No edit summary |
|||
(32 intermediate revisions by 10 users not shown) | |||
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 | *Able to hit confirm off of normals and spells | ||
===Cons/Weaknesses=== | ===Cons/Weaknesses=== | ||
*Movement is very limited outside of teleport | *Movement is very limited outside of teleport | ||
*Unreliable defensive options | *Unreliable defensive options | ||
*Struggles | *Struggles with jump happy opponents | ||
<br clear=all/> | <br clear=all/> | ||
==Normal Moves== | ==Normal Moves== | ||
====== <font style="visibility:hidden" size="0">5A</font> ====== | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
Line 70: | Line 71: | ||
|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= | ||
Line 98: | Line 99: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=B | ||
|cancel= | |cancel=CSOJR | ||
|startup=12 | |startup=12 | ||
|active=6 | |active=6 | ||
Line 126: | Line 127: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=B | ||
|cancel= | |cancel=CSOJR | ||
|startup=12 | |startup=12 | ||
|active=3 | |active=3 | ||
Line 154: | Line 155: | ||
|SMP= | |SMP= | ||
|guard=L | |guard=L | ||
|attribute= | |attribute=F | ||
|cancel= | |cancel=CSOR | ||
|startup=10 | |startup=10 | ||
|active=3 | |active=3 | ||
Line 180: | Line 181: | ||
|SMP= | |SMP= | ||
|guard=L | |guard=L | ||
|attribute= | |attribute=F | ||
|cancel= | |cancel=CSOR | ||
|startup=11 | |startup=11 | ||
|active=6 | |active=6 | ||
Line 205: | Line 206: | ||
|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 | ||
Line 231: | Line 232: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=H | ||
|attribute= | |attribute=B | ||
|cancel= | |cancel=SOJR | ||
|startup=12 | |startup=12 | ||
|active=3 | |active=3 | ||
Line 259: | Line 260: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=H | ||
|cancel= | |cancel=SOJR | ||
|attribute= | |attribute=B | ||
|startup=13 | |startup=13 | ||
|active=6 | |active=6 | ||
Line 285: | Line 286: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=H | ||
|attribute= | |attribute=B | ||
|cancel= | |cancel=SOJR | ||
|startup=14 | |startup=14 | ||
|active=3 | |active=3 | ||
Line 314: | Line 315: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=B | ||
|cancel= | |cancel=SOR | ||
|startup=6 | |startup=6 | ||
|active=6 | |active=6 | ||
Line 323: | Line 324: | ||
|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 340: | Line 341: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=B | ||
|cancel= | |cancel=SOR | ||
|startup=6 | |startup=6 | ||
|active=8 | |active=8 | ||
Line 349: | Line 350: | ||
|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 366: | Line 367: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=B | ||
|cancel= | |cancel=SOR | ||
|startup=6 | |startup=6 | ||
|active=8 | |active=8 | ||
Line 375: | Line 376: | ||
|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 392: | Line 393: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= L | |guard=L | ||
|attribute= | |attribute=F | ||
|cancel= | |cancel=SOR | ||
|startup=12 | |startup=12 | ||
|active=4 | |active=4 | ||
Line 423: | Line 424: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=H | ||
|attribute= | |attribute=H | ||
|cancel= | |cancel=CSOJR | ||
|startup=8 | |startup=8 | ||
|active=3 | |active=3 | ||
Line 451: | Line 452: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=H | ||
|attribute= | |attribute=H | ||
|cancel= | |cancel=CSOJR | ||
|startup=10 | |startup=10 | ||
|active=9 | |active=9 | ||
Line 459: | Line 460: | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/jB | |hitbox=nine/jB | ||
|description= | |description= | ||
* Great air to air normal at longer ranges | * Great air to air normal at longer ranges | ||
Line 481: | Line 481: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=H | ||
|attribute= | |attribute=H | ||
|cancel= | |cancel=CSOJR | ||
|startup=11 | |startup=11 | ||
|active=3 | |active=3 | ||
Line 507: | Line 507: | ||
|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= | ||
Line 531: | Line 533: | ||
|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= | ||
Line 555: | Line 559: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
| | |cancel=SOJR | ||
| | |guard=H | ||
| | |attribute=H | ||
|startup=17 | |startup=17 | ||
|active=3 | |active=3 | ||
Line 579: | Line 583: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=750 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 585: | Line 589: | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel=SOR | ||
|startup= | |startup=5 | ||
|active= | |active=5 | ||
|recovery= | |recovery=30 | ||
|frameAdv= | |frameAdv=-19 | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*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. | ||
Line 609: | Line 613: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |version=Wx1 | ||
|damage=800 | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 615: | Line 620: | ||
|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= | ||
}} | }} | ||
{{AttackData-BBCF | |||
|header=no | |||
|version=Wx2 | |||
{{ | |damage=1000 | ||
| | |||
| | |||
|damage= | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 646: | Line 639: | ||
|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 "Sapphire of Sorrow" | ||
}} | }} | ||
{{AttackData-BBCF | |||
|header=no | |||
|version=Wx3 | |||
{{ | |damage=1250 | ||
| | |||
| | |||
|damage= | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 678: | 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 | |||
* | 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 | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Emerald of Anguish</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_Emerald.png | ||
|caption= | |caption= | ||
|name= | |name=Emerald of Enmity | ||
|input=[ | |input=[AxN] | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |version=Ax1 | ||
|damage=700 | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 709: | Line 689: | ||
|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= | ||
}} | }} | ||
{{AttackData-BBCF | |||
|header=no | |||
|version=Ax2 | |||
{{ | |damage=500*2 | ||
| | |heatgain= | ||
|p1= | |||
| | |||
|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= | ||
* | *Formally called "Peridot of Poverty" | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |header=no | ||
|version=Ax3 | |||
|damage=600*2 | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 770: | 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 | ||
*Goes about 95% full screen | |||
Fires a horizontal tornado. As one would expect from a spell that's more or less functions as a laser beam, these spells can be a great anti-zoning tool to keep zoners cautious of pressing buttons. It can be equally useful in general just to hinder an approach. These wind spells also tend to get used to combo into her Flame Punisher distortion to tack on more damage to a combo to end a round. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Coral of Anger</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_Coral.png | ||
|caption= | |caption= | ||
|name= | |name=Coral of Catastrophe | ||
|input=[ | |input=[FxN] | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |version=Fx1 | ||
|damage=900 | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 803: | Line 760: | ||
|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= | ||
}} | |||
}} | |||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |header=no | ||
|version=Fx2 | |||
|damage=1200 | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 835: | Line 779: | ||
|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 "Garnet of Gall" | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |header=no | ||
|version=Fx3 | |||
|damage=1500 | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
Line 867: | 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 | ||
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"> | ====== <font style="visibility:hidden" size="0">Heliodor of Submission</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_Heliodor.png | ||
|caption= | |caption= | ||
|name= | |name=Heliodor of Humility | ||
|input=[ | |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= | ||
* | *Gives Nine auto-guard point against a body attribute attack | ||
*Throws away a Wind and a Water element | |||
Creates a | Creates a floating goat skull to block attacks. Heliodor hasn't seen much use yet compared to other spells. The most important thing to understand about this spell is that it'll only guard against body attribute attacks. Any other attacks like most jump normals, crouching normals and projectiles will still beat Heliodor if you have it out. It also only works if Nine is attacking, and goes away if Nine blocks anything or gets hit. | ||
The only reason to ever use this is to throw away your Wind element so you can sandbag while fishing for WaterxN > Freeze > Astral. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Amethyst of Massacre</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_Amethyst.png | ||
|caption= | |caption= | ||
|name= | |name=Amethyst of Annihilation | ||
|input=[ | |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= | ||
* | * Good for resetting pressure | ||
* | * Good for hindering approaches | ||
* | * Vanishes after 5 in games seconds if it doesn't hit anything | ||
* | * On hit, has a shock effect | ||
Fires an electric orb that slowly travels across the screen. Can be a good way to attempt to reset pressure against some characters. The advancing electric ball can give opponents limited options to deal with it at such a close range. Typically, they'll have to stay on the defensive or will attempt to try and jump out and risk getting tagged by Nine's 6C. If you happen to have it in neutral, it's also very good at hindering approaches, either from the air or from the ground depending on where you throw out the spell | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Citrine of Rotation</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_Citrine.png | ||
|caption= | |caption= | ||
|name= | |name=Citrine of Change | ||
|input=[ | |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= | ||
}} | }} | ||
{{AttackData-BBCF | |||
|header=no | |||
|version=Kicked Mirror | |||
{{ | |damage=500 | ||
| | |||
| | |||
|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= | ||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Reflected Projectile | |||
|damage=750 | |||
}} | |||
{{ | |||
| | |||
| | |||
|damage= | |||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel= | ||
|startup= | |startup=10 | ||
|active= | |active=30 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | * Good anti-zoning tool | ||
* | * Absorbs projectiles that hit it and shoots a thin projectile back at the opponent | ||
*Wall | * Disappears if hit by anything else | ||
* Will push Nine or the opponent as it moves forward if they obstruct its path | |||
* Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox. Wall bounces on hit | |||
Creates a mirror in front of her that absorbs projectiles. Great anti-zoning tool for dealing with projectiles coming from the front. It won't protect you against stuff like Nu and Lambda's 4D but it'll still protect you from most projectiles. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Celestite of Vows</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_Celestite.png | ||
|caption= | |caption= | ||
|name= | |name=Celestite of the Covenant | ||
|input=[WWA] | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0 | |damage=0 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=Air UNB | ||
|attribute= | |attribute= | ||
|cancel= | |cancel= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery=23 | |recovery=23 | ||
|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"> | ====== <font style="visibility:hidden" size="0">Taafeite of Fascination</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_Taafeite.png | ||
|caption= | |caption= | ||
|name= | |name=Taaffeite of Temptation | ||
|input=[WWF] | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=550*3 | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=HBFP | ||
|cancel= | |cancel= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery=25 | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *Good oki tool | ||
*Goes away if Nine blocks or gets hit by an attack | |||
Summons a fairy to attack the opponent three times. A great spell for oki. Fairy oki is one of the more common enders to go for at the end of a combo. Syncing up your blockstring to go with the fairy's 3 consecutive attacks that happen at fixed time intervals is a great way to reset pressure or keep a mixup safe. | |||
If you have it available, Taafeite can also be great in neutral. The timed consecutive attacks can greatly limit an opponent's options and is great cover for an approach. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Andradite of Binding</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_Andradite.png | ||
|caption= | |caption= | ||
|name= | |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= | |cancel= | ||
|active= | |startup=10 | ||
|recovery= | |active= | ||
|recovery=40 | |||
|frameAdv= | |frameAdv= | ||
|hitbox= | |||
|hitbox= | |||
|description= | |description= | ||
*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"> | ====== <font style="visibility:hidden" size="0">Uvarovite of Destruction</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_Uvarovite_of_Destruction.jpg | ||
|caption= | |caption= | ||
|name= | |name=Uvarovite of Undoing | ||
|input=[AAF] | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=400*N | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|attribute= | |attribute=HBFP | ||
|startup= | |cancel= | ||
|active= | |startup=10 | ||
|recovery= | |active= | ||
|recovery=25 | |||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *There is a delay between the targeting circle first appearing and when the rain of fire comes down. | ||
Creates a cloud above the opponent that rains down fire. Uvarovite sees most of its use as an oki tool. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a fairly long time. The fire shower is also really good at obscuring what's happening on the screen and can be a good place to try and slip in a mixup. | |||
In neutral, Uvarovite can also be pretty good. The area that the fire shower comes down in is fairly large. Even throwing it out at midscreen will greatly limit the way opponents can move without getting themselves caught in the fire shower, which would allow you to get in. When the opponent is closer to the corner, Uvarovite can be especially good in neutral because they have even less places to run, making it easier to lock them down to cover an approach. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Kunzite of Prison Break</font> ====== | |||
====== <font style="visibility:hidden" size="0"> | |||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_Kunzite.png | ||
|caption= | |caption=Also goes by "Rock of Guard Breaking" | ||
|name= | |name=Kunzite of Keep Breaker | ||
|input= | |input=[FFW] | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|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= | |hitbox= | ||
|description= | |description= | ||
*Great combo, mixup and anti-air destroyer tool | |||
*Launches on ground hit | |||
*Ground bounces on air hit | |||
*Tracks to the opponent's location horizontally | |||
Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses. | |||
Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with 4A/5A up close or 6C further out to keep your combo going. | |||
In pressure, Kunzite is a good overhead that can open people up for a full combo. | |||
Because throwing out Kunzite halts Nine's falling momentum completely, it's an amazing AA destroyer that converts into a full combo on hit and on block, allows her to safely come down to start pressure. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Morganite of Pulsation</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_Morganite.png | ||
|caption= | |caption= | ||
|name= | |name=Morganite of Malice | ||
|input= | |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= | |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 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"> | ====== <font style="visibility:hidden" size="0">Nephirite of Demise</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_Nephirite.png | ||
|caption= | |caption= | ||
|name= | |name=Nephirite of Nullification | ||
|input= | |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= | |guard=B | ||
|startup= | |attribute=HBFP | ||
|cancel= | |||
|startup=10 | |||
|active= | |active= | ||
|recovery= | |recovery=25 | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *Cannot be regular blocked. MUST be barrier blocked. | ||
* | *Drains a good amount of barrier on barrier 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. | |||
}} | }} | ||
}} | }} | ||
<br clear=all/> | |||
====== <font style="visibility:hidden" size="0"> | ==Universal Mechanics== | ||
====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | |||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_GroundThrow.png | ||
|caption= | |caption= | ||
|name= | |name=Forward Throw | ||
|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/ | |hitbox=nine/fthrow | ||
|description= | |description= | ||
*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"> | ====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_BackThrow.png | ||
|caption= | |caption= | ||
|name= | |name=Back Throw | ||
|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= | ||
|cancel=R | |||
|startup=7 | |||
|active=3 | |active=3 | ||
|recovery= | |recovery=23 | ||
|frameAdv= | |frameAdv= | ||
|hitbox= | |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 | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | |||
====== <font style="visibility:hidden" size="0"> | |||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_AirThrow.png | ||
|caption= | |caption= | ||
|name= | |name=Air Throw | ||
|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= | ||
|attribute= | |attribute= | ||
|cancel=R | |cancel=R | ||
|startup= | |startup=7 | ||
|active= | |active=3 | ||
|recovery= | |recovery=23 | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/ | |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. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_GroundThrow.png | ||
|caption= | |caption= | ||
|name= | |name=Counter Assault | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage= | ||
|heatgain= | |heatgain= | ||
|p1= | |p1= | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|cancel=R | |||
|guard=All | |guard=All | ||
|attribute= | |attribute= | ||
|startup=13 | |||
|startup= | |||
|active=3 | |active=3 | ||
|recovery=36 | |recovery=36 | ||
|frameAdv= | |frameAdv= | ||
|hitbox=nine/ | |invul= | ||
|hitbox=nine/CA | |||
|description= | |description= | ||
Kicks forward in a similar manner to her forward and back throws. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Crush Trigger</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBCF_Nine_CrushTrigger.png | ||
|caption= | |caption= | ||
|name= | |name=Crush Trigger | ||
|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 |
---|
Health: 10,500
|
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 |
---|
5B
5B |
---|
5C
5C |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
6A
6A |
---|
6B
6B |
---|
6C
6C |
---|
4A
4A |
---|
4B
4B |
---|
4B
4C |
---|
3C
3C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
j.2A
j.2A |
---|
j.2B
j.2B |
---|
j.2C
j.2C |
---|
Spells
Everlasting Schorl
Everlasting Schorl |
---|
Lapis Lazuli of Grief
Lapis Lazuli of Lamentation [WxN] |
---|
Emerald of Anguish
Emerald of Enmity [AxN] |
---|
Coral of Anger
Coral of Catastrophe [FxN] |
---|
Heliodor of Submission
Heliodor of Humility [WA] |
---|
Amethyst of Massacre
Amethyst of Annihilation [WF] |
---|
Citrine of Rotation
Citrine of Change [AF] |
---|
Celestite of Vows
Celestite of the Covenant [WWA] |
---|
Taafeite of Fascination
Taaffeite of Temptation [WWF] |
---|
Andradite of Binding
Andradite of Accord [AAW] |
---|
Uvarovite of Destruction
Uvarovite of Undoing [AAF] |
---|
Kunzite of Prison Break
Kunzite of Keep Breaker [FFW] |
---|
Morganite of Pulsation
Morganite of Malice [FFA] |
---|
Nephirite of Demise
Nephirite of Nullification [WAF] |
---|
Universal Mechanics
Forward Throw
Forward Throw |
---|
Back Throw
Back Throw |
---|
Air Throw
Air Throw |
---|
Counter Assault
Counter Assault |
---|
Crush Trigger
Crush Trigger |
---|
Specials
Crimson Raider
Crimson Raider 214A air OK |
---|
Mauvette Roar
Mauvette Roar 214B |
---|
Navy Pressure 214C |
---|
Seamoss Gate
Seamoss Gate 236D |
---|
Flax Nurture
Flax Nurture 214D (air OK) |
---|
Distortion Drives
Flame Punisher
Flame Punisher 236236A |
---|
Cardinal Nova
Cardinal Nova 236236B |
---|
Azurite Inferno
Azurite Inferno 236236C |
---|
Exceed Accel
Scarlet Vein ABCD during Overdrive |
---|
Astral Heat
Colorless Void 236236D |
---|
External References
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •