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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;"> | ||
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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. | ||
* Variety of spells can make her pressure and active switch abilities dangerous. | * Variety of spells can make her pressure and active switch abilities dangerous. | ||
* | * Possess a variety of okizeme options, due to the variety of tools at her disposal. | ||
* | * Possesses the ability to Teleport, which allows creative mixups and mindgames. The Teleport also provides invulnerability at certain times. | ||
* Her normals absorb projectiles, and her 214C is fully invulnerable to them | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * Centers around a defensive, cautionary style of play, due to naturally slower nature of the character. | ||
* | * Features a medium difficulty floor, and high skill cap. | ||
* | * Slower nature of the character leaves her vulnerable to being abused. | ||
* | * Poor mobility. | ||
* Tall Hurtbox. | |||
|- | |- | ||
|} | |} | ||
<br clear | <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 | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
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|name=4A | |name=4A | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=4A}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|4A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Her main anti air, has head invulnerability | * Her main anti air, has head invulnerability | ||
* BBCF 6A | * BBCF 6A | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=4AA}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|4AA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=4AAA}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|4AAA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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 | ||
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|name=5A | |name=5A | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=5A}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|5A}} | |||
{{!}}- | |||
* BBCF 4C, | {{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. | |||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5AA}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|5AA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* BBCF 5C | * BBCF 5C | ||
* jump cancellable only on hit so if the opponent blocks you can use 5B to jump cancel. | |||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5AAA}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|5AAA}} | |||
{{!}}- | |||
{{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. | |||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5AAAA}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|5AAAA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5AAAAA}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|5AAAAA}} | |||
{{!}}- | |||
{{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 158: | Line 170: | ||
====== <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= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=5B}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|5B}} | |||
{{!}}- | |||
{{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. | |||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5BB}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|5BB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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 | ||
* | * 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. | ||
}} | }} | ||
}} | }} | ||
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|name=5C | |name=5C | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Nine the Phantom/Data|5C}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
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|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Nine the Phantom/Data|2A}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* BBCF 2A | * BBCF 2A | ||
}} | }} | ||
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|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Nine the Phantom/Data|2B}} | |||
{{!}}- | |||
{{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 | ||
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|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Nine the Phantom/Data|2C}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* BBCF 3C | * BBCF 3C | ||
}} | }} | ||
Line 239: | Line 258: | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=j.A}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Nine's old j.A | * Nine's old j.A | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=j.AA}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.AA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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 282: | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=j.B}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.B}} | |||
{{!}}- | |||
* Nine's old j.2A from BBCF | {{Description|7|text= | ||
* Nine's old j.2A from BBCF. Primary air to ground tool. As of ver.2.0 this move cannot be cancelled into anything if it hits a blocking opponent. Otherwise, it is useful for instant rising overheads. | |||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=j.BB}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.BB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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 305: | ||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.C}} | |||
{{!}}- | |||
* The infamous Kunzite from BBCF, now a normal. Has a bit of | {{Description|6|text= | ||
* The infamous Kunzite from BBCF, now a normal. Has tracking and a bit of landing recovery. You can special cancel it if you hit it on the actual opponent and not on block. Having more spell meter makes it deal more damage. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Moves== | ==Universal Moves== | ||
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|input=5B+C | |input=5B+C | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Nine the Phantom/Data|BC}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Wallsticks if you are close enough to the corner. | * Wallsticks if you are close enough to the corner. | ||
Line 320: | Line 341: | ||
|input=5A+D (air OK) | |input=5A+D (air OK) | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|AD}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.AD}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* No longer enhances spells, no longer has projectile coding. | * No longer enhances spells, no longer has projectile coding. | ||
* Hits on both sides | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
Line 343: | Line 363: | ||
|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 | |input=236A/B (air OK) while Element Lv 0 | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|236A/B/C Level 0}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.236A/B/C Level 0}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Rather useless, only really used if people forget they don't have magic. | * Rather useless, only really used if people forget they don't have magic. | ||
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|input=236A (air OK) while Element Lv 1-4 | |input=236A (air OK) while Element Lv 1-4 | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|236A Level 1-4}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.236A Level 1-4}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Just a standard fireball. Doesn't quite go full screen | * Just a standard fireball. Doesn't quite go full screen | ||
* 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. | |||
}} | }} | ||
}} | }} | ||
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|input=236A (air OK) while Element Lv 5-9 | |input=236A (air OK) while Element Lv 5-9 | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|236A Level 5-9}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.236A Level 5-9}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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 | |||
* 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. | |||
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|input=236A (air OK) while Element Lv 10 | |input=236A (air OK) while Element Lv 10 | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|236A Level 10}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.236A Level 10}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* A fairy that hits thrice and dispels if Nine is directly hit. Homes on the opponent from anywhere on the screen. | |||
* A fairy that hits thrice and dispels if Nine is directly hit. Homes on the opponent from anywhere on the screen | * 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. | |||
}} | }} | ||
}} | }} | ||
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|input=236B (air OK) while Element Lv 1-4 | |input=236B (air OK) while Element Lv 1-4 | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|236B Level 1-4}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.236B Level 1-4}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Much like in BBCF, it reflects projectiles. However, it no longer advances but the mirror has a hitbox. Long hitboxes can go through it and so can certain projectiles. | * Much like in BBCF, it reflects projectiles. However, it no longer advances but the mirror has a hitbox. Long hitboxes can go through it and so can certain projectiles. | ||
* A mirror that reflects projectiles and knocks enemies down and disappears upon physical contact. If a projectile comes into contact with the mirror, it'll fire a projectile that can be blocked and causes a long stagger. | * A mirror that reflects projectiles and knocks enemies down and disappears upon physical contact. If a projectile comes into contact with the mirror, it'll fire a projectile that can be blocked and causes a long stagger. Nine will also briefly become invulnerable to projectiles. | ||
* 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. | |||
}} | }} | ||
}} | }} | ||
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|input=236B (air OK) while Element Lv 5-9 | |input=236B (air OK) while Element Lv 5-9 | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|236B Level 5-9}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.236B Level 5-9}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Much like in BBCF, the 1st tree branch hit is a low, the 2nd is a mid. If the 1st tree branch whiffs, the 2nd will be a low. Can be used for unblockable setups. | * 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. | |||
}} | }} | ||
}} | }} | ||
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|input=236B (air OK) while Element Lv 10 | |input=236B (air OK) while Element Lv 10 | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|236B Level 10}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.236B Level 10}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Like in BBCF, the higher you are in the air when you cast it, the wider the area of effect will be. This can sometimes cause the move to have blindspots in between shots. | * Like in BBCF, the higher you are in the air when you cast it, the wider the area of effect will be. This can sometimes cause the move to have blindspots in between shots. | ||
* 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. | |||
}} | }} | ||
}} | }} | ||
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|input=214A (air OK) | |input=214A (air OK) | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|214A}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.214A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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 548: | ||
|input=214B (air OK) | |input=214B (air OK) | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|214B}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.214B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* High vertical reach, less so horizontally. Has invulnerability against highs when used on the ground. You can combo off of it on counterhit. | * High vertical reach, less so horizontally. Has invulnerability against highs when used on the ground. You can combo off of it on counterhit. | ||
* Air version has a longer untech time than the ground version, leading to the ability to land and combo where not normally possible. | * 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 | <br style="clear:both;"/> | ||
==Extra Skills== | ==Extra Skills== | ||
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|input=236C (air OK) Element Lv 1 or higher | |input=236C (air OK) Element Lv 1 or higher | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|236C Level 1-10}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.236C Level 1-10}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Casts a ticking timebomb on the opponent. Can be blocked, unlike in BBCF, and the hitbox lasts for a deceivingly short time. Needs spell gauge AND meter to be casted, spell gauge increases its damage. | * Casts a ticking timebomb on the opponent. Can be blocked, unlike in BBCF, and the hitbox lasts for a deceivingly short time. Needs spell gauge AND meter to be casted, spell gauge increases its damage. | ||
* Clock will vanish if Nine is hit, throw was teched, azurite inferno(214B+C) was landed as a hit(not on block), or if she leaves the playing field. | * Clock will vanish if Nine is hit, throw was teched, azurite inferno(214B+C) was landed as a hit(not on block), or if she leaves the playing field. | ||
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|input=236C (air OK) during Nephrite of Nullification | |input=236C (air OK) during Nephrite of Nullification | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|236C > 236C}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|236C > j.236C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Detonates Nephrite instantly at the cost of 1 extra meter. The detonation does not use up spell gauge | * Detonates Nephrite instantly at the cost of 1 extra meter. The detonation does not use up spell gauge | ||
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|input=214C (air OK) | |input=214C (air OK) | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|214C}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Nine the Phantom/Data|j.214C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Has tracking and a closeup blindspot, much like the old Navy Pressure. | * Has tracking and a closeup blindspot, much like the old Navy Pressure. | ||
* Fully projectile invincible, which can allow it to | * 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. | |||
}} | }} | ||
}} | }} | ||
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|name=5P | |name=5P | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Nine the Phantom/Data|5P}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Important points go here | * Important points go here | ||
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|name=6P | |name=6P | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Nine the Phantom/Data|6P}} | |||
{{!}}- | |||
{{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. | ||
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====== <font style="visibility:hidden" size="0">4P</font> ====== | ====== <font style="visibility:hidden" size="0">4P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBTag_Nine_4P.png |caption= | ||
|input= | |input=BBCF 6B | ||
|name=4P | |name=4P | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Nine the Phantom/Data|4P}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* High risk, high reward anti air. | * High risk, high reward anti air. | ||
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}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
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|name=Flame Punisher | |name=Flame Punisher | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Nine the Phantom/Data|236BC}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
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|name=Azurite Inferno | |name=Azurite Inferno | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Azurite Inferno}} | |||
{{#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. | ||
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|name=Cardinal Nova | |name=Cardinal Nova | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Nine the Phantom/Data|Distortion Skill Duo}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Important points go here | * Important points go here | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
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|name=Colorless Void | |name=Colorless Void | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Nine the Phantom/Data|222BC}} | |||
{{!}}- | |||
* 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 | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
---- | ==Roadmap== | ||
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--> | |||
{{Roadmap}} | |||
==Navigation== | |||
{{#lsth:BBTag/Nine the Phantom/Data|Links}} | {{#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 07:23, 29 January 2020
Nine |
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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 |
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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 |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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2A
2A | Template:AttackDataHeader-BBTag | ||||
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2B
2B | Template:AttackDataHeader-BBTag | ||||
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2C
2C | Template:AttackDataHeader-BBTag | ||||
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j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C | Template:AttackDataHeader-BBTag | ||||
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Universal Moves
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag | ||||
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Long animation makes you feel satisfying. |
Flax Nurture
Flax Nurture 5A+D (air OK) |
Template:AttackDataHeader-BBTag |
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Skills
Everlasting Schorl
Everlasting Schorl 236A/B (air OK) while Element Lv 0 |
Template:AttackDataHeader-BBTag |
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Amethyst of Annihilation
Amethyst of Annihilation 236A (air OK) while Element Lv 1-4 |
Template:AttackDataHeader-BBTag |
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Andradite of Accord
Andradite of Accord 236A (air OK) while Element Lv 5-9 |
Template:AttackDataHeader-BBTag |
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Taaffeite of Temptation
Taaffeite of Temptation 236A (air OK) while Element Lv 10 |
Template:AttackDataHeader-BBTag |
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Citrine of Change
Citrine of Change 236B (air OK) while Element Lv 1-4 |
Template:AttackDataHeader-BBTag |
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Morganite of Malice
Morganite of Malice 236B (air OK) while Element Lv 5-9 |
Template:AttackDataHeader-BBTag |
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Uvarovite of Undoing
Uvarovite of Undoing 236B (air OK) while Element Lv 10 |
Template:AttackDataHeader-BBTag |
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Crimson Raider
Crimson Raider 214A (air OK) |
Template:AttackDataHeader-BBTag |
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Mauvette Roar
Mauvette Roar 214B (air OK) |
Template:AttackDataHeader-BBTag |
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Extra Skills
Nephrite of Nullification
Nephrite of Nullification 236C (air OK) Element Lv 1 or higher |
Template:AttackDataHeader-BBTag |
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Nephrite of Nullification - Dual
Nephrite of Nullification - Dual 236C (air OK) during Nephrite of Nullification |
Template:AttackDataHeader-BBTag |
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Scarlet Vein
Scarlet Vein 214C (air OK) |
Template:AttackDataHeader-BBTag |
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Partner Skills
5P
5P Crimson Raider |
Template:AttackDataHeader-BBTag | ||||
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Detailed description of the usefulness of the move go here |
6P
6P Scarlet Vein |
Template:AttackDataHeader-BBTag | ||||
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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 BBCF 6B |
Template:AttackDataHeader-BBTag
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Can lead into some damaging combos on CH, otherwise not much use. |
Distortion Skills
Flame Punisher
Flame Punisher 236B+C |
Template:AttackDataHeader-BBTag | ||||
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Azurite Inferno
Azurite Inferno 214B+C |
Template:AttackDataHeader-BBTag |
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Distortion Skill Duo
Cardinal Nova P during Partner Distortion |
Template:AttackDataHeader-BBTag
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Detailed description of the usefulness of the move go here |
Astral Heat
Colorless Void 222B+C |
Template:AttackDataHeader-BBTag
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Roadmap
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 •