Difference between revisions of "BBTag/Nine the Phantom"

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
 
|-
 
|-
 
!Nine
 
!Nine
 
|-
 
|-
 
||
 
||
[[File:BBTag_Nine_Portrait.png|350x500px|center]]
+
[[File:BBTag_Nine_Portrait.png|300x500px|center]]
 
|-
 
|-
 
||
 
||
{{CharData-BBTag|Nine}}
+
{{#lst:BBTag/Nine the Phantom/Data|System Data}}
 
;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;">
Line 15: Line 21:
 
</div>
 
</div>
 
==Overview==
 
==Overview==
 +
{{Bio
 +
| name = Nine the Phantom
 +
| game = BBTag
 +
| icon = BBTag_Nine_Icon.png
 +
| quote =
 +
| lore =
 +
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. power, becoming the most wanted criminal ever recorded in NOL history.
 +
}}
  
 +
===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.
  
===Backstory===
+
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).
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.
+
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.
  
 
===Playstyle===
 
===Playstyle===
 +
{{StrengthsAndWeaknesses
 +
|intro=
 
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.
 
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.
  
Line 28: Line 47:
  
 
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.
 
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.
 
+
|pros=
===Strengths/Weaknesses===
 
{|
 
|-style="text-align:left;"
 
! Strengths !! Weaknesses
 
|- style="vertical-align:top;text-alighn:left"
 
| 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.
 
 
* 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%;"|
+
* Her normals absorb projectiles, and her 214C is fully invulnerable to them
* She is more defensive than some characters, as her buttons are slow.
+
|cons=
* Is more difficult to play compared to other characters.
+
* Centers around a defensive, cautionary style of play, due to naturally slower nature of the character.
* Needs to call people out well or make good reads, reacting too slow will get her murdered.
+
* Features a medium difficulty floor, and high skill cap.  
* A floaty jump and bad mobility outside of teleport.
+
* Slower nature of the character leaves her vulnerable to being abused.  
|-
+
* Poor mobility.
|}
+
* Tall Hurtbox.
<br clear=all/>
+
}}
 
 
===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.
 
 
 
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.
 
  
{{CharLinks-BBTag|Nine}}
+
{{#lst:BBTag/Nine the Phantom/Data|Links}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Normal Moves==
 
==Normal Moves==
====== <font style="visibility:hidden" size="0">4A</font> ======
+
====== <span style="visibility:hidden;font-size:0">4A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_4A.png |caption=
 
|image=BBTag_Nine_4A.png |caption=
Line 67: Line 74:
 
|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
+
{{#lst:BBTag/Nine the Phantom/Data|4A}}
|description=
+
{{!}}-
 +
{{Description|8|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
+
{{#lst:BBTag/Nine the Phantom/Data|4AA}}
|damage=1700 |guard=All
+
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-10
+
{{Description|8|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
+
{{#lst:BBTag/Nine the Phantom/Data|4AAA}}
|damage=1600/<br/>1800/<br/>2000 |guard=All
+
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-14
+
{{Description|8|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 99: Line 105:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5A</font> ======
+
====== <span style="visibility:hidden;font-size:0">5A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_5A.png |caption=
 
|image=BBTag_Nine_5A.png |caption=
Line 109: Line 115:
 
|name=5A
 
|name=5A
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=5A
+
{{!}}-
|damage=1200 |guard=All
+
{{AttackVersion|name=5A}}
|startup=8 |active= |recovery= |frameAdv=-4
+
{{#lst:BBTag/Nine the Phantom/Data|5A}}
|description=
+
{{!}}-
* BBCF 4C, does not negate projectiles like in BBCF
+
{{Description|8|text=
 +
* BBCF 4C
 +
* Nine's fastest normal, used to start pressure when close to the opponent.
 +
* Has more range than its CF counterpart.
 +
* jump cancellable on both hit and block.
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=5AA}}
|version=5AA
+
{{#lst:BBTag/Nine the Phantom/Data|5AA}}
|damage=1500 |guard=All
+
{{!}}-
|startup=12 |active= |recovery= |frameAdv=-8
+
{{Description|8|text=
|description=
 
 
* BBCF 5C
 
* BBCF 5C
 +
* jump cancellable only on hit so if the opponent blocks you can use 5B to jump cancel.
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=5AAA}}
|version=5AAA
+
{{#lst:BBTag/Nine the Phantom/Data|5AAA}}
|damage=1500 |guard=All
+
{{!}}-
|startup=9 |active= |recovery= |frameAdv=-9
+
{{Description|8|text=
|description=
 
 
* BBCF 5A
 
* BBCF 5A
 +
* Has less range than 5AA so will wiff at max range.
 +
* if the opponent is too far for 5AAA then Nine can use sweep (2C) or 5B to continue the combo.
 +
* like 5AA jump cancellable only on hit.
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=5AAAA}}
|version=5AAAA
+
{{#lst:BBTag/Nine the Phantom/Data|5AAAA}}
|damage=2000/<br/>2500/<br/>3000 |guard=All
+
{{!}}-
|startup=10 |active= |recovery= |frameAdv=-9
+
{{Description|8|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
+
{{#lst:BBTag/Nine the Phantom/Data|5AAAAA}}
|damage=2000/<br/>2200/<br/>2400 |guard=All
+
{{!}}-
|startup=16 |active= |recovery= |frameAdv=-11
+
{{Description|8|text=
|description=
+
* Low priority ender.  
* Azurite Inferno kick. Low priority ender.  
 
 
* Strong ender for ground combos
 
* Strong ender for ground combos
 
* Gets stronger with spell meter. (4.2k > 4.8k)
 
* Gets stronger with spell meter. (4.2k > 4.8k)
Line 155: Line 165:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5B</font> ======
+
====== <span style="visibility:hidden;font-size:0">5B</span> ======
 
{{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=1700 |guard=All
+
{{AttackVersion|name=5B}}
|startup=12 |active= |recovery= |frameAdv=-8
+
{{#lst:BBTag/Nine the Phantom/Data|5B}}
|description=
+
{{!}}-
 +
{{Description|8|text=
 
* BBCF 5B
 
* BBCF 5B
 +
* Big range poke, jump cancellable on both hit and block which allows Nine to pester from a distance or safely summon a spell.
 +
* Used in scarlet vein pickups.
 +
* Good button with nice range.
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=5BB}}
|version=5BB
+
{{#lst:BBTag/Nine the Phantom/Data|5BB}}
|damage=1500/<br/>800,1200/<br/>300,600,1500 |guard=All
+
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-16
+
{{Description|8|text=
|description=
 
 
* BBCF Emerald/Peridote/Malachite. Gets stronger as element meter lvl rises
 
* BBCF Emerald/Peridote/Malachite. Gets stronger as element meter lvl rises
 
* 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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5C</font> ======
+
====== <span style="visibility:hidden;font-size:0">5C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_5C.png |caption= AW SHIT, A COCKROACH
 
|image=BBTag_Nine_5C.png |caption= AW SHIT, A COCKROACH
 
|name=5C
 
|name=5C
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage=800+ |guard=High
+
{{!}}-
|startup=26 |active= |recovery= |frameAdv=-4
+
{{#lst:BBTag/Nine the Phantom/Data|5C}}
|description=
+
{{!}}-
 +
{{Description|7|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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2A</font> ======
+
====== <span style="visibility:hidden;font-size:0">2A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_2A.png |caption= Come swim, the water's fine!
 
|image=BBTag_Nine_2A.png |caption= Come swim, the water's fine!
 
|name=2A
 
|name=2A
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage=1000 |guard=Low
+
{{!}}-
|startup=10 |active= |recovery= |frameAdv=-9
+
{{#lst:BBTag/Nine the Phantom/Data|2A}}
|description=
+
{{!}}-
 +
{{Description|7|text=
 
* BBCF 2A
 
* BBCF 2A
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2B</font> ======
+
====== <span style="visibility:hidden;font-size:0">2B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_2B.png |caption=
 
|image=BBTag_Nine_2B.png |caption=
 
|name=2B
 
|name=2B
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage=1500 |guard=Low
+
{{!}}-
|startup=11 |active= |recovery= |frameAdv=-10
+
{{#lst:BBTag/Nine the Phantom/Data|2B}}
|description=
+
{{!}}-
 +
{{Description|7|text=
 
* BBCF 2B. Longer range than 2A, but not as fast.
 
* BBCF 2B. Longer range than 2A, but not as fast.
 
  }}u
 
  }}u
 
}}
 
}}
  
====== <font style="visibility:hidden" size="0">2C</font> ======
+
====== <span style="visibility:hidden;font-size:0">2C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_2C.png |caption=
 
|image=BBTag_Nine_2C.png |caption=
 
|name=2C
 
|name=2C
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage=1700 |guard=Low
+
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-11
+
{{#lst:BBTag/Nine the Phantom/Data|2C}}
|description=
+
{{!}}-
 +
{{Description|7|text=
 
* BBCF 3C
 
* BBCF 3C
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.A</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_jA.png |caption=
 
|image=BBTag_Nine_jA.png |caption=
Line 239: Line 256:
 
|name=j.A
 
|name=j.A
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=j.A
+
{{!}}-
|damage=1500 |guard=High
+
{{AttackVersion|name=j.A}}
|startup=8 |active= |recovery= |frameAdv=
+
{{#lst:BBTag/Nine the Phantom/Data|j.A}}
|description=
+
{{!}}-
 +
{{Description|8|text=
 
* Nine's old j.A
 
* Nine's old j.A
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=j.AA}}
|version=j.AA
+
{{#lst:BBTag/Nine the Phantom/Data|j.AA}}
|damage=1500 |guard=High
+
{{!}}-
|startup= |active= |recovery= |frameAdv=
+
{{Description|8|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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.B</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_jB.png |caption=
 
|image=BBTag_Nine_jB.png |caption=
Line 263: Line 280:
 
|name=j.B
 
|name=j.B
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag|version=yes}}
|version=j.B
+
{{!}}-
|damage=1700 |guard=High
+
{{AttackVersion|name=j.B}}
|startup=13 |active= |recovery= |frameAdv=
+
{{#lst:BBTag/Nine the Phantom/Data|j.B}}
|description=
+
{{!}}-
* Nine's old j.2A from BBCF
+
{{Description|8|text=
 +
* Nine's old j.2A from BBCF. Primary air to ground tool. As of ver.2.0 this move cannot be cancelled into anything if it hits a blocking opponent. Otherwise, it is useful for instant rising overheads.
 
  }}
 
  }}
{{AttackData-BBTag
+
{{!}}-
|header=no
+
{{AttackVersion|name=j.BB}}
|version=j.BB
+
{{#lst:BBTag/Nine the Phantom/Data|j.BB}}
|damage=1700 |guard=High
+
{{!}}-
|startup= |active= |recovery= |frameAdv=
+
{{Description|8|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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.C</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_jC.png |caption=Yep, the Rock is here too.
 
|image=BBTag_Nine_jC.png |caption=Yep, the Rock is here too.
 
|name=j.C
 
|name=j.C
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage=2100 |guard=High
+
{{!}}-
|startup=21 |active= |recovery= |frameAdv=-3 (if tk'ed)
+
{{#lst: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|7|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==
  
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
+
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_GroundThrow.png |caption= Kicc
 
|image=BBTag_Nine_GroundThrow.png |caption= Kicc
Line 304: Line 322:
 
|input=5B+C
 
|input=5B+C
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=Throw
+
{{!}}-
|startup=7 |active= |recovery= |frameAdv=
+
{{#lst:BBTag/Nine the Phantom/Data|BC}}
|description=
+
{{!}}-
 +
{{Description|7|text=
 
* Wallsticks if you are close enough to the corner.
 
* Wallsticks if you are close enough to the corner.
  
Line 313: Line 332:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Flax Nurture</font> ======
+
====== <span style="visibility:hidden;font-size:0">Flax Nurture</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_FlaxNurture.png |caption=Formerly an enhancement move, now a DP.
 
|image=BBTag_Nine_FlaxNurture.png |caption=Formerly an enhancement move, now a DP.
Line 320: Line 339:
 
|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
+
{{#lst:BBTag/Nine the Phantom/Data|AD}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lst:BBTag/Nine the Phantom/Data|j.AD}}
 +
{{!}}-
 +
{{Description|8|text=
 
* No longer enhances spells, no longer has projectile coding.
 
* No longer enhances spells, no longer has projectile coding.
 +
* Hits on both sides
  
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
 
  
 
  }}
 
  }}
 
}}
 
}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Skills==
 
==Skills==
====== <font style="visibility:hidden" size="0">Everlasting Schorl</font> ======
+
====== <span style="visibility:hidden;font-size:0">Everlasting Schorl</span> ======
 
{{MoveData
 
{{MoveData
 
|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
+
{{#lst:BBTag/Nine the Phantom/Data|236A/B/C Level 0}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lst:BBTag/Nine the Phantom/Data|j.236A/B/C Level 0}}
 +
{{!}}-
 +
{{Description|8|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
 
 
  
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Amethyst of Annihilation</font> ======
+
====== <span style="visibility:hidden;font-size:0">Amethyst of Annihilation</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_Amethyst.png |caption=
 
|image=BBTag_Nine_Amethyst.png |caption=
Line 377: Line 385:
 
|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)
+
{{#lst:BBTag/Nine the Phantom/Data|236A Level 1-4}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lst:BBTag/Nine the Phantom/Data|j.236A Level 1-4}}
 +
{{!}}-
 +
{{Description|8|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
+
* good quick spell to throw out in neutral after a 5B poke or after Nine takes a step forward, can follow up with a combo if it hits after Nine recovers but the hitstun is a lot less than it was in CF.
 +
 
 +
* starts slow and gets faster the longer the fireball is out
 +
 
 +
* can be used to cover Nine as she is advancing.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Andradite of Accord</font> ======
+
====== <span style="visibility:hidden;font-size:0">Andradite of Accord</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_Andradite.png |caption=
 
|image=BBTag_Nine_Andradite.png |caption=
Line 401: Line 410:
 
|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
+
{{#lst: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
+
{{#lst:BBTag/Nine the Phantom/Data|j.236A Level 5-9}}
}}
+
{{!}}-
{{AttackData-BBTag
+
{{Description|8|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=
+
* Has some use in ground combos after sweep if Nine manages to build enough magic for it.
* Typically used after j.C to get oki if not in the corner.
 
  
  
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Taaffeite of Temptation</font> ======
+
====== <span style="visibility:hidden;font-size:0">Taaffeite of Temptation</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_Taaffeite.png |caption=Tinkerbell, I choose you!
 
|image=BBTag_Nine_Taaffeite.png |caption=Tinkerbell, I choose you!
Line 426: Line 434:
 
|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=
+
{{#lst:BBTag/Nine the Phantom/Data|236A Level 10}}
|description=
+
{{!}}-
* A fairy that hits thrice and dispels if Nine is directly hit. Homes on the opponent from anywhere on the screen
+
{{AttackVersion|name=Air}}
}}
+
{{#lst:BBTag/Nine the Phantom/Data|j.236A Level 10}}
{{AttackData-BBTag
+
{{!}}-
|header=no |version=Air
+
{{Description|8|text=
|damage= |guard=All
+
* A fairy that hits thrice and dispels if Nine is directly hit. Homes on the opponent from anywhere on the screen.
|startup=92 (1st hit) |active= |recovery= |frameAdv=
+
* An important Oki spell for Nine that allows her to set up Mix ups and pressure.
|description=
+
* Unlike CF the fairy doesn't disappear if Nine is blocking so can be used defensively to bait opponents if Nine drops a pick up.
* Important points go here
+
* Can also be thrown out in neutral to scare opponents into respecting Nine's approach.
 
 
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Citrine of Change</font> ======
+
====== <span style="visibility:hidden;font-size:0">Citrine of Change</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_Citrine.png |caption=Weiss would worship Nine if she found out about this.
 
|image=BBTag_Nine_Citrine.png |caption=Weiss would worship Nine if she found out about this.
Line 450: Line 456:
 
|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)
+
{{#lst:BBTag/Nine the Phantom/Data|236B Level 1-4}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lst:BBTag/Nine the Phantom/Data|j.236B Level 1-4}}
 +
{{!}}-
 +
{{Description|8|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.
}}
+
* Useful against certain match ups (Nu for example).
{{AttackData-BBTag
+
* Due to the fact the mirror itself has a hitbox, can be used to create a "barrier" right in front of Nine that discourages approaches.
|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
 
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Morganite of Malice</font> ======
+
====== <span style="visibility:hidden;font-size:0">Morganite of Malice</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_Morganite.png |caption=In Soviet Russia, lawn mows YOU!
 
|image=BBTag_Nine_Morganite.png |caption=In Soviet Russia, lawn mows YOU!
Line 475: Line 478:
 
|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
+
{{#lst: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}}
 +
{{#lst:BBTag/Nine the Phantom/Data|j.236B Level 5-9}}
 +
{{!}}-
 +
{{Description|8|text=
 +
* 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
+
* something to keep in mind is that the seed itself has a hitbox before it reaches the ground, this allows Nine to either end air combos with a knockdown and go for pressure/mix ups when she lands or it can be used to tag an opponent on their wake up to guarantee they respect Nine.
}}
 
{{AttackData-BBTag
 
|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
+
* useful spell for a variety of reasons, good lock down, can be used in high/low unblockables, good amount of hitstun.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Uvarovite of Undoing</font> ======
+
====== <span style="visibility:hidden;font-size:0">Uvarovite of Undoing</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_Uvarovite.png |caption=
 
|image=BBTag_Nine_Uvarovite.png |caption=
Line 501: Line 501:
 
|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=
+
{{#lst:BBTag/Nine the Phantom/Data|236B Level 10}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lst:BBTag/Nine the Phantom/Data|j.236B Level 10}}
 +
{{!}}-
 +
{{Description|8|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
+
* useful after ending an air combo as Nine has just enough time to land and start pressure.
}}
+
 
{{AttackData-BBTag
+
* similar to fairy can also be used in neutral to scare opponents into respecting the falling bolts
|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
+
* also like fairy, does not go away if nine is blocking.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Crimson Raider</font> ======
+
====== <span style="visibility:hidden;font-size:0">Crimson Raider</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_CrimsonRaider.png |caption=
 
|image=BBTag_Nine_CrimsonRaider.png |caption=
Line 527: Line 526:
 
|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
+
{{#lst:BBTag/Nine the Phantom/Data|214A}}
|description=
+
{{!}}-
}}
+
{{AttackVersion|name=Air}}
{{AttackData-BBTag
+
{{#lst:BBTag/Nine the Phantom/Data|j.214A}}
|header=no |version=Air
+
{{!}}-
|damage= |guard=All
+
{{Description|8|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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Mauvette Roar</font> ======
+
====== <span style="visibility:hidden;font-size:0">Mauvette Roar</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_MauvetteRoar.png |caption= GET OFF MA LAWN!
 
|image=BBTag_Nine_MauvetteRoar.png |caption= GET OFF MA LAWN!
Line 549: Line 546:
 
|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
+
{{#lst:BBTag/Nine the Phantom/Data|214B}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lst:BBTag/Nine the Phantom/Data|j.214B}}
 +
{{!}}-
 +
{{Description|8|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==
====== <font style="visibility:hidden" size="0">Nephrite of Nullification</font> ======
+
====== <span style="visibility:hidden;font-size:0">Nephrite of Nullification</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_Nephrite.png |caption= Make a Witch Time joke, I dare you.
 
|image=BBTag_Nine_Nephrite.png |caption= Make a Witch Time joke, I dare you.
Line 573: Line 568:
 
|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=
+
{{#lst:BBTag/Nine the Phantom/Data|236C Level 1-10}}
|description=  
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lst:BBTag/Nine the Phantom/Data|j.236C Level 1-10}}
 +
{{!}}-
 +
{{Description|8|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
 
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Nephrite of Nullification - Dual</font> ======
+
====== <span style="visibility:hidden;font-size:0">Nephrite of Nullification - Dual</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_Nephrite.png |caption=Tick tock you'd better block
 
|image=BBTag_Nine_Nephrite.png |caption=Tick tock you'd better block
Line 598: Line 590:
 
|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=
+
{{#lst:BBTag/Nine the Phantom/Data|236C 236C}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lst:BBTag/Nine the Phantom/Data|236C j.236C}}
 +
{{!}}-
 +
{{Description|8|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=
 
*
 
 
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Scarlet Vein</font> ======
+
====== <span style="visibility:hidden;font-size:0">Scarlet Vein</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_ScarletVein.png |caption= HERE COMES THE GIANT FISTS
 
|image=BBTag_Nine_ScarletVein.png |caption= HERE COMES THE GIANT FISTS
Line 623: Line 611:
 
|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
+
{{#lst:BBTag/Nine the Phantom/Data|214C}}
|description=
+
{{!}}-
 +
{{AttackVersion|name=Air}}
 +
{{#lst:BBTag/Nine the Phantom/Data|j.214C}}
 +
{{!}}-
 +
{{Description|8|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.
 
 
 
 
  }}
 
  }}
 
}}
 
}}
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==Partner Skills==
 
==Partner Skills==
  
====== <font style="visibility:hidden" size="0">5P</font> ======
+
====== <span style="visibility:hidden;font-size:0">5P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_CrimsonRaider.png |caption=
 
|image=BBTag_Nine_CrimsonRaider.png |caption=
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|name=5P  
 
|name=5P  
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=
+
{{!}}-
|startup= |active= |recovery= |frameAdv=
+
{{#lst:BBTag/Nine the Phantom/Data|5P}}
|description=
+
{{!}}-
 +
{{Description|7|text=
 
* Important points go here
 
* Important points go here
  
Line 662: Line 648:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">6P</font> ======
+
====== <span style="visibility:hidden;font-size:0">6P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_ScarletVein.png |caption=
 
|image=BBTag_Nine_ScarletVein.png |caption=
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|name=6P
 
|name=6P
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=
+
{{!}}-
|startup= |active= |recovery= |frameAdv=
+
{{#lst:BBTag/Nine the Phantom/Data|6P}}
|description=
+
{{!}}-
 +
{{Description|7|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 681: Line 668:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">4P</font> ======
+
====== <span style="visibility:hidden;font-size:0">4P</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Nine_MauvetteRoar.png |caption=
+
|image=BBTag_Nine_4P.png |caption=
|input=Mauvette Roar
+
|input=BBCF 6B
 
|name=4P  
 
|name=4P  
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=
+
{{!}}-
|startup= |active= |recovery= |frameAdv=
+
{{#lst:BBTag/Nine the Phantom/Data|4P}}
|description=
+
{{!}}-
 +
{{Description|7|text=
 
* High risk, high reward anti air.
 
* High risk, high reward anti air.
  
Line 698: Line 686:
 
}}
 
}}
  
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Distortion Skills==
 
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Flame Punisher</font> ======
+
====== <span style="visibility:hidden;font-size:0">Flame Punisher</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_FlamePunisher.png |caption=IMMA FIRIN MA LAZAAAH
 
|image=BBTag_Nine_FlamePunisher.png |caption=IMMA FIRIN MA LAZAAAH
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|name=Flame Punisher
 
|name=Flame Punisher
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=
+
{{!}}-
|startup=1+19 |active= |recovery= |frameAdv=-31
+
{{#lst:BBTag/Nine the Phantom/Data|236BC}}
|description=
+
{{!}}-
 +
{{Description|7|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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Azurite Inferno</font> ======
+
====== <span style="visibility:hidden;font-size:0">Azurite Inferno</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Nine_AzuriteInferno.png |caption= *smacks you with broom* STOP! EATING! THE! SOUP!
 
|image=BBTag_Nine_AzuriteInferno.png |caption= *smacks you with broom* STOP! EATING! THE! SOUP!
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|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=
+
{{#lst:BBTag/Nine the Phantom/Data|214BC}}
 +
{{!}}-
 +
{{AttackVersion|name=Enhanced Followup}}
 +
{{#lst:BBTag/Nine the Phantom/Data|214BC Enhanced Followup}}
 +
{{!}}-
 +
{{Description|8|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.
  
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|name=Cardinal Nova
 
|name=Cardinal Nova
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=
+
{{!}}-
|startup= |active= |recovery= |frameAdv=
+
{{#lst:BBTag/Nine the Phantom/Data|Distortion Skill Duo}}
|description=
+
{{!}}-
 +
{{Description|7|text=
 
* Important points go here
 
* Important points go here
  
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  }}
 
  }}
 
}}
 
}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Astral Heat==
 
==Astral Heat==
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|name=Colorless Void
 
|name=Colorless Void
 
|data=
 
|data=
{{AttackData-BBTag
+
{{AttackDataHeader-BBTag}}
|damage= |guard=
+
{{!}}-
|startup= |active= |recovery= |frameAdv=
+
{{#lst:BBTag/Nine the Phantom/Data|222BC}}
|description=
+
{{!}}-
* Has a blind spot in front of her.
+
{{Description|7|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;"/>
----
+
==Roadmap==
{{CharLinks-BBTag|Nine}}
+
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
 +
{{Roadmap}}
 +
==Navigation==
 +
{{#lst: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 06:17, 24 May 2020

Nine
BBTag Nine Portrait.png

Health: 17,000
Prejump: 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]

Lore: 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. power, becoming the most wanted criminal ever recorded in NOL history.


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.

Playstyle[edit]

Playstyle
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.

Pros Cons
  • 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.
  • 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.
  • Her normals absorb projectiles, and her 214C is fully invulnerable to them
  • 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.
  • Tall Hurtbox.




Normal Moves[edit]

4A[edit]
4A
BBCF Nine 6A.png
BBCF Nine 6C.png
BBCF Nine Coral.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
4A 1700 All 11 4 23 -8 7-14 H
  • Her main anti air, has head invulnerability
  • BBCF 6A
4AA 1700 All 13 4 25 -10 -
  • BBCF 6C
  • May whiff after the first hit of the autocombo if the opponent is too high.
4AAA 1600/
1800/
2000
All 13 3 28 -14/-12/-10 -
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5A 1200 All 8 6 12 -4 -
  • BBCF 4C
  • Nine's fastest normal, used to start pressure when close to the opponent.
  • Has more range than its CF counterpart.
  • jump cancellable on both hit and block.
5AA 1500 All 12 3 22 -8 -
  • BBCF 5C
  • jump cancellable only on hit so if the opponent blocks you can use 5B to jump cancel.
5AAA 1500 All 9 3 23 -9 -
  • BBCF 5A
  • Has less range than 5AA so will wiff at max range.
  • if the opponent is too far for 5AAA then Nine can use sweep (2C) or 5B to continue the combo.
  • like 5AA jump cancellable only on hit.
5AAAA 2000/
2500/
3000
All 10 3 Total: 44 -18/-16/-14 -
  • BBCF Lapis Lazuli/Sapphire/Tanzanite.
  • Special cancelable.
  • Re-stands opponents, leading to potential resets.
5AAAAA 2000/
2200/
2400
All 16 6 24 -11 -
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5B 1700 All 12 6 21 -8 -
  • BBCF 5B
  • Big range poke, jump cancellable on both hit and block which allows Nine to pester from a distance or safely summon a spell.
  • Used in scarlet vein pickups.
  • Good button with nice range.
5BB 1500/
800,1200/
300,600,1500
All 13 9/6,3/3*3 Total: 45 -16/-8/-6 -
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800 High 26 5 16 -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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1000 Low 10 3 20 -9 -
  • BBCF 2A

2B[edit]
2B
BBCF Nine 2B.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1500 Low 11 6 21 -10 -
  • BBCF 2B. Longer range than 2A, but not as fast.


2C[edit]
2C
BBCF Nine 3C.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • BBCF 3C

j.A[edit]
j.A
BBCF Nine jA.png
BBCF Nine jC.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
j.A 1500 High 8 5 30 - -
  • Nine's old j.A
j.AA 1500 High 11 3 25 -11 -
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
j.B 1700 High 13 3 35 - -
  • Nine's old j.2A from BBCF. Primary air to ground tool. As of ver.2.0 this move cannot be cancelled into anything if it hits a blocking opponent. Otherwise, it is useful for instant rising overheads.
j.BB 1700 All 10 6 27 - -
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1700/1900/2100 High 21 Until L Total: 57 -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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
0*2, 2000 Throw 7~30 3 23 - -
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 2000 Air Unblockable 13 3 44 -30 1-15 All
Air 2000 All 13 3 Until L+15 - 1-15 All
  • No longer enhances spells, no longer has projectile coding.
  • Hits on both sides


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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 1500 All 9 5 Total: 35 -6 -
Air 1500 All 9 5 Total: 35 - -
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 1800 All 16 - Total: 43 -13 -
Air 1800 All 16 - Total: 43 -13 -
  • Just a standard fireball. Doesn't quite go full screen
  • good quick spell to throw out in neutral after a 5B poke or after Nine takes a step forward, can follow up with a combo if it hits after Nine recovers but the hitstun is a lot less than it was in CF.
  • starts slow and gets faster the longer the fireball is out
  • can be used to cover Nine as she is advancing.

Andradite of Accord[edit]
Andradite of Accord
236A (air OK) while Element Lv 5-9
BBCF Nine Andradite.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 400, 300*8, 400*8 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.
  • Has some use in ground combos after sweep if Nine manages to build enough magic for it.

Taaffeite of Temptation[edit]
Taaffeite of Temptation
236A (air OK) while Element Lv 10
BBCF Nine Taafeite.png
Tinkerbell, I choose you!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 1500*3 All 90 X(58)X(58)X Total: 32 - -
Air 1500*3 All 90 X(58)X(58)X Total: 32 - -
  • A fairy that hits thrice and dispels if Nine is directly hit. Homes on the opponent from anywhere on the screen.
  • An important Oki spell for Nine that allows her to set up Mix ups and pressure.
  • Unlike CF the fairy doesn't disappear if Nine is blocking so can be used defensively to bait opponents if Nine drops a pick up.
  • Can also be thrown out in neutral to scare opponents into respecting Nine's approach.

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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 1500 All 17 - Total: 43 -12 -
Air 1500 All 17 - Total: 43 -12 -
  • 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.
  • Useful against certain match ups (Nu for example).
  • Due to the fact the mirror itself has a hitbox, can be used to create a "barrier" right in front of Nine that discourages approaches.

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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 400, 1500*2 All, Low*2 19 Until L(15)10(13)10 Total: 40 +15 ~ +73 -
Air 400, 1500*2 All, Low*2 19 Until L(15)10(13)10 Total: 40 +15 ~ +73 -
  • 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.
  • something to keep in mind is that the seed itself has a hitbox before it reaches the ground, this allows Nine to either end air combos with a knockdown and go for pressure/mix ups when she lands or it can be used to tag an opponent on their wake up to guarantee they respect Nine.
  • useful spell for a variety of reasons, good lock down, can be used in high/low unblockables, good amount of hitstun.

Uvarovite of Undoing[edit]
Uvarovite of Undoing
236B (air OK) while Element Lv 10
BBCF Nine Uvarovite.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 350*20 All 144 [X(3)]*20 Total: 32 - -
Air 350*20 All 144 [X(3)]*20 Total: 32 - -
  • 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.
  • useful after ending an air combo as Nine has just enough time to land and start pressure.
  • similar to fairy can also be used in neutral to scare opponents into respecting the falling bolts
  • also like fairy, does not go away if nine is blocking.

Crimson Raider[edit]
Crimson Raider
214A (air OK)
BBCF Nine CrimsonRaider.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 1000, 1500 All 13 15,1 23 -5 -
Air 950, 1250 All 13 15,1 Until L - -
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 2000 All 13 19 Total: 53 -10 4-18 H
Air 1800 All 13 19 Total: Until L - -
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 1500*5 /1750*5 /2000*5 All 623+1 1,1,1,1,1 Total: 58 - -
Air 1500*5 /1750*5 /2000*5 All 623+1 1,1,1,1,1 Total: 58 - -
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 1500*5 /1750*5 /2000*5 All 24+1 1,1,1,1,1 Total: 55 0/+2/+4 -
Air 1500*5 /1750*5 /2000*5 All 24+1 1,1,1,1,1 Total: 55 0/+2/+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

Scarlet Vein[edit]
Scarlet Vein
214C (air OK)
BBCF Nine ScarletVein.png
HERE COMES THE GIANT FISTS
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 2000, 1500 All 24 6 Total: 68 -11 4-?? P
Air 2500 All 24 6 Total: 68 - 4-?? P
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1500*2 All (18)+13 15, 1 30 -12 -
  • Important points go here

Detailed description of the usefulness of the move go here

6P[edit]
6P
Scarlet Vein
BBCF Nine ScarletVein.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
2300 All (18)+41 6 Total: (18)+82 -8 -
  • 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
BBCF 6B
BBCF Nine 6B.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1800 All (18+) 15 4 28 -13 -
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600*5, 900*8 [600*5, 900*8, 200*12] All 1+19 8*5(19)7*8 Total: 1+178 -31 1-21 All
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Azurite Inferno 100, 0, 250, 0, 250*3, 2050*6/
100, 0, 250, 0, 250*5, 1050*12/
100, 0, 250, 0, 250*7, 720*18
All 1+13 5 38 -29 1-18 All
Enhanced Followup 270*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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
2000 [2000, 100, 150, 250] All 1+1 10 Total: 1+66 -32 1-3 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- All 7+14 8 Total: 7+82 -41 1-47 All
  • Has a blind spot in front of her, but otherwise tracks the opponent fullscreen. Can be combo'd into from most specials.


Roadmap[edit]

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