BBCF/Nine the Phantom: Difference between revisions

From Dustloop Wiki
(48 intermediate revisions by 15 users not shown)
Line 11: Line 11:
|comboRate=60%
|comboRate=60%
|jumpStartup=4F
|jumpStartup=4F
|backdashTime=???
|backdashTime=35
|backdashInv=?-?
|backdashInv=1-4GP, 5-27All
}}
}}
;Movement Options
;Movement Options
Line 37: Line 37:
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 ingredients, at which point gaining a new one will delete the oldest-existing one.
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 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.
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 Flux Nurture's buff
* Nine will receive an element buff when she uses a spell similar to Flax Nurture's buff


===Pros/Strengths===
===Pros/Strengths===
Line 49: Line 49:
*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 easily off of normals and spells
*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 against characters who are able to outrange her
*Struggles with jump happy opponents
 
<br clear=all/>
<br clear=all/>


Line 72: Line 71:
  |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=
Line 100: Line 99:
  |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=
Line 128: Line 127:
  |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=
Line 156: Line 155:
  |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=
Line 182: Line 181:
  |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=
Line 207: Line 206:
  |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=
Line 233: Line 232:
  |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=
Line 261: Line 260:
  |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
Line 287: Line 286:
  |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
Line 316: Line 315:
  |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.
}}
}}
}}
}}
Line 342: Line 341:
  |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.  
}}
}}
}}
}}
Line 368: Line 367:
  |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.  
}}
}}
}}
}}
Line 394: Line 393:
  |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=
Line 425: Line 424:
  |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=  
  |description=  
* Great air to air normal at longer ranges
* Great air to air normal at longer ranges
Line 483: Line 481:
  |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
Line 509: Line 507:
  |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=
Line 533: Line 533:
  |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=
Line 557: Line 559:
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |cancel=SOJR
  |attribute=
  |guard=H
  |cancel=
  |attribute=H
  |startup=17
  |startup=17
  |active=
  |active=3
  |recovery=
  |recovery=49
  |frameAdv=
  |frameAdv=
  |hitbox=nine/j2C
  |hitbox=nine/j2C
Line 574: Line 576:


==Spells==
==Spells==
====== <font style="visibility:hidden" size="0">Shawl of Everlasting Darkness</font> ======
====== <font style="visibility:hidden" size="0">Everlasting Schorl</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_Shawl.png
|image=BBCF_Nine_Shawl.png
|caption=
|caption=
|name=Shawl of Everlasting Darkness
|name=Everlasting Schorl
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage=750
  |heatgain=
  |heatgain=
  |p1=
  |p1=
Line 587: Line 589:
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=All
  |attribute=
  |attribute=HBFP
  |cancel=
  |cancel=SOR
  |startup=8
  |startup=5
  |active=
  |active=5
  |recovery=
  |recovery=30
  |frameAdv=
  |frameAdv=-19
  |hitbox=
  |hitbox=
  |description=
  |description=
Line 611: Line 613:
|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=
Line 617: Line 659:
  |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
* [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.
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.
}}
}}
Line 642: Line 682:
|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=
Line 648: Line 728:
  |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
*Doesn't quite go fullscreen (At least at [Ax1])
*Goes about 95% full screen
*[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.  
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.  
Line 674: Line 753:
|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=
Line 680: Line 799:
  |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
*[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
 
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.
}}
}}
}}
}}
Line 714: Line 833:
  |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.


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.  
The only reason to ever use this is to throw away your Wind element so you can sandbag while fishing for WaterxN > Freeze > Astral.
}}
}}
}}
}}
Line 734: Line 856:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage=1000
  |heatgain=
  |heatgain=
  |p1=
  |p1=
Line 740: Line 862:
  |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=
Line 766: Line 888:
|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=
Line 772: Line 933:
  |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=Everyone's favorite.
|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 bloccked, the second hit will be a mid.
*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 BEFORE the super flash.
*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=BBCF_Nine_GroundThrow.png
|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=BBCF_Nine_CounterAssalut.png
|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=
*List what the move is used for
Kicks forward in a similar manner to her forward and back throws.
*List interesting properties in bullet points like invul, floating opponents on CH, etc
Same as her forward and back throw.
}}
}}
}}
}}
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=
*List what the move is used for
*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.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
 
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">Sea-Moss Gate</font> ======
====== <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">Flux Nurture</font> ======
====== <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=nine/214D
  |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 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 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
  |hitbox=nine/ABCD
  |hitbox=nine/ABCD
  |description=
  |description=
Line 1,479: Line 1,721:
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=All
  |attribute=
  |attribute=
  |cancel=
  |cancel=
  |startup=
  |startup=7+23
  |active=
  |active=9
  |recovery=
  |recovery=Total: 91
  |frameAdv=
  |frameAdv=-41
  |hitbox=nine/236236A
  |hitbox=nine/236236A
  |description=
  |description=

Revision as of 22:22, 14 July 2017

Nine the Phantom
BBCF Nine Portrait.png

Health: 10,500
Combo Rate: 60%
Prejump:
Backdash Time 35 / Invul: 1-4GP, 5-27All


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 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
BBCF Nine 5A.png
600 All 9 3 21 - B -
5B
5B
BBCF Nine 5B.png
600 All 12 6 21 - B -
5C
5C
BBCF Nine 5C.png
600 All 12 3 21 - B -
2A
2A
BBCF Nine 2A.png
550 L 10 3 20 - F -
2B
2B
BBCF Nine 2B.png
550 L 11 6 21 - F -
2C
2C
BBCF Nine 2C.png
550 L 11 3 22 - F -
6A
6A
BBCF Nine 6A.png
Main anti-air.
900 H 12 3 21 - B -
6B
6B
BBCF Nine 6B.png
900 H 13 6 18 - B -
6C
6C
BBCF Nine 6C.png
900 H 14 3 21 - B -
4A
4A
BBCF Nine 4A.png
300 All 6 6 10 - B -
4B
4B
BBCF Nine 4B.png
300 All 6 8 10 - B -
4B
4C
BBCF Nine 4C.png
300 All 6 8 12 - B -
3C
3C
BBCF Nine 3C.png
750 L 12 4 18 - F -
j.A
j.A
BBCF Nine j.A.png
700 H 8 3 39 - H -
j.B
j.B
BBCF Nine j.B.png
700 H 10 9 38 - H -
j.C
j.C
BBCF Nine j.C.png
700 H 11 3 39 - H -
j.2A
j.2A
BBCF Nine j.2A.png
800 H 13 3 49 - H -
j.2B
j.2B
BBCF Nine j.2B.png
800 H 17 10 42 - H -
j.2C
j.2C
BBCF Nine j.2C.png
800 H 17 3 49 - H -


Spells

Everlasting Schorl
Everlasting Schorl
750 All 5 5 30 - HBFP -
Lapis Lazuli of Grief
Lapis Lazuli of Lamentation
[WxN]
800 All 7 3 22 - HBFP - 1000 All 7 3 22 - HBFP - 1250 All 7 3 22 - HBFP -
Emerald of Anguish
Emerald of Enmity
[AxN]
BBCF Nine Emerald.png
700 All 11 9 24 - HBFP - 500*2 All 11 9 24 - HBFP - 600*2 All 11 9 24 - HBFP -
Coral of Anger
Coral of Catastrophe
[FxN]
900 All 7 3 21 - HBFP - 1200 All 7 3 21 - HBFP - 1500 All 7 3 21 - HBFP -
Heliodor of Submission
Heliodor of Humility
[WA]
BBCF Nine Heliodor.png
10 28 - -
Amethyst of Massacre
Amethyst of Annihilation
[WF]
BBCF Nine Amethyst.png
1000 All 19 19 - HBFP -
Citrine of Rotation
Citrine of Change
[AF]
BBCF Nine Citrine.png
700 All 10 5 24 - HBFP - 500 All 1 15 - HBFP - 750 All 10 30 - HBFP -
Celestite of Vows
Celestite of the Covenant
[WWA]
BBCF Nine Celestite.png
0 Air UNB 10 23 - -
Taafeite of Fascination
Taaffeite of Temptation
[WWF]
550*3 All 10 25 - HBFP -
Andradite of Binding
Andradite of Accord
[AAW]
300*N All 10 40 - HBFP -
Uvarovite of Destruction
Uvarovite of Undoing
[AAF]
400*N All 10 25 - HBFP -
Kunzite of Prison Break
Kunzite of Keep Breaker
[FFW]
BBCF Nine Kunzite.png
Also goes by "Rock of Guard Breaking"
1050*2 H - HBFP -
Morganite of Pulsation
Morganite of Malice
[FFA]
900*2 L 10 25 - HBFP -
Nephirite of Demise
Nephirite of Nullification
[WAF]
1500*5 B 10 25 - HBFP -


Universal Mechanics

Forward Throw
Forward Throw
BBCF Nine GroundThrow.png
0,600,900 7 3 23 - -
Back Throw
Back Throw
BBCF Nine BackThrow.png
0,600,900 7 3 23 - -
Air Throw
Air Throw
BBCF Nine AirThrow.png
0,600,900 7 3 23 - -
Counter Assault
Counter Assault
BBCF Nine GroundThrow.png
All 13 3 36 - -
Crush Trigger
Crush Trigger
1000 33-60 2 24 - -


Specials

Crimson Raider
Crimson Raider
214A air OK
BBCF Nine CrimsonRaider.png
500, 950 All 6 15(6)3 24 - - - 500, 950 All 6 15(6)3 33 - - -
Mauvette Roar
Mauvette Roar
214B
BBCF Nine MauvetteRoar.png
Anti-Air special
1100 HL 13 19 29 - - -
Navy Pressure
Navy Pressure
214C
BBCF Nine NavyPressure.png
1500 H 27 5(4)5 35 - - -
Seamoss Gate
Seamoss Gate
236D
BBCF Nine SeaMossGate.png
25T - - -
Flax Nurture
Flax Nurture
214D (air OK)
800 All 22 3 18 - - -


Distortion Drives

Flame Punisher
Flame Punisher
236236A
BBCF Nine FlamePunisher.png
400*5, 325*8 All 1+16 40 (18) 56 34 - P - 400*5, 325*8, 200*12 All 1+16 - P -
Cardinal Nova
Cardinal Nova
236236B
1500 All 7+3 3 36 - B - 2067 All 7+3 3 36 - B -
Azurite Inferno
Azurite Inferno
236236C
2391~3395 All 1+14 5 32 - F - 2891~3895 All 1+14 - F -


Exceed Accel

Scarlet Vein
ABCD during Overdrive
BBCF Nine ScarletVein.png
Need a hand?
2040 All Slow: 20
Fast: 10
3 20 - - 4070 All Slow: 20
Fast: 10
3 20 - -


Astral Heat

Colorless Void
236236D
BBCF Nine ColorlessVoid.png
DESTROY All 7+23 9 Total: 91 - -


External References