Difference between revisions of "BBTag/Nine the Phantom"

From Dustloop Wiki
Jump to: navigation, search
(Scarlet Vein)
(10 intermediate revisions by 7 users not shown)
Line 10: Line 10:
 
;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 36: Line 42:
 
| style="width: 50%;"|
 
| style="width: 50%;"|
 
* Rather long range on her spells and normals.
 
* Rather long range on her spells and normals.
* Two anti airs to help discourage jump ins, if 4A is blocked she can continue into a blockstring.
+
* Two anti-airs to help discourage jump ins, if 4A is blocked she can continue into a blockstring.
 
* Has an unblockable setup in the corner, that also leads into safe jump and catches all techs.
 
* Has an unblockable setup in the corner, that also leads into safe jump and catches all techs.
 
* Style.
 
* Style.
 
* Variety of spells can make her pressure and active switch abilities dangerous.
 
* Variety of spells can make her pressure and active switch abilities dangerous.
* A LOT of oki options.
+
* Possess a variety of okizeme options, due to the variety of tools at her disposal.  
* Can teleport, which is invul till she stops.
+
* Possesses the ability to Teleport, which allows creative mixups and mindgames. The Teleport also provides invulnerability at certain times.
 
| style="width: 50%;"|
 
| style="width: 50%;"|
* She is more defensive than some characters, as her buttons are slow.
+
* Centers around a defensive, cautionary style of play, due to naturally slower nature of the character.
* Is more difficult to play compared to other characters.
+
* Features a medium difficulty floor, and high skill cap.  
* Needs to call people out well or make good reads, reacting too slow will get her murdered.
+
* Slower nature of the character leaves her vulnerable to being abused.  
* A floaty jump and bad mobility outside of teleport.
+
* Poor mobility.
 
|-
 
|-
 
|}
 
|}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
===Ability: The Abyss Diver===
 
===Ability: The Abyss Diver===
 
Continuing her trend from Central Fiction of being like nobody else, Nine does not possess static 236x specials. Instead, her specials are dynamic and are, again, tied to her normal attacks.
 
Continuing her trend from Central Fiction of being like nobody else, Nine does not possess static 236x specials. Instead, her specials are dynamic and are, again, tied to her normal attacks.
  
Unlike in her home series, she does not gain differing spells depending on the specific combination of normal attacks she uses. Instead, she has a new secondary bar (which will be called her 'Mana Gauge' for simplicity's sake) that will begin to fill up with every normal attack that Nine connects with, with her spells changing depending on how much Mana she has stored. This change removes the need to worry about having to press specific buttons to get your desired spell, and streamlines the spellcasting process as a whole.  
+
Unlike in her home series, she does not gain differing spells depending on the specific combination of normal attacks she uses. Instead, she has a new secondary bar (which will be called her 'Mana Gauge' for simplicity's sake) that will begin to fill up with every normal attack that Nine connects with, with her spells changing depending on how much Mana she has stored. This change removes the need to worry about having to press specific buttons to get your desired spell, and streamlines the spellcasting process as a whole. Her gauge also increases on walking forward and jumping forward, akin to Under Night's GRD meter, although this form of gain is briefly disabled on using a gauge-using ability (including Nephrite of Nullification – Dual).
 +
 
 +
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.
  
 
{{#lst:BBTag/Nine the Phantom/Data|Links}}
 
{{#lst:BBTag/Nine the Phantom/Data|Links}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Normal Moves==
 
==Normal Moves==
Line 114: Line 122:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* BBCF 4C, does not negate projectiles like in BBCF
+
* BBCF 4C
 
  }}
 
  }}
 
{{!}}-
 
{{!}}-
Line 154: Line 162:
 
====== <font style="visibility:hidden" size="0">5B</font> ======
 
====== <font style="visibility:hidden" size="0">5B</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Nine_5B.png |caption=
+
|image=BBTag_Nine_5B.png |caption='Jump-cancellable halfscreen poke' is a lot of good words.
 
|image2=BBTag_Nine_5BB.png |caption2=
 
|image2=BBTag_Nine_5BB.png |caption2=
 
|name=5B
 
|name=5B
Line 163: Line 171:
 
{{#lsth:BBTag/Nine the Phantom/Data|5B}}
 
{{#lsth:BBTag/Nine the Phantom/Data|5B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|7|text= * Jump cancellable
 
* BBCF 5B
 
* BBCF 5B
 
  }}
 
  }}
Line 173: Line 181:
 
* 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.
 
  }}
 
  }}
 
}}
 
}}
Line 295: Line 303:
 
}}
 
}}
  
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Universal Moves==
 
==Universal Moves==
Line 337: Line 345:
 
  }}
 
  }}
 
}}
 
}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Skills==
 
==Skills==
Line 344: Line 352:
 
|image=BBTag_Nine_Schorl.png |caption=If you see this then you're probably either desperate or forgetful.
 
|image=BBTag_Nine_Schorl.png |caption=If you see this then you're probably either desperate or forgetful.
 
|name=Everlasting Schorl
 
|name=Everlasting Schorl
|input=236A/B/C (air OK) while Element Lv 0
+
|input=236A/B (air OK) while Element Lv 0
 
|data=
 
|data=
 
{{AttackDataHeader-BBTag|version=yes}}
 
{{AttackDataHeader-BBTag|version=yes}}
Line 441: Line 449:
 
{{Description|7|text=
 
{{Description|7|text=
 
* Much like in BBCF, it reflects projectiles. However, it no longer advances but the mirror has a hitbox. Long hitboxes can go through it and so can certain projectiles.
 
* Much like in BBCF, it reflects projectiles. However, it no longer advances but the mirror has a hitbox. Long hitboxes can go through it and so can certain projectiles.
* A mirror that reflects projectiles and knocks enemies down and disappears upon physical contact. If a projectile comes into contact with the mirror, it'll fire a projectile that can be blocked and causes a long stagger.
+
* A mirror that reflects projectiles and knocks enemies down and disappears upon physical contact. If a projectile comes into contact with the mirror, it'll fire a projectile that can be blocked and causes a long stagger. Nine will also briefly become invulnerable to projectiles.
 
  }}
 
  }}
 
}}
 
}}
Line 526: Line 534:
 
  }}
 
  }}
 
}}
 
}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Extra Skills==
 
==Extra Skills==
Line 592: Line 600:
 
* Air version is a single hit, instead of the two hit ground version
 
* Air version is a single hit, instead of the two hit ground version
 
* Air version can allow followups solo after a j.C.
 
* Air version can allow followups solo after a j.C.
 +
* Unlike her other two EX Attacks, does not consume Mana Gauge.
 
  }}
 
  }}
 
}}
 
}}
Line 652: Line 661:
 
}}
 
}}
  
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Distortion Skills==
 
==Distortion Skills==
Line 707: Line 716:
 
  }}
 
  }}
 
}}
 
}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Astral Heat==
 
==Astral Heat==
Line 720: Line 729:
 
{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
* Has a blind spot in front of her.
+
* 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;"/>
 +
 
 
==Navigation==
 
==Navigation==
 
{{#lsth:BBTag/Nine the Phantom/Data|Links}}
 
{{#lsth:BBTag/Nine the Phantom/Data|Links}}

Revision as of 19:18, 1 June 2019

Nine
BBTag Nine Portrait.png

Health: 16,000
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

Backstory

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

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

Playstyle

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

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

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

Strengths/Weaknesses

Strengths Weaknesses
  • Rather long range on her spells and normals.
  • Two anti-airs to help discourage jump ins, if 4A is blocked she can continue into a blockstring.
  • Has an unblockable setup in the corner, that also leads into safe jump and catches all techs.
  • Style.
  • Variety of spells can make her pressure and active switch abilities dangerous.
  • Possess a variety of okizeme options, due to the variety of tools at her disposal.
  • Possesses the ability to Teleport, which allows creative mixups and mindgames. The Teleport also provides invulnerability at certain times.
  • Centers around a defensive, cautionary style of play, due to naturally slower nature of the character.
  • Features a medium difficulty floor, and high skill cap.
  • Slower nature of the character leaves her vulnerable to being abused.
  • Poor mobility.


Ability: The Abyss Diver

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

Unlike in her home series, she does not gain differing spells depending on the specific combination of normal attacks she uses. Instead, she has a new secondary bar (which will be called her 'Mana Gauge' for simplicity's sake) that will begin to fill up with every normal attack that Nine connects with, with her spells changing depending on how much Mana she has stored. This change removes the need to worry about having to press specific buttons to get your desired spell, and streamlines the spellcasting process as a whole. Her gauge also increases on walking forward and jumping forward, akin to Under Night's GRD meter, although this form of gain is briefly disabled on using a gauge-using ability (including Nephrite of Nullification – Dual).

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




Normal Moves

4A
4A
BBCF Nine 6A.png
BBCF Nine 6C.png
BBCF Nine Coral.png
Version Damage Guard Startup Active Recovery Frame Adv.
4A 1700 All 11 4 23 -8
  • 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
5A
BBCF Nine 4C.png
BBCF Nine 5C.png
BBCF Nine 5A.png
BBCF Nine LapisLazuli.png
BBTag Nine 5AAAAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1200 All 8 6 12 -4
  • BBCF 4C
5AA 1500 All 12 3 22 -8
  • BBCF 5C
5AAA 1500 All 9 3 23 -9
  • BBCF 5A
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
  • Azurite Inferno kick. Low priority ender.
  • Strong ender for ground combos
  • Gets stronger with spell meter. (4.2k > 4.8k)

Detailed description of the usefulness of the move go here


5B
5B
BBCF Nine 5B.png
'Jump-cancellable halfscreen poke' is a lot of good words.
BBCF Nine Emerald.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1700 All 12 6 21 -8
  • Jump cancellable
  • BBCF 5B
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
5C
BBCF Nine NavyPressure.png
AW SHIT, A COCKROACH
Damage Guard Startup Active Recovery Frame Adv.
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
2A
BBCF Nine 2A.png
Come swim, the water's fine!
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 10 3 20 -9
  • BBCF 2A


2B
2B
BBCF Nine 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1500 Low 11 6 21 -10
  • BBCF 2B. Longer range than 2A, but not as fast.


2C
2C
BBCF Nine 3C.png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 13 5 25 -11
  • BBCF 3C


j.A
j.A
BBCF Nine jA.png
BBCF Nine jC.png
Version Damage Guard Startup Active Recovery Frame Adv.
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
j.B
BBCF Nine j2A.png
BBCF Nine jB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.B 1700 High 13 3 35 -
  • Nine's old j.2A from BBCF
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
j.C
BBCF Nine Kunzite.png
Yep, the Rock is here too.
Damage Guard Startup Active Recovery Frame Adv.
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

Ground Throw
Ground Throw
5B+C
BBCF Nine GroundThrow.png
Kicc
Damage Guard Startup Active Recovery Frame Adv.
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
Flax Nurture
5A+D (air OK)
BBCF Nine FlaxNurture.png
Formerly an enhancement move, now a DP.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2000 Air Unblockable 13 3 44 -30
Air 2000 All 13 3 Until L+15 -
  • No longer enhances spells, no longer has projectile coding.

Detailed description of the usefulness of the move go here


Skills

Everlasting Schorl
Everlasting Schorl
236A/B (air OK) while Element Lv 0
BBCF Nine Schorl.png
If you see this then you're probably either desperate or forgetful.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1500 All 9 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
Amethyst of Annihilation
236A (air OK) while Element Lv 1-4
BBCF Nine Amethyst.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1800 All 16 - Total: 43 -13
Air 1800 All 16 - Total: 43 -13
  • Just a standard fireball. Doesn't quite go full screen

Detailed description of the usefulness of the move go here


Andradite of Accord
Andradite of Accord
236A (air OK) while Element Lv 5-9
BBCF Nine Andradite.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 400, 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.


Taaffeite of Temptation
Taaffeite of Temptation
236A (air OK) while Element Lv 10
BBCF Nine Taafeite.png
Tinkerbell, I choose you!
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 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


Citrine of Change
Citrine of Change
236B (air OK) while Element Lv 1-4
BBCF Nine Citrine.png
Weiss would worship Nine if she found out about this.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1500 All 17 - 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.


Morganite of Malice
Morganite of Malice
236B (air OK) while Element Lv 5-9
BBCF Nine Morganite.png
In Soviet Russia, lawn mows YOU!
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 400, 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.

Detailed description of the usefulness of the move go here


Uvarovite of Undoing
Uvarovite of Undoing
236B (air OK) while Element Lv 10
BBCF Nine Uvarovite.png
Version Damage Guard Startup Active Recovery Frame Adv.
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.

Detailed description of the usefulness of the move go here


Crimson Raider
Crimson Raider
214A (air OK)
BBCF Nine CrimsonRaider.png
Version Damage Guard Startup Active Recovery Frame Adv.
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
Mauvette Roar
214B (air OK)
BBCF Nine MauvetteRoar.png
GET OFF MA LAWN!
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2000 All 13 19 Total: 53 -10
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

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


Nephrite of Nullification - Dual
Nephrite of Nullification - Dual
236C (air OK) during Nephrite of Nullification
BBCF Nine Nephrite.png
Tick tock you'd better block
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 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
Scarlet Vein
214C (air OK)
BBCF Nine ScarletVein.png
HERE COMES THE GIANT FISTS
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2000, 1500 All 24 6 Total: 68 -11
Air 2500 All 24 6 Total: 68 -
  • 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

5P
5P
Crimson Raider
BBCF Nine CrimsonRaider.png
Damage Guard Startup Active Recovery Frame Adv.
1500*2 All (18)+13 15, 1 30 -12
  • Important points go here

Detailed description of the usefulness of the move go here


6P
6P
Scarlet Vein
BBCF Nine ScarletVein.png
Damage Guard Startup Active Recovery Frame Adv.
2300 All (18)+41 6 Total: (17)+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
4P
Mauvette Roar
BBCF Nine MauvetteRoar.png
Damage Guard Startup Active Recovery Frame Adv.
1800 All (18)+13 19 Total: (17)+60 -17
  • High risk, high reward anti air.

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



Distortion Skills

Flame Punisher
Flame Punisher
236B+C
BBCF Nine FlamePunisher.png
IMMA FIRIN MA LAZAAAH
Damage Guard Startup Active Recovery Frame Adv.
600*5, 900*8 [600*5, 900*8, 200*12] All 1+19 8*5(19)7*8 Total: 1+178 -31
  • Has a gap in the middle where you can be full screen super'd if you use it on block, and a closeup blindspot at times. Beware. On the other hand, it pushes people back a long way.


Azurite Inferno
Azurite Inferno
214B+C
BBCF Nine AzuriteInferno.png
*smacks you with broom* STOP! EATING! THE! SOUP!
Version Damage Guard Startup Active Recovery Frame Adv.
Azurite Inferno 100, 0, 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
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

Cardinal Nova
P during Partner Distortion
BBCF Nine CardinalNova.png
By the pricking of my thumbs.
Damage Guard Startup Active Recovery Frame Adv.
2000 [2000, 100, 150, 250] All 1+1 10 Total: 1+66 -32
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Colorless Void
222B+C
BBCF Nine ColorlessVoid.png
"I bring you despair. Ruination to all."
Damage Guard Startup Active Recovery Frame Adv.
- All 7+14 8 Total: 7+82 -41
  • Has a blind spot in front of her, but otherwise tracks the opponent fullscreen. Can be combo'd into from most specials.


Navigation


Ambox notice.png To edit frame data, edit values in BBTag/Nine the Phantom/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc