BBCF/Nine the Phantom: Difference between revisions

From Dustloop Wiki
(→‎Cardinal Nova: Repeated contradictory line!?)
Line 860: Line 860:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
*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 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

Revision as of 07:26, 18 October 2019

Nine the Phantom
BBCF Nine Portrait.png
Play-style
Keep-away, Adaptive, Setplay

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
  • Strong and consistent conversions off of normals and spells
  • Movement is very limited outside of teleport
  • Unreliable defensive options
  • Struggles with jump happy opponents
  • Tall and large hurtbox
  • Boned a cat



Normal Moves

5A
5A
BBCF Nine 5A.png
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 (720) All 9 3 23 -9 BP CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Nine 5A.png
BBCF Nine the Phantom 5A Hitbox.png
Values in () are when Nine has Blue buff aura
(Chip Damage 5%: 36)


  • Possibly best ground poke

Nine fires a blast of water. Possibly Nine's best ground poke. While it doesn't have as much reach as 5B and 5C, it has enough reach to hit an opponent at round start and get a full combo off of it. It is easy to hit confirm and convert via 5D or followup normals into full combos.

5B
5B
BBCF Nine 5B.png
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 (720) All 12 6 21 -10 BP CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Nine 5B.png
BBCF Nine the Phantom 5B Hitbox.png
Values in () are when Nine has Green buff aura
(Chip Damage 5%: 36)


  • Longest reaching ground poke

Nine breathes an icy gust of wind. 5B has a lot of reach, making it a great ground. However, at max range, it doesn't really convert into much damage. Usually the most you can get is 5B > 5B > 214A. It's mostly best used as a poke that'll keep the opponent cautious of either trying to approach Nine recklessly or trying to jump out of pressure after you've been pushed out far.

5C
5C
BBCF Nine 5C.png
Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 (720) All 12 3 25 -11 BP CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Nine 5C.png
BBCF Nine the Phantom 5C Hitbox.png
Values in () are when Nine has Red buff aura
(Chip Damage 5%: 36)


Nine sends out a blast of fire. Typically just combo or blockstring filler to help create the Kunzite or Amethyst spell, but also makes for a strong meaty for setups during okizeme due to its range and ability to be jump canceled on block.

2A
2A
BBCF Nine 2A.png
Template:AttackDataHeader-BBCF
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
550 (660) Low/Air 10 3 23 -9 FP CSR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Nine 2A.png
BBCF Nine the Phantom 2A Hitbox.png
Values in () are when Nine has Blue buff aura
(Chip Damage 5%: 33)


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.

2B
2B
BBCF Nine 2B.png
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
550 (660) Low/Air 11 6 21 -10 FP CSR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Nine 2B.png
BBCF Nine the Phantom 2B Hitbox.png
Values in () are when Nine has Green buff aura
(Chip Damage 5%: 33)


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.

2C
2C
BBCF Nine 2C.png
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
550 (660) Low/Air 11 3 25 -11 FP CSR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Nine 2C.png
BBCF Nine the Phantom 2C Hitbox.png
Values in () are when Nine has Red buff aura
(Chip Damage 5%: 33)


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.

6A
6A
BBCF Nine 6A.png
Main anti-air.
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 (1080) Mid 11 4 23 -8 BP SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 Launch 29 Launch 44 12 +0 +5
BBCF Nine 6A.png
BBCF Nine the Phantom 6A Hitbox.png
Values in () are when Nine has Blue buff aura
(Chip Damage 5%: 54)


  • Great Anti-Air up close

An upward wave of water. Nine's 6A doesn't have as much horizontal or vertical reach as her other 6X normals but it does hit in a wide arc, making it great for anti-airing opponents up close.

6B
6B
BBCF Nine 6B.png
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 (1080) Mid 12 6 21 -8 BP SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 Launch 29 Launch 44 12 +0 +5
BBCF Nine 6B.png
BBCF Nine the Phantom 6B Hitbox.png
Values in () are when Nine has Green buff aura
(Chip Damage 5%: 54)


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.

6C
6C
BBCF Nine 6C.png
Template:AttackDataHeader-BBCF
6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 (1080) Mid 13 4 25 -10 BP SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 Launch 29 Launch 44 12 +0 +5
BBCF Nine 6C.png
BBCF Nine the Phantom 6C Hitbox.png
Values in () are when Nine has Red buff aura
(Chip Damage 5%: 54)


  • Anti-air option for about round start distance
  • Good option to catch jump outs

An upward blast of fire. 6C can be a good anti-air option to go for at round start or at the same distance in other situations in neutral. Typically, it's safer to do jump up j.A to catch opponents in these situations but CH 6C is a more damaging starter and can be worth going for in situations where you feel the risks are small. It's also pretty good at catching opponents trying to jump out of pressure.

4A
4A
BBCF Nine 4A.png
Template:AttackDataHeader-BBCF
4A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 (360) All 6 6 10 -2 BP SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 2 13 14 14 18 26 10 +0 +1
BBCF Nine 4A.png
BBCF Nine the Phantom 4A Hitbox.png
Can negate projectiles, but does not clash
Values in () are when Nine has Blue buff aura
(Chip Damage 5%: 18)


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.

4B
4B
BBCF Nine 4B.png
Template:AttackDataHeader-BBCF
4B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 (360) All 6 8 10 -4 BP SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 2 13 14 14 18 26 10 +0 +1
BBCF Nine 4B.png
BBCF Nine the Phantom 4B Hitbox.png
Can negate projectiles, but does not clash
Values in () are when Nine has Green buff aura
(Chip Damage 5%: 18)


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.

4B
4C
BBCF Nine 4C.png
Template:AttackDataHeader-BBCF
4C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 (360) All 6 8 12 -6 BP SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 2 13 14 14 18 26 10 +0 +1
BBCF Nine 4C.png
BBCF Nine the Phantom 4C Hitbox.png
Can negate projectiles, but does not clash
Values in () are when Nine has Red buff aura
(Chip Damage 5%: 18)


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.

3C
3C
BBCF Nine 3C.png
Template:AttackDataHeader-BBCF
3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
750 (900) Low/Air 10 5 25 -13 FP SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2
BBCF Nine 3C.png
BBCF Nine the Phantom 3C Hitbox.png
Values in () are when Nine has Red buff aura
(Chip Damage 5%: 45)


  • Ground Combo ender to setup Fairy oki or Uvarovite
  • Sometimes a good round start option

A circular carpet of flame. Because of it's ability to give knockdown, 3C is often used as a ground combo ender in order to setup Fairy/[WWF] oki or toss out Uvarovite/[AAF]

It's also sometimes a good round start option because of its range and ability to hit low. On hit, you can convert it into a full combo at round start by using Coral of Anger/[Fx1] afterwards. Outside of round start situations, you can convert it into a full combo if you have Kunzite or will have Kunzite after hitting 3C.

j.A
j.A
BBCF Nine jA.png
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 (840) High/Air 8 3 Until L HP CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 22 22 36 11 +0 +2
BBCF Nine jA.png
BBCF Nine the Phantom jA Hitbox.png
Values in () are when Nine has Blue buff aura
(Chip Damage 5%: 42)


  • Great air to air normal up close

A midair wave of water. Nine's j.A is her best air to air normal up close because of the wide arc of its hitbox in comparison to her other element air normals. You'll also find yourself using j.A a lot in air combos in order to create Tanzanite of Mourning/[Wx3] to bring the opponent back down to the ground or to create Kunzite.

j.B
j.B
BBCF Nine jB.png
Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 (840) High/Air 10 6 Until L HP CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 22 22 36 11 +0 +2
BBCF Nine jB.png
BBCF Nine the Phantom jB Hitbox.png
Values in () are when Nine has Green buff aura
(Chip Damage 5%: 42)


  • Great air to air normal at longer ranges
  • Great air to ground normal in a very specific situation.

A midair gust of wind. Nine's longest reaching air to air normal. It works well at poking opponents at its max range where j.A can't reach. It also can be a great air to ground normal at this range but the situation is more specific. You'll typically use it when you're falling back down to the ground from a well spaced air teleport dash/backdash. At lower heights, it can convert into a full combo on hit and give you good frame advantage on block.

j.C
j.C
BBCF Nine jC.png
Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 (840) High/Air 11 3 Until L HP CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 22 22 36 11 +0 +2
BBCF Nine jC.png
BBCF Nine the Phantom jC Hitbox.png
Values in () are when Nine has Red buff aura
(Chip Damage 5%: 42)


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.

j.2A
j.2A
BBCF Nine j2A.png
Template:AttackDataHeader-BBCF
j.2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 (960) High/Air 13 3 Until L HP SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 22 22 36 11 +0 +2
BBCF Nine j2A.png
BBCF Nine the Phantom j2A Hitbox.png
Values in () are when Nine has Blue buff aura
(Chip Damage 5%: 48)


A midair splash of water sent downward. Typically used as an air to ground normal up close in pressure or in combos

j.2B
j.2B
BBCF Nine j2B.png
Template:AttackDataHeader-BBCF
j.2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 (960) High/Air 17 6 Until L HP SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 22 22 36 11 +0 +2
BBCF Nine j2B.png
BBCF Nine the Phantom j2B Hitbox.png
Values in () are when Nine has Green buff aura
(Chip Damage 5%: 48)


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.

j.2C
j.2C
BBCF Nine j2C.png
Template:AttackDataHeader-BBCF
j.2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 (960) High/Air 17 3 Until L HP SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 22 22 36 11 +0 +2
BBCF Nine j2C.png
BBCF Nine the Phantom j2C Hitbox.png
Values in () are when Nine has Red buff aura
(Chip Damage 5%: 48)


  • Great jump in normal

A midair blast of flame fired downward. j.2C hits at a good angle that makes it great for using as a jump in. It also has great vertical and horizontal reach that'll make anti-airing it at its max range very difficult for most of the cast.


Spells

Everlasting Schorl
Everlasting Schorl
BBCF Nine Schorl.png
Template:AttackDataHeader-BBCF

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, or by switching into a void slot with Sea Moss Gate. It's particularly useful for slightly increasing the damage in BnB routes, depending on how the opponent is being juggled, because of its bonus proration, and for getting an air knockdown before casting a setplay spell, such as Uvarovite or Morganite.

Lapis Lazuli of Grief
Lapis Lazuli of Lamentation
[WxN]
Template:AttackDataHeader-BBCF
Wx1
Wx2
  • Formally called "Sapphire of Sorrow"
Wx3
  • Formally called "Tanzanite of Torment"
  • Useful combo tool

Creates a block of ice in front of her. A very common combo tool to help Nine bring her opponents back down to the ground from an air combo to go for a ground ender. This is very useful because Nine tends to have better options and greater control over her opponent's wakeup options from ground enders.

Emerald of Anguish
Emerald of Enmity
[AxN]
BBCF Nine Emerald.png
Template:AttackDataHeader-BBCF
Ax1
Ax2
  • Formally called "Peridot of Poverty"
Ax3
  • Formally called "Malacite of Malice"
  • Great anti-zoning spell
  • Goes about 95% full screen

Fires a horizontal tornado. As one would expect from a spell that's more or less functions as a laser beam, these spells can be a great anti-zoning tool to keep zoners cautious of pressing buttons. It can be equally useful in general just to hinder an approach. These wind spells also tend to get used to combo into her Flame Punisher distortion to tack on more damage to a combo to end a round.

Coral of Anger
Coral of Catastrophe
[FxN]
Template:AttackDataHeader-BBCF
Fx1
Fx2
  • Formally called "Garnet of Gall"
Fx3
  • Formally called "Rubellite of Rage"
  • Good for converting Round Start 3C and some 3C Low Mixups


Creates a flaming skull in front of her. For the most part, this spell is only useful to confirm a round start 3C into a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with 3C low that Rubellite of Rage [FxN] will allow you to convert into a full combo. Fatal Counters on successful Counter Hit.

Heliodor of Submission
Heliodor of Humility
[WA]
BBCF Nine Heliodor.png
The Skull
Template:AttackDataHeader-BBCF
  • Creates a floating hitbox in front of Nine that moves around with her

Creates a floating goat skull that acts like a floating hitbox. Can be useful for teleport cross ups, as the skull itself doesn't teleport, but it rather floats towards Nine during teleport. Also useful for approaching, as it will hit opponents on contact even if Nine is blocking or not doing anything in particular at the moment. Beware that it will clash with projectiles, and will disappear if Nine gets hit.

Amethyst of Massacre
Amethyst of Annihilation
[WF]
BBCF Nine Amethyst.png
The electric ball
Template:AttackDataHeader-BBCF
  • Good for resetting pressure
  • Good for hindering approaches
  • Vanishes after 5 in games seconds if it doesn't hit anything
  • On hit, has a shock effect

Fires an electric orb that slowly travels across the screen. Can be a good way to attempt to reset pressure against some characters. The advancing electric ball can give opponents limited options to deal with it at such a close range. Typically, they'll have to stay on the defensive or will attempt to try and jump out and risk getting tagged by Nine's 6C. If you happen to have it in neutral, it's also very good at hindering approaches, either from the air or from the ground depending on where you throw out the spell

Citrine of Rotation
Citrine of Change
[AF]
BBCF Nine Citrine.png
The Mirror
Template:AttackDataHeader-BBCF
Summon Mirror
Kicked Mirror
Reflected Projectile
  • Good anti-zoning tool
  • Absorbs projectiles that hit it and shoots a thin projectile back at the opponent
  • Disappears if hit by anything else
  • Will push Nine or the opponent as it moves forward if they obstruct its path
  • Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox. Wall bounces on hit

Creates a mirror in front of her that absorbs projectiles. Great anti-zoning tool for dealing with projectiles coming from the front. It won't protect you against stuff like Nu and Lambda's 4D but it'll still protect you from most projectiles.

Celestite of Vows
Celestite of the Covenant
[WWA]
BBCF Nine Celestite.png
The gravity field
Template:AttackDataHeader-BBCF
  • The opponent can't jump while in the field. If they're in the air, they'll be knocked down to the ground as if they got hit (The hit does no damage)
  • There's a 2 in-game second delay from when Celestite is set and when the gravity field starts to kick in
  • 5D sets it on the opponent's location
  • 4D sets it in front of Nine

Creates a gravity field that prevents opponents from jumping. Can be used to hinder an opponent's advance or their ability to get out of pressure

Taafeite of Fascination
Taaffeite of Temptation
[WWF] The fairy
Template:AttackDataHeader-BBCF
  • Good oki tool
  • Goes away if Nine blocks or gets hit by an attack

Summons a fairy to attack the opponent three times. A great spell for oki. Fairy oki is one of the more common enders to go for at the end of a combo. Syncing up your blockstring to go with the fairy's 3 consecutive attacks that happen at fixed time intervals is a great way to reset pressure or keep a mixup safe.

If you have it available, Taafeite can also be great in neutral. The timed consecutive attacks can greatly limit an opponent's options and is great cover for an approach.

Andradite of Binding
Andradite of Accord
[AAW] The Cross
Template:AttackDataHeader-BBCF
  • Good spell in neutral and blockstrings
  • Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down.
  • Blows back and wall bounces on ground or air hit for easy conversion into a combo
  • Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block
  • The orb can be destroyed by the opponent before it explodes

Summons an orb of dark energy that explodes in a + shape. Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements.

However, if you can manage to get it out in a blockstring, Andradite is also quite good in pressure. It's good for resetting pressure but on regular block, it'll also deal a great amount of chip damage and on barrier block, it'll take an equivalent amount of barrier away from the opponent.

Uvarovite of Undoing
Uvarovite of Undoing
[AAF] The rain
Template:AttackDataHeader-BBCF
  • There is a delay between the targeting circle first appearing and when the rain of fire comes down.

Creates a cloud above the opponent that rains down fire. Uvarovite sees most of its use as an oki tool. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a fairly long time. The fire shower is also really good at obscuring what's happening on the screen and can be a good place to try and slip in a mixup.

In neutral, Uvarovite can also be pretty good. The area that the fire shower comes down in is fairly large. Even throwing it out at midscreen will greatly limit the way opponents can move without getting themselves caught in the fire shower, which would allow you to get in. When the opponent is closer to the corner, Uvarovite can be especially good in neutral because they have even less places to run, making it easier to lock them down to cover an approach.

Kunzite of Prison Break
Kunzite of Keep Breaker
[FFW]
BBCF Nine Kunzite.png
Dwayne Johnson

Also goes by "Rock of Guard Breaking"

Template:AttackDataHeader-BBCF
  • Great combo, mixup and anti-air destroyer tool
  • Launches on ground hit
  • Ground bounces on air hit
  • Tracks to the opponent's location horizontally

Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses.

Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with 4A/5A up close or 6C further out to keep your combo going.

In pressure, Kunzite is a good overhead that can open people up for a full combo.

Because throwing out Kunzite halts Nine's falling momentum completely, it's an amazing AA destroyer that converts into a full combo on hit and on block, allows her to safely come down to start pressure.

Morganite of Pulsation
Morganite of Malice
[FFA] The seed
Template:AttackDataHeader-BBCF
  • The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low. If the first hit is blocked, the second hit will be a mid.

Creates a seed that grows into a vine that travels across the screen. Currently, seed doesn't see much use outside of attempts to do unblockables. It seems a bit hard to get the opponent to block it compared to other spells like Fairy, Uvarovite and Andradite.

Outside of unblockables, it seems like it could be a decent tool for controlling ground space. Between the 2 branches that sprout out of the ground to attack, they cover about 3/4 of the screen.

Nephrite of Demise
Nephrite of Nullification
[WAF]
BBCF Nine Nephrite.png
The clock

"With your powers combined, I am Captain Phantom"

Template:AttackDataHeader-BBCF
  • Cannot be regular blocked. MUST be barrier blocked.
  • Drains a good amount of barrier on barrier block
  • Countdown timer goes away on hit but not on block
  • 1500 minimum damage

Nine creates a countdown timer on the opponent. After a short while, the opponent is bombarded with pillars of dark energy. A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate.


Universal Mechanics

Forward Throw
Ground Throw
BBCF Nine GroundThrow.png
BBCF Nine BackThrow.png
Template:AttackDataHeader-BBCF
  • 100% minimum damage
  • Wall bounces midscreen
  • Wall sticks in the corner

Nine grabs the opponent with her cape, knees them in the chest and kicks them away. Standard throw. Can be converted into a combo from the wall bounce with a 5A juggle midscreen. In the corner, it's possible that they'll wall stick a bit too far for the usual 5A juggle. In these cases, you can do 6C > delay 214A to convert it into a full combo.

Air Throw
Air Throw
BBCF Nine AirThrow.png
Template:AttackDataHeader-BBCF
  • 100% minimum damage

Turns her cape into a giant hand to grab the opponent, then creates a small explosion that lights them on fire as they are thrown to the ground. Launches the opponent higher into the air, giving you plenty of time to land and juggle the airborne opponent into a full combo when they eventually fall back down.

Counter Assault
Counter Assault
BBCF Nine GroundThrow.png
Template:AttackDataHeader-BBCF

Kicks forward in a similar manner to her forward and back throws.

Crush Trigger
Crush Trigger Template:AttackDataHeader-BBCF
Charged
Uncharged
  • 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. Can be used to kick Citrine of Change


Specials

Crimson Raider
Crimson Raider
214A air OK
BBCF Nine CrimsonRaider.png
Template:AttackDataHeader-BBCF
Ground


214A
Crimson Raider
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600, 950 All 13 9 (6) 1 22 (27) -2 B R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89, 94 Long 3, 5 16, 20 Launch 70, 40 Launch 84, 56 11, 13 +0 +2, +8
BBCF Nine CrimsonRaider.png
BBCF Nine the Phantom 214A 1 Hitbox.pngBBCF Nine the Phantom 214A 2 Hitbox.png
Recovery is on hit/block (whiff)
Skips remaining active frames of first hit on hit/block
Air


j.214A
Air Crimson Raider
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
500, 950 All 13 9 (6) 1 22 (Until L) H R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89, 94 Long 3, 5 16, 20 Launch 70, 40 + Down 23 Launch 84, 56 + Down 23 11, 13 +0 +2, +8
BBCF Nine CrimsonRaider.png
BBCF Nine the Phantom 214A 1 Hitbox.pngBBCF Nine the Phantom 214A 2 Hitbox.png
Recovery is on hit/block (whiff)
Skips remaining active frames of first hit on hit/block
  • Air combo ender and max damage ground ender

Dashes at the opponent while wreathed in flames, creating an explosion on impact. Crimson Raider is typically used an air combo ender in situations where you can bring the opponent back down to the ground with Tanzanite of Mourning/[Wx3]. It's also sometimes used in ground enders from Tanzanite of Mourning/[Wx3] as well when you want to go for max damage instead.

Outside of its use as a combo ender, it also sees use in combos from some 6C juggle combo routes to close the gap between the opponent and keep the combo going with a 4/5A juggle.

Mauvette Roar
Mauvette Roar
214B
BBCF Nine MauvetteRoar.png
Anti-Air special
Template:AttackDataHeader-BBCF
214B
Mauvette Roar
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1100 Mid 13 6 Total: 53 -10 P1 4~18 H R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Very Short 4 18 Launch 35 Launch 50 + WBounce 60 + WStick 30 0/+12 +0 +5
BBCF Nine MauvetteRoar.png
Anti-air special move
File:BBCF Nine the Phantom 214B Hitbox.png


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. This special usually doesn't get any use since Nine has a lot of other options like 6X, teleport or rising j.A at her disposal. It is, however, her only move outside of true reversals with actual Head invul, and it covers the best vertical range among her anti-air options, making it a good choice in certain situations.

Navy Pressure
Navy Pressure
214C
BBCF Nine NavyPressure.png
HERE COMES THE GIANT FIST!
Template:AttackDataHeader-BBCF
214C
Navy Pressure
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1500 High/Air 27 5 Total 63 -3 P1 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
84 Normal 5 20 Launch 35 + Down 23 Launch 54 + GBounce 0/+13 +13 +21
BBCF Nine NavyPressure.png
Tracking overhead with a minimum distance
File:BBCF Nine the Phantom 214C Hitbox.png
Fatal Counter


  • Great for punishing people trying to do stuff on the ground at fullscreen distance
  • Sometimes great for catching people trying to get out of pressure at longer distances
  • Weak tracking to the opponent's horizontal location. Will always hit at ground level though
  • Forces Fatal Counter on Counter Hit
  • Ground Bounces on Counter Hit

Performs an overhead punch with Hi no Kagutsuchi's fist. Because of it's tracking, Navy Pressure is a great tool to punish an opponent's attempt to do stuff at longer ranges and make them more cautious of doing so in the future. It can also be great in pressure as well to catch people trying to get out of pressure after you've pushed back too far for normals to reach.

While Navy Pressure is an overhead, you typically won't be using it to open people up because of the slow startup. A noteworthy exception to this are attempts to do an unblockable when combined with the Morganite spell

Seamoss Gate
Seamoss Gate
236D
BBCF Nine SeaMossGate.png
Template:AttackDataHeader-BBCF
236D
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
Total 23
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Nine SeaMossGate.png
Swaps elements in Active and Slot
10F onwards can cancel into 5D, j.D


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.

Flax Nurture
Flax Nurture
214D (air OK)
BBCF Nine FlaxNurture.png
AKA: A second burst
Template:AttackDataHeader-BBCF
With Spell
Without Spell
  • Good reversal option
  • Gives a damage buff to respective normal of the aura she has
  • Gives chip damage to normals of the same element as the granted aura
  • Length of buff varies depending on how much of the element was in the active slot

Flax Nurture has invulnerability on start up and is also punishable only on instant block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Characters with normals with better reach can also outspace the horizontal reach of Flax Nurture.

The length of the buff depends on the amount of the element you had in your active slot. The more of the element in the active slot, the longer the buff will last.


Distortion Drives

Flame Punisher
Flame Punisher
236236A
BBCF Nine FlamePunisher.png
store brand Gamma Ray
Template:AttackDataHeader-BBCF
Attack


236236A
Flame Punisher
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
400×5, 325×8 All 1+(56 Flash)+16 40 (18) 56 Total 166 -22 P2 1~1 All
2~53 P
R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79, 82 Normal 3×8,4×8 16×5, 18×8 Launch 30 + GBounce×8, 30 + WBounce 60×8 Launch 44 + GBounce×8, 45 + WBounce 60×8 0/+3 +3 +5
BBCF Nine FlamePunisher.png
Long range punish or easy combo ender
File:BBCF Nine the Phantom 236236A Hitbox.png
First beam Minimum Damage 10%, second beam 20%: 840
First laser is considered one attack with P2: 79, second laser is considered separate attack with P2: 82
Overdrive Followup


236236A OD Followup
Flame Punisher OD Followup
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
200×12 All 5×12 P2 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
84 Normal 5 Launch 60 + WBounce 0/+4 +4
File:BBCF Nine the Phantom 236236A OD Hitbox.png
Minimum Damage 20%: 480
  • Great to tack on at the end of a combo for more damage to end a round
  • Good anti-zoning tool
  • Full Inv 1-2F, Projectile Inv 3-53F
  • 720 minimum damage, 1200 during OD

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

Cardinal Nova
Cardinal Nova
236236B
Template:AttackDataHeader-BBCF
236236B
Cardinal Nova
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
2000 [2000, 500×3] All 7+(94 Flash)+3 10 Total 38 +5 P2 7~11 All R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
84
[84, 96×3]
Very Short
[Very Short, Normal×3]
5 20 Launch 60 Launch 76 0/+13 +13 +21
BBCF Nine 236236B1.pngBBCF Nine 236236B2.png
Not a reversal
File:BBCF Nine the Phantom 236236B Hitbox.png
Values in [] are during OD
Only 1 hit on block
Minimum Damage 30% [30%, 10%×3]: 600 [750]


  • If Nine has a spell in either her active or stock spell slots prior to using this Distortion Drive, damage is boosted to 2567 though the rest of the frame data stays the same.
  • Gives Nine a random 3 Element spell to both her Active and Stock slots
  • Full Inv 7-11F
  • 600 minimum damage, 750 during OD

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.

Azurite Inferno
Azurite Inferno
236236C
Template:AttackDataHeader-BBCF
236236C
Azurite Inferno
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
See notes All 1+(24 Flash)+13 5 38 -29 F 1~18 All R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
See Notes Long 2 20 Launch 60 + WBounce 10 +0 +1
BBCF Nine 236236C1.pngBBCF Nine 236236C2.pngBBCF Nine 236236C3.png
Reversal and insane minimum damage • This bit adds damage based on your active slot • This bit based on stock slot
File:BBCF Nine the Phantom 236236C Hitbox.png
Minimum Damage range 800-1490. During OD range is 1300-1990
Consumes all elements in both slots on hit
First 3 hits deal 100 , 0×2 and have Minimum Damage 100%, P2 of 84, once: 100
Next part's damage depends on number of elements in Active Slot: 0-1 Elements: 250×5. 2 Elements: 250×7. 3 Elements: 250×9 (P2 of 79, applies once). Minimum Damage 20%: 250/350/450
Second part's damage depends on number of elements in Stock Slot: 0 Elements: 1250×5 (P2 85). 1 Element: 1050×6 (P2 89). 2 Elements: 630×12(P2 92). 3 Elements: 550×18(P2 94). Minimum Damage 10%: 625/630/756/990, P2 values apply for each hit
During OD, adds 250×10 damage with minimum damage 20%: 500
reversal


  • Great round ender, especially when you have 100 meter
  • Consumes the spells in your Active and Stock Slot
  • Damage increases based on the number of elements in your spells
  • Full Inv 1-18F

Nine performs a downward stomp. If it connects, the opponent is crucified on spears and Nine bombards them with arrows of dark energy. On Overdrive, the arrows are bigger and stronger and Nine also finishes the opponent off with pillars of dark energy, similar to her Nephrite spell. The move becomes stronger and flashier depending on the number of elements in your spells. Its minimum damage is greatly affected by it.

-Base Minimum Damage: 800

-1 Element in Active Slot = No Change

-2 Elements in Active Slot = +100

-3 Elements in Active Slot = +200

-1 Element in Stock Slot = +130

-2 Elements in Stock Slot = +256

-3 Elements in Stock Slot = +490

-Overdrive = +500

With full slots and Overdrive, it has one of the highest minimum damages in the game. Base (800) + 3 Active Elements (200) + 3 Stocked Elements (490) + Overdrive (500) = 1990.


Exceed Accel

Scarlet Vein
ABCD during Overdrive
BBCF Nine ScarletVein.png
Need a hand?
Template:AttackDataHeader-BBCF
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

Nine kicks the opponent on startup, then commands Hi no Kagutsuchi to crush them in between its fists. Puts Nine in Active Flow if she hasn't already been in it already. On Active Flow, the collision of fists causes a small explosion that ignites the opponent on fire. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.


Astral Heat

Colorless Void
236236D
BBCF Nine ColorlessVoid.png
You see? THIS is how you do it, Kokonoe
Template:AttackDataHeader-BBCF

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.


External References


Navigation


To edit frame data, edit values in BBCF/Nine the Phantom/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.