BBCF/Nine the Phantom: Difference between revisions

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[[File:BBCF_Nine_Portrait.png|350px|center]]
[[File:BBCF_Nine_Portrait.png|350x500px|center]]
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:Double Jump, 1 Airdash, Dash type: Omni-Teleport
:Double Jump, 1 Airdash, Dash type: Omni-Teleport
;Play-style
;Play-style
:Magic
:Magic, Keep-away, Adaptive
|}
|}
{{CharNav |charMainPage=BBCF/Nine the Phantom
{{CharNav |charMainPage=BBCF/Nine the Phantom
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Unlike the other playable characters, Nine does not possess a Drive. Instead, the D button works in tandem with her normal attacks.
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'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 character model (Visualised by glowing coloured "ribbons" behind her). Nine can save up to three elements, at which point gaining a new one will delete the oldest-existing one. Combining elements in different numbers creates a spell in her active slot; she can then release this spell by pressing the D button. For each spell, the number of each elements used is all that matters, not the order. So for example, Hitting with a fire, air and fire attack in that order will give you the same spell as hitting with a fire, fire and air attack (In this case, Morganite of Malice).  


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.
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.
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* Nine will receive an element buff when she uses a spell similar to Flax Nurture's buff
* Nine will receive an element buff when she uses a spell similar to Flax Nurture's buff


===Pros/Strengths===
===Strengths/Weaknesses===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
*Strong zoning game due to size of normals and spells
*Strong zoning game due to size of normals and spells
*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 off of normals and spells
*Able to hit confirm off of normals and spells
 
| style="width: 50%;"|
===Cons/Weaknesses===
*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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=600
  |damage=600 |starter= |guard=All
|heatgain=
  |startup=9 |cancel=CSOJR |active=3 |recovery=23 |frameAdv=-9 |attribute=B |hitbox=nine/5A
|p1=100
|p2=89
|starter=
|SMP=
|guard=All
  |startup=9
|cancel=CSOJR
|active=3
|recovery=21
|frameAdv=-7
|attribute=B
|hitbox=nine/5A
  |description=
  |description=
*Possibly best ground poke
*Possibly best ground poke
Line 93: Line 87:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=600
  |damage=600 |starter= |guard=All
|heatgain=
  |attribute=B |cancel=CSOJR |startup=12 |active=6 |recovery=21 |frameAdv=-10 |hitbox=nine/5B
|p1=100
|p2=89
|starter=
|SMP=
|guard=All
  |attribute=B
|cancel=CSOJR
|startup=12
|active=6
|recovery=21
|frameAdv=-10
|hitbox=nine/5B
  |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
|heatgain=
  |attribute=B |cancel=CSOJR |startup=12 |active=3 |recovery=25 |frameAdv=-11 |hitbox=nine/5C
|p1=100
|p2=89
|starter=
|SMP=
|guard=All
  |attribute=B
|cancel=CSOJR
|startup=12
|active=3
|recovery=21
|frameAdv=-7
|hitbox=nine/5C
  |description=
  |description=


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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=550
  |damage=550 |starter= |guard=L
|heatgain=
  |attribute=F |cancel=CSOR |startup=10 |active=3 |recovery=23 |frameAdv=-9 |hitbox=nine/2A
|p1=90
|p2=89
|starter=
|SMP=
|guard=L
  |attribute=F
|cancel=CSOR
|startup=10
|active=3
|recovery=20
|frameAdv=-6
|hitbox=nine/2A
  |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
|heatgain=
  |attribute=F |cancel=CSOR |startup=11 |active=6 |recovery=21 |frameAdv=-10 |hitbox=nine/2B
|p1=90
|p2=89
|starter=
|SMP=
|guard=L
  |attribute=F
|cancel=CSOR
|startup=11
|active=6
|recovery=21
|frameAdv=-10
|hitbox=nine/2B
  |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
|heatgain=
  |attribute=F |startup=11 |cancel=CSOR |active=3 |recovery=25 |frameAdv=-11 |hitbox=nine/2C
|p1=90
|p2=89
|starter=
|SMP=
|guard=L
  |attribute=F
|startup=11
|cancel=CSOR
|active=3
|recovery=22
|frameAdv=-8
|hitbox=nine/2C
  |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
|heatgain=
  |attribute=B |cancel=SOJR |startup=11 |active=4 |recovery=23 |frameAdv=-8 |invul= |hitbox=nine/6A
|p1=100
|p2=82
|starter=
|SMP=
|guard=H
  |attribute=B
|cancel=SOJR
|startup=12
|active=3
|recovery=21
|frameAdv=
|invul=
|hitbox=nine/6A
  |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
|heatgain=
  |cancel=SOJR |attribute=B |startup=12 |active=6 |recovery=21 |frameAdv=-8 |hitbox=nine/6B
|p1=100
|p2=82
|starter=
|SMP=
|guard=H
  |cancel=SOJR
|attribute=B
|startup=13
|active=6
|recovery=18
|frameAdv=
|hitbox=nine/6B
  |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
|heatgain=
  |attribute=B |cancel=SOJR |startup=13 |active=4 |recovery=25 |frameAdv=-9 |hitbox=nine/6C
|p1=100
|p2=82
|starter=
|SMP=
|guard=H
  |attribute=B
|cancel=SOJR
|startup=14
|active=3
|recovery=21
|frameAdv=
|hitbox=nine/6C
  |description=
  |description=
* Anti-air option for about round start distance  
* Anti-air option for about round start distance  
Line 309: Line 206:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300
  |damage=300 |starter= |guard=All
|heatgain=
  |attribute=B |cancel=SOR |startup=6 |active=6 |recovery=10 |frameAdv=-2 |hitbox=nine/4A
|p1=100
|p2=85
|starter=
|SMP=
|guard=All
  |attribute=B
|cancel=SOR
|startup=6
|active=6
|recovery=10
|frameAdv=-2
|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. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result.  
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
|heatgain=
  |attribute=B |cancel=SOR |startup=6 |active=8 |recovery=10 |frameAdv=-4 |hitbox=nine/4B
|p1=100
|p2=85
|starter=
|SMP=
|guard=All
  |attribute=B
|cancel=SOR
|startup=6
|active=8
|recovery=10
|frameAdv=-4
|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. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result.  
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
|heatgain=
  |attribute=B |cancel=SOR |startup=6 |active=8 |recovery=12 |frameAdv=-6 |hitbox=nine/4C
|p1=100
|p2=85
|starter=
|SMP=
|guard=All
  |attribute=B
|cancel=SOR
|startup=6
|active=8
|recovery=12
|frameAdv=-6
|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. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result.  
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
|heatgain=
  |attribute=F |cancel=SOR |startup=10 |active=5 |recovery=25 |frameAdv=-11 |hitbox=nine/3C
|p1=90
|p2=89
|starter=
|SMP=
|guard=L
  |attribute=F
|cancel=SOR
|startup=12
|active=4
|recovery=18
|frameAdv=-5
|hitbox=nine/3C
  |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
|heatgain=
  |attribute=H |cancel=CSOJR |startup=8 |active=3 |recovery=39 |frameAdv= |hitbox=nine/jA
|p1=80
|p2=89
|starter=
|SMP=
|guard=H
  |attribute=H
|cancel=CSOJR
|startup=8
|active=3
|recovery=39
|frameAdv=
|hitbox=nine/jA
  |description=
  |description=
* Great air to air normal up close
* Great air to air normal up close
Line 446: Line 283:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=700
  |damage=700 |starter= |guard=H
|heatgain=
  |attribute=H |cancel=CSOJR |startup=10 |active=9 |recovery=38 |frameAdv= |hitbox=nine/jB
|p1=80
|p2=89
|starter=
|SMP=
|guard=H
  |attribute=H
|cancel=CSOJR
|startup=10
|active=9
|recovery=38
|frameAdv=
|hitbox=nine/jB
  |description=  
  |description=  
* Great air to air normal at longer ranges
* Great air to air normal at longer ranges
Line 475: Line 300:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=700
  |damage=700 |starter= |guard=H
|heatgain=
  |attribute=H |cancel=CSOJR |startup=11 |active=3 |recovery=39 |frameAdv= |hitbox=nine/jC
|p1=80
|p2=89
|starter=
|SMP=
|guard=H
  |attribute=H
|cancel=CSOJR
|startup=11
|active=3
|recovery=39
|frameAdv=
|hitbox=nine/jC
  |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
|heatgain=
  |startup=13 |active=3 |recovery=49 |frameAdv= |attribute=H |hitbox=nine/j2A
|p1=80
|p2=89
|starter=
|SMP=
|cancel=SOJR
|guard=H
  |startup=13
|active=3
|recovery=49
|frameAdv=
|attribute=H
|hitbox=nine/j2A
  |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
Line 527: Line 328:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=800
  |damage=800 |starter= |cancel=SOJR |guard=H
|heatgain=
  |startup=17 |active=10 |recovery=42 |frameAdv= |attribute=H |hitbox=nine/j2B
|p1=80
|p2=89
|starter=
|SMP=
|cancel=SOJR
|guard=H
  |startup=17
|active=10
|recovery=42
|frameAdv=
|attribute=H
|hitbox=nine/j2B
  |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.  
Line 553: Line 342:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=800
  |damage=800 |starter= |cancel=SOJR |guard=H
|heatgain=
  |attribute=H |startup=17 |active=3 |recovery=49 |frameAdv= |hitbox=nine/j2C
|p1=80
|p2=89
|starter=
|SMP=
|cancel=SOJR
|guard=H
  |attribute=H
|startup=17
|active=3
|recovery=49
|frameAdv=
|hitbox=nine/j2C
  |description=
  |description=
*Great jump in normal
*Great jump in normal
Line 583: Line 360:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=750
  |damage=750 |starter= |guard=All
|heatgain=
  |attribute=HBFP |cancel=SOR |startup=5 |active=5 |recovery=30 |frameAdv=-19 |hitbox=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=SOR
|startup=5
|active=5
|recovery=30
|frameAdv=-19
|hitbox=
  |description=
  |description=
*List what the move is used for
Nine thrusts a blade of dark energy forward. Does not require any elements to be used. But also means it can only be used at the start of a combo (Or immediately after a different spell has been used). Couple this with how unsafe it is on block and you'll quickly see how unhelpful this spell generally is.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
 
Nine thrusts a blade of dark energy forward. Does not require any elements to be used.
}}
}}
}}
}}
Line 613: Line 375:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Wx1
  |version=Wx1 |damage=800 |starter= |guard=All
|damage=800
  |attribute=HBFP |cancel=SOR |startup=7 |active=3 |recovery=22 |frameAdv= |hitbox=
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=SOR
|startup=7
|active=3
|recovery=22
|frameAdv=
|hitbox=
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Wx2
  |version=Wx2 |damage=1000 |starter= |guard=All
|damage=1000
  |attribute=HBFP |cancel=SOR |startup=7 |active=3 |recovery=22 |frameAdv= |hitbox=
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=SOR
|startup=7
|active=3
|recovery=22
|frameAdv=
|hitbox=
  |description=
  |description=
* Formally called "Sapphire of Sorrow"
* Formally called "Sapphire of Sorrow"
Line 652: Line 388:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Wx3
  |version=Wx3 |damage=1250 |starter= |guard=All
|damage=1250
  |attribute=HBFP |cancel=SOR |startup=7 |active=3 |recovery=22 |frameAdv= |hitbox=
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=SOR
|startup=7
|active=3
|recovery=22
|frameAdv=
|hitbox=
  |description=
  |description=
* Formally called "Tanzanite of Torment"  
* Formally called "Tanzanite of Torment"  
Line 682: Line 405:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ax1
  |version=Ax1 |damage=700 |starter= |guard=All
|damage=700
  |attribute=HBFP |cancel=SOR |startup=11 |active=9 |recovery=24 |frameAdv= |hitbox=
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=SOR
|startup=11
|active=9
|recovery=24
|frameAdv=
|hitbox=
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Ax2
  |version=Ax2 |damage=500*2 |starter= |guard=All
|damage=500*2
  |attribute=HBFP |cancel=SOR |startup=11 |active=9 |recovery=24 |frameAdv= |hitbox=
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=SOR
|startup=11
|active=9
|recovery=24
|frameAdv=
|hitbox=
  |description=
  |description=
*Formally called "Peridot of Poverty"
*Formally called "Peridot of Poverty"
Line 721: Line 418:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Ax3
  |version=Ax3 |damage=600*2 |starter= |guard=All
|damage=600*2
  |attribute=HBFP |cancel=SOR |startup=11 |active=9 |recovery=24 |frameAdv= |hitbox=
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=SOR
|startup=11
|active=9
|recovery=24
|frameAdv=
|hitbox=
  |description=
  |description=
*Formally called "Malacite of Malice"
*Formally called "Malacite of Malice"
Line 753: Line 437:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Fx1
  |version=Fx1 |damage=900 |starter= |guard=All
|damage=900
  |attribute=HBFP |cancel=SOR |startup=7 |active=3 |recovery=21 |frameAdv= |hitbox=
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=SOR
|startup=7
|active=3
|recovery=21
|frameAdv=
|hitbox=
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Fx2
  |version=Fx2 |damage=1200 |starter= |guard=All
|damage=1200
  |attribute=HBFP |cancel=SOR |startup=7 |active=3 |recovery=21 |frameAdv= |hitbox=
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=SOR
|startup=7
|active=3
|recovery=21
|frameAdv=
|hitbox=
  |description=
  |description=
*Formally called "Garnet of Gall"
*Formally called "Garnet of Gall"
Line 792: Line 450:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Fx3
  |version=Fx3 |damage=1500 |starter= |guard=All
|damage=1500
  |attribute=HBFP |cancel=SOR |startup=7 |active=3 |recovery=21 |frameAdv= |hitbox=
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=SOR
|startup=7
|active=3
|recovery=21
|frameAdv=
|hitbox=
  |description=
  |description=
*Formally called "Rubellite of Rage"
*Formally called "Rubellite of Rage"
Line 824: Line 469:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage=800 |starter= |guard=
|heatgain=
  |attribute= |cancel= |startup=13 |active= |recovery=Total 44 |frameAdv= |hitbox=
|p1=
|p2=
|starter=
|SMP=
|guard=
  |attribute=
|cancel=
|startup=10
|active=
|recovery=28
|frameAdv=
|hitbox=
  |description=
  |description=
*Gives Nine auto-guard point against a body attribute attack
*Gives Nine auto-guard point against a body attribute attack
Line 856: Line 489:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1000
  |damage=1000 |starter= |guard=All
|heatgain=
  |attribute=HBFP |cancel=SOR |startup=19 |active= |recovery=19 |frameAdv= |hitbox=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=SOR
|startup=19
|active=
|recovery=19
|frameAdv=
|hitbox=
  |description=
  |description=
* Good for resetting pressure
* Good for resetting pressure
Line 888: Line 509:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Cast
  |version=Cast |damage=700 |starter= |guard=All
|damage=700
  |attribute=HBFP |cancel=SOR |startup=10 |active=5 |recovery=24 |frameAdv= |hitbox=
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=SOR
|startup=10
|active=5
|recovery=24
|frameAdv=
|hitbox=
  |description=
  |description=
}}
}}
{{AttackData-BBCF
{{AttackData-BBCF
  |header=no
  |header=no
  |version=Kicked Mirror
  |version=Kicked Mirror |damage=500 |starter= |guard=All
|damage=500
  |attribute=HBFP |cancel= |startup=1 |active=15 |recovery= |frameAdv= |hitbox=
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=
|startup=1
|active=15
|recovery=
|frameAdv=
|hitbox=
  |description=
  |description=
}}
}}
{{AttackData-BBCF
{{AttackData-BBCF
  |header=no
  |header=no
  |version=Reflected Projectile
  |version=Reflected Projectile |damage=750 |starter= |guard=All
|damage=750
  |attribute=HBFP |cancel= |startup=10 |active=30 |recovery= |frameAdv= |hitbox=
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=
|startup=10
|active=30
|recovery=
|frameAdv=
|hitbox=
  |description=
  |description=
* Good anti-zoning tool  
* Good anti-zoning tool  
Line 960: Line 542:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0
  |damage=0 |starter= |guard=Air UNB
|heatgain=
  |attribute= |cancel= |startup=10 |active= |recovery=23 |frameAdv= |hitbox=
|p1=
|p2=
|starter=
|SMP=
|guard=Air UNB
  |attribute=
|cancel=
|startup=10
|active=
|recovery=23
|frameAdv=
|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)
*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)
Line 992: Line 562:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=550*3
  |damage=550*3 |starter= |guard=All
|heatgain=
  |attribute=HBFP |cancel= |startup=10 |active= |recovery=25 |frameAdv= |hitbox=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=
|startup=10
|active=
|recovery=25
|frameAdv=
|hitbox=
  |description=
  |description=
*Good oki tool
*Good oki tool
Line 1,024: Line 582:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300*N
  |damage=300*N |starter= |guard=All
|heatgain=
  |attribute=HBFP |cancel= |startup=10 |active= |recovery=40 |frameAdv= |hitbox=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=
|startup=10
|active=
|recovery=40
|frameAdv=
|hitbox=
  |description=
  |description=
*Good spell in neutral and blockstrings
*Good spell in neutral and blockstrings
Line 1,058: Line 604:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=400*N
  |damage=400*N |starter= |guard=All
|heatgain=
  |attribute=HBFP |cancel= |startup=10 |active= |recovery=25 |frameAdv= |hitbox=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=HBFP
|cancel=
|startup=10
|active=
|recovery=25
|frameAdv=
|hitbox=
  |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.
Line 1,089: Line 623:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1050*2
  |damage=1050*2 |starter= |guard=H
|heatgain=
  |attribute=HBFP |cancel=SOR |startup=21 |active=Until L,5 |recovery=Total 41 |frameAdv=+6 |hitbox=
|p1=
|p2=
|starter=
|SMP=
|guard=H
  |attribute=HBFP
|cancel=SOR
|startup=
|active=
|recovery=
|frameAdv=
|hitbox=
  |description=
  |description=
*Great combo, mixup and anti-air destroyer tool  
*Great combo, mixup and anti-air destroyer tool  
Line 1,126: Line 648:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900*2
  |damage=900*2 |starter= |guard=L
|heatgain=
  |attribute=HBFP |cancel= |startup=10 |active= |recovery=25 |frameAdv= |hitbox=
|p1=
|p2=
|starter=
|SMP=
|guard=L
  |attribute=HBFP
|cancel=
|startup=10
|active=
|recovery=25
|frameAdv=
|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.
*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.
Line 1,157: Line 667:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1500*5
  |damage=1500*5 |starter= |guard=B
|heatgain=
  |attribute=HBFP |cancel= |startup=10 |active= |recovery=25 |frameAdv= |hitbox=
|p1=
|p2=
|starter=
|SMP=
|guard=B
  |attribute=HBFP
|cancel=
|startup=10
|active=
|recovery=25
|frameAdv=
|hitbox=
  |description=
  |description=
*Cannot be regular blocked. MUST be barrier blocked.
*Cannot be regular blocked. MUST be barrier blocked.
Line 1,190: Line 688:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,600,900
  |damage=0,600,900 |starter= |guard=
|heatgain=
  |attribute= |cancel=R |startup=7 |active=3 |recovery=23 |frameAdv= |hitbox=nine/fthrow
|p1=100
|p2=50
|starter=
|SMP=
|guard=
  |attribute=
|cancel=R
|startup=7
|active=3
|recovery=23
|frameAdv=
|hitbox=nine/fthrow
  |description=
  |description=
*100% minimum damage
*100% minimum damage
Line 1,220: Line 706:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,600,900
  |damage=0,600,900 |starter= |guard=
|heatgain=
  |attribute= |cancel=R |startup=7 |active=3 |recovery=23 |frameAdv= |hitbox=nine/fthrow
|p1=100
|p2=50
|starter=
|SMP=
|guard=
  |attribute=
|cancel=R
|startup=7
|active=3
|recovery=23
|frameAdv=
|hitbox=nine/fthrow
  |description=
  |description=
*100% minimum damage
*100% minimum damage
Line 1,250: Line 724:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,600,900
  |damage=0,600,900 |starter= |guard=
|heatgain=
  |attribute= |cancel=R |startup=7 |active=3 |recovery=23 |frameAdv= |hitbox=nine/athrow
|p1=100
|p2=50
|starter=
|SMP=
|guard=
  |attribute=
|cancel=R
|startup=7
|active=3
|recovery=23
|frameAdv=
|hitbox=nine/athrow
  |description=
  |description=
*100% minimum damage
*100% minimum damage
Line 1,273: Line 735:
====== <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
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage= |starter= |cancel=R |guard=All
|heatgain=
  |attribute= |startup=13 |active=3 |recovery=36 |frameAdv= |invul= |hitbox=nine/CA
|p1=
|p2=
|starter=
|SMP=
|cancel=R
|guard=All
  |attribute=
|startup=13
|active=3
|recovery=36
|frameAdv=
|invul=
|hitbox=nine/CA
  |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 1,305: Line 754:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1000
  |damage=1000 |starter= |guard=
|heatgain=
  |attribute= |startup=33-60 |active=2 |recovery=24 |frameAdv= |hitbox=nine/CT
|p1=80
|p2=60
|starter=
|SMP=
|guard=
  |attribute=
|startup=33-60
|active=2
|recovery=24
|frameAdv=
|hitbox=nine/CT
  |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.


Nine performs a flaming upward kick.
Nine performs a flaming upward kick. Can be used to kick Citrine of Change
}}
}}
}}
}}
Line 1,335: Line 773:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ground
  |version=Ground |damage=500, 950 |starter= |cancel=R |guard=All
|damage=500, 950
  |startup=6 |active=15(6)3 |recovery=24 |frameAdv= |hitbox=nine/214A
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|cancel=R
|guard=All
  |startup=6
|active=15(6)3
|recovery=24
|frameAdv=
|hitbox=nine/214A
  |description=  
  |description=  
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Air
  |version=Air |damage=500, 950 |starter= |cancel=R |guard=All
|damage=500, 950
  |startup=6 |active=15(6)3 |recovery=33 |frameAdv= |hitbox=nine/214A
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|cancel=R
|guard=All
  |startup=6
|active=15(6)3
|recovery=33
|frameAdv=
|hitbox=nine/214A
  |description=
  |description=
*Air combo ender and max damage ground ender
*Air combo ender and max damage ground ender
Line 1,384: Line 798:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1100
  |damage=1100 |starter= |cancel=R |guard=HL
|heatgain=
  |startup=13 |active=19 |recovery=29 |frameAdv= |hitbox=nine/214B
|p1=
|p2=
|starter=
|SMP=
|cancel=R
|guard=HL
  |startup=13
|active=19
|recovery=29
|frameAdv=
|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. It is, however, her only move outside of true reversals with actual Head invul.
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 1,410: Line 813:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1500
  |damage=1500 |starter= |cancel=R |guard=H
|heatgain=
  |startup=27 |active=5(4)5 |recovery=35 |frameAdv= |hitbox=nine/214C
|p1=
|p2=
|starter=
|SMP=
|cancel=R
|guard=H
  |startup=27
|active=5(4)5
|recovery=35
|frameAdv=
|hitbox=nine/214C
  |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 1,444: Line 836:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage= |starter= |cancel=D |guard=
|heatgain=
  |startup= |active= |recovery=25T |frameAdv= |hitbox=nine/236D
|p1=
|p2=
|starter=
|SMP=
|cancel=D
|guard=
  |startup=
|active=
|recovery=25T
|frameAdv=
|hitbox=nine/236D
  |description=
  |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.
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 1,470: Line 851:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=800
  |damage=800 |starter= |cancel=R |guard=All
|heatgain=
  |startup=22 |active=1 |recovery=23 |frameAdv=-4 |hitbox=
|p1=
|p2=
|starter=
|SMP=
|cancel=R
|guard=All
  |startup=22
|active=3
|recovery=18
|frameAdv=-4
|hitbox=
  |description=
  |description=
* Good reversal option
* Good reversal option
Line 1,505: Line 875:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal
  |version=Normal |damage=400*5, 325*8 |starter= |guard=All
|damage=400*5, 325*8
  |attribute=P |cancel=R |startup=1+16 |active=40 (18) 56 |recovery=34 |frameAdv= |hitbox=nine/236236A
|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=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive |damage=400*5, 325*8, 200*12 |starter= |guard=All
|damage=400*5, 325*8, 200*12
  |attribute=P |cancel=R |startup=1+16 |active= |recovery= |frameAdv= |hitbox=nine/236236A
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |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
Line 1,557: Line 901:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal
  |version=Normal |damage=2000 |starter= |guard=All
|damage=1500
  |attribute=B |cancel=R |startup=7+3 |active=10 |recovery=Total 38 |frameAdv=+5 |hitbox=nine/236236B
|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=
  |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.
*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.
Line 1,578: Line 908:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive |damage=2000, 500*3 |starter= |guard=All
|damage=2067
  |attribute=B |cancel=R |startup=7+3 |active=10 |recovery=Total 38 |frameAdv=+5 |hitbox=nine/236236B
|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=
  |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.
*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 7-11F


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.   
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.   
Line 1,611: Line 927:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal
  |version=Normal |damage=2391~3395 |starter= |guard=All
|damage=2391~3395
  |attribute=F |cancel=R |startup=1+14 |active=5 |recovery=32 |frameAdv=-23 |hitbox=nine/236236C
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=F
|cancel=R
|startup=1+14
|active=5
|recovery=32
|frameAdv=-23
|hitbox=nine/236236C
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive |damage=2891~3895 |starter= |guard=All
|damage=2891~3895
  |attribute=F |cancel=R |startup=1+14 |active= |recovery= |frameAdv= |hitbox=nine/236236C
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |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 1,664: Line 954:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal
  |version=Normal |damage=600, 2400 |starter= |guard=All
|damage=2040
  |attribute= |cancel= |startup=Slow: 20<br/>Fast: 10 |active=3 |recovery=34 |frameAdv=-10 |hitbox=nine/ABCD
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=
|cancel=
|startup=Slow: 20<br/>Fast: 10
|active=3
|recovery=20
|frameAdv=0
|hitbox=nine/ABCD
  |description=
  |description=
}}
}}
{{AttackData-BBCF
{{AttackData-BBCF
  |header=no
  |header=no
  |version=Active Flow
  |version=Active Flow |damage=600, 2400, 2800 |starter= |guard=All
|damage=4070
  |attribute= |cancel= |startup=Slow: 20<br/>Fast: 10 |active=3 |recovery=34 |frameAdv=-10 |hitbox=nine/ABCD
|heatgain=
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=
|cancel=
|startup=Slow: 20<br/>Fast: 10
|active=3
|recovery=20
|frameAdv=0
|hitbox=nine/ABCD
  |description=
  |description=
*Does not cost Heat, but inmediately ends Overdrive if used.
*Does not cost Heat, but inmediately ends Overdrive if used.
Line 1,715: Line 979:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage= DESTROY
  |damage= DESTROY |starter= |guard=All
|heatgain=
  |attribute= |cancel= |startup=7+23 |active=9 |recovery=Total: 91 |frameAdv=-41 |hitbox=nine/236236A
|p1=
|p2=
|starter=
|SMP=
|guard=All
  |attribute=
|cancel=
|startup=7+23
|active=9
|recovery=Total: 91
|frameAdv=-41
|hitbox=nine/236236A
  |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 16:52, 2 November 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, Keep-away, Adaptive
  

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 character model (Visualised by glowing coloured "ribbons" behind her). Nine can save up to three elements, at which point gaining a new one will delete the oldest-existing one. Combining elements in different numbers creates a spell in her active slot; she can then release this spell by pressing the D button. For each spell, the number of each elements used is all that matters, not the order. So for example, Hitting with a fire, air and fire attack in that order will give you the same spell as hitting with a fire, fire and air attack (In this case, Morganite of Malice).

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

Strengths/Weaknesses

Strengths Weaknesses
  • 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
  • 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 23 - B -
5B
5B
BBCF Nine 5B.png
600 All 12 6 21 - B -
5C
5C
BBCF Nine 5C.png
600 All 12 3 25 - B -
2A
2A
BBCF Nine 2A.png
550 L 10 3 23 - F -
2B
2B
BBCF Nine 2B.png
550 L 11 6 21 - F -
2C
2C
BBCF Nine 2C.png
550 L 11 3 25 - F -
6A
6A
BBCF Nine 6A.png
Main anti-air.
900 H 11 4 23 - B -
6B
6B
BBCF Nine 6B.png
900 H 12 6 21 - B -
6C
6C
BBCF Nine 6C.png
900 H 13 4 25 - 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 10 5 25 - 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
800 13 Total 44 - -
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 21 Until L,5 Total 41 - 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 1 23 - - -


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
2000 All 7+3 10 Total 38 - B - 2000, 500*3 All 7+3 10 Total 38 - 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?
600, 2400 All Slow: 20
Fast: 10
3 34 - - 600, 2400, 2800 All Slow: 20
Fast: 10
3 34 - -


Astral Heat

Colorless Void
236236D
BBCF Nine ColorlessVoid.png
DESTROY All 7+23 9 Total: 91 - -


External References