(→5A) |
|||
(10 intermediate revisions by the same user not shown) | |||
Line 123: | Line 123: | ||
{{Description|7|text= | {{Description|7|text= | ||
* BBCF 4C | * 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. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 130: | Line 133: | ||
{{Description|7|text= | {{Description|7|text= | ||
* BBCF 5C | * BBCF 5C | ||
* jump cancellable only on hit so if the opponent blocks you can use 5B to jump cancel. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 137: | Line 141: | ||
{{Description|7|text= | {{Description|7|text= | ||
* 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. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 152: | Line 159: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * 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 171: | Line 178: | ||
{{#lsth:BBTag/Nine the Phantom/Data|5B}} | {{#lsth:BBTag/Nine the Phantom/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 387: | Line 397: | ||
* Just a standard fireball. Doesn't quite go full screen | * 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. | * 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 433: | Line 447: | ||
* An important Oki spell for Nine that allows her to set up Mix ups and pressure. | * 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. | * 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 in neutral to scare opponents | * Can also be thrown out in neutral to scare opponents into respecting Nine's approach. | ||
}} | }} | ||
}} | }} | ||
Line 476: | Line 490: | ||
* 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. | ||
* 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 497: | Line 513: | ||
* 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. | ||
* 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. | |||
}} | }} | ||
}} | }} |
Revision as of 01:20, 15 August 2019
Nine |
---|
|
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 |
---|---|
|
|
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 | Template:AttackDataHeader-BBTag |
---|
5A
5A | Template:AttackDataHeader-BBTag |
---|
5B
5B | Template:AttackDataHeader-BBTag |
---|
5C
5C | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
|
2A
2A | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
|
2B
2B | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
|
2C
2C | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
|
j.A
j.A | Template:AttackDataHeader-BBTag |
---|
j.B
j.B | Template:AttackDataHeader-BBTag |
---|
j.C
j.C | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
|
Universal Moves
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
Long animation makes you feel satisfying. |
Flax Nurture
Flax Nurture 5A+D (air OK) |
Template:AttackDataHeader-BBTag |
---|
Skills
Everlasting Schorl
Everlasting Schorl 236A/B (air OK) while Element Lv 0 |
Template:AttackDataHeader-BBTag |
---|
Amethyst of Annihilation
Amethyst of Annihilation 236A (air OK) while Element Lv 1-4 |
Template:AttackDataHeader-BBTag |
---|
Andradite of Accord
Andradite of Accord 236A (air OK) while Element Lv 5-9 |
Template:AttackDataHeader-BBTag |
---|
Taaffeite of Temptation
Taaffeite of Temptation 236A (air OK) while Element Lv 10 |
Template:AttackDataHeader-BBTag |
---|
Citrine of Change
Citrine of Change 236B (air OK) while Element Lv 1-4 |
Template:AttackDataHeader-BBTag |
---|
Morganite of Malice
Morganite of Malice 236B (air OK) while Element Lv 5-9 |
Template:AttackDataHeader-BBTag |
---|
Uvarovite of Undoing
Uvarovite of Undoing 236B (air OK) while Element Lv 10 |
Template:AttackDataHeader-BBTag |
---|
Crimson Raider
Crimson Raider 214A (air OK) |
Template:AttackDataHeader-BBTag |
---|
Mauvette Roar
Mauvette Roar 214B (air OK) |
Template:AttackDataHeader-BBTag |
---|
Extra Skills
Nephrite of Nullification
Nephrite of Nullification 236C (air OK) Element Lv 1 or higher |
Template:AttackDataHeader-BBTag |
---|
Nephrite of Nullification - Dual
Nephrite of Nullification - Dual 236C (air OK) during Nephrite of Nullification |
Template:AttackDataHeader-BBTag |
---|
Scarlet Vein
Scarlet Vein 214C (air OK) |
Template:AttackDataHeader-BBTag |
---|
Partner Skills
5P
5P Crimson Raider |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
6P
6P Scarlet Vein |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Can lead into some damaging combos on CH, otherwise not much use. |
Distortion Skills
Flame Punisher
Flame Punisher 236B+C |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
|
Azurite Inferno
Azurite Inferno 214B+C |
Template:AttackDataHeader-BBTag |
---|
Distortion Skill Duo
Cardinal Nova P during Partner Distortion |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
Astral Heat
Colorless Void 222B+C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
|
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •