatly limit an opponent's options and is great cover for an approach.
|
|
Andradite of Binding
Andradite of Accord [AAW]
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Good spell in neutral and blockstrings
- Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down.
- Blows back and wall bounces on ground or air hit for easy conversion into a combo
- Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block
- The orb can be destroyed by the opponent before it explodes
Summons an orb of dark energy that explodes in a + shape. Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements.
However, if you can manage to get it out in a blockstring, Andradite is also quite good in pressure. It's good for resetting pressure but on regular block, it'll also deal a great amount of chip damage and on barrier block, it'll take an equivalent amount of barrier away from the opponent.
|
|
Uvarovite of Destruction
Uvarovite of Undoing [AAF]
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- There is a delay between the targeting circle first appearing and when the rain of fire comes down.
Creates a cloud above the opponent that rains down fire. Uvarovite sees most of its use as an oki tool. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a fairly long time. The fire shower is also really good at obscuring what's happening on the screen and can be a good place to try and slip in a mixup.
In neutral, Uvarovite can also be pretty good. The area that the fire shower comes down in is fairly large. Even throwing it out at midscreen will greatly limit the way opponents can move without getting themselves caught in the fire shower, which would allow you to get in. When the opponent is closer to the corner, Uvarovite can be especially good in neutral because they have even less places to run, making it easier to lock them down to cover an approach.
|
|
Kunzite of Prison Break
Kunzite of Keep Breaker [FFW]
Everyone's favorite.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Great combo, mixup and anti-air destroyer tool
- Launches on ground hit
- Ground bounces on air hit
- Tracks to the opponent's location horizontally
Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses.
Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with 4A/5A up close or 6C further out to keep your combo going.
In pressure, Kunzite is a good overhead that can open people up for a full combo.
Because throwing out Kunzite halts Nine's falling momentum completely, it's an amazing AA destroyer that converts into a full combo on hit and on block, allows her to safely come down to start pressure.
|
|
Morganite of Pulsation
Morganite of Malice [FFA]
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low. If the first hit is bloccked, the second hit will be a mid.
Creates a seed that grows into a vine that travels across the screen. Currently, seed doesn't see much use outside of attempts to do unblockables. It seems a bit hard to get the opponent to block it compared to other spells like Fairy, Uvarovite and Andradite.
Outside of unblockables, it seems like it could be a decent tool for controlling ground space. Between the 2 branches that sprout out of the ground to attack, they cover about 3/4 of the screen.
|
|
Nephirite of Demise
Nephirite of Nullification [WAF]
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Cannot be regular blocked. MUST be barrier blocked BEFORE the super flash.
- Drains a good amount of barrier on barrier block
- Countdown timer goes away on hit but not on block
Nine creates a countdown timer on the opponent. After a short while, the opponent is bombarded with pillars of dark energy. A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate.
|
|
Universal Mechanics
Forward Throw
Forward Throw
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
0,600,900
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Wall bounces midscreen
- Wall sticks in the corner
Standard throw. Can be converted into a combo from the wall bounce with a 5A juggle midscreen. In the corner, it's possible that they'll wall stick a bit too far for the usual 5A juggle. In these cases, you can do 6C > delay 214A to convert it into a full combo.
|
|
Back Throw
Air Throw
Counter Assault
Crush Trigger
Specials
Crimson Raider
Crimson Raider 214A air OK
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Ground
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Air
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Air combo ender and max damage ground ender
Dashes at the opponent while wreathed in flames, creating an explosion on impact. Crimson Raider is typically used an air combo ender in situations where you can bring the opponent back down to the ground with Tanzanite of Mourning/[Wx3]. It's also sometimes used in ground enders from Tanzanite of Mourning/[Wx3] as well when you want to go for max damage instead.
Outside of its use as a combo ender, it also sees use in combos from some 6C juggle combo routes to close the gap between the opponent and keep the combo going with a 4/5A juggle.
|
|
Mauvette Roar
Mauvette Roar 214B
Anti-Air special
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Nine performs an upward kick with her demon, Hi no Kagutsuchi. An anti-air special. Can easily be followed up with a full combo on CH. However, this special usually doesn't get any use since Nine has a lot of other options like 6A, 6C or jump up j.A at her disposal.
|
|
Navy Pressure
Navy Pressure 214C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
-
|
-
|
H
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Great for punishing people trying to do stuff on the ground at fullscreen distance
- Sometimes great for catching people trying to get out of pressure at longer distances
- Weak tracking to the opponent's horizontal location. Will always hit at ground level though
- Forces Fatal Counter on Counter Hit
- Ground Bounces on Counter Hit
Performs an overhead punch with Hi no Kagutsuchi's fist. Because of it's tracking, Navy Pressure is a great tool to punish an opponent's attempt to do stuff at longer ranges and make them more cautious of doing so in the future. It can also be great in pressure as well to catch people trying to get out of pressure after you've pushed back too far for normals to reach.
While Navy Pressure is an overhead, you typically won't be using it to open people up because of the slow startup. A noteworthy exception to this are attempts to do an unblockable when combined with the Morganite spell
|
|
Sea-Moss Gate
Flux Nurture
Flax Nurture 214D
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Good reversal option
- Gives a damage buff to respective normal of the aura she has
- Gives chip damage to normals of the same element as the granted aura
- Length of buff varies depending on how much of the element was in the active slot
Flax Nurture has invulnerability on start up and is also punishable only on instant block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Characters with normals with better reach can also outspace the horizontal reach of Flux Nurture.
The length of the buff depends on the amount of the element you had in your active slot. The more of the element in the active slot, the longer the buff will last.
|
|
Distortion Drives
Flame Punisher
Flame Punisher 236236A
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Great to tack on at the end of a combo for more damage to end a round
- Good anti-zoning tool
Nine fires two beams of dark energy, one from her hand and the other from her foot. On Overdrive, Nine finishes it by having Hi no Kagutsuchi breathe a large torrent of fire from its mouth. Because of its horizontal range, Flame Punisher tends to be the easiest distortion to combo into to tack on extra damage to a combo to end a round. It's horizontal range also makes it great for sniping opponent's attempting to zone or setup an oki from a distance like Lambda's 236D.
|
|
Cardinal Nova
Cardinal Nova 236236B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Gives Nine a random 3 Element spell to both her Active and Stock slots
Nine creates a localized explosion in front of her. On Overdrive, the explosion is bigger and stronger. A great distortion for 100 meter combo enders for max damage. First, you can combo into this to get a 3 Element spell in both your slots and then you combo into Azurite Inferno, which gets a damage buff for each element in both of your slots, to maximize its damage output.
|
|
Azurite Inferno
Azurite Inferno 236236C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Great round ender, especially when you have 100 meter
- Consumes the spells in your Active and Stock Slot
- Damage increases based on the number of elements in your spells
Nine performs a downward stomp. If it connects, the opponent is crucified on spears and Nine bombards them with arrows of dark energy. On Overdrive, the arrows are bigger and stronger and Nine also finishes the opponent off with pillars of dark energy, similar to her Nephrite spell.
|
|
Exceed Accel
Scarlet Vein ABCD during Overdrive
Need a hand?
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
2040
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Active Flow
|
4070
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Does not cost Heat, but inmediately ends Overdrive if used.
- Becomes stronger and flashier with Active Flow.
Nine kicks the opponent on startup, then commands Hi no Kagutsuchi to crush them in between its fists. Puts Nine in Active Flow if she hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.
|
|
Astral Heat
External References
Click [★] for character's full frame data