BBCF/Nine the Phantom: Difference between revisions

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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 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/>
==Normal Moves==
==Normal Moves==
====== <font style="visibility:hidden" size="0">5A</font> ======
====== <font style="visibility:hidden" size="0">5A</font> ======
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  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=All
  |startup=9
  |startup=9
  |cancel=
  |cancel=CSOJR
  |active=3
  |active=3
  |recovery=21
  |recovery=21
  |frameAdv=-7
  |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=6
  |active=6
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  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=All
  |attribute=
  |attribute=B
  |cancel=
  |cancel=CSOJR
  |startup=12
  |startup=12
  |active=3
  |active=3
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  |SMP=
  |SMP=
  |guard=L
  |guard=L
  |attribute=
  |attribute=F
  |cancel=
  |cancel=CSOR
  |startup=10
  |startup=10
  |active=3
  |active=3
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  |SMP=
  |SMP=
  |guard=L
  |guard=L
  |attribute=
  |attribute=F
  |cancel=
  |cancel=CSOR
  |startup=11
  |startup=11
  |active=6
  |active=6
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  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=L
  |attribute=
  |attribute=F
  |startup=11
  |startup=11
  |cancel=
  |cancel=CSOR
  |active=3
  |active=3
  |recovery=22
  |recovery=22
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  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=H
  |attribute=
  |attribute=B
  |cancel=
  |cancel=SOJR
  |startup=12
  |startup=12
  |active=3
  |active=3
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  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=H
  |cancel=
  |cancel=SOJR
  |attribute=
  |attribute=B
  |startup=13
  |startup=13
  |active=6
  |active=6
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  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=H
  |attribute=
  |attribute=B
  |cancel=
  |cancel=SOJR
  |startup=14
  |startup=14
  |active=3
  |active=3
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  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=All
  |attribute=
  |attribute=B
  |cancel=
  |cancel=SOR
  |startup=6
  |startup=6
  |active=6
  |active=6
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  |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=8
  |active=8
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  |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=8
  |active=8
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  |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= L
  |guard=L
  |attribute=
  |attribute=F
  |cancel=
  |cancel=SOR
  |startup=12
  |startup=12
  |active=4
  |active=4
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  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=H
  |attribute=
  |attribute=H
  |cancel=
  |cancel=CSOJR
  |startup=8
  |startup=8
  |active=3
  |active=3
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  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=H
  |attribute=
  |attribute=H
  |cancel=
  |cancel=CSOJR
  |startup=10
  |startup=10
  |active=9
  |active=9
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  |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
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  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=H
  |attribute=
  |attribute=H
  |cancel=
  |cancel=CSOJR
  |startup=11
  |startup=11
  |active=3
  |active=3
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  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
|cancel=SOJR
  |guard=H
  |startup=13
  |startup=13
  |active=3
  |active=3
  |recovery=49
  |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=10
  |active=10
  |recovery=42
  |recovery=42
  |frameAdv=
  |frameAdv=
|attribute=H
  |hitbox=nine/j2B
  |hitbox=nine/j2B
  |description=
  |description=
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  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |cancel=SOJR
  |attribute=
  |guard=H
  |cancel=
  |attribute=H
  |startup=17
  |startup=17
  |active=3
  |active=3
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|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=8
  |startup=5
  |active=
  |active=5
  |recovery=
  |recovery=30
  |frameAdv=
  |frameAdv=-19
  |hitbox=
  |hitbox=
  |description=
  |description=
*List what the move is used for
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
|version=Wx1
  |damage=800
  |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=
* 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.
}}
}}
}}
{{AttackData-BBCF
 
|header=no
====== <font style="visibility:hidden" size="0">Emerald of Anguish</font> ======
|version=Wx2
{{MoveData
  |damage=1000
|image=BBCF_Nine_Emerald.png
|caption=
|name=Emerald of Enmity
|input=[AxN]
|data=
{{AttackData-BBCF
  |damage=
  |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=
*Great anti-zoning spell
* Formally called "Sapphire of Sorrow"
*Doesn't quite go fullscreen (At least at [Ax1])
*[Ax2] is formally called Peridot of Poverty
*[Ax3] is formally called Malacite of Malice
 
Fires a horizontal tornado. As one would expect from a spell that's more or less functions as a laser beam, these spells can be a great anti-zoning tool to keep zoners cautious of pressing buttons. It can be equally useful in general just to hinder an approach. These wind spells also tend to get used to combo into her Flame Punisher distortion to tack on more damage to a combo to end a round.
}}
}}
}}
{{AttackData-BBCF
 
|header=no
====== <font style="visibility:hidden" size="0">Coral of Anger</font> ======
|version=Wx3
{{MoveData
  |damage=1250
|image=BBCF_Nine_Coral.png
|caption=
|name=Coral of Catastrophe
|input=[FxN]
|data=
{{AttackData-BBCF
  |damage=
  |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=
*Good for converting Round Start 3C and some 3C Low Mixups
* Formally called "Tanzanite of Torment"
*[Fx2] is formally called Garnet of Gall
* Useful combo tool
*[Fx3] is formally called Rubellite of Rage
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 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
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Heliodor of Submission</font> ======
====== <font style="visibility:hidden" size="0">Emerald of Anguish</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_Heliodor.png
|image=BBCF_Nine_Emerald.png
|caption=
|caption=
|name=Heliodor of Humility
|name=Emerald of Enmity
|input=[WA]
|input=[AxN]
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
|version=Ax1
  |damage=700
  |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=
*Gives Nine auto-guard point against a body attribute attack
Creates a floating goat skull to block attacks. Heliodor hasn't seen much use yet compared to other spells. The most important thing to understand about this spell is that it'll only guard against body attribute attacks. Any other attacks like most jump normals and crouching normals will still beat Heliodor if you have it out.
}}
}}
}}
{{AttackData-BBCF
 
|header=no
====== <font style="visibility:hidden" size="0">Amethyst of Massacre</font> ======
|version=Ax2
{{MoveData
  |damage=500*2
|image=BBCF_Nine_Amethyst.png
  |heatgain=
|caption=
  |p1=
|name=Amethyst of Annihilation
|input=[WF]
|data=
{{AttackData-BBCF
  |damage=
  |heatgain=
  |p1=
  |p2=
  |p2=
  |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=
* Good for resetting pressure
*Formally called "Peridot of Poverty"
* Good for hindering approaches
* Vanishes after 5 in games seconds if it doesn't hit anything
* On hit, has a shock effect
 
Fires an electric orb that slowly travels across the screen. Can be a good way to attempt to reset pressure against some characters. The advancing electric ball can give opponents limited options to deal with it at such a close range. Typically, they'll have to stay on the defensive or will attempt to try and jump out and risk getting tagged by Nine's 6C. If you happen to have it in neutral, it's also very good at hindering approaches, either from the air or from the ground depending on where you throw out the spell
}}
}}
}}
====== <font style="visibility:hidden" size="0">Citrine of Rotation</font> ======
{{MoveData
|image=BBCF_Nine_Citrine.png
|caption=
|name=Citrine of Change
|input=[AF]
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
|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=
* Good anti-zoning tool
*Formally called "Malacite of Malice"
* Absorbs projectiles that hit it and shoots a thin projectile back at the opponent
*Great anti-zoning spell
* Disappears if hit by anything else
*Goes about 95% full screen
* Will push Nine or the opponent as it moves forward if they obstruct its path
 
* Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox.  Wall bounces on hit
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.  
 
Creates a mirror in front of her that absorbs projectiles. Great anti-zoning tool for dealing with projectiles coming from the front. It won't protect you against stuff like Nu and Lambda's 4D but it'll still protect you from most projectiles.  
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Celestite of Vows</font> ======
====== <font style="visibility:hidden" size="0">Coral of Anger</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_Celestite.png
|image=BBCF_Nine_Coral.png
|caption=
|caption=
|name=Celestite of the Covenant
|name=Coral of Catastrophe
|input=[WWA]
|input=[FxN]
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
|version=Fx1
  |damage=900
  |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=
*The opponent can't jump while in the field. If they're in the air, they'll be knocked down to the ground as if they got hit (The hit does no damage)
}}
*There's a 2 in-game second delay from when Celestite is set and when the gravity field starts to kick in
*5D sets it on the opponent's location
*4D sets it in front of Nine
 
Creates a gravity field that prevents opponents from jumping. Can be used to hinder an opponent's advance or their ability to get out of pressure
}}
}}
 
====== <font style="visibility:hidden" size="0">Taafeite of Fascination</font> ======
{{MoveData
|image=BBCF_Nine_Taafeite.png
|caption=
|name=Taaffeite of Temptation
|input=[WWF]
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
|header=no
|version=Fx2
  |damage=1200
  |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=
*Good oki tool
*Formally called "Garnet of Gall"
*Goes away if Nine blocks or gets hit by an attack
 
Summons a fairy to attack the opponent three times. A great spell for oki. Fairy oki is one of the more common enders to go for at the end of a combo. Syncing up your blockstring to go with the fairy's 3 consecutive attacks that happen at fixed time intervals is a great way to reset pressure or keep a mixup safe.
 
If you have it available, Taafeite can also be great in neutral. The timed consecutive attacks can greatly limit an opponent's options and is great cover for an approach.
}}
}}
}}
====== <font style="visibility:hidden" size="0">Andradite of Binding</font> ======
{{MoveData
|image=BBCF_Nine_Andradite.png
|caption=
|name=Andradite of Accord
|input=[AAW]
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
|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=
*Good spell in neutral and blockstrings
*Formally called "Rubellite of Rage"
*Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down.
*Good for converting Round Start 3C and some 3C Low Mixups
*Blows back and wall bounces on ground or air hit for easy conversion into a combo
 
*Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block
*The orb can be destroyed by the opponent before it explodes
Summons an orb of dark energy that explodes in a + shape. Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements.


However, if you can manage to get it out in a blockstring, Andradite is also quite good in pressure. It's good for resetting pressure but on regular block, it'll also deal a great amount of chip damage and on barrier block, it'll take an equivalent amount of barrier away from the opponent.
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Uvarovite of Destruction</font> ======
====== <font style="visibility:hidden" size="0">Heliodor of Submission</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_Uvarovite_of_Destruction.jpg
|image=BBCF_Nine_Heliodor.png
|caption=
|caption=
|name=Uvarovite of Undoing
|name=Heliodor of Humility
|input=[AAF]
|input=[WA]
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
Line 904: Line 833:
  |attribute=
  |attribute=
  |cancel=
  |cancel=
  |startup=
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=28
  |frameAdv=
  |frameAdv=
  |hitbox=
  |hitbox=
  |description=
  |description=
*There is a delay between the targeting circle first appearing and when the rain of fire comes down.
*Gives Nine auto-guard point against a body attribute attack
*Throws away a Wind and a Water element


Creates a cloud above the opponent that rains down fire. Uvarovite sees most of its use as an oki tool. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a fairly long time. The fire shower is also really good at obscuring what's happening on the screen and can be a good place to try and slip in a mixup.
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.


In neutral, Uvarovite can also be pretty good. The area that the fire shower comes down in is fairly large. Even throwing it out at midscreen will greatly limit the way opponents can move without getting themselves caught in the fire shower, which would allow you to get in. When the opponent is closer to the corner, Uvarovite can be especially good in neutral because they have even less places to run, making it easier to lock them down to cover an approach.
The only reason to ever use this is to throw away your Wind element so you can sandbag while fishing for WaterxN > Freeze > Astral.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Kunzite of Prison Break</font> ======
====== <font style="visibility:hidden" size="0">Amethyst of Massacre</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_Kunzite.png
|image=BBCF_Nine_Amethyst.png
|caption=Also goes by "Rock of Guard Breaking"
|caption=
|name=Kunzite of Keep Breaker
|name=Amethyst of Annihilation
|input=[FFW]
|input=[WF]
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage=1000
  |heatgain=
  |heatgain=
  |p1=
  |p1=
Line 932: 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=
  |description=
  |description=
*Great combo, mixup and anti-air destroyer tool
* Good for resetting pressure
*Launches on ground hit
* Good for hindering approaches
*Ground bounces on air hit
* Vanishes after 5 in games seconds if it doesn't hit anything
*Tracks to the opponent's location horizontally
* On hit, has a shock effect
Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses.
Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with 4A/5A up close or 6C further out to keep your combo going.


In pressure, Kunzite is a good overhead that can open people up for a full combo.  
Fires an electric orb that slowly travels across the screen. Can be a good way to attempt to reset pressure against some characters. The advancing electric ball can give opponents limited options to deal with it at such a close range. Typically, they'll have to stay on the defensive or will attempt to try and jump out and risk getting tagged by Nine's 6C. If you happen to have it in neutral, it's also very good at hindering approaches, either from the air or from the ground depending on where you throw out the spell
 
Because throwing out Kunzite halts Nine's falling momentum completely, it's an amazing AA destroyer that converts into a full combo on hit and on block, allows her to safely come down to start pressure.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Morganite of Pulsation</font> ======
====== <font style="visibility:hidden" size="0">Citrine of Rotation</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_Morganite.png
|image=BBCF_Nine_Citrine.png
|caption=
|caption=
|name=Morganite of Malice
|name=Citrine of Change
|input=[FFA]
|input=[AF]
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
|version=Cast
  |damage=700
  |heatgain=
  |heatgain=
  |p1=
  |p1=
Line 969: Line 895:
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=All
  |attribute=
  |attribute=HBFP
  |cancel=
  |cancel=SOR
  |startup=
  |startup=10
  |active=
  |active=5
  |recovery=
  |recovery=24
  |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.
Creates a seed that grows into a vine that travels across the screen. Currently, seed doesn't see much use outside of attempts to do unblockables. It seems a bit hard to get the opponent to block it compared to other spells like Fairy, Uvarovite and Andradite.
Outside of unblockables, it seems like it could be a decent tool for controlling ground space. Between the 2 branches that sprout out of the ground to attack, they cover about 3/4 of the screen.
}}
}}
}}
{{AttackData-BBCF
 
|header=no
====== <font style="visibility:hidden" size="0">Nephirite of Demise</font> ======
|version=Kicked Mirror
{{MoveData
  |damage=500
|image=BBCF_Nine_Nephirite.png
|caption=
|name=Nephirite of Nullification
|input=[WAF]
|data=
{{AttackData-BBCF
  |damage=
  |heatgain=
  |heatgain=
  |p1=
  |p1=
Line 1,000: Line 914:
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=All
  |attribute=
  |attribute=HBFP
  |cancel=
  |cancel=
  |startup=
  |startup=1
  |active=
  |active=15
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
  |hitbox=
  |hitbox=
  |description=
  |description=
*Cannot be regular blocked. MUST be barrier blocked BEFORE the super flash.
}}
*Drains a good amount of barrier on barrier block
{{AttackData-BBCF
*Countdown timer goes away on hit but not on block
|header=no
 
|version=Reflected Projectile
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.
  |damage=750
}}
}}
<br clear=all/>
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
{{MoveData
|image=BBCF_Nine_GroundThrow.png
|caption=
|name=Forward Throw
|data=
{{AttackData-BBCF
  |damage=0,600,900
  |heatgain=
  |heatgain=
  |p1=100
  |p1=
  |p2=50
  |p2=
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=All
  |attribute=
  |attribute=HBFP
  |cancel=
  |cancel=
  |startup=7
  |startup=10
  |active=3
  |active=30
  |recovery=23
  |recovery=
  |frameAdv=
  |frameAdv=
  |hitbox=nine/fthrow
  |hitbox=
  |description=
  |description=
*100% minimum damage
* Good anti-zoning tool
*Wall bounces midscreen
* Absorbs projectiles that hit it and shoots a thin projectile back at the opponent
*Wall sticks in the corner
* Disappears if hit by anything else
* Will push Nine or the opponent as it moves forward if they obstruct its path
* Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox.  Wall bounces on hit


Nine grabs the opponent with her cape, knees them in the chest and kicks them away. Standard throw. Can be converted into a combo from the wall bounce with a 5A juggle midscreen. In the corner, it's possible that they'll wall stick a bit too far for the usual 5A juggle. In these cases, you can do 6C > delay 214A to convert it into a full combo.  
Creates a mirror in front of her that absorbs projectiles. Great anti-zoning tool for dealing with projectiles coming from the front. It won't protect you against stuff like Nu and Lambda's 4D but it'll still protect you from most projectiles.  
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Back Throw</font> ======
====== <font style="visibility:hidden" size="0">Celestite of Vows</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_GroundThrow.png
|image=BBCF_Nine_Celestite.png
|caption=
|caption=
|name=Back Throw
|name=Celestite of the Covenant
|input=[WWA]
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,600,900
  |damage=0
  |heatgain=
  |heatgain=
  |p1=100
  |p1=
  |p2=50
  |p2=
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=Air UNB
  |attribute=
  |attribute=
  |cancel=
  |cancel=
  |startup=7
  |startup=10
  |active=3
  |active=
  |recovery=23
  |recovery=23
  |frameAdv=
  |frameAdv=
  |hitbox=nine/fthrow
  |hitbox=
  |description=
  |description=
*100% minimum damage
*The opponent can't jump while in the field. If they're in the air, they'll be knocked down to the ground as if they got hit (The hit does no damage)
*Wall bounces midscreen
*There's a 2 in-game second delay from when Celestite is set and when the gravity field starts to kick in
*Wall sticks in the corner
*5D sets it on the opponent's location
*4D sets it in front of Nine


Same as her forward throw, except that the opponent gets kicked behind her before wall bouncing back to her
Creates a gravity field that prevents opponents from jumping. Can be used to hinder an opponent's advance or their ability to get out of pressure
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Air Throw</font> ======
====== <font style="visibility:hidden" size="0">Taafeite of Fascination</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_AirThrow.png
|image=BBCF_Nine_Taafeite.png
|caption=
|caption=
|name=Air Throw
|name=Taaffeite of Temptation
|input=[WWF]
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,600,900
  |damage=550*3
  |heatgain=
  |heatgain=
  |p1=100
  |p1=
  |p2=50
  |p2=
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=All
  |attribute=
  |attribute=HBFP
  |cancel=
  |cancel=
  |startup=7
  |startup=10
  |active=3
  |active=
  |recovery=23
  |recovery=25
  |frameAdv=
  |frameAdv=
  |hitbox=nine/athrow
  |hitbox=
  |description=
  |description=
*100% minimum damage
*Good oki tool
*Goes away if Nine blocks or gets hit by an attack
 
Summons a fairy to attack the opponent three times. A great spell for oki. Fairy oki is one of the more common enders to go for at the end of a combo. Syncing up your blockstring to go with the fairy's 3 consecutive attacks that happen at fixed time intervals is a great way to reset pressure or keep a mixup safe.


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.  
If you have it available, Taafeite can also be great in neutral. The timed consecutive attacks can greatly limit an opponent's options and is great cover for an approach.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
====== <font style="visibility:hidden" size="0">Andradite of Binding</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_CounterAssalut.png
|image=BBCF_Nine_Andradite.png
|caption=
|caption=
|name=Counter Assault
|name=Andradite of Accord
|input=[AAW]
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage=300*N
  |heatgain=
  |heatgain=
  |p1=
  |p1=
Line 1,119: Line 1,030:
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=All
  |attribute=
  |attribute=HBFP
  |startup=13
|cancel=
  |active=3
  |startup=10
  |recovery=36
  |active=
  |recovery=40
  |frameAdv=
  |frameAdv=
|invul=
  |hitbox=
  |hitbox=nine/CA
  |description=
  |description=
Kicks forward in a similar manner to her forward and back throws.
*Good spell in neutral and blockstrings
*Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down.
*Blows back and wall bounces on ground or air hit for easy conversion into a combo
*Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block
*The orb can be destroyed by the opponent before it explodes
Summons an orb of dark energy that explodes in a + shape. Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements.
 
However, if you can manage to get it out in a blockstring, Andradite is also quite good in pressure. It's good for resetting pressure but on regular block, it'll also deal a great amount of chip damage and on barrier block, it'll take an equivalent amount of barrier away from the opponent.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
====== <font style="visibility:hidden" size="0">Uvarovite of Destruction</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_CrushTrigger.png
|image=BBCF_Nine_Uvarovite_of_Destruction.jpg
|caption=
|caption=
|name=Crush Trigger
|name=Uvarovite of Undoing
|input=[AAF]
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1000
  |damage=400*N
  |heatgain=
  |heatgain=
  |p1=80
  |p1=
  |p2=60
  |p2=
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=All
  |attribute=
  |attribute=HBFP
  |startup=33-60
|cancel=
  |active=2
  |startup=10
  |recovery=24
  |active=
  |recovery=25
  |frameAdv=
  |frameAdv=
  |hitbox=nine/CT
  |hitbox=
  |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.
*There is a delay between the targeting circle first appearing and when the rain of fire comes down.
 
Creates a cloud above the opponent that rains down fire. Uvarovite sees most of its use as an oki tool. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a fairly long time. The fire shower is also really good at obscuring what's happening on the screen and can be a good place to try and slip in a mixup.


Nine performs a flaming upward kick.
In neutral, Uvarovite can also be pretty good. The area that the fire shower comes down in is fairly large. Even throwing it out at midscreen will greatly limit the way opponents can move without getting themselves caught in the fire shower, which would allow you to get in. When the opponent is closer to the corner, Uvarovite can be especially good in neutral because they have even less places to run, making it easier to lock them down to cover an approach.
}}
}}
}}
}}
<br clear=all/>


==Specials==
====== <font style="visibility:hidden" size="0">Kunzite of Prison Break</font> ======
====== <font style="visibility:hidden" size="0">Crimson Raider</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_CrimsonRaider.png
|image=BBCF_Nine_Kunzite.png
|caption=
|caption=Also goes by "Rock of Guard Breaking"
|name=Crimson Raider
|name=Kunzite of Keep Breaker
|input=214A air OK
|input=[FFW]
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|version=Ground
  |damage=1050*2
  |damage=
  |heatgain=
  |heatgain=
  |p1=
  |p1=
Line 1,176: Line 1,095:
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=H
|attribute=HBFP
|cancel=SOR
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
  |hitbox=nine/214A
  |hitbox=
  |description=  
  |description=
}}
*Great combo, mixup and anti-air destroyer tool
{{AttackData-BBCF
*Launches on ground hit
|header=no
*Ground bounces on air hit
|version=Air
*Tracks to the opponent's location horizontally
|damage=
Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses.
|heatgain=
   
  |p1=
Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with 4A/5A up close or 6C further out to keep your combo going.
|p2=
|starter=
|SMP=
|guard=
|startup=
|active=
|recovery=
|frameAdv=
|hitbox=nine/214A
|description=
*Air combo ender and max damage ground ender


Dashes at the opponent while wreathed in flames, creating an explosion on impact. Crimson Raider is typically used an air combo ender in situations where you can bring the opponent back down to the ground with Tanzanite of Mourning/[Wx3]. It's also sometimes used in ground enders from Tanzanite of Mourning/[Wx3] as well when you want to go for max damage instead.  
In pressure, Kunzite is a good overhead that can open people up for a full combo.  


Outside of its use as a combo ender, it also sees use in combos from some 6C juggle combo routes to close the gap between the opponent and keep the combo going with a 4/5A juggle.
Because throwing out Kunzite halts Nine's falling momentum completely, it's an amazing AA destroyer that converts into a full combo on hit and on block, allows her to safely come down to start pressure.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Mauvette Roar</font> ======
====== <font style="visibility:hidden" size="0">Morganite of Pulsation</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_MauvetteRoar.png
|image=BBCF_Nine_Morganite.png
|caption=Anti-Air special
|caption=
|name=Mauvette Roar
|name=Morganite of Malice
|input=214B
|input=[FFA]
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage=900*2
  |heatgain=
  |heatgain=
  |p1=
  |p1=
Line 1,222: Line 1,132:
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=L
  |startup=
|attribute=HBFP
|cancel=
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=25
  |frameAdv=
  |frameAdv=
  |hitbox=nine/214B
  |hitbox=
  |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.  
*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.
Outside of unblockables, it seems like it could be a decent tool for controlling ground space. Between the 2 branches that sprout out of the ground to attack, they cover about 3/4 of the screen.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Navy Pressure</font> ======
====== <font style="visibility:hidden" size="0">Nephirite of Demise</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_NavyPressure.png
|image=BBCF_Nine_Nephirite.png
|caption=
|caption=
|name=Navy Pressure
|name=Nephirite of Nullification
|input=214C
|input=[WAF]
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage=1500*5
  |heatgain=
  |heatgain=
  |p1=
  |p1=
Line 1,247: Line 1,163:
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=H
  |guard=B
  |startup=
|attribute=HBFP
|cancel=
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=25
  |frameAdv=
  |frameAdv=
  |hitbox=nine/214C
  |hitbox=
  |description=
  |description=
* Great for punishing people trying to do stuff on the ground at fullscreen distance
*Cannot be regular blocked. MUST be barrier blocked.
* Sometimes great for catching people trying to get out of pressure at longer distances
*Drains a good amount of barrier on barrier block
* Weak tracking to the opponent's horizontal location. Will always hit at ground level though
*Countdown timer goes away on hit but not on block
* Forces Fatal Counter on Counter Hit
*1500 minimum damage
* Ground Bounces on Counter Hit


Performs an overhead punch with Hi no Kagutsuchi's fist. Because of it's tracking, Navy Pressure is a great tool to punish an opponent's attempt to do stuff at longer ranges and make them more cautious of doing so in the future. It can also be great in pressure as well to catch people trying to get out of pressure after you've pushed back too far for normals to reach.
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.
 
While Navy Pressure is an overhead, you typically won't be using it to open people up because of the slow startup. A noteworthy exception to this are attempts to do an unblockable when combined with the Morganite spell
}}
}}
}}
}}
<br clear=all/>


====== <font style="visibility:hidden" size="0">Seamoss Gate</font> ======
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_SeaMossGate.png
|image=BBCF_Nine_GroundThrow.png
|caption=
|caption=
|name=Seamoss Gate
|name=Forward Throw
|input=236D
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage=0,600,900
  |heatgain=
  |heatgain=
  |p1=
  |p1=100
  |p2=
  |p2=50
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=
  |startup=
|attribute=
  |active=
|cancel=R
  |recovery=
  |startup=7
  |active=3
  |recovery=23
  |frameAdv=
  |frameAdv=
  |hitbox=nine/236D
  |hitbox=nine/fthrow
  |description=
  |description=
Swaps the spells in your active slot and stock slot. Good for storing away a useful spell for later use.  
*100% minimum damage
*Wall bounces midscreen
*Wall sticks in the corner
 
Nine grabs the opponent with her cape, knees them in the chest and kicks them away. Standard throw. Can be converted into a combo from the wall bounce with a 5A juggle midscreen. In the corner, it's possible that they'll wall stick a bit too far for the usual 5A juggle. In these cases, you can do 6C > delay 214A to convert it into a full combo.  
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Flax Nurture</font> ======
====== <font style="visibility:hidden" size="0">Back Throw</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_FluxNurture.png
|image=BBCF_Nine_BackThrow.png
|caption=
|caption=
|name=Flax Nurture
|name=Back Throw
|input=214D (air OK)
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=800
  |damage=0,600,900
  |heatgain=
  |heatgain=
  |p1=
  |p1=100
  |p2=
  |p2=50
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=All
  |guard=
  |startup=22
|attribute=
|cancel=R
  |startup=7
  |active=3
  |active=3
  |recovery=18
  |recovery=23
  |frameAdv=-4
  |frameAdv=
  |hitbox=
  |hitbox=nine/fthrow
  |description=
  |description=
* Good reversal option
*100% minimum damage
* Gives a damage buff to respective normal of the aura she has
*Wall bounces midscreen
* Gives chip damage to normals of the same element as the granted aura
*Wall sticks in the corner
* 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.
Same as her forward throw, except that the opponent gets kicked behind her before wall bouncing back to her
 
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.
}}
}}
}}
}}
<br clear=all/>


==Distortion Drives==
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
====== <font style="visibility:hidden" size="0">Flame Punisher</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_FlamePunisher.png
|image=BBCF_Nine_AirThrow.png
|caption=
|caption=
|name=Flame Punisher
|name=Air Throw
|input=236236A
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=400*8, 325*8
  |damage=0,600,900
  |heatgain=
  |heatgain=
  |p1=90
  |p1=100
  |p2=9, 82
  |p2=50
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=All
  |guard=
  |attribute=Projectile
  |attribute=
  |cancel=R
  |cancel=R
  |startup=1+16
  |startup=7
  |active=40 (18) 56
  |active=3
  |recovery=34
  |recovery=23
  |frameAdv=
  |frameAdv=
  |hitbox=nine/236236A
  |hitbox=nine/athrow
  |description=
  |description=
*Great to tack on at the end of a combo for more damage to end a round
*100% minimum damage
*Good anti-zoning tool
*Full Inv 1-2F, Projectile Inv 3-53F


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.
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.  
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Cardinal Nova</font> ======
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_CardinalNova.png
|image=BBCF_Nine_GroundThrow.png
|caption=
|caption=
|name=Cardinal Nova
|name=Counter Assault
|input=236236B
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1500
  |damage=
  |heatgain=
  |heatgain=
  |p1=70
  |p1=
  |p2=82
  |p2=
  |starter=
  |starter=
  |SMP=
  |SMP=
|cancel=R
  |guard=All
  |guard=All
  |attribute=
  |attribute=
|cancel=
  |startup=13
  |startup=7+3
  |active=3
  |active=3
  |recovery=36
  |recovery=36
  |frameAdv=-18
  |frameAdv=
  |hitbox=nine/236236B
|invul=
  |hitbox=nine/CA
  |description=
  |description=
* Gives Nine a random 3 Element spell to both her Active and Stock slots
Kicks forward in a similar manner to her forward and back throws.
* 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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Azurite Inferno</font> ======
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_AzuriteInferno.png
|image=BBCF_Nine_CrushTrigger.png
|caption=
|caption=
|name=Azurite Inferno
|name=Crush Trigger
|input=236236C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage=1000
  |heatgain=
  |heatgain=
  |p1=
  |p1=80
  |p2=
  |p2=60
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=
  |attribute=
  |attribute=
  |cancel=
|startup=33-60
  |startup=1+14
|active=2
  |active=5
|recovery=24
  |recovery=32
|frameAdv=
  |frameAdv=-23
|hitbox=nine/CT
  |hitbox=nine/236236C
|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.
* Great round ender, especially when you have 100 meter
 
* Consumes the spells in your Active and Stock Slot  
Nine performs a flaming upward kick.
* Damage increases based on the number of elements in your spells
}}
* Full Inv 1-18F
}}
 
<br clear=all/>
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
 
}}
==Specials==
}}
====== <font style="visibility:hidden" size="0">Crimson Raider</font> ======
<br clear=all/>
{{MoveData
 
|image=BBCF_Nine_CrimsonRaider.png
==Exceed Accel==
|caption=
{{MoveData
|name=Crimson Raider
|image=BBCF_Nine_ScarletVein.png
|input=214A air OK
|caption=Need a hand?
|data=
|name=Scarlet Vein
{{AttackData-BBCF
|version=Ground
|damage=500, 950
|heatgain=
|p1=
|p2=
|starter=
|SMP=
  |cancel=R
|guard=All
|startup=6
|active=15(6)3
|recovery=24
|frameAdv=
|hitbox=nine/214A
|description=
}}
{{AttackData-BBCF
|header=no
|version=Air
|damage=500, 950
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|cancel=R
|guard=All
|startup=6
|active=15(6)3
|recovery=33
|frameAdv=
|hitbox=nine/214A
|description=
*Air combo ender and max damage ground ender
 
Dashes at the opponent while wreathed in flames, creating an explosion on impact. Crimson Raider is typically used an air combo ender in situations where you can bring the opponent back down to the ground with Tanzanite of Mourning/[Wx3]. It's also sometimes used in ground enders from Tanzanite of Mourning/[Wx3] as well when you want to go for max damage instead.
 
Outside of its use as a combo ender, it also sees use in combos from some 6C juggle combo routes to close the gap between the opponent and keep the combo going with a 4/5A juggle. 
}}
}}
 
====== <font style="visibility:hidden" size="0">Mauvette Roar</font> ======
{{MoveData
|image=BBCF_Nine_MauvetteRoar.png
|caption=Anti-Air special
|name=Mauvette Roar
|input=214B
|data=
{{AttackData-BBCF
|damage=1100
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|cancel=R
|guard=HL
|startup=13
|active=19
|recovery=29
|frameAdv=
|hitbox=nine/214B
|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. It is, however, her only move outside of true reversals with actual Head invul.
}}
}}
 
====== <font style="visibility:hidden" size="0">Navy Pressure</font> ======
{{MoveData
|image=BBCF_Nine_NavyPressure.png
|caption=
|name=Navy Pressure
|input=214C
|data=
{{AttackData-BBCF
|damage=1500
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|cancel=R
|guard=H
|startup=27
|active=5(4)5
|recovery=35
|frameAdv=
|hitbox=nine/214C
|description=
* Great for punishing people trying to do stuff on the ground at fullscreen distance
* Sometimes great for catching people trying to get out of pressure at longer distances
* Weak tracking to the opponent's horizontal location. Will always hit at ground level though
* Forces Fatal Counter on Counter Hit
* Ground Bounces on Counter Hit
 
Performs an overhead punch with Hi no Kagutsuchi's fist. Because of it's tracking, Navy Pressure is a great tool to punish an opponent's attempt to do stuff at longer ranges and make them more cautious of doing so in the future. It can also be great in pressure as well to catch people trying to get out of pressure after you've pushed back too far for normals to reach.
 
While Navy Pressure is an overhead, you typically won't be using it to open people up because of the slow startup. A noteworthy exception to this are attempts to do an unblockable when combined with the Morganite spell
}}
}}
 
====== <font style="visibility:hidden" size="0">Seamoss Gate</font> ======
{{MoveData
|image=BBCF_Nine_SeaMossGate.png
|caption=
|name=Seamoss Gate
|input=236D
|data=
{{AttackData-BBCF
|damage=
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|cancel=D
|guard=
|startup=
|active=
|recovery=25T
|frameAdv=
|hitbox=nine/236D
|description=
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">Flax Nurture</font> ======
{{MoveData
|image=BBCF_Nine_FluxNurture.png
|caption=
|name=Flax Nurture
|input=214D (air OK)
|data=
{{AttackData-BBCF
|damage=800
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|cancel=R
|guard=All
|startup=22
|active=3
|recovery=18
|frameAdv=-4
|hitbox=
|description=
* Good reversal option
* Gives a damage buff to respective normal of the aura she has
* Gives chip damage to normals of the same element as the granted aura
* Length of buff varies depending on how much of the element was in the active slot
 
Flax Nurture has invulnerability on start up and is also punishable only on instant block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Characters with normals with better reach can also outspace the horizontal reach of 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.
}}
}}
<br clear=all/>
 
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Flame Punisher</font> ======
{{MoveData
|image=BBCF_Nine_FlamePunisher.png
|caption=
|name=Flame Punisher
|input=236236A
|data=
{{AttackData-BBCF
|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=
|p1=
|p2=
|starter=
|SMP=
|guard=All
|attribute=P
|cancel=R
|startup=1+16
|active=
|recovery=
|frameAdv=
|hitbox=nine/236236A
|description=
*Great to tack on at the end of a combo for more damage to end a round
*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.
}}
}}
 
====== <font style="visibility:hidden" size="0">Cardinal Nova</font> ======
{{MoveData
|image=BBCF_Nine_CardinalNova.png
|caption=
|name=Cardinal Nova
|input=236236B
|data=
{{AttackData-BBCF
|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=
|p1=70
|p2=
|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 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
* 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. 
}}
}}
 
====== <font style="visibility:hidden" size="0">Azurite Inferno</font> ======
{{MoveData
|image=BBCF_Nine_AzuriteInferno.png
|caption=
|name=Azurite Inferno
|input=236236C
|data=
{{AttackData-BBCF
|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=
|p1=
|p2=
|starter=
|SMP=
|guard=All
|attribute=F
|cancel=R
|startup=1+14
|active=
|recovery=
|frameAdv=
  |hitbox=nine/236236C
  |description=
* Great round ender, especially when you have 100 meter
* Consumes the spells in your Active and Stock Slot  
* Damage increases based on the number of elements in your spells
* 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. 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.
}}
}}
<br clear=all/>
 
==Exceed Accel==
{{MoveData
|image=BBCF_Nine_ScarletVein.png
|caption=Need a hand?
|name=Scarlet Vein
|input=ABCD during Overdrive
|input=ABCD during Overdrive
|data=
|data=
Line 1,456: 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 1,484: Line 1,721:
  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
  |guard=All
  |attribute=
  |attribute=
  |cancel=
  |cancel=

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