Nine the Phantom |
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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 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
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Normal Moves
5A
5A |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 | Template:AttackDataHeader-BBCF |
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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 Undoing
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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Nephrite of Demise
Nephrite of Nullification [WAF] |
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Universal Mechanics
Forward Throw
Ground Throw | Template:AttackDataHeader-BBCF |
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Air Throw
Air Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault | Template:AttackDataHeader-BBCF |
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Crush Trigger
Crush Trigger | Template:AttackDataHeader-BBCF |
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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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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 214C |
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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 |
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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) |
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Distortion Drives
Flame Punisher
Flame Punisher 236236A |
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Cardinal Nova
Cardinal Nova 236236B |
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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 |
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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 |
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Astral Heat
Colorless Void 236236D |
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External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- 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
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