Difference between revisions of "BBTag/Nine the Phantom"

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|-
 
|-
 
||
 
||
{{CharData-BBTag|Nine}}
+
{{#lsth:BBTag/Nine the Phantom/Data|SystemData}}
 
;Movement Options
 
;Movement Options
 
* Double Jump, Teleport Airdash, Dash Type: Step
 
* Double Jump, Teleport Airdash, Dash Type: Step
 +
 +
;Playstyle
 +
:Zoner, Aggressive, Tricky
 +
 +
;Team Role:
 +
:Point, Support
 
|}
 
|}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
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| style="width: 50%;"|
 
| style="width: 50%;"|
 
* Rather long range on her spells and normals.
 
* 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.
+
* 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.
 
* Has an unblockable setup in the corner, that also leads into safe jump and catches all techs.
 
* Style.
 
* Style.
 
* Variety of spells can make her pressure and active switch abilities dangerous.
 
* Variety of spells can make her pressure and active switch abilities dangerous.
* A LOT of oki options.
+
* Possess a variety of okizeme options, due to the variety of tools at her disposal.  
* Can teleport, which is invul till she stops.
+
* Possesses the ability to Teleport, which allows creative mixups and mindgames. The Teleport also provides invulnerability at certain times.
 
| style="width: 50%;"|
 
| style="width: 50%;"|
* She is more defensive than some characters, as her buttons are slow.
+
* Centers around a defensive, cautionary style of play, due to naturally slower nature of the character.
* Is more difficult to play compared to other characters.
+
* Features a medium difficulty floor, and high skill cap.  
* Needs to call people out well or make good reads, reacting too slow will get her murdered.
+
* Slower nature of the character leaves her vulnerable to being abused.  
* A floaty jump and bad mobility outside of teleport.
+
* Poor mobility.
 
|-
 
|-
 
|}
 
|}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
===Ability: The Abyss Diver===
 
===Ability: The Abyss Diver===
 
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.
 
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.  
+
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. Her gauge also increases on walking forward and jumping forward, akin to Under Night's GRD meter, although this form of gain is briefly disabled on using a gauge-using ability (including Nephrite of Nullification – Dual).
  
{{CharLinks-BBTag|Nine}}
+
Her normals also destroy projectiles. If this happens, as well as increasing the Mana Gauge you can also cancel that normal into another normal, a jump or a skill.
<br clear=all/>
+
 
 +
{{#lst:BBTag/Nine the Phantom/Data|Links}}
 +
<br style="clear:both;"/>
  
 
==Normal Moves==
 
==Normal Moves==
Line 67: Line 75:
 
|name=4A
 
|name=4A
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=4A
+
{{!}}-
|damage=1700 |guard=All
+
{{AttackVersion|name=4A}}
|startup=11 |active= |recovery= |frameAdv=-18
+
{{#lsth:BBTag/Nine the Phantom/Data|4A}}
|description=
+
{{!}}-
 +
{{Description|7|text=
 
* Her main anti air, has head invulnerability
 
* Her main anti air, has head invulnerability
 
* BBCF 6A
 
* BBCF 6A
  
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=4AA}}
|version=4AA
+
{{#lsth:BBTag/Nine the Phantom/Data|4AA}}
|damage=1700 |guard=All
+
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-10
+
{{Description|7|text=
|description=
 
 
* BBCF 6C
 
* BBCF 6C
  
 
*May whiff after the first hit of the autocombo if the opponent is too high.
 
*May whiff after the first hit of the autocombo if the opponent is too high.
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=4AAA}}
|version=4AAA
+
{{#lsth:BBTag/Nine the Phantom/Data|4AAA}}
|damage=1600/<br/>1800/<br/>2000 |guard=All
+
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-14
+
{{Description|7|text=
|description=
 
 
* BBCF Coral/Garnet/Rubellite depending on Element meter
 
* BBCF Coral/Garnet/Rubellite depending on Element meter
 
* Damage increases with Element meter levels
 
* Damage increases with Element meter levels
Line 109: Line 116:
 
|name=5A
 
|name=5A
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=5A
+
{{!}}-
|damage= |guard=All
+
{{AttackVersion|name=5A}}
|startup=8 |active= |recovery= |frameAdv=-4
+
{{#lsth:BBTag/Nine the Phantom/Data|5A}}
|description=
+
{{!}}-
* BBCF 4C, does not negate projectiles like in BBCF
+
{{Description|7|text=
 +
* BBCF 4C
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=5AA}}
|version=5AA
+
{{#lsth:BBTag/Nine the Phantom/Data|5AA}}
|damage= |guard=All
+
{{!}}-
|startup=12 |active= |recovery= |frameAdv=-8
+
{{Description|7|text=
|description=
 
 
* BBCF 5C
 
* BBCF 5C
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=5AAA}}
|version=5AAA
+
{{#lsth:BBTag/Nine the Phantom/Data|5AAA}}
|damage= |guard=All
+
{{!}}-
|startup=9 |active= |recovery= |frameAdv=-9
+
{{Description|7|text=
|description=
 
 
* BBCF 5A
 
* BBCF 5A
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=5AAAA}}
|version=5AAAA
+
{{#lsth:BBTag/Nine the Phantom/Data|5AAAA}}
|damage= |guard=All
+
{{!}}-
|startup=10 |active= |recovery= |frameAdv=-9
+
{{Description|7|text=
|description=
 
 
* BBCF Lapis Lazuli/Sapphire/Tanzanite.
 
* BBCF Lapis Lazuli/Sapphire/Tanzanite.
 
* Special cancelable.
 
* Special cancelable.
 
* Re-stands opponents, leading to potential resets.
 
* Re-stands opponents, leading to potential resets.
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=5AAAAA}}
|version=5AAAAA
+
{{#lsth:BBTag/Nine the Phantom/Data|5AAAAA}}
|damage= |guard=All
+
{{!}}-
|startup=16 |active= |recovery= |frameAdv=-11
+
{{Description|7|text=
|description=
 
 
* Azurite Inferno kick. Low priority ender.  
 
* Azurite Inferno kick. Low priority ender.  
 
* Strong ender for ground combos
 
* Strong ender for ground combos
Line 158: Line 162:
 
====== <font style="visibility:hidden" size="0">5B</font> ======
 
====== <font style="visibility:hidden" size="0">5B</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Nine_5B.png |caption=
+
|image=BBTag_Nine_5B.png |caption='Jump-cancellable halfscreen poke' is a lot of good words.
 
|image2=BBTag_Nine_5BB.png |caption2=
 
|image2=BBTag_Nine_5BB.png |caption2=
 
|name=5B
 
|name=5B
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=5B
+
{{!}}-
|damage= |guard=All
+
{{AttackVersion|name=5B}}
|startup=12 |active= |recovery= |frameAdv=-8
+
{{#lsth:BBTag/Nine the Phantom/Data|5B}}
|description=
+
{{!}}-
 +
{{Description|7|text= * Jump cancellable
 
* BBCF 5B
 
* BBCF 5B
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=5BB}}
|version=5BB
+
{{#lsth:BBTag/Nine the Phantom/Data|5BB}}
|damage= |guard=All
+
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-16
+
{{Description|7|text=
|description=
 
 
* BBCF Emerald/Peridote/Malachite. Gets stronger as element meter lvl rises
 
* 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
 
* 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.
+
* Wallbounces. Will fail to connect if the opponent is too close to you, or if Nine is in the corner, resulting in an early tech. If they fail to hit the wall they will slide down instead.
 
  }}
 
  }}
 
}}
 
}}
Line 189: Line 190:
 
|name=5C
 
|name=5C
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=High
+
{{!}}-
|startup=26 |active= |recovery= |frameAdv=-4
+
{{#lsth:BBTag/Nine the Phantom/Data|5C}}
|description=
+
{{!}}-
 +
{{Description|6|text=
 
* Navy Pressure from BBCF. Can only track the opponent from a few character lengths away, works at point blank now.
 
* Navy Pressure from BBCF. Can only track the opponent from a few character lengths away, works at point blank now.
 
  }}
 
  }}
Line 202: Line 204:
 
|name=2A
 
|name=2A
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=Low
+
{{!}}-
|startup=10 |active= |recovery= |frameAdv=-9
+
{{#lsth:BBTag/Nine the Phantom/Data|2A}}
|description=
+
{{!}}-
 +
{{Description|6|text=
 
* BBCF 2A
 
* BBCF 2A
 
  }}
 
  }}
Line 215: Line 218:
 
|name=2B
 
|name=2B
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=Low
+
{{!}}-
|startup=11 |active= |recovery= |frameAdv=-10
+
{{#lsth:BBTag/Nine the Phantom/Data|2B}}
|description=
+
{{!}}-
 +
{{Description|6|text=
 
* BBCF 2B. Longer range than 2A, but not as fast.
 
* BBCF 2B. Longer range than 2A, but not as fast.
 
  }}u
 
  }}u
Line 228: Line 232:
 
|name=2C
 
|name=2C
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=Low
+
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-11
+
{{#lsth:BBTag/Nine the Phantom/Data|2C}}
|description=
+
{{!}}-
 +
{{Description|6|text=
 
* BBCF 3C
 
* BBCF 3C
 
  }}
 
  }}
Line 242: Line 247:
 
|name=j.A
 
|name=j.A
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=j.A
+
{{!}}-
|damage= |guard=High
+
{{AttackVersion|name=j.A}}
|startup=8 |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Nine the Phantom/Data|j.A}}
|description=
+
{{!}}-
 +
{{Description|7|text=
 
* Nine's old j.A
 
* Nine's old j.A
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=j.AA}}
|version=j.AA
+
{{#lsth:BBTag/Nine the Phantom/Data|j.AA}}
|damage= |guard=High
+
{{!}}-
|startup= |active= |recovery= |frameAdv=
+
{{Description|7|text=
|description=
 
 
* Nine's old j.C from BBCF
 
* 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.
 
* Freely chains back into j.A or j.B on hit or block, allowing for downward staircase blockstrings.
Line 266: Line 271:
 
|name=j.B
 
|name=j.B
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=j.B
+
{{!}}-
|damage= |guard=High
+
{{AttackVersion|name=j.B}}
|startup=13 |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Nine the Phantom/Data|j.B}}
|description=
+
{{!}}-
 +
{{Description|7|text=
 
* Nine's old j.2A from BBCF
 
* Nine's old j.2A from BBCF
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=j.BB}}
|version=j.BB
+
{{#lsth:BBTag/Nine the Phantom/Data|j.BB}}
|damage= |guard=High
+
{{!}}-
|startup= |active= |recovery= |frameAdv=
+
{{Description|7|text=
|description=
 
 
* Nine's old j.B
 
* Nine's old j.B
 
* Freely chains back into j.A or j.B on hit or block, allowing for downward staircase blockstrings.
 
* Freely chains back into j.A or j.B on hit or block, allowing for downward staircase blockstrings.
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|name=j.C
 
|name=j.C
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=High
+
{{!}}-
|startup=21 |active= |recovery= |frameAdv=-3 (if tk'ed)
+
{{#lsth:BBTag/Nine the Phantom/Data|j.C}}
|description=
+
{{!}}-
* 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
+
{{Description|6|text=
 +
* The infamous Kunzite from BBCF, now a normal. Has tracking and a bit of landing recovery. You can special cancel it if you hit it on the actual opponent and not on block. Having more spell meter makes it deal more damage.
 
  }}
 
  }}
 
}}
 
}}
  
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Universal Moves==
 
==Universal Moves==
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|input=5B+C
 
|input=5B+C
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=Throw
+
{{!}}-
|startup=7 |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Nine the Phantom/Data|BC}}
|description=
+
{{!}}-
 +
{{Description|6|text=
 
* Wallsticks if you are close enough to the corner.
 
* Wallsticks if you are close enough to the corner.
  
Line 323: Line 330:
 
|input=5A+D (air OK)
 
|input=5A+D (air OK)
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
+
{{!}}-
|damage= |guard=Air Unblockable
+
{{AttackVersion|name=Ground}}
|startup=13 |active= |recovery= |frameAdv=-30
+
{{#lsth:BBTag/Nine the Phantom/Data|AD}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lsth:BBTag/Nine the Phantom/Data|j.AD}}
 +
{{!}}-
 +
{{Description|7|text=
 
* No longer enhances spells, no longer has projectile coding.
 
* No longer enhances spells, no longer has projectile coding.
 
Detailed description of the usefulness of the move go here
 
 
}}
 
{{AttackData-BBTag
 
|version=Air
 
|damage= |guard=All
 
|startup=13 |active= |recovery= |frameAdv=
 
|description=
 
* Important points go here
 
  
 
Detailed description of the usefulness of the move go here
 
Detailed description of the usefulness of the move go here
Line 344: Line 345:
 
  }}
 
  }}
 
}}
 
}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Skills==
 
==Skills==
Line 351: Line 352:
 
|image=BBTag_Nine_Schorl.png |caption=If you see this then you're probably either desperate or forgetful.
 
|image=BBTag_Nine_Schorl.png |caption=If you see this then you're probably either desperate or forgetful.
 
|name=Everlasting Schorl
 
|name=Everlasting Schorl
|input=236A/B/C (air OK) while Element Lv 0
+
|input=236A/B (air OK) while Element Lv 0
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
+
{{!}}-
|damage= |guard=All
+
{{AttackVersion|name=Ground}}
|startup=9 |active= |recovery= |frameAdv=-12
+
{{#lsth:BBTag/Nine the Phantom/Data|236A/B/C Level 0}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lsth:BBTag/Nine the Phantom/Data|j.236A/B/C Level 0}}
 +
{{!}}-
 +
{{Description|7|text=
 
* Rather useless, only really used if people forget they don't have magic.
 
* Rather useless, only really used if people forget they don't have magic.
  
 
No real reason to use this
 
No real reason to use this
 
}}
 
{{AttackData-BBTag
 
|header=no |version=Air
 
|damage= |guard=All
 
|startup=9 |active= |recovery= |frameAdv=
 
|description=
 
* Same case as ground version
 
 
  
 
  }}
 
  }}
Line 380: Line 376:
 
|input=236A (air OK) while Element Lv 1-4
 
|input=236A (air OK) while Element Lv 1-4
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
+
{{!}}-
|damage= |guard=All
+
{{AttackVersion|name=Ground}}
|startup=16 ~ 76 |active= |recovery= |frameAdv=-13 (1st hit)
+
{{#lsth:BBTag/Nine the Phantom/Data|236A Level 1-4}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lsth:BBTag/Nine the Phantom/Data|j.236A Level 1-4}}
 +
{{!}}-
 +
{{Description|7|text=
 
* Just a standard fireball. Doesn't quite go full screen
 
* Just a standard fireball. Doesn't quite go full screen
}}
 
{{AttackData-BBTag
 
|header=no |version=Air
 
|damage= |guard=All
 
|startup=16 ~ 76 |active= |recovery= |frameAdv=
 
|description=
 
* Important points go here
 
  
 
Detailed description of the usefulness of the move go here
 
Detailed description of the usefulness of the move go here
Line 404: Line 397:
 
|input=236A (air OK) while Element Lv 5-9
 
|input=236A (air OK) while Element Lv 5-9
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
+
{{!}}-
|damage= |guard=All
+
{{AttackVersion|name=Ground}}
|startup=19, 48 |active= |recovery= |frameAdv=+2
+
{{#lsth:BBTag/Nine the Phantom/Data|236A Level 5-9}}
|description=
+
{{!}}-
* Can be charged, while charging it you can move it. The projectile itself can be destroyed
+
{{AttackVersion|name=Air}}
*A ball that explodes in a + shape upon enemy contact or release. Goes almost full screen
+
{{#lsth:BBTag/Nine the Phantom/Data|j.236A Level 5-9}}
}}
+
{{!}}-
{{AttackData-BBTag
+
{{Description|7|text=
|header=no |version=Air
+
* Can be charged, while charging it you can move it. The undetonated ball can be destroyed
|damage= |guard=All
+
* A ball that explodes in a + shape upon enemy contact or release. Goes almost full screen
|startup=19, 48 |active= |recovery= |frameAdv=
+
* Air version typically used after j.C to get oki if not in the corner.
|description=
 
* Typically used after j.C to get oki if not in the corner.
 
  
  
Line 429: Line 420:
 
|input=236A (air OK) while Element Lv 10
 
|input=236A (air OK) while Element Lv 10
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
+
{{!}}-
|damage= |guard=All
+
{{AttackVersion|name=Ground}}
|startup=92 (1st hit) |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Nine the Phantom/Data|236A Level 10}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lsth:BBTag/Nine the Phantom/Data|j.236A Level 10}}
 +
{{!}}-
 +
{{Description|7|text=
 
* A fairy that hits thrice and dispels if Nine is directly hit. Homes on the opponent from anywhere on the screen
 
* A fairy that hits thrice and dispels if Nine is directly hit. Homes on the opponent from anywhere on the screen
}}
 
{{AttackData-BBTag
 
|header=no |version=Air
 
|damage= |guard=All
 
|startup=92 (1st hit) |active= |recovery= |frameAdv=
 
|description=
 
* Important points go here
 
 
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
}}
 
}}
Line 453: Line 439:
 
|input=236B (air OK) while Element Lv 1-4
 
|input=236B (air OK) while Element Lv 1-4
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
+
{{!}}-
|damage= |guard=All
+
{{AttackVersion|name=Ground}}
|startup=17 |active= |recovery= |frameAdv=-12 (point blank)
+
{{#lsth:BBTag/Nine the Phantom/Data|236B Level 1-4}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lsth:BBTag/Nine the Phantom/Data|j.236B Level 1-4}}
 +
{{!}}-
 +
{{Description|7|text=
 
* 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.
 
* 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.
+
* 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. Nine will also briefly become invulnerable to projectiles.
}}
 
{{AttackData-BBTag
 
|header=no |version=Air
 
|damage= |guard=All
 
|startup=17 |active= |recovery= |frameAdv=
 
|description=
 
* Important points go here
 
 
 
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
}}
 
}}
Line 478: Line 459:
 
|input=236B (air OK) while Element Lv 5-9
 
|input=236B (air OK) while Element Lv 5-9
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
+
{{!}}-
|damage= |guard=Low
+
{{AttackVersion|name=Ground}}
|startup=28, 67 |active= |recovery= |frameAdv=+15, +73
+
{{#lsth:BBTag/Nine the Phantom/Data|236B Level 5-9}}
|description=
+
{{!}}-
* 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.
+
{{AttackVersion|name=Air}}
 
+
{{#lsth:BBTag/Nine the Phantom/Data|j.236B Level 5-9}}
Detailed description of the usefulness of the move go here
+
{{!}}-
}}
+
{{Description|7|text=
{{AttackData-BBTag
+
* Much like in BBCF, the 1st tree branch hit is a low, the 2nd is a mid. If the 1st tree branch whiffs, the 2nd will be a low. Can be used for unblockable setups.
|header=no |version=Air
 
|damage= |guard=All
 
|startup=28, 67 |active= |recovery= |frameAdv=
 
|description=
 
* Important points go here
 
  
 
Detailed description of the usefulness of the move go here
 
Detailed description of the usefulness of the move go here
Line 504: Line 480:
 
|input=236B (air OK) while Element Lv 10
 
|input=236B (air OK) while Element Lv 10
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
+
{{!}}-
|damage= |guard=All
+
{{AttackVersion|name=Ground}}
|startup=148 |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Nine the Phantom/Data|236B Level 10}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lsth:BBTag/Nine the Phantom/Data|j.236B Level 10}}
 +
{{!}}-
 +
{{Description|7|text=
 
* 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.
 
* 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
 
}}
 
{{AttackData-BBTag
 
|header=no |version=Air
 
|damage= |guard=All
 
|startup=143 |active= |recovery= |frameAdv=
 
|description=
 
* Important points go here
 
  
 
Detailed description of the usefulness of the move go here
 
Detailed description of the usefulness of the move go here
Line 530: Line 501:
 
|input=214A (air OK)
 
|input=214A (air OK)
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
+
{{!}}-
|damage= |guard=All
+
{{AttackVersion|name=Ground}}
|startup=13 ~ 18 (1st), 28 (2nd) |active= |recovery= |frameAdv=-5
+
{{#lsth:BBTag/Nine the Phantom/Data|214A}}
|description=
+
{{!}}-
}}
+
{{AttackVersion|name=Air}}
{{AttackData-BBTag
+
{{#lsth:BBTag/Nine the Phantom/Data|j.214A}}
|header=no |version=Air
+
{{!}}-
|damage= |guard=All
+
{{Description|7|text=
|startup=13 ~ 18 (1st), 28 (2nd) |active= |recovery= |frameAdv=
+
* If you and your opponent are in the air, it has slight angle tracking. Hitting it in the air successfully (even on block) will allow you to act before landing.
|description=
 
* 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.
 
* This move's hitbox is deceivingly small. The hurtbox pokes out slightly, so be careful.
 
  }}
 
  }}
Line 552: Line 521:
 
|input=214B (air OK)
 
|input=214B (air OK)
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
+
{{!}}-
|damage= |guard=All
+
{{AttackVersion|name=Ground}}
|startup=13 ~ 15 |active= |recovery= |frameAdv=-10 ~ -8
+
{{#lsth:BBTag/Nine the Phantom/Data|214B}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lsth:BBTag/Nine the Phantom/Data|j.214B}}
 +
{{!}}-
 +
{{Description|7|text=
 
* High vertical reach, less so horizontally. Has invulnerability against highs when used on the ground. You can combo off of it on counterhit.
 
* High vertical reach, less so horizontally. Has invulnerability against highs when used on the ground. You can combo off of it on counterhit.
}}
+
* Air version has a longer untech time than the ground version, leading to the ability to land and combo where not normally possible.
{{AttackData-BBTag
 
|header=no |version=Air
 
|damage= |guard=All
 
|startup=13 |active= |recovery= |frameAdv=
 
|description=
 
* Has a longer untech time than the ground version, leading to the ability to land and combo where not normally possible.
 
 
  }}
 
  }}
 
}}
 
}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Extra Skills==
 
==Extra Skills==
Line 576: Line 543:
 
|input=236C (air OK) Element Lv 1 or higher
 
|input=236C (air OK) Element Lv 1 or higher
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
+
{{!}}-
|damage= |guard=All
+
{{AttackVersion|name=Ground}}
|startup=352+2 |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Nine the Phantom/Data|236C}}
|description=  
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lsth:BBTag/Nine the Phantom/Data|j.236C}}
 +
{{!}}-
 +
{{Description|7|text=
 
* 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.
 
* 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.
 
* 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
 
*Nephrite does more damage depending on Mana level 3k at lowest, 3.5k middle, 4k max level
}}
 
{{AttackData-BBTag
 
|header=no |version=Air
 
|damage= |guard=All
 
|startup=352+2 |active= |recovery= |frameAdv=
 
|description=
 
* Important points go here
 
 
  }}
 
  }}
 
}}
 
}}
Line 601: Line 565:
 
|input=236C (air OK) during Nephrite of Nullification
 
|input=236C (air OK) during Nephrite of Nullification
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
+
{{!}}-
|damage= |guard=All
+
{{AttackVersion|name=Ground}}
|startup=24+4 |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Nine the Phantom/Data|236C > 236C}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lsth:BBTag/Nine the Phantom/Data|236C > j.236C}}
 +
{{!}}-
 +
{{Description|7|text=
 
* Detonates Nephrite instantly at the cost of 1 extra meter. The detonation does not use up spell gauge
 
* 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
 
Detailed description of the usefulness of the move go here
}}
 
{{AttackData-BBTag
 
|header=no |version=Air
 
|damage= |guard=All
 
|startup=24+4 |active= |recovery= |frameAdv=
 
|description=
 
*
 
 
 
  }}
 
  }}
 
}}
 
}}
Line 626: Line 586:
 
|input=214C (air OK)
 
|input=214C (air OK)
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
+
{{!}}-
|damage= |guard=All
+
{{AttackVersion|name=Ground}}
|startup=26 |active= |recovery= |frameAdv=-11
+
{{#lsth:BBTag/Nine the Phantom/Data|214C}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lsth:BBTag/Nine the Phantom/Data|j.214C}}
 +
{{!}}-
 +
{{Description|7|text=
 
* Has tracking and a closeup blindspot, much like the old Navy Pressure.
 
* Has tracking and a closeup blindspot, much like the old Navy Pressure.
* Fully projectile invincible, which can allow it to punish certain supers.
+
* Fully projectile invincible, which can allow it to beat out basically any projectile or projectile super.
 
* Can follow up solo in the corner with 5A, or midscreen with an assist.
 
* Can follow up solo in the corner with 5A, or midscreen with an assist.
 
+
* Air version is a single hit, instead of the two hit ground version
}}
+
* Air version can allow followups solo after a j.C.
{{AttackData-BBTag
+
* Unlike her other two EX Attacks, does not consume Mana Gauge.
|header=no |version=Air
 
|damage= |guard=All
 
|startup=23 |active= |recovery= |frameAdv=
 
|description=
 
* A single hit, instead of the two hit ground version.
 
* Can allow followups solo after a j.C.
 
 
 
 
  }}
 
  }}
 
}}
 
}}
Line 655: Line 612:
 
|name=5P  
 
|name=5P  
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=
+
{{!}}-
|startup= |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Nine the Phantom/Data|5P}}
|description=
+
{{!}}-
 +
{{Description|6|text=
 
* Important points go here
 
* Important points go here
  
Line 672: Line 630:
 
|name=6P
 
|name=6P
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=
+
{{!}}-
|startup= |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Nine the Phantom/Data|6P}}
|description=
+
{{!}}-
 +
{{Description|6|text=
 
* Tracks the opponent horizontally, striking after a short delay.
 
* 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.
 
* Will not track vertically, meaning it will whiff on airborne opponents unless they are low to the ground.
Line 691: Line 650:
 
|name=4P  
 
|name=4P  
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=
+
{{!}}-
|startup= |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Nine the Phantom/Data|4P}}
|description=
+
{{!}}-
 +
{{Description|6|text=
 
* High risk, high reward anti air.
 
* High risk, high reward anti air.
  
Line 701: Line 661:
 
}}
 
}}
  
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Distortion Skills==
 
==Distortion Skills==
Line 710: Line 670:
 
|name=Flame Punisher
 
|name=Flame Punisher
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=
+
{{!}}-
|startup=1+19 |active= |recovery= |frameAdv=-31
+
{{#lsth:BBTag/Nine the Phantom/Data|236BC}}
|description=
+
{{!}}-
 +
{{Description|6|text=
 
* 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.
 
* 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.
 
  }}
 
  }}
Line 724: Line 685:
 
|name=Azurite Inferno
 
|name=Azurite Inferno
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|damage= |guard=
+
{{!}}-
|startup=1+13 |active= |recovery= |frameAdv=-29
+
{{AttackVersion|name=Azurite Inferno}}
|description=
+
{{#lsth:BBTag/Nine the Phantom/Data|214BC}}
 +
{{!}}-
 +
{{AttackVersion|name=Enhanced Followup}}
 +
{{#lsth:BBTag/Nine the Phantom/Data|214BC Enhanced Followup}}
 +
{{!}}-
 +
{{Description|7|text=
 
* Will consume your spell meter, adding up to 500 extra damage for a full meter.
 
* Will consume your spell meter, adding up to 500 extra damage for a full meter.
  
Line 740: Line 706:
 
|name=Cardinal Nova
 
|name=Cardinal Nova
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=
+
{{!}}-
|startup= |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Nine the Phantom/Data|Distortion Skill Duo}}
|description=
+
{{!}}-
 +
{{Description|6|text=
 
* Important points go here
 
* Important points go here
  
Line 749: Line 716:
 
  }}
 
  }}
 
}}
 
}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Astral Heat==
 
==Astral Heat==
Line 757: Line 724:
 
|name=Colorless Void
 
|name=Colorless Void
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=
+
{{!}}-
|startup= |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Nine the Phantom/Data|222BC}}
|description=
+
{{!}}-
* Has a blind spot in front of her.
+
{{Description|6|text=
 
+
* Has a blind spot in front of her, but otherwise tracks the opponent fullscreen. Can be combo'd into from most specials.
Can be combo'd into from 214A.
 
  
 
  }}
 
  }}
 
}}
 
}}
<br clear=all/>
+
<br style="clear:both;"/>
----
+
 
{{CharLinks-BBTag|Nine}}
+
==Navigation==
 +
{{#lsth:BBTag/Nine the Phantom/Data|Links}}
 +
{{notice|To edit frame data, edit values in [[BBTag/Nine the Phantom/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}
 
[[Category:Nine the Phantom]]
 
[[Category:Nine the Phantom]]
 
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:BlazBlue Cross Tag Battle]]

Latest revision as of 19:18, 1 June 2019

Nine
BBTag Nine Portrait.png

Health: 16,000

Jump Startup: 4F

Backdash Time 42F / Invul: 1-4 P, 5-32F All


Movement Options
  • Double Jump, Teleport Airdash, Dash Type: Step
Playstyle
Zoner, Aggressive, Tricky
Team Role
Point, Support

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.
  • Possess a variety of okizeme options, due to the variety of tools at her disposal.
  • Possesses the ability to Teleport, which allows creative mixups and mindgames. The Teleport also provides invulnerability at certain times.
  • Centers around a defensive, cautionary style of play, due to naturally slower nature of the character.
  • Features a medium difficulty floor, and high skill cap.
  • Slower nature of the character leaves her vulnerable to being abused.
  • Poor mobility.


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. Her gauge also increases on walking forward and jumping forward, akin to Under Night's GRD meter, although this form of gain is briefly disabled on using a gauge-using ability (including Nephrite of Nullification – Dual).

Her normals also destroy projectiles. If this happens, as well as increasing the Mana Gauge you can also cancel that normal into another normal, a jump or a skill.




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 1700 - 11 - - -18
  • Her main anti air, has head invulnerability
  • BBCF 6A
4AA 1700 All 13 - - -10
  • BBCF 6C
  • May whiff after the first hit of the autocombo if the opponent is too high.
4AAA 1600/
1800/
2000
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 1200 All 8 - - -4
  • BBCF 4C
5AA 1500 All 12 - - -8
  • BBCF 5C
5AAA 1500 All 9 - - -9
  • BBCF 5A
5AAAA 2000/
2500/
3000
All 10 - - -9
  • BBCF Lapis Lazuli/Sapphire/Tanzanite.
  • Special cancelable.
  • Re-stands opponents, leading to potential resets.
5AAAAA 2000/
2200/
2400
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
'Jump-cancellable halfscreen poke' is a lot of good words.
BBCF Nine Emerald.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1700 All 12 - - -8
  • Jump cancellable
  • BBCF 5B
5BB 1500/
800,1200/
300,600,1500
All 13 - - -16
  • BBCF Emerald/Peridote/Malachite. Gets stronger as element meter lvl rises
  • Special cancellable on hit, unlike most autocombo enders
  • Wallbounces. Will fail to connect if the opponent is too close to you, or if Nine is in the corner, resulting in an early tech. If they fail to hit the wall they will slide down instead.


5C[edit]
5C
BBCF Nine NavyPressure.png
AW SHIT, A COCKROACH
Damage Guard Startup Active Recovery Frame Adv.
800 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 fine!
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 10 - - -9
  • BBCF 2A


2B[edit]
2B
BBCF Nine 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1500 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.
1700 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 1500 High 8 - - -
  • Nine's old j.A
j.AA 1500 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 1700 High 13 - - -
  • Nine's old j.2A from BBCF
j.BB 1700 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.
2100 High 21 - - -3
  • The infamous Kunzite from BBCF, now a normal. Has tracking and a bit of landing recovery. You can special cancel it if you hit it on the actual opponent and not on block. Having more spell meter makes it deal more damage.



Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCF Nine GroundThrow.png
Kicc
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 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 2000 Air Unblockable 13 - - -30
Air 2000 All 13 - - -
  • No longer enhances spells, no longer has projectile coding.

Detailed description of the usefulness of the move go here


Skills[edit]

Everlasting Schorl[edit]
Everlasting Schorl
236A/B (air OK) while Element Lv 0
BBCF Nine Schorl.png
If you see this then you're probably either desperate or forgetful.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1500 All 9 - - -12
Air 1500 All 9 - - -
  • Rather useless, only really used if people forget they don't have magic.

No real reason to use this


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 1800 All 16 - - -13
Air 1800 All - - - -
  • Just a standard fireball. Doesn't quite go full screen

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 400, 300x8, 400x8 All 19,48-? - - +2
Air 400, 300x8, 400x8 All - - - -
  • Can be charged, while charging it you can move it. The undetonated ball can be destroyed
  • A ball that explodes in a + shape upon enemy contact or release. Goes almost full screen
  • Air version 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 1500x3 All 92T - - -
Air 1500x3 All - - - -
  • A fairy that hits thrice and dispels if Nine is directly hit. Homes on the opponent from anywhere on the screen


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 1500 All 17 - - -12
Air 1500 All - - - -
  • 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. Nine will also briefly become invulnerable to projectiles.


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 400, 1500x2 All, Low*2 28,67 - - +15 ~ +73
Air 400, 1500x2 All, Low*2 - - - -
  • Much like in BBCF, the 1st tree branch hit is a low, the 2nd is a mid. If the 1st tree branch whiffs, the 2nd will be a low. Can be used for unblockable setups.

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 350xN All 143~148 - - -
Air 350xN All - - - -
  • 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


Crimson Raider[edit]
Crimson Raider
214A (air OK)
BBCF Nine CrimsonRaider.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1000, 1500 All 13~18,28 - - -5
Air 1000, 1500 All - - - -
  • If you and your opponent are in the air, it has slight angle tracking. Hitting it in the air successfully (even on block) will allow you to act before landing.
  • 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 2000 All 13~15 - - -10~-8
Air 2000 All - - - -
  • High vertical reach, less so horizontally. Has invulnerability against highs when used on the ground. You can combo off of it on counterhit.
  • Air version 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
Make a Witch Time joke, I dare you.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground
Air
  • 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


Nephrite of Nullification - Dual[edit]
Nephrite of Nullification - Dual
236C (air OK) during Nephrite of Nullification
BBCF Nine Nephrite.png
Tick tock you'd better block
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - - 24+4 - - _7
Air - - - - - -
  • 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


Scarlet Vein[edit]
Scarlet Vein
214C (air OK)
BBCF Nine ScarletVein.png
HERE COMES THE GIANT FISTS
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2000, 1500 - 26 - - -11
Air 2500 - 23 - - -
  • Has tracking and a closeup blindspot, much like the old Navy Pressure.
  • Fully projectile invincible, which can allow it to beat out basically any projectile or projectile super.
  • Can follow up solo in the corner with 5A, or midscreen with an assist.
  • Air version is a single hit, instead of the two hit ground version
  • Air version can allow followups solo after a j.C.
  • Unlike her other two EX Attacks, does not consume Mana Gauge.


Partner Skills[edit]

5P[edit]
5P
Crimson Raider
BBCF Nine CrimsonRaider.png
Damage Guard Startup Active Recovery Frame Adv.
1500x2 - - - - -
  • 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.
2300 - - - - -
  • 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.
1800 - - - - -
  • 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.
600x5, 900x8
[600x5, 900x8, 200x12]
- 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!
Version Damage Guard Startup Active Recovery Frame Adv.
Azurite Inferno 100, 0, 150, 0, 150x3, 1050x4/
100, 0, 150, 0, 150x5, 1050x12/
100, 0, 150, 0, 150x7, 360x18
- 1+13 - - -29
Enhanced Followup 150*10 - - - - -
  • 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


Distortion Skill Duo[edit]

Cardinal Nova
P during Partner Distortion
BBCF Nine CardinalNova.png
By the pricking of my thumbs.
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • 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, but otherwise tracks the opponent fullscreen. Can be combo'd into from most specials.


Navigation[edit]


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