BBTag/Nine the Phantom: Difference between revisions

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{{CharData-BBTag|Nine}}
{{#lsth:BBTag/Nine the Phantom/Data|SystemData}}
;Movement Options
;Movement Options
* Double Jump, Teleport Airdash, Dash Type: Step
* Double Jump, Teleport Airdash, Dash Type: Step
;Playstyle
:Zoner, Aggressive, Tricky
;Team Role:
:Point, Support
|}
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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| style="width: 50%;"|
| style="width: 50%;"|
* Rather long range on her spells and normals.
* Rather long range on her spells and normals.
* Two anti airs to help discourage jump ins, if 4A is blocked she can continue into a blockstring.
* Two anti-airs to help discourage jump ins, if 4A is blocked she can continue into a blockstring.
* Has an unblockable setup in the corner, that also leads into safe jump and catches all techs.
* Has an unblockable setup in the corner, that also leads into safe jump and catches all techs.
* Style.
* Style.
* Variety of spells can make her pressure and active switch abilities dangerous.
* Variety of spells can make her pressure and active switch abilities dangerous.
* A LOT of oki options.
* Possess a variety of okizeme options, due to the variety of tools at her disposal.  
* Can teleport, which is invul till she stops.
* Possesses the ability to Teleport, which allows creative mixups and mindgames. The Teleport also provides invulnerability at certain times.
| style="width: 50%;"|
| style="width: 50%;"|
* She is more defensive than some characters, as her buttons are slow.
* Centers around a defensive, cautionary style of play, due to naturally slower nature of the character.
* Is more difficult to play compared to other characters.
* Features a medium difficulty floor, and high skill cap.  
* Needs to call people out well or make good reads, reacting too slow will get her murdered.
* Slower nature of the character leaves her vulnerable to being abused.  
* A floaty jump and bad mobility outside of teleport.
* Poor mobility.
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|}
<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.


{{CharLinks-BBTag|Nine}}
{{#lst:BBTag/Nine the Phantom/Data|Links}}
<br clear=all/>
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
Line 67: Line 75:
|name=4A
|name=4A
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag|version=yes}}
|version=4A
{{!}}-
|damage=1700 |guard=All
{{AttackVersion|name=4A}}
|startup=11 |active= |recovery= |frameAdv=-18
{{#lsth:BBTag/Nine the Phantom/Data|4A}}
|description=
{{!}}-
{{Description|7|text=
* Her main anti air, has head invulnerability
* Her main anti air, has head invulnerability
* BBCF 6A
* BBCF 6A


  }}
  }}
{{AttackData-BBTag
{{!}}-
|header=no
{{AttackVersion|name=4AA}}
|version=4AA
{{#lsth:BBTag/Nine the Phantom/Data|4AA}}
|damage=1700 |guard=All
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-10
{{Description|7|text=
|description=
* BBCF 6C
* BBCF 6C


*May whiff after the first hit of the autocombo if the opponent is too high.
*May whiff after the first hit of the autocombo if the opponent is too high.
  }}
  }}
{{AttackData-BBTag
{{!}}-
|header=no
{{AttackVersion|name=4AAA}}
|version=4AAA
{{#lsth:BBTag/Nine the Phantom/Data|4AAA}}
|damage=1600/<br/>1800/<br/>2000 |guard=All
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-14
{{Description|7|text=
|description=
* BBCF Coral/Garnet/Rubellite depending on Element meter
* BBCF Coral/Garnet/Rubellite depending on Element meter
* Damage increases with Element meter levels
* Damage increases with Element meter levels
Line 109: Line 116:
|name=5A
|name=5A
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag|version=yes}}
|version=5A
{{!}}-
|damage=1200 |guard=All
{{AttackVersion|name=5A}}
|startup=8 |active= |recovery= |frameAdv=-4
{{#lsth:BBTag/Nine the Phantom/Data|5A}}
|description=
{{!}}-
* BBCF 4C, does not negate projectiles like in BBCF
{{Description|7|text=
* BBCF 4C
* 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
{{#lsth:BBTag/Nine the Phantom/Data|5AA}}
|damage=1500 |guard=All
{{!}}-
|startup=12 |active= |recovery= |frameAdv=-8
{{Description|7|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
{{#lsth:BBTag/Nine the Phantom/Data|5AAA}}
|damage=1500 |guard=All
{{!}}-
|startup=9 |active= |recovery= |frameAdv=-9
{{Description|7|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
{{#lsth:BBTag/Nine the Phantom/Data|5AAAA}}
|damage=2000/<br/>2500/<br/>3000 |guard=All
{{!}}-
|startup=10 |active= |recovery= |frameAdv=-9
{{Description|7|text=
|description=
* BBCF Lapis Lazuli/Sapphire/Tanzanite.
* BBCF Lapis Lazuli/Sapphire/Tanzanite.
* Special cancelable.
* Special cancelable.
* Re-stands opponents, leading to potential resets.
* Re-stands opponents, leading to potential resets.
  }}
  }}
{{AttackData-BBTag
{{!}}-
|header=no
{{AttackVersion|name=5AAAAA}}
|version=5AAAAA
{{#lsth:BBTag/Nine the Phantom/Data|5AAAAA}}
|damage=2000/<br/>2200/<br/>2400 |guard=All
{{!}}-
|startup=16 |active= |recovery= |frameAdv=-11
{{Description|7|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)
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====== <font style="visibility:hidden" size="0">5B</font> ======
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
{{MoveData
|image=BBTag_Nine_5B.png |caption=
|image=BBTag_Nine_5B.png |caption='Jump-cancellable halfscreen poke' is a lot of good words.
|image2=BBTag_Nine_5BB.png |caption2=
|image2=BBTag_Nine_5BB.png |caption2=
|name=5B
|name=5B
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag|version=yes}}
|version=5B
{{!}}-
|damage=1700 |guard=All
{{AttackVersion|name=5B}}
|startup=12 |active= |recovery= |frameAdv=-8
{{#lsth:BBTag/Nine the Phantom/Data|5B}}
|description=
{{!}}-
{{Description|7|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
{{#lsth:BBTag/Nine the Phantom/Data|5BB}}
|damage=1500/<br/>800,1200/<br/>300,600,1500 |guard=All
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-16
{{Description|7|text=
|description=
* BBCF Emerald/Peridote/Malachite. Gets stronger as element meter lvl rises
* BBCF Emerald/Peridote/Malachite. Gets stronger as element meter lvl rises
* 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 186: Line 200:
|name=5C
|name=5C
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=800+ |guard=High
{{!}}-
|startup=26 |active= |recovery= |frameAdv=-4
{{#lsth:BBTag/Nine the Phantom/Data|5C}}
|description=
{{!}}-
{{Description|6|text=
* Navy Pressure from BBCF. Can only track the opponent from a few character lengths away, works at point blank now.
* Navy Pressure from BBCF. Can only track the opponent from a few character lengths away, works at point blank now.
  }}
  }}
Line 199: Line 214:
|name=2A
|name=2A
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1000 |guard=Low
{{!}}-
|startup=10 |active= |recovery= |frameAdv=-9
{{#lsth:BBTag/Nine the Phantom/Data|2A}}
|description=
{{!}}-
{{Description|6|text=
* BBCF 2A
* BBCF 2A
  }}
  }}
Line 212: Line 228:
|name=2B
|name=2B
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1500 |guard=Low
{{!}}-
|startup=11 |active= |recovery= |frameAdv=-10
{{#lsth:BBTag/Nine the Phantom/Data|2B}}
|description=
{{!}}-
{{Description|6|text=
* BBCF 2B. Longer range than 2A, but not as fast.
* BBCF 2B. Longer range than 2A, but not as fast.
  }}u
  }}u
Line 225: Line 242:
|name=2C
|name=2C
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1700 |guard=Low
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-11
{{#lsth:BBTag/Nine the Phantom/Data|2C}}
|description=
{{!}}-
{{Description|6|text=
* BBCF 3C
* BBCF 3C
  }}
  }}
Line 239: Line 257:
|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=
{{#lsth:BBTag/Nine the Phantom/Data|j.A}}
|description=
{{!}}-
{{Description|7|text=
* Nine's old j.A
* Nine's old j.A
  }}
  }}
{{AttackData-BBTag
{{!}}-
|header=no
{{AttackVersion|name=j.AA}}
|version=j.AA
{{#lsth:BBTag/Nine the Phantom/Data|j.AA}}
|damage=1500 |guard=High
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=
|description=
* Nine's old j.C from BBCF
* Nine's old j.C from BBCF
* Freely chains back into j.A or j.B on hit or block, allowing for downward staircase blockstrings.
* Freely chains back into j.A or j.B on hit or block, allowing for downward staircase blockstrings.
Line 263: Line 281:
|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=
{{#lsth:BBTag/Nine the Phantom/Data|j.B}}
|description=
{{!}}-
{{Description|7|text=
* Nine's old j.2A from BBCF
* Nine's old j.2A from BBCF
  }}
  }}
{{AttackData-BBTag
{{!}}-
|header=no
{{AttackVersion|name=j.BB}}
|version=j.BB
{{#lsth:BBTag/Nine the Phantom/Data|j.BB}}
|damage=1700 |guard=High
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=
|description=
* Nine's old j.B
* Nine's old j.B
* Freely chains back into j.A or j.B on hit or block, allowing for downward staircase blockstrings.
* Freely chains back into j.A or j.B on hit or block, allowing for downward staircase blockstrings.
Line 286: Line 304:
|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)
{{#lsth:BBTag/Nine the Phantom/Data|j.C}}
|description=
{{!}}-
* The infamous Kunzite from BBCF, now a normal. Has a bit of tracking. You can act out of it if you hit it on the actual opponent and not on block
{{Description|6|text=
* The infamous Kunzite from BBCF, now a normal. Has tracking and a bit of landing recovery. You can special cancel it if you hit it on the actual opponent and not on block. Having more spell meter makes it deal more damage.
  }}
  }}
}}
}}


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<br style="clear:both;"/>


==Universal Moves==
==Universal Moves==
Line 304: Line 323:
|input=5B+C
|input=5B+C
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=0, 2000 |guard=Throw
{{!}}-
|startup=7 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nine the Phantom/Data|BC}}
|description=
{{!}}-
{{Description|6|text=
* Wallsticks if you are close enough to the corner.
* Wallsticks if you are close enough to the corner.


Line 320: Line 340:
|input=5A+D (air OK)
|input=5A+D (air OK)
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
{{!}}-
|damage=2000 |guard=Air Unblockable
{{AttackVersion|name=Ground}}
|startup=13 |active= |recovery= |frameAdv=-30
{{#lsth:BBTag/Nine the Phantom/Data|AD}}
}}
{{!}}-
{{AttackData-BBTag
{{AttackVersion|name=Air}}
|version=Air |header=no
{{#lsth:BBTag/Nine the Phantom/Data|j.AD}}
|damage=2000 |guard=All
{{!}}-
|startup=13 |active= |recovery= |frameAdv=
{{Description|7|text=
|description=
* No longer enhances spells, no longer has projectile coding.
* No longer enhances spells, no longer has projectile coding.


Line 336: Line 355:
  }}
  }}
}}
}}
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<br style="clear:both;"/>


==Skills==
==Skills==
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|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=1500 |guard=All
{{AttackVersion|name=Ground}}
|startup=9 |active= |recovery= |frameAdv=-12
{{#lsth:BBTag/Nine the Phantom/Data|236A/B/C Level 0}}
}}
{{!}}-
{{AttackData-BBTag
{{AttackVersion|name=Air}}
|header=no |version=Air
{{#lsth:BBTag/Nine the Phantom/Data|j.236A/B/C Level 0}}
|damage=1500 |guard=All
{{!}}-
|startup=9 |active= |recovery= |frameAdv=
{{Description|7|text=
|description=
* 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.


Line 368: Line 386:
|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=1800 |guard=All
{{AttackVersion|name=Ground}}
|startup=16 ~ 76 |active= |recovery= |frameAdv=-13
{{#lsth:BBTag/Nine the Phantom/Data|236A Level 1-4}}
|description=
{{!}}-
}}
{{AttackVersion|name=Air}}
{{AttackData-BBTag
{{#lsth:BBTag/Nine the Phantom/Data|j.236A Level 1-4}}
|header=no |version=Air
{{!}}-
|damage=1800 |guard=All
{{Description|7|text=
|startup=16 ~ 76 |active= |recovery= |frameAdv=
|description=
* Just a standard fireball. Doesn't quite go full screen
* Just a standard fireball. Doesn't quite go full screen


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.
  }}
  }}
}}
}}
Line 391: Line 411:
|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= 400, 300x8, 400x8 |guard=All
{{AttackVersion|name=Ground}}
|startup=19, 48 |active= |recovery= |frameAdv=+2
{{#lsth:BBTag/Nine the Phantom/Data|236A Level 5-9}}
}}
{{!}}-
{{AttackData-BBTag
{{AttackVersion|name=Air}}
|header=no |version=Air
{{#lsth:BBTag/Nine the Phantom/Data|j.236A Level 5-9}}
|damage= 400, 300x8, 400x8 |guard=All
{{!}}-
|startup=19, 48 |active= |recovery= |frameAdv=
{{Description|7|text=
|description=
* Can be charged, while charging it you can move it. The undetonated ball can be destroyed
* Can be charged, while charging it you can move it. The projectile itself can be destroyed
* A ball that explodes in a + shape upon enemy contact or release. Goes almost full screen
* 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.
* 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.




Line 415: Line 435:
|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=1500x3 |guard=All
{{AttackVersion|name=Ground}}
|startup=92 (1st hit) |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nine the Phantom/Data|236A Level 10}}
}}
{{!}}-
{{AttackData-BBTag
{{AttackVersion|name=Air}}
|header=no |version=Air
{{#lsth:BBTag/Nine the Phantom/Data|j.236A Level 10}}
|damage=1500x3 |guard=All
{{!}}-
|startup=92 (1st hit) |active= |recovery= |frameAdv=
{{Description|7|text=
|description=
* A fairy that hits thrice and dispels if Nine is directly hit. Homes on the opponent from anywhere on the screen.
* A fairy that hits thrice and dispels if Nine is directly hit. Homes on the opponent from anywhere on the screen
* 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.
  }}
  }}
}}
}}
Line 435: Line 457:
|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= 1500 |guard=All
{{AttackVersion|name=Ground}}
|startup=17 |active= |recovery= |frameAdv=-12 (point blank)
{{#lsth:BBTag/Nine the Phantom/Data|236B Level 1-4}}
|description=
{{!}}-
}}
{{AttackVersion|name=Air}}
{{AttackData-BBTag
{{#lsth:BBTag/Nine the Phantom/Data|j.236B Level 1-4}}
|header=no |version=Air
{{!}}-
|damage= 1500 |guard=All
{{Description|7|text=
|startup=17 |active= |recovery= |frameAdv=
|description=
* 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).
* 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.
  }}
  }}
}}
}}
Line 457: Line 479:
|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=400, 1500x2 |guard=All, Low*2
{{AttackVersion|name=Ground}}
|startup=28, 67 |active= |recovery= |frameAdv=+15, +73
{{#lsth:BBTag/Nine the Phantom/Data|236B Level 5-9}}
}}
{{!}}-
{{AttackData-BBTag
{{AttackVersion|name=Air}}
|header=no |version=Air
{{#lsth:BBTag/Nine the Phantom/Data|j.236B Level 5-9}}
|damage=400, 1500x2 |guard=All, Low*2
{{!}}-
|startup=28, 67 |active= |recovery= |frameAdv=
{{Description|7|text=
|description=
* 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.
* 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.
 
* useful spell for a variety of reasons, good lock down, can be used in high/low unblockables, good amount of hitstun.
  }}
  }}
}}
}}
Line 479: Line 502:
|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=350xN |guard=All
{{AttackVersion|name=Ground}}
|startup=148 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nine the Phantom/Data|236B Level 10}}
}}
{{!}}-
{{AttackData-BBTag
{{AttackVersion|name=Air}}
|header=no |version=Air
{{#lsth:BBTag/Nine the Phantom/Data|j.236B Level 10}}
|damage=350xN |guard=All
{{!}}-
|startup=143 |active= |recovery= |frameAdv=
{{Description|7|text=
|description=
* 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.
 
* 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.
  }}
  }}
}}
}}
Line 501: Line 527:
|input=214A (air OK)
|input=214A (air OK)
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
{{!}}-
|damage=1000, 1500 |guard=All
{{AttackVersion|name=Ground}}
|startup=13 ~ 18 (1st), 28 (2nd) |active= |recovery= |frameAdv=-5
{{#lsth:BBTag/Nine the Phantom/Data|214A}}
}}
{{!}}-
{{AttackData-BBTag
{{AttackVersion|name=Air}}
|header=no |version=Air
{{#lsth:BBTag/Nine the Phantom/Data|j.214A}}
|damage=1000, 1500 |guard=All
{{!}}-
|startup=13 ~ 18 (1st), 28 (2nd) |active= |recovery= |frameAdv=
{{Description|7|text=
|description=
* 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.
* If you and your opponent are in the air, it has slight angle tracking.
* This move's hitbox is deceivingly small. The hurtbox pokes out slightly, so be careful.
* This move's hitbox is deceivingly small. The hurtbox pokes out slightly, so be careful.
  }}
  }}
Line 522: Line 547:
|input=214B (air OK)
|input=214B (air OK)
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
{{!}}-
|damage=2000 |guard=All
{{AttackVersion|name=Ground}}
|startup=13 ~ 15 |active= |recovery= |frameAdv=-10 ~ -8
{{#lsth:BBTag/Nine the Phantom/Data|214B}}
}}
{{!}}-
{{AttackData-BBTag
{{AttackVersion|name=Air}}
|header=no |version=Air
{{#lsth:BBTag/Nine the Phantom/Data|j.214B}}
|damage=2000 |guard=All
{{!}}-
|startup=13 |active= |recovery= |frameAdv=
{{Description|7|text=
|description=
* 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.
* Air version has a longer untech time than the ground version, leading to the ability to land and combo where not normally possible.
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
Line 545: Line 569:
|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=1500x5 [1750*5] |guard=All
{{AttackVersion|name=Ground}}
|startup=352+2 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nine the Phantom/Data|236C}}
|description=
{{!}}-
}}
{{AttackVersion|name=Air}}
{{AttackData-BBTag
{{#lsth:BBTag/Nine the Phantom/Data|j.236C}}
|header=no |version=Air
{{!}}-
|damage=1500x5 [1750*5] |guard=All
{{Description|7|text=
|startup=352+2 |active= |recovery= |frameAdv=
|description=
* 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.
Line 569: Line 591:
|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=1500x5 [1750*5] |guard=All
{{AttackVersion|name=Ground}}
|startup=24+4 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nine the Phantom/Data|236C > 236C}}
}}
{{!}}-
{{AttackData-BBTag
{{AttackVersion|name=Air}}
|header=no |version=Air
{{#lsth:BBTag/Nine the Phantom/Data|236C > j.236C}}
|damage=1500x5 [1750*5] |guard=All
{{!}}-
|startup=24+4 |active= |recovery= |frameAdv=
{{Description|7|text=
|description=
* 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


Line 591: Line 612:
|input=214C (air OK)
|input=214C (air OK)
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag|version=yes}}
|version=Ground
{{!}}-
|damage=2000, 1500 |guard=All
{{AttackVersion|name=Ground}}
|startup=26 |active= |recovery= |frameAdv=-11
{{#lsth:BBTag/Nine the Phantom/Data|214C}}
}}
{{!}}-
{{AttackData-BBTag
{{AttackVersion|name=Air}}
|header=no |version=Air
{{#lsth:BBTag/Nine the Phantom/Data|j.214C}}
|damage=2000 |guard=All
{{!}}-
|startup=23 |active= |recovery= |frameAdv=
{{Description|7|text=
|description=
* 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 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 617: Line 638:
|name=5P  
|name=5P  
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage= |guard=
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nine the Phantom/Data|5P}}
|description=
{{!}}-
{{Description|6|text=
* Important points go here
* Important points go here


Line 634: Line 656:
|name=6P
|name=6P
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage= |guard=
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nine the Phantom/Data|6P}}
|description=
{{!}}-
{{Description|6|text=
* Tracks the opponent horizontally, striking after a short delay.
* Tracks the opponent horizontally, striking after a short delay.
* Will not track vertically, meaning it will whiff on airborne opponents unless they are low to the ground.
* Will not track vertically, meaning it will whiff on airborne opponents unless they are low to the ground.
Line 653: Line 676:
|name=4P  
|name=4P  
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage= |guard=
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nine the Phantom/Data|4P}}
|description=
{{!}}-
{{Description|6|text=
* High risk, high reward anti air.
* High risk, high reward anti air.


Line 663: Line 687:
}}
}}


<br clear=all/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
Line 672: Line 696:
|name=Flame Punisher
|name=Flame Punisher
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage= |guard=
{{!}}-
|startup=1+19 |active= |recovery= |frameAdv=-31
{{#lsth:BBTag/Nine the Phantom/Data|236BC}}
|description=
{{!}}-
{{Description|6|text=
* Has a gap in the middle where you can be full screen super'd if you use it on block, and a closeup blindspot at times. Beware. On the other hand, it pushes people back a long way.
* Has a gap in the middle where you can be full screen super'd if you use it on block, and a closeup blindspot at times. Beware. On the other hand, it pushes people back a long way.
  }}
  }}
Line 686: Line 711:
|name=Azurite Inferno
|name=Azurite Inferno
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag|version=yes}}
|damage= |guard=
{{!}}-
|startup=1+13 |active= |recovery= |frameAdv=-29
{{AttackVersion|name=Azurite Inferno}}
|description=
{{#lsth:BBTag/Nine the Phantom/Data|214BC}}
{{!}}-
{{AttackVersion|name=Enhanced Followup}}
{{#lsth:BBTag/Nine the Phantom/Data|214BC Enhanced Followup}}
{{!}}-
{{Description|7|text=
* Will consume your spell meter, adding up to 500 extra damage for a full meter.
* Will consume your spell meter, adding up to 500 extra damage for a full meter.


Line 702: Line 732:
|name=Cardinal Nova
|name=Cardinal Nova
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage= |guard=
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nine the Phantom/Data|Distortion Skill Duo}}
|description=
{{!}}-
{{Description|6|text=
* Important points go here
* Important points go here


Line 711: Line 742:
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
Line 719: Line 750:
|name=Colorless Void
|name=Colorless Void
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage= |guard=
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nine the Phantom/Data|222BC}}
|description=
{{!}}-
* Has a blind spot in front of her.
{{Description|6|text=
 
* Has a blind spot in front of her, but otherwise tracks the opponent fullscreen. Can be combo'd into from most specials.
Can be combo'd into from 214A.


  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>
----
 
{{CharLinks-BBTag|Nine}}
==Navigation==
{{#lsth:BBTag/Nine the Phantom/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Nine the Phantom/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:Nine the Phantom]]
[[Category:Nine the Phantom]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]

Revision as of 01:20, 15 August 2019

Nine
BBTag Nine Portrait.png
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
BBTag Nine 4A.png
BBTag Nine 4AA.png
BBTag Nine 4AAA.png
Template:AttackDataHeader-BBTag
4A


4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 11 4 23 -8 B 7~14 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 19 Launch 34 12 +0 +5
BBTag Nine 4A.png
BBTAG Nine 4A Hitbox.png
  • Her main anti air, has head invulnerability
  • BBCF 6A
4AA


4AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 13 4 25 -10 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 19 Launch 34 12 +0 +5
BBTag Nine 4AA.png
BBTAG Nine 4AA Hitbox.png
  • BBCF 6C
  • May whiff after the first hit of the autocombo if the opponent is too high.
4AAA


4AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1600/
1800/
2000
All 13 3 28 -14/-12/-10 P1 - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80/85/90 3/4/5 16/18/20 Launch 22/24/26 Launch 36/39/42 11/12/13 +0 +2/+5/+8
Damage increases when Magic Level is over 5 and increases again at Level 10
BBTag Nine 4AAA.png
BBTAG Nine 4AAA Hitbox.png
  • 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
BBTag Nine 5A.png
BBTag Nine 5AA.png
BBTag Nine 5AAA.png
BBTag Nine 5AAAA.png
BBTag Nine 5AAAAA.png
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200 All 8 6 12 -4 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBTag Nine 5A.png
BBTAG Nine 5A Hitbox.png
  • 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


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 12 3 22 -8 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 21 21 26 35 11 +0 +2
BBTag Nine 5AA.png
BBTAG Nine 5AA Hitbox.png
  • BBCF 5C
  • jump cancellable only on hit so if the opponent blocks you can use 5B to jump cancel.
5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 9 3 23 -9 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 21 21 26 35 11 +0 +2
BBTag Nine 5AAA.png
BBTAG Nine 5AAA Hitbox.png
  • 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


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000/
2500/
3000
All 10 3 Total: 44 -18/-16/-14 P - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80/
85/
90
3/4/5 16/18/20 17/19/21 17/19/21 22/24/27 31/34/37 11/12/13 +0 +2/+5/+8
Damage and Attack Level increase with Magic Level. Values shown are Lv 0-4/Lv 5-9/Lv 10
BBTag Nine 5AAAA.png
BBTAG Nine 5AAAA Hitbox.png
  • BBCF Lapis Lazuli/Sapphire/Tanzanite.
  • Special cancelable.
  • Re-stands opponents, leading to potential resets.
5AAAAA


5AAAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000/
2200/
2400
All 16 6 24 -11 P - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4= 18 Launch 60 Launch 75 12 +0 +5
Damage increases with Magic Level. Values shown are Lv 0-4/Lv 5-9/Lv 10
BBTag Nine 5AAAAA.png
BBTAG Nine 5AAAAA Hitbox.png
  • 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
BBTag Nine 5B.png
'Jump-cancellable halfscreen poke' is a lot of good words.
BBTag Nine 5BB.png
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 12 6 21 -8 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 19 24 34 12 +0 +5
BBTag Nine 5B.png
'Jump-cancellable halfscreen poke' is a lot of good words.
BBTAG Nine 5B Hitbox.png
  • 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
  • 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
BBTag Nine 5C.png
AW SHIT, A COCKROACH
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 26 5 16 -4 P - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBCF Nine NavyPressure.png
AW SHIT, A COCKROACH
BBTAG Nine 5C Hitbox.png
  • Navy Pressure from BBCF. Can only track the opponent from a few character lengths away, works at point blank now.
2A
2A
BBTag Nine 2A.png
Come swim, the water's fine!
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 10 3 20 -9 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBCF Nine 2A.png
BBTAG Nine 2A Hitbox.png
  • BBCF 2A
2B
2B
BBTag Nine 2B.png
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 Low 11 6 21 -10 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCF Nine 2B.png
BBTAG Nine 2B Hitbox.png
  • BBCF 2B. Longer range than 2A, but not as fast.
2C
2C
BBTag Nine 2C.png
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 13 5 25 -11 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 Launch 55 12 +0 +5
BBCF Nine 3C.png
BBTAG Nine 2C Hitbox.png
  • BBCF 3C
j.A
j.A
BBTag Nine jA.png
BBTag Nine jAA.png
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 8 5 30 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 24 22 38 11 +0 +2
BBCF Nine jA.png
BBTAG Nine JA Hitbox.png
  • Nine's old j.A
j.AA


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 11 3 25 -11 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 24 22 38 11 +0 +2
BBCF Nine jC.png
BBTAG Nine JAA Hitbox.png
  • 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
BBTag Nine jB.png
BBTag Nine jBB.png
Template:AttackDataHeader-BBTag
j.B


j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 13 3 35 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 24 24 39 12 +0 +5
BBCF Nine j2A.png
BBTAG Nine JB Hitbox.png
  • Nine's old j.2A from BBCF
j.BB


j.BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 10 6 27 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 24 24 39 12 +0 +5
BBCF Nine jB.png
BBTAG Nine JBB Hitbox.png
  • 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
BBTag Nine jC.png
Yep, the Rock is here too.
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j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700/1900/2100 High 21 Until L Total: 57 -3 P - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 60 + GBounce Launch 76 + GBounce 0/+6 +6 +14
BBCF Nine Kunzite.png
Yep, the Rock is here too.
BBTAG Nine JC Hitbox.png
  • 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
BBTag Nine GroundThrow.png
Kicc
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BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×2, 2000 Throw 7~30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 2, 4 - Crumple, Launch 30 + WBounce 40 - - - 0, 10, 13 +0 +0
Minimum Damage 2000
Crumple Duration 90F, Crumple Fall 73F
BBCF Nine GroundThrow.png
Kicc
BBTAG Nine Throw Hitbox.png
  • Wallsticks if you are close enough to the corner.

Long animation makes you feel satisfying.

Flax Nurture
Flax Nurture
5A+D (air OK)
BBTag Nine FlaxNurture.png
Formerly an enhancement move, now a DP.
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Ground


AD
Flax Nurture
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 Air Unblockable 13 3 44 -30 B 1~15 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 60 Launch 74 11 +0 +2
Minimum Damage 100
BBCF Nine FlaxNurture.png
Formerly an enhancement move, now a DP.
BBTAG Nine RA Hitbox.png
Air


j.AD
Air Flax Nurture
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 13 3 Until L+15 - H 1~15 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 60 Launch 74 11 +0 +2
Minimum Damage 100
BBCF Nine FlaxNurture.png
BBTAG Nine RA Hitbox.png
  • 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
BBTag Nine Schorl.png
If you see this then you're probably either desperate or forgetful.
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Ground
Air
  • 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
BBTag Nine Amethyst.png
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Ground
Air
  • 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
Andradite of Accord
236A (air OK) while Element Lv 5-9
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Ground
Air
  • 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
Taaffeite of Temptation
236A (air OK) while Element Lv 10
BBTag Nine Taaffeite.png
Tinkerbell, I choose you!
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Ground
Air
  • 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
Citrine of Change
236B (air OK) while Element Lv 1-4
BBTag Nine Citrine.png
Weiss would worship Nine if she found out about this.
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Ground
Air
  • 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
Morganite of Malice
236B (air OK) while Element Lv 5-9 In Soviet Russia, lawn mows YOU!
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Ground
Air
  • 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
Uvarovite of Undoing
236B (air OK) while Element Lv 10
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Ground
Air
  • 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
Crimson Raider
214A (air OK)
BBTag Nine CrimsonRaider.png
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Ground


214A
Crimson Raider
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000, 1500 All 13 15,1 [(6)1] 28 [23] -5 B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80, 85 3,4 16, 18 Launch×2 40 + Down 23, 40 + GBounce Launch 54 + Down 23, 55 + GBounce 11, 12 +0 +2, +5
Minimum Damage 50, 75 (125)
BBTag Nine CrimsonRaider.png
BBTAG Nine 214A1 Hitbox.pngBBTAG Nine 214A2 Hitbox.png
Air


j.214A
Air Crimson Raider
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
950, 1250 All 13 15,1 [(6)1] Until L - H - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80, 85 3, 4 16, 18 Launch×2 40 + Down 23, 40 + GBounce Launch 54 + Down 23, 55 + GBounce 11, 12 +0 +2, +5
Minimum Damage 50, 75 (125)
BBTag Nine CrimsonRaider.png
BBTAG Nine 214A1 Hitbox.pngBBTAG Nine 214A2 Hitbox.png
  • 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)
BBTag Nine MauvetteRoar.png
GET OFF MA LAWN!
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Ground


214B
Mauvette Roar
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 13 19 Total: 53 -10 P 4~18 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 35 Launch 50 0/+12 +12 +17
Minimum Damage 100
BBTag Nine MauvetteRoar.png
BBTAG Nine 214B Hitbox.png
Air


j.214B
Air Mauvette Roar
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 All 13 19 Total: Until L - P - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 35 Launch 50 0/+12 +12 +17
Minimum Damage 90
BBTag Nine MauvetteRoar.png
BBTAG Nine 214B Hitbox.png
  • 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
BBTag Nine Nephrite.png
Make a Witch Time joke, I dare you.
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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
BBTag Nine Nephrite.png
Tick tock you'd better block
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Ground
Air
  • Detonates Nephrite instantly at the cost of 1 extra meter. The detonation does not use up spell gauge

Detailed description of the usefulness of the move go here

Scarlet Vein
Scarlet Vein
214C (air OK)
BBTag Nine ScarletVein.png
HERE COMES THE GIANT FISTS
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Ground


214C
Scarlet Vein
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000, 1500 All 24 6 Total: 68 -11 P1 4~29 P - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90×2 5 20 Launch 60, 60 + WBounce 60 Launch 76, 76 + WBounce 60 0/+13 +13 +21
Minimum Damage 200, 150 (350)
BBTag Nine ScarletVein.png
BBTAG Nine 214C Hitbox.png
Air


j.214C
Air Scarlet Vein
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2500 All 24 6 Total: 68 - P1 4~29 P - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 60 Launch 76 0/+13 +13 +21
Minimum Damage 250
BBTag Nine ScarletVein.png
BBTAG Nine 214C Hitbox.png
  • 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
BBTag Nine CrimsonRaider.png
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5P
Crimson Raider
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All (18)+13 15, 1 [(6)1] 30 -12 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80, 85 3, 4 16, 18 Launch 30 + Down 23, 60 - - 11, 12 +0 -
Minimum Damage 75×2 (150)
BBTag Nine CrimsonRaider.png
BBTAG Nine 5P1 Hitbox.pngBBTAG Nine 5P2 Hitbox.png
  • Important points go here

Detailed description of the usefulness of the move go here

6P
6P
Scarlet Vein
BBTag Nine ScarletVein.png
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6P
Scarlet Vein
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2300 All (18)+41 6 Total: (18)+82 -8 P - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 60 - - 0/+13 +13 -
Minimum Damage 115
BBTag Nine ScarletVein.png
BBTAG Nine 6P Hitbox.png
  • 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
BBTag Nine MauvetteRoar.png
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4P
BBCF 6B
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 All (18+) 15 4 28 -13 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 - - 12 +0 -
Minimum Damage 90
BBTag Nine 4P.png
BBTAG Nine 4P Hitbox.png


  • 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
BBTag Nine FlamePunisher.png
IMMA FIRIN MA LAZAAAH
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236BC
Flame Punisher
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
600×5, 900×8 [600×5, 900×8, 200×12] All 1+(52 Flash)+19 8×5(19)7×8 Total: 1+178 -31 P2 1~21 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 3×5, 4×8 16×5, 18×8 Launch 30 + GBounce×5, 30 + GBounce + WBounce 60×8 [, 60×12] Launch 44 + GBounce×5, 45 + GBounce + WBounce 75×8 [, 75×12] 0/+3
[0/+3×13, 0/+4×12]
+3
[0/+3×13, 0/+4×12]
+5 [+5×13, +4×12]
Values in [] are for Enhanced version
Minimum damage 60×5, 90×8 (1020) [60×5, 90×8, 20×12 (1260)]
BBCF Nine FlamePunisher.png
BBTAG Nine 236BC1 Hitbox.pngBBTAG Nine 236BC2 Hitbox.png
  • 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 *smacks you with broom* STOP! EATING! THE! SOUP!
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Azurite Inferno
Enhanced Followup


214BC Enhanced Followup
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
270×10 - 6+(25 Flash)+?? - - - - - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 - - Launch 120 - - 0/+22 +22 +30
Considered part of preceding attack, no additional damage scaling applied
Minimum damage 24×10 (240)
BBCF Nine 236236C1.pngBBCF Nine 236236C2.pngBBCF Nine 236236C3.png
  • 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 By the pricking of my thumbs.
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Distortion Skill Duo
Cardinal Nova
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 [2000, 100, 150, 250] All 1+(128 Flash)+1 10 [10,3,3,3,3] Total: 1+66 -32 P2 1~3 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 5 20 Launch 60 Launch 76 0/+13 +13 +21
Values in [] are for Enhanced version
Minimum Damage 2000 [2500]
BBCF Nine 236236B1.pngBBCF Nine 236236B2.png
BBTAG Nine DSD Hitbox.png


  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Colorless Void
222B+C
BBTag Nine ColorlessVoid.png
"I bring you despair. Ruination to all."
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222BC
Colorless Void
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 7+(54 Flash)+14 8 Total: 89 -41 P2 1~47 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 3 16 - - - - 0/+11 - -
BBTag Nine ColorlessVoid.png
"I bring you despair. Ruination to all."
BBTAG Nine 222BC Hitbox.png


  • Has a blind spot in front of her, but otherwise tracks the opponent fullscreen. Can be combo'd into from most specials.


Navigation

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.