(48 intermediate revisions by 15 users not shown) | |||
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|comboRate=60% | |comboRate=60% | ||
|jumpStartup=4F | |jumpStartup=4F | ||
|backdashTime= | |backdashTime=35 | ||
|backdashInv= | |backdashInv=1-4GP, 5-27All | ||
}} | }} | ||
;Movement Options | ;Movement Options | ||
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Unlike the other playable characters, Nine does not possess a Drive. Instead, the D button works in tandem with her normal attacks. | 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 | 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 elements, at which point gaining a new one will delete the oldest-existing one. 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 two slots: Active, where she stores her elements, and Stock, where she can store a spell from | Nine has two slots: Active, where she stores her elements, and Stock, where she can store a spell from the Active Slot via the Seamoss Gate special move. Each spell has its own icon, and the elements in the Active Slot are displayed on Nine's sprite by colored ribbons. Nine has 20 spells overall, having the most extensive command list in the playable roster. | ||
===Overdrive: Burning Red=== | ===Overdrive: Burning Red=== | ||
* The element of the normal Nine uses will be added to your active slot, even on whiff | * 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 | * Nine will receive an element buff when she uses a spell similar to Flax Nurture's buff | ||
===Pros/Strengths=== | ===Pros/Strengths=== | ||
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*Many okizeme options from spells | *Many okizeme options from spells | ||
*Teleport dash is quite versatile: has invulnerability and can be used twice in any direction | *Teleport dash is quite versatile: has invulnerability and can be used twice in any direction | ||
*Able to hit confirm | *Able to hit confirm off of normals and spells | ||
===Cons/Weaknesses=== | ===Cons/Weaknesses=== | ||
*Movement is very limited outside of teleport | *Movement is very limited outside of teleport | ||
*Unreliable defensive options | *Unreliable defensive options | ||
*Struggles | *Struggles with jump happy opponents | ||
<br clear=all/> | <br clear=all/> | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|startup=9 | |startup=9 | ||
|cancel= | |cancel=CSOJR | ||
|active= | |active=3 | ||
|recovery= | |recovery=21 | ||
|frameAdv= | |frameAdv=-7 | ||
|attribute= | |attribute=B | ||
|hitbox=nine/5A | |hitbox=nine/5A | ||
|description= | |description= | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=B | ||
|cancel= | |cancel=CSOJR | ||
|startup=12 | |startup=12 | ||
|active= | |active=6 | ||
|recovery= | |recovery=21 | ||
|frameAdv= | |frameAdv=-10 | ||
|hitbox=nine/5B | |hitbox=nine/5B | ||
|description= | |description= | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=B | ||
|cancel= | |cancel=CSOJR | ||
|startup=12 | |startup=12 | ||
|active= | |active=3 | ||
|recovery= | |recovery=21 | ||
|frameAdv= | |frameAdv=-7 | ||
|hitbox=nine/5C | |hitbox=nine/5C | ||
|description= | |description= | ||
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|SMP= | |SMP= | ||
|guard=L | |guard=L | ||
|attribute= | |attribute=F | ||
|cancel= | |cancel=CSOR | ||
|startup=10 | |startup=10 | ||
|active= | |active=3 | ||
|recovery= | |recovery=20 | ||
|frameAdv= | |frameAdv=-6 | ||
|hitbox=nine/2A | |hitbox=nine/2A | ||
|description= | |description= | ||
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|SMP= | |SMP= | ||
|guard=L | |guard=L | ||
|attribute= | |attribute=F | ||
|cancel= | |cancel=CSOR | ||
|startup=11 | |startup=11 | ||
|active= | |active=6 | ||
|recovery= | |recovery=21 | ||
|frameAdv= | |frameAdv=-10 | ||
|hitbox=nine/2B | |hitbox=nine/2B | ||
|description= | |description= | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=L | ||
|attribute= | |attribute=F | ||
|startup=11 | |startup=11 | ||
|cancel= | |cancel=CSOR | ||
|active= | |active=3 | ||
|recovery= | |recovery=22 | ||
|frameAdv= | |frameAdv=-8 | ||
|hitbox=nine/2C | |hitbox=nine/2C | ||
|description= | |description= | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=H | ||
|attribute= | |attribute=B | ||
|cancel= | |cancel=SOJR | ||
|startup=12 | |startup=12 | ||
|active= | |active=3 | ||
|recovery= | |recovery=21 | ||
|frameAdv= | |frameAdv= | ||
|invul= | |invul= | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=H | ||
|cancel= | |cancel=SOJR | ||
|attribute= | |attribute=B | ||
|startup=13 | |startup=13 | ||
|active= | |active=6 | ||
|recovery= | |recovery=18 | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/6B | |hitbox=nine/6B | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=H | ||
|attribute= | |attribute=B | ||
|cancel= | |cancel=SOJR | ||
|startup=14 | |startup=14 | ||
|active= | |active=3 | ||
|recovery= | |recovery=21 | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/6C | |hitbox=nine/6C | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=B | ||
|cancel= | |cancel=SOR | ||
|startup=6 | |startup=6 | ||
|active= | |active=6 | ||
|recovery= | |recovery=10 | ||
|frameAdv= | |frameAdv=-2 | ||
|hitbox=nine/4A | |hitbox=nine/4A | ||
|description= | |description= | ||
A downward splash of water. 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. | A downward splash of water. 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. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result. | ||
}} | }} | ||
}} | }} | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=B | ||
|cancel= | |cancel=SOR | ||
|startup=6 | |startup=6 | ||
|active= | |active=8 | ||
|recovery= | |recovery=10 | ||
|frameAdv= | |frameAdv=-4 | ||
|hitbox=nine/4B | |hitbox=nine/4B | ||
|description= | |description= | ||
A downward gust of wind. 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. | A downward gust of wind. 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. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result. | ||
}} | }} | ||
}} | }} | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=B | ||
|cancel= | |cancel=SOR | ||
|startup=6 | |startup=6 | ||
|active= | |active=8 | ||
|recovery= | |recovery=12 | ||
|frameAdv= | |frameAdv=-6 | ||
|hitbox=nine/4C | |hitbox=nine/4C | ||
|description= | |description= | ||
A small explosion of fire. 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. | A small explosion of fire. 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. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result. | ||
}} | }} | ||
}} | }} | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=L | ||
|attribute= | |attribute=F | ||
|cancel= | |cancel=SOR | ||
|startup=12 | |startup=12 | ||
|active= | |active=4 | ||
|recovery= | |recovery=18 | ||
|frameAdv=- | |frameAdv=-5 | ||
|hitbox=nine/3C | |hitbox=nine/3C | ||
|description= | |description= | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=H | ||
|attribute= | |attribute=H | ||
|cancel= | |cancel=CSOJR | ||
|startup=8 | |startup=8 | ||
|active= | |active=3 | ||
|recovery= | |recovery=39 | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/jA | |hitbox=nine/jA | ||
Line 453: | Line 452: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=H | ||
|attribute= | |attribute=H | ||
|cancel= | |cancel=CSOJR | ||
|startup=10 | |startup=10 | ||
|active= | |active=9 | ||
|recovery= | |recovery=38 | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/jB | |hitbox=nine/jB | ||
|description= | |description= | ||
* Great air to air normal at longer ranges | * Great air to air normal at longer ranges | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=H | ||
|attribute= | |attribute=H | ||
|cancel= | |cancel=CSOJR | ||
|startup=11 | |startup=11 | ||
|active= | |active=3 | ||
|recovery= | |recovery=39 | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/jC | |hitbox=nine/jC | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |cancel=SOJR | ||
|guard=H | |||
|startup=13 | |startup=13 | ||
|active= | |active=3 | ||
|recovery= | |recovery=49 | ||
|frameAdv= | |frameAdv= | ||
|attribute=H | |||
|hitbox=nine/j2A | |hitbox=nine/j2A | ||
|description= | |description= | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |cancel=SOJR | ||
|guard=H | |||
|startup=17 | |startup=17 | ||
|active= | |active=10 | ||
|recovery= | |recovery=42 | ||
|frameAdv= | |frameAdv= | ||
|attribute=H | |||
|hitbox=nine/j2B | |hitbox=nine/j2B | ||
|description= | |description= | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
| | |cancel=SOJR | ||
| | |guard=H | ||
| | |attribute=H | ||
|startup=17 | |startup=17 | ||
|active= | |active=3 | ||
|recovery= | |recovery=49 | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/j2C | |hitbox=nine/j2C | ||
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==Spells== | ==Spells== | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Everlasting Schorl</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Nine_Shawl.png | |image=BBCF_Nine_Shawl.png | ||
|caption= | |caption= | ||
|name= | |name=Everlasting Schorl | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=750 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel=SOR | ||
|startup= | |startup=5 | ||
|active= | |active=5 | ||
|recovery= | |recovery=30 | ||
|frameAdv= | |frameAdv=-19 | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |version=Wx1 | ||
|damage=800 | |||
|heatgain= | |||
|p1= | |||
|p2= | |||
|starter= | |||
|SMP= | |||
|guard=All | |||
|attribute=HBFP | |||
|cancel=SOR | |||
|startup=7 | |||
|active=3 | |||
|recovery=22 | |||
|frameAdv= | |||
|hitbox= | |||
|description= | |||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Wx2 | |||
|damage=1000 | |||
|heatgain= | |||
|p1= | |||
|p2= | |||
|starter= | |||
|SMP= | |||
|guard=All | |||
|attribute=HBFP | |||
|cancel=SOR | |||
|startup=7 | |||
|active=3 | |||
|recovery=22 | |||
|frameAdv= | |||
|hitbox= | |||
|description= | |||
* Formally called "Sapphire of Sorrow" | |||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Wx3 | |||
|damage=1250 | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel=SOR | ||
|startup= | |startup=7 | ||
|active= | |active=3 | ||
|recovery= | |recovery=22 | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* Formally called "Tanzanite of Torment" | |||
* Useful combo tool | * Useful combo tool | ||
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. | 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. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |version=Ax1 | ||
|damage=700 | |||
|heatgain= | |||
|p1= | |||
|p2= | |||
|starter= | |||
|SMP= | |||
|guard=All | |||
|attribute=HBFP | |||
|cancel=SOR | |||
|startup=11 | |||
|active=9 | |||
|recovery=24 | |||
|frameAdv= | |||
|hitbox= | |||
|description= | |||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Ax2 | |||
|damage=500*2 | |||
|heatgain= | |||
|p1= | |||
|p2= | |||
|starter= | |||
|SMP= | |||
|guard=All | |||
|attribute=HBFP | |||
|cancel=SOR | |||
|startup=11 | |||
|active=9 | |||
|recovery=24 | |||
|frameAdv= | |||
|hitbox= | |||
|description= | |||
*Formally called "Peridot of Poverty" | |||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Ax3 | |||
|damage=600*2 | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel=SOR | ||
|startup= | |startup=11 | ||
|active= | |active=9 | ||
|recovery= | |recovery=24 | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Formally called "Malacite of Malice" | |||
*Great anti-zoning spell | *Great anti-zoning spell | ||
* | *Goes about 95% full screen | ||
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. | 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. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |version=Fx1 | ||
|damage=900 | |||
|heatgain= | |||
|p1= | |||
|p2= | |||
|starter= | |||
|SMP= | |||
|guard=All | |||
|attribute=HBFP | |||
|cancel=SOR | |||
|startup=7 | |||
|active=3 | |||
|recovery=21 | |||
|frameAdv= | |||
|hitbox= | |||
|description= | |||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Fx2 | |||
|damage=1200 | |||
|heatgain= | |||
|p1= | |||
|p2= | |||
|starter= | |||
|SMP= | |||
|guard=All | |||
|attribute=HBFP | |||
|cancel=SOR | |||
|startup=7 | |||
|active=3 | |||
|recovery=21 | |||
|frameAdv= | |||
|hitbox= | |||
|description= | |||
*Formally called "Garnet of Gall" | |||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Fx3 | |||
|damage=1500 | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel=SOR | ||
|startup= | |startup=7 | ||
|active= | |active=3 | ||
|recovery= | |recovery=21 | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Formally called "Rubellite of Rage" | |||
*Good for converting Round Start 3C and some 3C Low Mixups | *Good for converting Round Start 3C and some 3C Low Mixups | ||
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 | |||
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. Fatal Counters on successful Counter Hit. | |||
}} | }} | ||
}} | }} | ||
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|attribute= | |attribute= | ||
|cancel= | |cancel= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery=28 | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Gives Nine auto-guard point against a body attribute attack | *Gives Nine auto-guard point against a body attribute attack | ||
*Throws away a Wind and a Water element | |||
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, crouching normals and projectiles will still beat Heliodor if you have it out. It also only works if Nine is attacking, and goes away if Nine blocks anything or gets hit. | |||
The only reason to ever use this is to throw away your Wind element so you can sandbag while fishing for WaterxN > Freeze > Astral. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=1000 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel=SOR | ||
|startup= | |startup=19 | ||
|active= | |active= | ||
|recovery= | |recovery=19 | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |version=Cast | ||
|damage=700 | |||
|heatgain= | |||
|p1= | |||
|p2= | |||
|starter= | |||
|SMP= | |||
|guard=All | |||
|attribute=HBFP | |||
|cancel=SOR | |||
|startup=10 | |||
|active=5 | |||
|recovery=24 | |||
|frameAdv= | |||
|hitbox= | |||
|description= | |||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Kicked Mirror | |||
|damage=500 | |||
|heatgain= | |||
|p1= | |||
|p2= | |||
|starter= | |||
|SMP= | |||
|guard=All | |||
|attribute=HBFP | |||
|cancel= | |||
|startup=1 | |||
|active=15 | |||
|recovery= | |||
|frameAdv= | |||
|hitbox= | |||
|description= | |||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Reflected Projectile | |||
|damage=750 | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel= | ||
|startup= | |startup=10 | ||
|active= | |active=30 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
Line 799: | Line 960: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=0 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 805: | Line 966: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=Air UNB | ||
|attribute= | |attribute= | ||
|cancel= | |cancel= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery=23 | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
Line 831: | Line 992: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=550*3 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 837: | Line 998: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery=25 | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
Line 863: | Line 1,024: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=300*N | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 869: | Line 1,030: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery=40 | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
Line 897: | Line 1,058: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=400*N | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 903: | Line 1,064: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery=25 | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
Line 923: | Line 1,084: | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Nine_Kunzite.png | |image=BBCF_Nine_Kunzite.png | ||
|caption= | |caption=Also goes by "Rock of Guard Breaking" | ||
|name=Kunzite of Keep Breaker | |name=Kunzite of Keep Breaker | ||
|input=[FFW] | |input=[FFW] | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=1050*2 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 934: | Line 1,095: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=H | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel=SOR | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 965: | Line 1,126: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=900*2 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 971: | Line 1,132: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=L | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery=25 | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*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 | *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 blocked, 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. | 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. | ||
Line 996: | Line 1,157: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=1500*5 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 1,002: | Line 1,163: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=B | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery=25 | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Cannot be regular blocked. MUST be barrier blocked | *Cannot be regular blocked. MUST be barrier blocked. | ||
*Drains a good amount of barrier on barrier block | *Drains a good amount of barrier on barrier block | ||
*Countdown timer goes away on hit but not on block | *Countdown timer goes away on hit but not on block | ||
*1500 minimum damage | |||
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. | 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. | ||
Line 1,036: | Line 1,198: | ||
|guard= | |guard= | ||
|attribute= | |attribute= | ||
|cancel= | |cancel=R | ||
|startup= | |startup=7 | ||
|active= | |active=3 | ||
|recovery= | |recovery=23 | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/fthrow | |hitbox=nine/fthrow | ||
|description= | |description= | ||
*100% minimum damage | |||
*Wall bounces midscreen | *Wall bounces midscreen | ||
*Wall sticks in the corner | *Wall sticks in the corner | ||
Line 1,052: | Line 1,215: | ||
====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_BackThrow.png | ||
|caption= | |caption= | ||
|name=Back Throw | |name=Back Throw | ||
Line 1,065: | Line 1,228: | ||
|guard= | |guard= | ||
|attribute= | |attribute= | ||
|cancel= | |cancel=R | ||
|startup= | |startup=7 | ||
|active= | |active=3 | ||
|recovery= | |recovery=23 | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/fthrow | |hitbox=nine/fthrow | ||
|description= | |description= | ||
*100% minimum damage | |||
*Wall bounces midscreen | |||
*Wall sticks in the corner | |||
Same as her forward throw, except that the opponent gets kicked behind her before wall bouncing back to her | Same as her forward throw, except that the opponent gets kicked behind her before wall bouncing back to her | ||
}} | }} | ||
Line 1,091: | Line 1,258: | ||
|guard= | |guard= | ||
|attribute= | |attribute= | ||
|cancel= | |cancel=R | ||
|startup= | |startup=7 | ||
|active= | |active=3 | ||
|recovery= | |recovery=23 | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/athrow | |hitbox=nine/athrow | ||
|description= | |description= | ||
*100% minimum damage | |||
Turns her cape into a giant hand to grab the opponent, then creates a small explosion that lights them on fire as they are thrown to the ground. Launches the opponent higher into the air, giving you plenty of time to land and juggle the airborne opponent into a full combo when they eventually fall back down. | Turns her cape into a giant hand to grab the opponent, then creates a small explosion that lights them on fire as they are thrown to the ground. Launches the opponent higher into the air, giving you plenty of time to land and juggle the airborne opponent into a full combo when they eventually fall back down. | ||
}} | }} | ||
Line 1,104: | Line 1,273: | ||
====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_GroundThrow.png | ||
|caption= | |caption= | ||
|name=Counter Assault | |name=Counter Assault | ||
Line 1,115: | Line 1,284: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |cancel=R | ||
|guard=All | |||
|attribute= | |attribute= | ||
|startup= | |startup=13 | ||
|active= | |active=3 | ||
|recovery= | |recovery=36 | ||
|frameAdv= | |frameAdv= | ||
|invul= | |invul= | ||
|hitbox=nine/CA | |hitbox=nine/CA | ||
|description= | |description= | ||
Kicks forward in a similar manner to her forward and back throws. | |||
}} | }} | ||
}} | }} | ||
Line 1,145: | Line 1,313: | ||
|guard= | |guard= | ||
|attribute= | |attribute= | ||
|startup= | |startup=33-60 | ||
|active= | |active=2 | ||
|recovery= | |recovery=24 | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/CT | |hitbox=nine/CT | ||
|description= | |description= | ||
* | *Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more. | ||
Nine performs a flaming upward kick. | Nine performs a flaming upward kick. | ||
}} | }} | ||
Line 1,168: | Line 1,336: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Ground | |version=Ground | ||
|damage= | |damage=500, 950 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 1,174: | Line 1,342: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |cancel=R | ||
|startup= | |guard=All | ||
|active= | |startup=6 | ||
|recovery= | |active=15(6)3 | ||
|recovery=24 | |||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/214A | |hitbox=nine/214A | ||
Line 1,185: | Line 1,354: | ||
|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage= | |damage=500, 950 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 1,191: | Line 1,360: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |cancel=R | ||
|startup= | |guard=All | ||
|active= | |startup=6 | ||
|recovery= | |active=15(6)3 | ||
|recovery=33 | |||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/214A | |hitbox=nine/214A | ||
Line 1,214: | Line 1,384: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=1100 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 1,220: | Line 1,390: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |cancel=R | ||
|startup= | |guard=HL | ||
|active= | |startup=13 | ||
|recovery= | |active=19 | ||
|recovery=29 | |||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/214B | |hitbox=nine/214B | ||
|description= | |description= | ||
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. | 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. It is, however, her only move outside of true reversals with actual Head invul. | ||
}} | }} | ||
}} | }} | ||
Line 1,239: | Line 1,410: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=1500 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 1,245: | Line 1,416: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|cancel=R | |||
|guard=H | |guard=H | ||
|startup= | |startup=27 | ||
|active= | |active=5(4)5 | ||
|recovery= | |recovery=35 | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/214C | |hitbox=nine/214C | ||
Line 1,264: | Line 1,436: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Seamoss Gate</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Nine_SeaMossGate.png | |image=BBCF_Nine_SeaMossGate.png | ||
Line 1,278: | Line 1,450: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|cancel=D | |||
|guard= | |guard= | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=25T | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/236D | |hitbox=nine/236D | ||
|description= | |description= | ||
Swaps the spells in your active slot and stock slot. Good for storing away a useful spell for later use. | Swaps the spells in your active slot and stock slot. Good for storing away a useful spell for later use. Seamoss Gate can be canceled into a spell during the recovery, which can allow Nine to stock a spell for later use and combo into a spell all in the same motion. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Flax Nurture</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Nine_FluxNurture.png | |image=BBCF_Nine_FluxNurture.png | ||
|caption= | |caption= | ||
|name=Flax Nurture | |name=Flax Nurture | ||
|input=214D | |input=214D (air OK) | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=800 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 1,303: | Line 1,476: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |cancel=R | ||
|startup= | |guard=All | ||
|active= | |startup=22 | ||
|recovery= | |active=3 | ||
|frameAdv= | |recovery=18 | ||
|hitbox= | |frameAdv=-4 | ||
|hitbox= | |||
|description= | |description= | ||
* Good reversal option | * Good reversal option | ||
Line 1,315: | Line 1,489: | ||
* 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 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 | 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 Flax 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. | ||
Line 1,331: | Line 1,505: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |version=Normal | ||
|damage=400*5, 325*8 | |||
|heatgain= | |||
|p1=90 | |||
|p2=9, 82 | |||
|starter= | |||
|SMP= | |||
|guard=All | |||
|attribute=P | |||
|cancel=R | |||
|startup=1+16 | |||
|active=40 (18) 56 | |||
|recovery=34 | |||
|frameAdv= | |||
|hitbox=nine/236236A | |||
|description= | |||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Overdrive | |||
|damage=400*5, 325*8, 200*12 | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 1,337: | Line 1,531: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=P | ||
|cancel= | |cancel=R | ||
|startup= | |startup=1+16 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 1,348: | Line 1,542: | ||
*Great to tack on at the end of a combo for more damage to end a round | *Great to tack on at the end of a combo for more damage to end a round | ||
*Good anti-zoning tool | *Good anti-zoning tool | ||
*Full Inv 1-2F, Projectile Inv 3-53F | |||
*720 minimum damage, 1200 during OD | |||
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. | 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. | ||
Line 1,361: | Line 1,557: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |version=Normal | ||
|damage=1500 | |||
|heatgain= | |||
|p1=70 | |||
|p2=84 | |||
|starter= | |||
|SMP= | |||
|cancel=R | |||
|guard=All | |||
|attribute=B | |||
|cancel=R | |||
|startup=7+3 | |||
|active=3 | |||
|recovery=36 | |||
|frameAdv=-18 | |||
|hitbox=nine/236236B | |||
|description= | |||
*If Nine has a spell in either her active or stock spell slots prior to using this Distortion Drive, damage is boosted to 2000 though the rest of the frame data stays the same. | |||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Overdrive | |||
|damage=2067 | |||
|heatgain= | |heatgain= | ||
|p1= | |p1=70 | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |cancel=R | ||
|attribute= | |guard=All | ||
|cancel= | |attribute=B | ||
|startup= | |cancel=R | ||
|active= | |startup=7+3 | ||
|recovery= | |active=3 | ||
|frameAdv= | |recovery=36 | ||
|frameAdv=-18 | |||
|hitbox=nine/236236B | |hitbox=nine/236236B | ||
|description= | |description= | ||
*If Nine has a spell in either her active or stock spell slots prior to using this Distortion Drive, damage is boosted to 2567 though the rest of the frame data stays the same. | |||
* Gives Nine a random 3 Element spell to both her Active and Stock slots | * Gives Nine a random 3 Element spell to both her Active and Stock slots | ||
* Full Inv 1-7F | |||
Nine creates a localized explosion in front of her. On Overdrive, Nine creates multiple explosions that carry the opponent into the air. 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. | Nine creates a localized explosion in front of her. On Overdrive, Nine creates multiple explosions that carry the opponent into the air. 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. | ||
Line 1,390: | Line 1,611: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |version=Normal | ||
|damage=2391~3395 | |||
|heatgain= | |||
|p1= | |||
|p2= | |||
|starter= | |||
|SMP= | |||
|guard=All | |||
|attribute=F | |||
|cancel=R | |||
|startup=1+14 | |||
|active=5 | |||
|recovery=32 | |||
|frameAdv=-23 | |||
|hitbox=nine/236236C | |||
|description= | |||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Overdrive | |||
|damage=2891~3895 | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 1,396: | Line 1,637: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=F | ||
|cancel= | |cancel=R | ||
|startup= | |startup=1+14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 1,408: | Line 1,649: | ||
* Consumes the spells in your Active and Stock Slot | * Consumes the spells in your Active and Stock Slot | ||
* Damage increases based on the number of elements in your spells | * Damage increases based on the number of elements in your spells | ||
* Full Inv 1-18F | |||
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. The move becomes stronger and flashier depending 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. The move becomes stronger and flashier depending on the number of elements in your spells. The elements on the Stock slot boost the damage more than the elements on the Active slot, and having a single element on the Active slot won't boost its damage at all. | ||
}} | }} | ||
}} | }} | ||
Line 1,432: | Line 1,674: | ||
|attribute= | |attribute= | ||
|cancel= | |cancel= | ||
|startup= | |startup=Slow: 20<br/>Fast: 10 | ||
|active= | |active=3 | ||
|recovery= | |recovery=20 | ||
|frameAdv= | |frameAdv=0 | ||
|hitbox=nine/ABCD | |hitbox=nine/ABCD | ||
|description= | |description= | ||
Line 1,451: | Line 1,693: | ||
|attribute= | |attribute= | ||
|cancel= | |cancel= | ||
|startup= | |startup=Slow: 20<br/>Fast: 10 | ||
|active= | |active=3 | ||
|recovery= | |recovery=20 | ||
|frameAdv= | |frameAdv=0 | ||
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Revision as of 22:22, 14 July 2017
Nine the Phantom |
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Health: 10,500
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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 elements, at which point gaining a new one will delete the oldest-existing one. 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 two slots: Active, where she stores her elements, and Stock, where she can store a spell from the Active Slot via the Seamoss Gate special move. Each spell has its own icon, and the elements in the Active Slot are displayed on Nine's sprite by colored ribbons. 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 Flax 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 off of normals and spells
Cons/Weaknesses
- Movement is very limited outside of teleport
- Unreliable defensive options
- Struggles with jump happy opponents
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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4A
4A |
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4B
4B |
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4B
4C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.2A
j.2A |
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j.2B
j.2B |
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j.2C
j.2C |
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Spells
Everlasting Schorl
Everlasting Schorl |
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Lapis Lazuli of Grief
Lapis Lazuli of Lamentation [WxN] |
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Emerald of Anguish
Emerald of Enmity [AxN] |
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Coral of Anger
Coral of Catastrophe [FxN] |
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Heliodor of Submission
Heliodor of Humility [WA] |
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Amethyst of Massacre
Amethyst of Annihilation [WF] |
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Citrine of Rotation
Citrine of Change [AF] |
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Celestite of Vows
Celestite of the Covenant [WWA] |
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Taafeite of Fascination
Taaffeite of Temptation [WWF] |
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Andradite of Binding
Andradite of Accord [AAW] |
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Uvarovite of Destruction
Uvarovite of Undoing [AAF] |
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Kunzite of Prison Break
Kunzite of Keep Breaker [FFW] |
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Morganite of Pulsation
Morganite of Malice [FFA] |
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Nephirite of Demise
Nephirite of Nullification [WAF] |
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Universal Mechanics
Forward Throw
Forward Throw |
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Back Throw
Back Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger |
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Specials
Crimson Raider
Crimson Raider 214A air OK |
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Mauvette Roar
Mauvette Roar 214B |
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Navy Pressure 214C |
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Seamoss Gate
Seamoss Gate 236D |
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Flax Nurture
Flax Nurture 214D (air OK) |
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Distortion Drives
Flame Punisher
Flame Punisher 236236A |
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Cardinal Nova
Cardinal Nova 236236B |
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Azurite Inferno
Azurite Inferno 236236C |
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Exceed Accel
Scarlet Vein ABCD during Overdrive |
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Astral Heat
Colorless Void 236236D |
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External References
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •