BBTag/Nine the Phantom: Difference between revisions

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Revision as of 06:08, 24 May 2020

Nine
BBTag Nine Portrait.png
Movement Options
  • Double Jump, Teleport Airdash, Dash Type: Step
Playstyle
Zoner, Aggressive, Tricky
Team Role
Point, Support

Overview

Lore:Konoe Ayatsuki Mercury, more commonly known as Nine the Phantom, is one of the main antagonists of BlazBlue: Central Fiction, Jubei's estranged wife, and one of the few wielders of true Magic in her home series. A member of the Six Heroes and Ten Sages; Nine's work on creating the Nox Nyctores, weaponry derived from the true Magic she held mastery in, allowed her and her colleagues to stave off the world ending calamity known as "The Black Beast". While victorious in her endeavors at fighting the monster back, a traitor amongst the Six Heroes' ranks caused her death and subsequent descent into madness. Having been brought back to life years later with the knowledge of her world's endless cycles of life and death, Nine would fight with the fervor of a wrathful phantom so that she might burn it all to ash for the sake of creating it anew for her and her little sister. All those who don't fall in line with her plans would be incinerated like the rest. power, becoming the most wanted criminal ever recorded in NOL history.

Ability: The Abyss Diver

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

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

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

Playstyle

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

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

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

Pros
Cons
  • Rather long range on her spells and normals.
  • Two anti-airs to help discourage jump ins, if 4A is blocked she can continue into a blockstring.
  • Has an unblockable setup in the corner, that also leads into safe jump and catches all techs.
  • Variety of spells can make her pressure and active switch abilities dangerous.
  • Possess a variety of okizeme options, due to the variety of tools at her disposal.
  • Possesses the ability to Teleport, which allows creative mixups and mindgames. The Teleport also provides invulnerability at certain times.
  • Her normals absorb projectiles, and her 214C is fully invulnerable to them
  • Centers around a defensive, cautionary style of play, due to naturally slower nature of the character.
  • Features a medium difficulty floor, and high skill cap.
  • Slower nature of the character leaves her vulnerable to being abused.
  • Poor mobility.
  • Tall Hurtbox.



Normal Moves

4A
4A
BBTag Nine 4A.png
BBTag Nine 4AA.png
BBTag Nine 4AAA.png
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4A
  • Her main anti air, has head invulnerability
  • BBCF 6A
4AA
  • BBCF 6C
  • May whiff after the first hit of the autocombo if the opponent is too high.
4AAA
  • 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
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5A
  • 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
  • BBCF 5C
  • jump cancellable only on hit so if the opponent blocks you can use 5B to jump cancel.
5AAA
  • 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
  • BBCF Lapis Lazuli/Sapphire/Tanzanite.
  • Special cancelable.
  • Re-stands opponents, leading to potential resets.
5AAAAA
  • 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
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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.
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
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  • 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!
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  • BBCF 2A

2B
2B
BBTag Nine 2B.png
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  • BBCF 2B. Longer range than 2A, but not as fast.
2C
2C
BBTag Nine 2C.png
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  • BBCF 3C

j.A
j.A
BBTag Nine jA.png
BBTag Nine jAA.png
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j.A
  • Nine's old j.A
j.AA
  • 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
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j.B
  • Nine's old j.2A from BBCF. Primary air to ground tool. As of ver.2.0 this move cannot be cancelled into anything if it hits a blocking opponent. Otherwise, it is useful for instant rising overheads.
j.BB
  • 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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  • 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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  • 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
Air
  • No longer enhances spells, no longer has projectile coding.
  • Hits on both sides


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
Air
  • 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
Air
  • 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
Air
  • 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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  • 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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  • 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
BBCF 6B
BBTag Nine 4P.png
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  • 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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  • 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
  • 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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  • 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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  • Has a blind spot in front of her, but otherwise tracks the opponent fullscreen. Can be combo'd into from most specials.


Roadmap

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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.