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*Movement is very limited outside of teleport | *Movement is very limited outside of teleport | ||
*Unreliable defensive options | *Unreliable defensive options | ||
*Struggles with jump happy opponents | *Struggles with jump happy opponents | ||
<br clear=all/> | <br clear=all/> | ||
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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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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, crouching normals and projectiles will still beat Heliodor if you have it out. It also only works if Nine is attacking, and goes away if Nine blocks anything or gets hit. | ||
The only reason to ever use this is to throw away your Wind element so you can sandbag while fishing for WaterxN > Freeze > Astral. | |||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
*The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low. If the first hit is | *The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low. If the first hit is blocked, the second hit will be a mid. | ||
Creates a seed that grows into a vine that travels across the screen. Currently, seed doesn't see much use outside of attempts to do unblockables. It seems a bit hard to get the opponent to block it compared to other spells like Fairy, Uvarovite and Andradite. | Creates a seed that grows into a vine that travels across the screen. Currently, seed doesn't see much use outside of attempts to do unblockables. It seems a bit hard to get the opponent to block it compared to other spells like Fairy, Uvarovite and Andradite. | ||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Cannot be regular blocked. MUST be barrier blocked | *Cannot be regular blocked. MUST be barrier blocked. | ||
*Drains a good amount of barrier on barrier block | *Drains a good amount of barrier on barrier block | ||
*Countdown timer goes away on hit but not on block | *Countdown timer goes away on hit but not on block | ||
*1500 minimum damage | |||
Nine creates a countdown timer on the opponent. After a short while, the opponent is bombarded with pillars of dark energy. A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate. | Nine creates a countdown timer on the opponent. After a short while, the opponent is bombarded with pillars of dark energy. A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate. | ||
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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= | |image=BBCF_Nine_BackThrow.png | ||
|caption= | |caption= | ||
|name=Back Throw | |name=Back Throw | ||
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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= | |image=BBCF_Nine_GroundThrow.png | ||
|caption= | |caption= | ||
|name=Counter Assault | |name=Counter Assault | ||
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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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Revision as of 22:22, 14 July 2017
Nine the Phantom |
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Health: 10,500
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Overview
Konoe Ayatsuki Mercury, more commonly known as Nine, is a witch, one of the Six Heroes, and one of the Ten Sages. After her supposed death by the hands of Yūki Terumi, Konoe mysteriously appears as the servant of Hades Izanami using the pseudonym Phantom.
Ability: The Abyss Diver
Unlike the other playable characters, Nine does not possess a Drive. Instead, the D button works in tandem with her normal attacks.
Nine's normal attacks are tuned to specific elements: A is for Water, B is for Wind, and C is for Fire. When her normal attacks hit her opponent (or are blocked by them), the corresponding element will be added to her Active Slot. Nine can save up to three elements, at which point gaining a new one will delete the oldest-existing one. Combining elements in an specific order allows Nine to create a spell; she can then release this spell by pressing the D button.
Nine has two slots: Active, where she stores her elements, and Stock, where she can store a spell from the Active Slot via the Seamoss Gate special move. Each spell has its own icon, and the elements in the Active Slot are displayed on Nine's sprite by colored ribbons. Nine has 20 spells overall, having the most extensive command list in the playable roster.
Overdrive: Burning Red
- The element of the normal Nine uses will be added to your active slot, even on whiff
- Nine will receive an element buff when she uses a spell similar to Flax Nurture's buff
Pros/Strengths
- Strong zoning game due to size of normals and spells
- Many okizeme options from spells
- Teleport dash is quite versatile: has invulnerability and can be used twice in any direction
- Able to hit confirm off of normals and spells
Cons/Weaknesses
- Movement is very limited outside of teleport
- Unreliable defensive options
- Struggles with jump happy opponents
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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4A
4A |
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4B
4B |
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4B
4C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.2A
j.2A |
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j.2B
j.2B |
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j.2C
j.2C |
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Spells
Everlasting Schorl
Everlasting Schorl |
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Lapis Lazuli of Grief
Lapis Lazuli of Lamentation [WxN] |
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Emerald of Anguish
Emerald of Enmity [AxN] |
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Coral of Anger
Coral of Catastrophe [FxN] |
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Heliodor of Submission
Heliodor of Humility [WA] |
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Amethyst of Massacre
Amethyst of Annihilation [WF] |
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Citrine of Rotation
Citrine of Change [AF] |
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Celestite of Vows
Celestite of the Covenant [WWA] |
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Taafeite of Fascination
Taaffeite of Temptation [WWF] |
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Andradite of Binding
Andradite of Accord [AAW] |
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Uvarovite of Destruction
Uvarovite of Undoing [AAF] |
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Kunzite of Prison Break
Kunzite of Keep Breaker [FFW] |
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Morganite of Pulsation
Morganite of Malice [FFA] |
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Nephirite of Demise
Nephirite of Nullification [WAF] |
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Universal Mechanics
Forward Throw
Forward Throw |
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Back Throw
Back Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger |
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Specials
Crimson Raider
Crimson Raider 214A air OK |
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Mauvette Roar
Mauvette Roar 214B |
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Navy Pressure 214C |
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Seamoss Gate
Seamoss Gate 236D |
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Flax Nurture
Flax Nurture 214D (air OK) |
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Distortion Drives
Flame Punisher
Flame Punisher 236236A |
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Cardinal Nova
Cardinal Nova 236236B |
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Azurite Inferno
Azurite Inferno 236236C |
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Exceed Accel
Scarlet Vein ABCD during Overdrive |
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Astral Heat
Colorless Void 236236D |
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External References
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •