BBTag/Nine the Phantom

From Dustloop Wiki
Jump to: navigation, search
Nine
BBTag Nine Portrait.png

Health: 16,000

Jump Startup: 4F

Backdash Time 42F / Invul: 1-35F All

Movement Options
  • Double Jump, Teleport Airdash, Dash Type: Step

Overview[edit]

Backstory[edit]

Konoe Ayatsuki Mercury, more commonly known as Nine the Phantom, is one of the main antagonists of BlazBlue: Central Fiction, Jubei's estranged wife, and one of the few wielders of true Magic in her home series. A member of the Six Heroes and Ten Sages; Nine's work on creating the Nox Nyctores, weaponry derived from the true Magic she held mastery in, allowed her and her colleagues to stave off the world ending calamity known as "The Black Beast". While victorious in her endeavors at fighting the monster back, a traitor amongst the Six Heroes' ranks caused her death and subsequent descent into madness.

Having been brought back to life years later with the knowledge of her world's endless cycles of life and death, Nine would fight with the fervor of a wrathful phantom so that she might burn it all to ash for the sake of creating it anew for her and her little sister. All those who don't fall in line with her plans would be incinerated like the rest.

Playstyle[edit]

Due to the changes to her Spell system from her home series, Nine has went from being an oppressive force that can control 100% of the screen to being a bit more limited and defensive in nature. Given the time and the right setup, however, she can easily begin to snowball due to her still impressive slew of Spells.

While she lacks a run, her unique movement in her teleport dash allows her to force opponents to whiff attacks and disorient them, while each of her variety of attacks gives her a host of options to deal with many situations that could threaten her. While on point, Nine can take advantage of her partner's assists to begin taking advantage of her variable spell system and bombarding the opponent with spells left and right. As an assist, she lends valuable aid with a powerful anti-air, a 2-hitting charge that works well for cross combos, and a large, delayed projectile that tracks along a good portion of the screen.

If there were one glaring weakness in the Phantom's options, it would be that she is best only at mid-ranges during neutral situations. Her normals are significantly slower than most, leading to her struggling if the opponent gets too close. Still, with the wide array of spells, potential for high damage, and even unblockables at her disposal, this witch has the ability to grind anyone under her heel.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Rather long range on her spells and normals.
  • Two anti airs to help discourage jump ins, if 4A is blocked she can continue into a blockstring.
  • Has an unblockable setup in the corner, that also leads into safe jump and catches all techs.
  • Style.
  • Variety of spells can make her pressure and active switch abilities dangerous.
  • A LOT of oki options.
  • Can teleport, which is invul till she stops.
  • She is more defensive than some characters, as her buttons are slow.
  • Is more difficult to play compared to other characters.
  • Needs to call people out well or make good reads, reacting too slow will get her murdered.
  • A floaty jump and bad mobility outside of teleport.


Ability: The Abyss Diver[edit]

Continuing her trend from Central Fiction of being like nobody else, Nine does not possess static 236x specials. Instead, her specials are dynamic and are, again, tied to her normal attacks.

Unlike in her home series, she does not gain differing spells depending on the specific combination of normal attacks she uses. Instead, she has a new secondary bar (which will be called her 'Mana Gauge' for simplicity's sake) that will begin to fill up with every normal attack that Nine connects with, with her spells changing depending on how much Mana she has stored. This change removes the need to worry about having to press specific buttons to get your desired spell, and streamlines the spellcasting process as a whole.


Normal Moves[edit]

4A[edit]
4A
BBCF Nine 6A.png
BBCF Nine 6C.png
BBCF Nine Coral.png
Version Damage Guard Startup Active Recovery Frame Adv.
4A - All 11 - - -18
  • Her main anti air, has head invulnerability
  • BBCF 6A
4AA - All 13 - - -10
  • BBCF 6C
  • May whiff after the first hit of the autocombo if the opponent is too high.
4AAA - All 13 - - -14
  • BBCF Coral/Garnet/Rubellite depending on Element meter
  • Damage increases with Element meter levels
  • Special cancellable on hit, unlike most autocombo enders

Fire spell. Knocks down on hit.


5A[edit]
5A
BBCF Nine 4C.png
BBCF Nine 5C.png
BBCF Nine 5A.png
BBCF Nine LapisLazuli.png
BBTag Nine 5AAAAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A - All 8 - - -4
  • BBCF 4C, does not negate projectiles like in BBCF
5AA - All 12 - - -8
  • BBCF 5C
5AAA - All 9 - - -9
  • BBCF 5A
5AAAA - All 10 - - -9
  • BBCF Lapis Lazuli/Sapphire/Tanzanite.
  • Special cancelable.
  • Re-stands opponents, leading to potential resets.
5AAAAA - All 16 - - -11
  • Azurite Inferno kick. Low priority ender.
  • Strong ender for ground combos
  • Gets stronger with spell meter. (4.2k > 4.8k)

Detailed description of the usefulness of the move go here


5B[edit]
5B
BBCF Nine 5B.png
BBCF Nine Emerald.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B - All 12 - - -8
  • BBCF 5B
5BB - All 13 - - -16
  • BBCF Emerald/Peridote/Malachite. Gets stronger as element meter lvl rises
  • lv0-4 1hit
  • Lv5-9 2hits
  • Lv10 3hits
  • Special cancellable on hit, unlike most autocombo enders
  • Wallbounce will fail to connect if the opponent is too close to you, or if Nine is in the corner, resulting in an early tech.


5C[edit]
5C
BBCF Nine NavyPressure.png
AW SHIT, A COCKROACH
Damage Guard Startup Active Recovery Frame Adv.
- High 26 - - -4
  • Navy Pressure from BBCF. Can only track the opponent from a few character lengths away, works at point blank now.


2A[edit]
2A
BBCF Nine 2A.png
Come swim, the water's good!
Damage Guard Startup Active Recovery Frame Adv.
- Low 10 - - -9
  • BBCF 2A


2B[edit]
2B
BBCF Nine 2B.png
Damage Guard Startup Active Recovery Frame Adv.
- Low 11 - - -10
  • BBCF 2B. Longer range than 2A, but not as fast.


2C[edit]
2C
BBCF Nine 3C.png
Damage Guard Startup Active Recovery Frame Adv.
- Low 13 - - -11
  • BBCF 3C


j.A[edit]
j.A
BBCF Nine jA.png
BBCF Nine jC.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A - High 8 - - -
  • Nine's old j.A
j.AA - High - - - -
  • Nine's old j.C from BBCF
  • Freely chains back into j.A or j.B on hit or block, allowing for downward staircase blockstrings.


j.B[edit]
j.B
BBCF Nine j2A.png
BBCF Nine jB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.B - High 13 - - -
  • Nine's old j.2A from BBCF
j.BB - High - - - -
  • Nine's old j.B
  • Freely chains back into j.A or j.B on hit or block, allowing for downward staircase blockstrings.


j.C[edit]
j.C
BBCF Nine Kunzite.png
Yep, the Rock is here too.
Damage Guard Startup Active Recovery Frame Adv.
- High 21 - - -3 (if tk'ed)
  • The infamous Kunzite from BBCF, now a normal. Has a bit of tracking. You can act out of it if you hit it on the actual opponent and not on block



Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCF Nine GroundThrow.png
Kicc
Damage Guard Startup Active Recovery Frame Adv.
- Throw 7 - - -
  • Wallsticks if you are close enough to the corner.

Long animation makes you feel satisfying.


Flax Nurture[edit]
Flax Nurture
5A+D (air OK)
BBCF Nine FlaxNurture.png
Formerly an enhancement move, now a DP.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - Air Unblockable 13 - - -30
  • No longer enhances spells, no longer has projectile coding.

Detailed description of the usefulness of the move go here

Version Damage Guard Startup Active Recovery Frame Adv.
Air - All 13 - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Skills[edit]

Everlasting Schorl[edit]
Everlasting Schorl
236A/B/C (air OK) while Element Lv 0
BBCF Nine Schorl.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 9 - - -12
  • Rather useless, only really used if people forget they don't have magic.

No real reason to use this

Air - All 9 - - -
  • Same case as ground version


Amethyst of Annihilation[edit]
Amethyst of Annihilation
236A (air OK) while Element Lv 1-4
BBCF Nine Amethyst.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 16 ~ 76 - - -13 (1st hit)
  • Just a standard fireball. Doesn't quite go full screen
Air - All 16 ~ 76 - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Andradite of Accord[edit]
Andradite of Accord
236A (air OK) while Element Lv 5-9
BBCF Nine Andradite.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 19, 48 - - +2
  • Can be charged, while charging it you can move it. The projectile itself can be destroyed
  • A ball that explodes in a + shape upon enemy contact or release. Goes almost full screen
Air - All 19, 48 - - -
  • Typically used after j.C to get oki if not in the corner.


Taaffeite of Temptation[edit]
Taaffeite of Temptation
236A (air OK) while Element Lv 10
BBCF Nine Taafeite.png
Tinkerbell, I choose you!
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 92 (1st hit) - - -
  • A fairy that hits thrice and dispels if Nine is directly hit. Homes on the opponent from anywhere on the screen
Air - All 92 (1st hit) - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Citrine of Change[edit]
Citrine of Change
236B (air OK) while Element Lv 1-4
BBCF Nine Citrine.png
Weiss would worship Nine if she found out about this.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 17 - - -12 (point blank)
  • Much like in BBCF, it reflects projectiles. However, it no longer advances but the mirror has a hitbox. Long hitboxes can go through it and so can certain projectiles.
  • A mirror that reflects projectiles and knocks enemies down and disappears upon physical contact. If a projectile comes into contact with the mirror, it'll fire a projectile that can be blocked and causes a long stagger.
Air - All 17 - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Morganite of Malice[edit]
Morganite of Malice
236B (air OK) while Element Lv 5-9
BBCF Nine Morganite.png
In Soviet Russia, lawn mows YOU!
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - Low 28, 67 - - +15, +73
  • Much like in BBCF, the 1st hit is a low, the 2nd hit is a mid. If the 1st hit whiffs, the 2nd hit will be a low. Can be used for unblockable setups.

Detailed description of the usefulness of the move go here

Air - All 28, 67 - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Uvarovite of Undoing[edit]
Uvarovite of Undoing
236B (air OK) while Element Lv 10
BBCF Nine Uvarovite.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 148 - - -
  • Like in BBCF, the higher you are in the air when you cast it, the wider the area of effect will be. This can sometimes cause the move to have blindspots in between shots.

Detailed description of the usefulness of the move go here

Air - All 143 - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Crimson Raider[edit]
Crimson Raider
214A (air OK)
BBCF Nine CrimsonRaider.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 13 ~ 18 (1st), 28 (2nd) - - -5
Air - All 13 ~ 18 (1st), 28 (2nd) - - -
  • If you and your opponent are in the air, it has slight angle tracking.
  • This move's hitbox is deceivingly small. The hurtbox pokes out slightly, so be careful.


Mauvette Roar[edit]
Mauvette Roar
214B (air OK)
BBCF Nine MauvetteRoar.png
GET OFF MA LAWN!
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 13 ~ 15 - - -10 ~ -8
  • High vertical reach, less so horizontally. Has invulnerability against highs when used on the ground. You can combo off of it on counterhit.
Air - All 13 - - -
  • Has a longer untech time than the ground version, leading to the ability to land and combo where not normally possible.


Extra Skills[edit]

Nephrite of Nullification[edit]
Nephrite of Nullification
236C (air OK) Element Lv 1 or higher
BBCF Nine Nephrite.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 352+2 - - -
  • Casts a ticking timebomb on the opponent. Can be blocked, unlike in BBCF, and the hitbox lasts for a deceivingly short time. Needs spell gauge AND meter to be casted, spell gauge increases its damage.
  • Clock will vanish if Nine is hit, throw was teched, azurite inferno(214B+C) was landed as a hit(not on block), or if she leaves the playing field.
  • Nephrite does more damage depending on Mana level 3k at lowest, 3.5k middle, 4k max level
Air - All 352+2 - - -
  • Important points go here


Nephrite of Nullification - Dual[edit]
Nephrite of Nullification - Dual
236C (air OK) during Nephrite of Nullification
BBCF Nine Nephrite.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 24+4 - - -
  • Detonates Nephrite instantly at the cost of 1 extra meter. The detonation does not use up spell gauge

Detailed description of the usefulness of the move go here

Air - All 24+4 - - -


Scarlet Vein[edit]
Scarlet Vein
214C (air OK)
BBCF Nine ScarletVein.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 26 - - -11
  • Has tracking and a closeup blindspot, much like the old Navy Pressure.
  • Fully projectile invincible, which can allow it to punish certain supers.
  • Can follow up solo in the corner with 5A, or midscreen with an assist.
Air - All 23 - - -
  • A single hit, instead of the two hit ground version.
  • Can allow followups solo after a j.C.


Partner Skills[edit]

5P[edit]
5P
Crimson Raider
BBCF Nine CrimsonRaider.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


6P[edit]
6P
Scarlet Vein
BBCF Nine ScarletVein.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Tracks the opponent horizontally, striking after a short delay.
  • Will not track vertically, meaning it will whiff on airborne opponents unless they are low to the ground.
  • Has a dead spot directly in front of Nine where it will not track.

Note: Nine targets area opponent was during call out. Would be wise to not use if your next move will send them across screen during her start up like Mitsurus sword piercer(236B)


4P[edit]
4P
Mauvette Roar
BBCF Nine MauvetteRoar.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • High risk, high reward anti air.

Can lead into some damaging combos on CH, otherwise not much use.



Distortion Skills[edit]

Flame Punisher[edit]
Flame Punisher
236B+C
BBCF Nine FlamePunisher.png
IMMA FIRIN MA LAZAAAH
Damage Guard Startup Active Recovery Frame Adv.
- - 1+19 - - -31
  • Has a gap in the middle where you can be full screen super'd if you use it on block, and a closeup blindspot at times. Beware. On the other hand, it pushes people back a long way.


Azurite Inferno[edit]
Azurite Inferno
214B+C
BBCF Nine AzuriteInferno.png
*smacks you with broom* STOP! EATING! THE! SOUP!
Damage Guard Startup Active Recovery Frame Adv.
- - 1+13 - - -29
  • Will consume your spell meter, adding up to 500 extra damage for a full meter.

Detailed description of the usefulness of the move go here


Cardinal Nova[edit]
Cardinal Nova
P during Partner Distortion
BBCF Nine CardinalNova.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat[edit]

Colorless Void
222B+C
BBCF Nine ColorlessVoid.png
"I bring you despair. Ruination to all."
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Has a blind spot in front of her.

Can be combo'd into from 214A.



BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc