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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  |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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  |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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  |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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  |hitbox=
  |hitbox=
  |description=
  |description=
* Formally called Sapphire of Sorrow
* Formally called "Sapphire of Sorrow"
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |hitbox=
  |hitbox=
  |description=
  |description=
* Formally called Tanzanite of Torment  
* Formally called "Tanzanite of Torment"
* Useful combo tool
* Useful combo tool
Creates a block of ice in front of her. A very common combo tool to help Nine bring her opponents back down to the ground from an air combo to go for a ground ender. This is very useful because Nine tends to have better options and greater control over her opponent's wakeup options from ground enders.
Creates a block of ice in front of her. A very common combo tool to help Nine bring her opponents back down to the ground from an air combo to go for a ground ender. This is very useful because Nine tends to have better options and greater control over her opponent's wakeup options from ground enders.
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  |hitbox=
  |hitbox=
  |description=
  |description=
*Formally called Malacite of Malice
*Formally called "Malacite of Malice"
*Great anti-zoning spell
*Great anti-zoning spell
*Goes about 95% full screen
*Goes about 95% full screen
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  |hitbox=
  |hitbox=
  |description=
  |description=
*Formally called Garnet of Gall
*Formally called "Garnet of Gall"
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |hitbox=
  |hitbox=
  |description=
  |description=
*Formally called Rubellite of Rage
*Formally called "Rubellite of Rage"
*Good for converting Round Start 3C and some 3C Low Mixups
*Good for converting Round Start 3C and some 3C Low Mixups




Creates a flaming skull in front of her. For the most part, this spell is only useful to confirm a round start 3C into a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with 3C low that Rubellite of Rage [FxN] will allow you to convert into a full combo
Creates a flaming skull in front of her. For the most part, this spell is only useful to confirm a round start 3C into a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with 3C low that Rubellite of Rage [FxN] will allow you to convert into a full combo. Fatal Counters on successful Counter Hit.
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  |description=
  |description=
*Gives Nine auto-guard point against a body attribute attack
*Gives Nine auto-guard point against a body attribute attack
*Throws away a Wind and a Water element
Creates a floating goat skull to block attacks. Heliodor hasn't seen much use yet compared to other spells. The most important thing to understand about this spell is that it'll only guard against body attribute attacks. Any other attacks like most jump normals, crouching normals and projectiles will still beat Heliodor if you have it out. It also only works if Nine is attacking, and goes away if Nine blocks anything or gets hit.


Creates a floating goat skull to block attacks. Heliodor hasn't seen much use yet compared to other spells. The most important thing to understand about this spell is that it'll only guard against body attribute attacks. Any other attacks like most jump normals and crouching normals will still beat Heliodor if you have it out.  
The only reason to ever use this is to throw away your Wind element so you can sandbag while fishing for WaterxN > Freeze > Astral.
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  |hitbox=
  |hitbox=
  |description=
  |description=
*The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low.  If the first hit is bloccked, the second hit will be a mid.
*The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low.  If the first hit is blocked, the second hit will be a mid.


Creates a seed that grows into a vine that travels across the screen. Currently, seed doesn't see much use outside of attempts to do unblockables. It seems a bit hard to get the opponent to block it compared to other spells like Fairy, Uvarovite and Andradite.  
Creates a seed that grows into a vine that travels across the screen. Currently, seed doesn't see much use outside of attempts to do unblockables. It seems a bit hard to get the opponent to block it compared to other spells like Fairy, Uvarovite and Andradite.  
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  |hitbox=
  |hitbox=
  |description=
  |description=
*Cannot be regular blocked. MUST be barrier blocked BEFORE the super flash.
*Cannot be regular blocked. MUST be barrier blocked.
*Drains a good amount of barrier on barrier block
*Drains a good amount of barrier on barrier block
*Countdown timer goes away on hit but not on block
*Countdown timer goes away on hit but not on block
*1500 minimum damage


Nine creates a countdown timer on the opponent. After a short while, the opponent is bombarded with pillars of dark energy. A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate.
Nine creates a countdown timer on the opponent. After a short while, the opponent is bombarded with pillars of dark energy. A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate.
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  |guard=
  |guard=
  |attribute=
  |attribute=
  |cancel=
  |cancel=R
  |startup=7
  |startup=7
  |active=3
  |active=3
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====== <font style="visibility:hidden" size="0">Back Throw</font> ======
====== <font style="visibility:hidden" size="0">Back Throw</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_GroundThrow.png
|image=BBCF_Nine_BackThrow.png
|caption=
|caption=
|name=Back Throw
|name=Back Throw
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  |guard=
  |guard=
  |attribute=
  |attribute=
  |cancel=
  |cancel=R
  |startup=7
  |startup=7
  |active=3
  |active=3
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  |guard=
  |guard=
  |attribute=
  |attribute=
  |cancel=
  |cancel=R
  |startup=7
  |startup=7
  |active=3
  |active=3
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====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
{{MoveData
{{MoveData
|image=BBCF_Nine_CounterAssalut.png
|image=BBCF_Nine_GroundThrow.png
|caption=
|caption=
|name=Counter Assault
|name=Counter Assault
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  |starter=
  |starter=
  |SMP=
  |SMP=
  |guard=
|cancel=R
  |guard=All
  |attribute=
  |attribute=
  |startup=13
  |startup=13
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  |cancel=R
  |cancel=R
  |guard=HL
  |guard=HL
  |startup=7
  |startup=13
  |active=19
  |active=19
  |recovery=29
  |recovery=29
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  |hitbox=nine/214B
  |hitbox=nine/214B
  |description=
  |description=
Nine performs an upward kick with her demon, Hi no Kagutsuchi. An anti-air special. Can easily be followed up with a full combo on CH. However, this special usually doesn't get any use since Nine has a lot of other options like 6A, 6C or jump up j.A at her disposal.  
Nine performs an upward kick with her demon, Hi no Kagutsuchi. An anti-air special. Can easily be followed up with a full combo on CH. However, this special usually doesn't get any use since Nine has a lot of other options like 6A, 6C or jump up j.A at her disposal. It is, however, her only move outside of true reversals with actual Head invul.
}}
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  |cancel=R
  |cancel=R
  |guard=H
  |guard=H
  |startup=15
  |startup=27
  |active=5(4)5
  |active=5(4)5
  |recovery=35
  |recovery=35
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*Good anti-zoning tool
*Good anti-zoning tool
*Full Inv 1-2F, Projectile Inv 3-53F
*Full Inv 1-2F, Projectile Inv 3-53F
*720 minimum damage, 1200 during OD


Nine fires two beams of dark energy, one from her hand and the other from her foot. On Overdrive, Nine finishes it by having Hi no Kagutsuchi breathe a large torrent of fire from its mouth. Because of its horizontal range, Flame Punisher tends to be the easiest distortion to combo into to tack on extra damage to a combo to end a round. It's horizontal range also makes it great for sniping opponent's attempting to zone or setup an oki from a distance like Lambda's 236D.
Nine fires two beams of dark energy, one from her hand and the other from her foot. On Overdrive, Nine finishes it by having Hi no Kagutsuchi breathe a large torrent of fire from its mouth. Because of its horizontal range, Flame Punisher tends to be the easiest distortion to combo into to tack on extra damage to a combo to end a round. It's horizontal range also makes it great for sniping opponent's attempting to zone or setup an oki from a distance like Lambda's 236D.
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* Full Inv 1-18F
* Full Inv 1-18F


Nine performs a downward stomp. If it connects, the opponent is crucified on spears and Nine bombards them with arrows of dark energy. On Overdrive, the arrows are bigger and stronger and Nine also finishes the opponent off with pillars of dark energy, similar to her Nephrite spell. The move becomes stronger and flashier depending on the number of elements in your spells
Nine performs a downward stomp. If it connects, the opponent is crucified on spears and Nine bombards them with arrows of dark energy. On Overdrive, the arrows are bigger and stronger and Nine also finishes the opponent off with pillars of dark energy, similar to her Nephrite spell. The move becomes stronger and flashier depending on the number of elements in your spells. The elements on the Stock slot boost the damage more than the elements on the Active slot, and having a single element on the Active slot won't boost its damage at all.
}}
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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