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[[File:BBCF_Nine_Portrait.png| | [[File:BBCF_Nine_Portrait.png|350x500px|center]] | ||
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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 | *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> ====== | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=600 | |damage=600 |starter= |guard=All | ||
|startup=9 |cancel=CSOJR |active=3 |recovery=21 |frameAdv=-7 |attribute=B |hitbox=nine/5A | |||
|startup=9 | |||
|description= | |description= | ||
*Possibly best ground poke | *Possibly best ground poke | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=600 | |damage=600 |starter= |guard=All | ||
|attribute=B |cancel=CSOJR |startup=12 |active=6 |recovery=21 |frameAdv=-10 |hitbox=nine/5B | |||
|attribute= | |||
|description= | |description= | ||
*Longest reaching ground poke | *Longest reaching ground poke | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=600 | |damage=600 |starter= |guard=All | ||
|attribute=B |cancel=CSOJR |startup=12 |active=3 |recovery=21 |frameAdv=-7 |hitbox=nine/5C | |||
|attribute= | |||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=550 | |damage=550 |starter= |guard=L | ||
|attribute=F |cancel=CSOR |startup=10 |active=3 |recovery=20 |frameAdv=-6 |hitbox=nine/2A | |||
|attribute= | |||
|description= | |description= | ||
Sends out a wave of water. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. | Sends out a wave of water. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=550 | |damage=550 |starter= |guard=L | ||
|attribute=F |cancel=CSOR |startup=11 |active=6 |recovery=21 |frameAdv=-10 |hitbox=nine/2B | |||
|attribute= | |||
|description= | |description= | ||
Breathes a gust of wind. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. | Breathes a gust of wind. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=550 | |damage=550 |starter= |guard=L | ||
|attribute=F |startup=11 |cancel=CSOR |active=3 |recovery=22 |frameAdv=-8 |hitbox=nine/2C | |||
|attribute= | |||
|description= | |description= | ||
Sends out a carpet of flame. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. | Sends out a carpet of flame. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=900 | |damage=900 |starter= |guard=H | ||
|attribute=B |cancel=SOJR |startup=12 |active=3 |recovery=21 |frameAdv= |invul= |hitbox=nine/6A | |||
|attribute= | |||
|description= | |description= | ||
*Great Anti-Air up close | *Great Anti-Air up close | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=900 | |damage=900 |starter= |guard=H | ||
|cancel=SOJR |attribute=B |startup=13 |active=6 |recovery=18 |frameAdv= |hitbox=nine/6B | |||
|cancel= | |||
|description= | |description= | ||
An upward gust of wind. Has the longest vertical reach of the 6X normals. It can be used to anti-air opponents high up above you up close. | An upward gust of wind. Has the longest vertical reach of the 6X normals. It can be used to anti-air opponents high up above you up close. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=900 | |damage=900 |starter= |guard=H | ||
|attribute=B |cancel=SOJR |startup=14 |active=3 |recovery=21 |frameAdv= |hitbox=nine/6C | |||
|attribute= | |||
|description= | |description= | ||
* Anti-air option for about round start distance | * Anti-air option for about round start distance | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |starter= |guard=All | ||
|attribute=B |cancel=SOR |startup=6 |active=6 |recovery=10 |frameAdv=-2 |hitbox=nine/4A | |||
|attribute= | |||
|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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |starter= |guard=All | ||
|attribute=B |cancel=SOR |startup=6 |active=8 |recovery=10 |frameAdv=-4 |hitbox=nine/4B | |||
|attribute= | |||
|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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |starter= |guard=All | ||
|attribute=B |cancel=SOR |startup=6 |active=8 |recovery=12 |frameAdv=-6 |hitbox=nine/4C | |||
|attribute= | |||
|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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=750 | |damage=750 |starter= |guard=L | ||
|attribute=F |cancel=SOR |startup=12 |active=4 |recovery=18 |frameAdv=-5 |hitbox=nine/3C | |||
|attribute= | |||
|description= | |description= | ||
* Ground Combo ender to setup Fairy oki or Uvarovite | * Ground Combo ender to setup Fairy oki or Uvarovite | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=700 | |damage=700 |starter= |guard=H | ||
|attribute=H |cancel=CSOJR |startup=8 |active=3 |recovery=39 |frameAdv= |hitbox=nine/jA | |||
|attribute= | |||
|description= | |description= | ||
* Great air to air normal up close | * Great air to air normal up close | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=700 | |damage=700 |starter= |guard=H | ||
|attribute=H |cancel=CSOJR |startup=10 |active=9 |recovery=38 |frameAdv= |hitbox=nine/jB | |||
|attribute= | |||
|description= | |description= | ||
* Great air to air normal at longer ranges | * Great air to air normal at longer ranges | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=700 | |damage=700 |starter= |guard=H | ||
|attribute=H |cancel=CSOJR |startup=11 |active=3 |recovery=39 |frameAdv= |hitbox=nine/jC | |||
|attribute= | |||
|description= | |description= | ||
A midair blast of flame. Typically doesn't see much use outside of combos to help create the Kunzite spell. However, it can be used in situations where you normally would use j.B in order to help create a particular spell you want/need. | A midair blast of flame. Typically doesn't see much use outside of combos to help create the Kunzite spell. However, it can be used in situations where you normally would use j.B in order to help create a particular spell you want/need. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=800 | |damage=800 |starter= |cancel=SOJR |guard=H | ||
|startup=13 |active=3 |recovery=49 |frameAdv= |attribute=H |hitbox=nine/j2A | |||
|startup=13 | |||
|description= | |description= | ||
A midair splash of water sent downward. Typically used as an air to ground normal up close in pressure or in combos | A midair splash of water sent downward. Typically used as an air to ground normal up close in pressure or in combos | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=800 | |damage=800 |starter= |cancel=SOJR |guard=H | ||
|startup=17 |active=10 |recovery=42 |frameAdv= |attribute=H |hitbox=nine/j2B | |||
|startup=17 | |||
|description= | |description= | ||
A midair gust of wind fired downward. Similar to j.2C but has more vertical range and less horizontal range. As a result, j.2B works best in situations where you need to vertically outspace opponent's with your jump in more than you need to outpsace them horizontally. | A midair gust of wind fired downward. Similar to j.2C but has more vertical range and less horizontal range. As a result, j.2B works best in situations where you need to vertically outspace opponent's with your jump in more than you need to outpsace them horizontally. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=800 | |damage=800 |starter= |cancel=SOJR |guard=H | ||
|attribute=H |startup=17 |active=3 |recovery=49 |frameAdv= |hitbox=nine/j2C | |||
|attribute= | |||
|description= | |description= | ||
*Great jump in normal | *Great jump in normal | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=750 | |damage=750 |starter= |guard=All | ||
|attribute=HBFP |cancel=SOR |startup=5 |active=5 |recovery=30 |frameAdv=-19 |hitbox= | |||
|attribute= | |||
|description= | |description= | ||
*List what the move is used for | *List what the move is used for | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
| | |version=Wx1 |damage=800 |starter= |guard=All | ||
|attribute=HBFP |cancel=SOR |startup=7 |active=3 |recovery=22 |frameAdv= |hitbox= | |||
|attribute= | |||
|description= | |description= | ||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Wx2 |damage=1000 |starter= |guard=All | |||
|attribute=HBFP |cancel=SOR |startup=7 |active=3 |recovery=22 |frameAdv= |hitbox= | |||
|description= | |||
* Formally called "Sapphire of Sorrow" | |||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Wx3 |damage=1250 |starter= |guard=All | |||
|attribute=HBFP |cancel=SOR |startup=7 |active=3 |recovery=22 |frameAdv= |hitbox= | |||
|description= | |||
* 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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |version=Ax1 |damage=700 |starter= |guard=All | ||
| | |attribute=HBFP |cancel=SOR |startup=11 |active=9 |recovery=24 |frameAdv= |hitbox= | ||
| | |description= | ||
| | }} | ||
| | {{AttackData-BBCF | ||
|header=no | |||
|version=Ax2 |damage=500*2 |starter= |guard=All | |||
|attribute= | |attribute=HBFP |cancel=SOR |startup=11 |active=9 |recovery=24 |frameAdv= |hitbox= | ||
|description= | |description= | ||
*Formally called "Peridot of Poverty" | |||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Ax3 |damage=600*2 |starter= |guard=All | |||
|attribute=HBFP |cancel=SOR |startup=11 |active=9 |recovery=24 |frameAdv= |hitbox= | |||
|description= | |||
*Formally called "Malacite of Malice" | |||
*Great anti-zoning spell | *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. | 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. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
| | |version=Fx1 |damage=900 |starter= |guard=All | ||
|attribute=HBFP |cancel=SOR |startup=7 |active=3 |recovery=21 |frameAdv= |hitbox= | |||
|attribute= | |||
|description= | |description= | ||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Fx2 |damage=1200 |starter= |guard=All | |||
|attribute=HBFP |cancel=SOR |startup=7 |active=3 |recovery=21 |frameAdv= |hitbox= | |||
|description= | |||
*Formally called "Garnet of Gall" | |||
}} | |||
{{AttackData-BBCF | |||
|header=no | |||
|version=Fx3 |damage=1500 |starter= |guard=All | |||
|attribute=HBFP |cancel=SOR |startup=7 |active=3 |recovery=21 |frameAdv= |hitbox= | |||
|description= | |||
*Formally called "Rubellite of Rage" | |||
*Good for converting Round Start 3C and some 3C Low Mixups | *Good for converting Round Start 3C and some 3C Low Mixups | ||
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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage= |starter= |guard= | ||
|attribute= |cancel= |startup=10 |active= |recovery=28 |frameAdv= |hitbox= | |||
|attribute= | |||
|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. | |||
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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=1000 |starter= |guard=All | ||
|attribute=HBFP |cancel=SOR |startup=19 |active= |recovery=19 |frameAdv= |hitbox= | |||
|attribute= | |||
|description= | |description= | ||
* Good for resetting pressure | * Good for resetting pressure | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |version=Cast |damage=700 |starter= |guard=All | ||
| | |attribute=HBFP |cancel=SOR |startup=10 |active=5 |recovery=24 |frameAdv= |hitbox= | ||
| | |description= | ||
| | }} | ||
|starter= | {{AttackData-BBCF | ||
| | |header=no | ||
| | |version=Kicked Mirror |damage=500 |starter= |guard=All | ||
| | |attribute=HBFP |cancel= |startup=1 |active=15 |recovery= |frameAdv= |hitbox= | ||
| | |description= | ||
|startup= | }} | ||
{{AttackData-BBCF | |||
|header=no | |||
|version=Reflected Projectile |damage=750 |starter= |guard=All | |||
|attribute=HBFP |cancel= |startup=10 |active=30 |recovery= |frameAdv= |hitbox= | |||
|description= | |description= | ||
* Good anti-zoning tool | * Good anti-zoning tool | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=0 |starter= |guard=Air UNB | ||
|attribute= |cancel= |startup=10 |active= |recovery=23 |frameAdv= |hitbox= | |||
|attribute= | |||
|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) | *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) | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=550*3 |starter= |guard=All | ||
|attribute=HBFP |cancel= |startup=10 |active= |recovery=25 |frameAdv= |hitbox= | |||
|attribute= | |||
|description= | |description= | ||
*Good oki tool | *Good oki tool | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=300*N |starter= |guard=All | ||
|attribute=HBFP |cancel= |startup=10 |active= |recovery=40 |frameAdv= |hitbox= | |||
|attribute= | |||
|description= | |description= | ||
*Good spell in neutral and blockstrings | *Good spell in neutral and blockstrings | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=400*N |starter= |guard=All | ||
|attribute=HBFP |cancel= |startup=10 |active= |recovery=25 |frameAdv= |hitbox= | |||
|attribute= | |||
|description= | |description= | ||
*There is a delay between the targeting circle first appearing and when the rain of fire comes down. | *There is a delay between the targeting circle first appearing and when the rain of fire comes down. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=1050*2 |starter= |guard=H | ||
|attribute=HBFP |cancel=SOR |startup= |active= |recovery= |frameAdv= |hitbox= | |||
|attribute= | |||
|description= | |description= | ||
*Great combo, mixup and anti-air destroyer tool | *Great combo, mixup and anti-air destroyer tool | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=900*2 |starter= |guard=L | ||
|attribute=HBFP |cancel= |startup=10 |active= |recovery=25 |frameAdv= |hitbox= | |||
|attribute= | |||
|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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=1500*5 |starter= |guard=B | ||
|attribute=HBFP |cancel= |startup=10 |active= |recovery=25 |frameAdv= |hitbox= | |||
|attribute= | |||
|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. | ||
Line 1,026: | Line 685: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0,600,900 | |damage=0,600,900 |starter= |guard= | ||
|attribute= |cancel=R |startup=7 |active=3 |recovery=23 |frameAdv= |hitbox=nine/fthrow | |||
|attribute= | |||
|description= | |description= | ||
*100% minimum damage | *100% minimum damage | ||
Line 1,051: | Line 698: | ||
====== <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 | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0,600,900 | |damage=0,600,900 |starter= |guard= | ||
|attribute= |cancel=R |startup=7 |active=3 |recovery=23 |frameAdv= |hitbox=nine/fthrow | |||
|attribute= | |||
|description= | |description= | ||
*100% minimum damage | *100% minimum damage | ||
Line 1,086: | Line 721: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0,600,900 | |damage=0,600,900 |starter= |guard= | ||
|attribute= |cancel=R |startup=7 |active=3 |recovery=23 |frameAdv= |hitbox=nine/athrow | |||
|attribute= | |||
|description= | |description= | ||
*100% minimum damage | *100% minimum damage | ||
Line 1,109: | Line 732: | ||
====== <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 | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage= |starter= |cancel=R |guard=All | ||
|attribute= |startup=13 |active=3 |recovery=36 |frameAdv= |invul= |hitbox=nine/CA | |||
|attribute= | |||
|description= | |description= | ||
Kicks forward in a similar manner to her forward and back throws. | Kicks forward in a similar manner to her forward and back throws. | ||
Line 1,140: | Line 751: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1000 | |damage=1000 |starter= |guard= | ||
|attribute= |startup=33-60 |active=2 |recovery=24 |frameAdv= |hitbox=nine/CT | |||
|attribute= | |||
|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. | *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. | ||
Line 1,170: | Line 770: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Ground | |version=Ground |damage=500, 950 |starter= |cancel=R |guard=All | ||
|startup=6 |active=15(6)3 |recovery=24 |frameAdv= |hitbox=nine/214A | |||
|startup= | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Air | |version=Air |damage=500, 950 |starter= |cancel=R |guard=All | ||
|startup=6 |active=15(6)3 |recovery=33 |frameAdv= |hitbox=nine/214A | |||
|startup= | |||
|description= | |description= | ||
*Air combo ender and max damage ground ender | *Air combo ender and max damage ground ender | ||
Line 1,217: | Line 795: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=1100 |starter= |cancel=R |guard=HL | ||
|startup=13 |active=19 |recovery=29 |frameAdv= |hitbox=nine/214B | |||
|startup= | |||
|description= | |description= | ||
Nine performs an upward kick with her demon, Hi no Kagutsuchi. An anti-air special. Can easily be followed up with a full combo on CH. However, this special usually doesn't get any use since Nine has a lot of other options like 6A, 6C or jump up j.A at her disposal. | Nine performs an upward kick with her demon, Hi no Kagutsuchi. An anti-air special. Can easily be followed up with a full combo on CH. However, this special usually doesn't get any use since Nine has a lot of other options like 6A, 6C or jump up j.A at her disposal. It is, however, her only move outside of true reversals with actual Head invul. | ||
}} | }} | ||
}} | }} | ||
Line 1,242: | Line 810: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=1500 |starter= |cancel=R |guard=H | ||
|startup=27 |active=5(4)5 |recovery=35 |frameAdv= |hitbox=nine/214C | |||
|startup= | |||
|description= | |description= | ||
* Great for punishing people trying to do stuff on the ground at fullscreen distance | * Great for punishing people trying to do stuff on the ground at fullscreen distance | ||
Line 1,275: | Line 833: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage= |starter= |cancel=D |guard= | ||
|startup= |active= |recovery=25T |frameAdv= |hitbox=nine/236D | |||
|startup= | |||
|description= | |description= | ||
Swaps the spells in your active slot and stock slot. Good for storing away a useful spell for later use. | Swaps the spells in your active slot and stock slot. Good for storing away a useful spell for later use. Seamoss Gate can be canceled into a spell during the recovery, which can allow Nine to stock a spell for later use and combo into a spell all in the same motion. | ||
}} | }} | ||
}} | }} | ||
Line 1,300: | Line 848: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=800 | |damage=800 |starter= |cancel=R |guard=All | ||
|startup=22 |active=3 |recovery=18 |frameAdv=-4 |hitbox= | |||
|startup=22 | |||
|description= | |description= | ||
* Good reversal option | * Good reversal option | ||
Line 1,334: | Line 872: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=400* | |version=Normal |damage=400*5, 325*8 |starter= |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 |starter= |guard=All | |||
|attribute= | |attribute=P |cancel=R |startup=1+16 |active= |recovery= |frameAdv= |hitbox=nine/236236A | ||
|description= | |description= | ||
*Great to tack on at the end of a combo for more damage to end a round | *Great to tack on at the end of a combo for more damage to end a round | ||
*Good anti-zoning tool | *Good anti-zoning tool | ||
*Full Inv 1-2F, Projectile Inv 3-53F | *Full Inv 1-2F, Projectile Inv 3-53F | ||
*720 minimum damage, 1200 during OD | |||
Nine fires two beams of dark energy, one from her hand and the other from her foot. On Overdrive, Nine finishes it by having Hi no Kagutsuchi breathe a large torrent of fire from its mouth. Because of its horizontal range, Flame Punisher tends to be the easiest distortion to combo into to tack on extra damage to a combo to end a round. It's horizontal range also makes it great for sniping opponent's attempting to zone or setup an oki from a distance like Lambda's 236D. | Nine fires two beams of dark energy, one from her hand and the other from her foot. On Overdrive, Nine finishes it by having Hi no Kagutsuchi breathe a large torrent of fire from its mouth. Because of its horizontal range, Flame Punisher tends to be the easiest distortion to combo into to tack on extra damage to a combo to end a round. It's horizontal range also makes it great for sniping opponent's attempting to zone or setup an oki from a distance like Lambda's 236D. | ||
Line 1,365: | Line 898: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1500 | |version=Normal |damage=1500 |starter= |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. | ||
|starter= | }} | ||
{{AttackData-BBCF | |||
|header=no | |||
|attribute= | |version=Overdrive |damage=2067 |starter= |cancel=R |guard=All | ||
|attribute=B |cancel=R |startup=7+3 |active=3 |recovery=36 |frameAdv=-18 |hitbox=nine/236236B | |||
|description= | |description= | ||
*If Nine has a spell in either her active or stock spell slots prior to using this Distortion Drive, damage is boosted to 2567 though the rest of the frame data stays the same. | |||
* Gives Nine a random 3 Element spell to both her Active and Stock slots | * Gives Nine a random 3 Element spell to both her Active and Stock slots | ||
* Full Inv 1-7F | * Full Inv 1-7F | ||
Line 1,395: | Line 924: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |version=Normal |damage=2391~3395 |starter= |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 |starter= |guard=All | |||
|attribute= | |attribute=F |cancel=R |startup=1+14 |active= |recovery= |frameAdv= |hitbox=nine/236236C | ||
|description= | |description= | ||
* Great round ender, especially when you have 100 meter | * Great round ender, especially when you have 100 meter | ||
Line 1,415: | Line 938: | ||
* 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. | ||
}} | }} | ||
}} | }} | ||
Line 1,428: | Line 951: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal |damage=2040 |starter= |guard=All | ||
|attribute= |cancel= |startup=Slow: 20<br/>Fast: 10 |active=3 |recovery=20 |frameAdv=0 |hitbox=nine/ABCD | |||
|attribute= | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Active Flow | |version=Active Flow |damage=4070 |starter= |guard=All | ||
|attribute= |cancel= |startup=Slow: 20<br/>Fast: 10 |active=3 |recovery=20 |frameAdv=0 |hitbox=nine/ABCD | |||
|attribute= | |||
|description= | |description= | ||
*Does not cost Heat, but inmediately ends Overdrive if used. | *Does not cost Heat, but inmediately ends Overdrive if used. | ||
Line 1,479: | Line 976: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= DESTROY | |damage= DESTROY |starter= |guard=All | ||
|attribute= |cancel= |startup=7+23 |active=9 |recovery=Total: 91 |frameAdv=-41 |hitbox=nine/236236A | |||
|attribute= | |||
|description= | |description= | ||
Nine's Astral. Nine commands her demon, Hi-no-Kagutsuchi, to devour the opponent and ensnare them in a cage of fire. She then rises into the air and summons a large pentagram before calling down scores of meteors to annihilate the opponent. Can be comboed into from a 3C so going for it after bringing the opponent back down to the ground with Tanzanite/[Wx3] is a good place to go for it if you've met the conditions. | Nine's Astral. Nine commands her demon, Hi-no-Kagutsuchi, to devour the opponent and ensnare them in a cage of fire. She then rises into the air and summons a large pentagram before calling down scores of meteors to annihilate the opponent. Can be comboed into from a 3C so going for it after bringing the opponent back down to the ground with Tanzanite/[Wx3] is a good place to go for it if you've met the conditions. |
Revision as of 00:03, 6 September 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 •