BBCF/Nine the Phantom

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Overview
Overview

Nine focuses on mid-long range setplay and screen control. She has many unique twists on traditional characters including a teleport dash, unique gatlings, and Drive. Instead of a traditional run/dash and airdash, Nine's movement comes from teleports. These let her move across the screen in unique ways. On offense, Nine can uniquely gatling her standing/crouching normals into any other standing/crouching normal. This does not apply to command normals, however. This ties into her Drive, which lets Nine cast spells depending on normal attacks that were recently blocked or hit. These spells make up a diverse set of tools that add to Nine's strong setplay and okizeme. While she can stick to a simple gameplan, Nine rewards smart and creative play with her massive toolset.


Lore:Konoe Ayatsuki Mercury, more commonly known as Nine, is a witch, one of the Six Heroes, and one of the Ten Sages. After finally breaking free from Hades Izanami's control as "Phantom", Nine seeks to destroy the "fake" world she perceives at any cost.
Playstyle
BBCF Nine the Phantom Icon.png Nine the Phantom uses her large range and spells for setplay and space control.
Pros Cons
  • Strong zoning game due to size of normals and spells
  • Many okizeme options from spells
  • Teleport dash is quite versatile: has invulnerability and can be used twice in any direction
  • Strong and consistent conversions off of normals and spells
  • Movement is very limited outside of teleport
  • Unreliable defensive options
  • Struggles with jump happy opponents
  • Nature of drive makes her more telegraphed
  • Ironically struggles to get in
Ability: The Abyss Diver
Unlike the other characters, Nine does not possess a Drive. Instead, her D button works in tandem with her normal attacks.

Nine's normal attacks are tuned to specific elements: A for Water, B for Wind, and C for Fire. When her normal attacks hit/are blocked by her opponent, she gains mana for that element (Visualised by glowing coloured "ribbons" behind her). Press D to cast a spell using all your mana.

Nine can save up to three mana - getting a fourth will delete the oldest one. Different combinations of mana will give different spells (20 in total!). Each spell is determined by the amount of each mana, not the order they are gained.

Nine has two slots: Active and Stock. The Active slot is where she stores her mana, and the Stock slot is a backup slot, where she can store mana from the Active Slot via Seamoss Gate.
Overdrive: Burning Red
Nine's normals will gain mana even on whiff. She also receives an element buff when she uses a spell similar to Flax Nurture's buff.
Unique Movement: 4-Way Teleport Dashes
Nine's movement is unorthodox: instead of a run or air dashes, she has teleports that can be canceled into a second teleport. The second teleport can go up/down/left/right, giving her lots of unique opportunities to move around the opponent. Nine can use both teleports after her double jump. However, she cannot double jump after using a teleport, even if the first teleport was performed on the ground. Nine is in Counter Hit recovery during the second teleport.


Normal Moves

5A

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600 All 12 6 21 -10 BD -

  • Longest reaching ground poke
  • Cancels into itself once on block and on hit

Nine breathes an icy gust of wind. 5B has a lot of reach, making it a great ground. However, at max range, it doesn't really convert into much damage. Usually the most you can get is 5B > 5B > 214A. It's mostly best used as a poke that'll keep the opponent cautious of either trying to approach Nine recklessly or trying to jump out of pressure after you've been pushed out far.

5C

2A

2B

2C

6A

6B

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 Mid 13 4 25 -9 BD -

  • Anti-air option for about round start distance
  • Good option to catch jump outs

An upward blast of fire. 6C can be a good anti-air option to go for at round start or at the same distance in other situations in neutral. Typically, it's safer to do jump up j.A to catch opponents in these situations but CH 6C is a more damaging starter and can be worth going for in situations where you feel the risks are small. It's also pretty good at catching opponents trying to jump out of pressure.

4A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 6 6 10 -2 BP -

  • Can delete projectiles
  • Grants Water Element upon deleting a projectile

A downward splash of water. 4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for 5A. The 4A variant is typically used to help setup Tanzanite of Torment/[Wx3] in a combo. All of Nine's 4X normals can be used to erase certain projectiles, giving her an element as a result.

4B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 6 8 10 -4 BP -

  • Can delete projectiles
  • Grants Wind Element upon deleting a projectile

A downward gust of wind. 4B hits a lot lower to the ground than its other 4X counterparts. For this reason, it doesn't typically get much use compared to them since 4X normals are usually used to juggle airborne opponents in tighter spots. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result.

4C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 6 8 12 -6 BP -

  • Can delete projectiles
  • Grants Fire element upon deleting a projectile

A small explosion of fire. 4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for 5A. In particular, 4C gets used to help create the Kunzite spell in more rare to see combo routes. All of Nine's 4X normals can be used to erase certain projectiles, giving her an element as a result.

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
750 Low/Air 10 5 25 -13 FD -

  • Ground Combo ender to setup Fairy oki or Uvarovite
  • Sometimes a good round start option

A circular carpet of flame. Because of it's ability to give knockdown, 3C is often used as a ground combo ender in order to setup Fairy/[WWF] oki or toss out Uvarovite/[AAF]

It's also sometimes a good round start option because of its range and ability to hit low. On hit, you can convert it into a full combo at round start by using Coral of Anger/[Fx1] afterwards. Outside of round start situations, you can convert it into a full combo if you have Kunzite or will have Kunzite after hitting 3C.

j.A

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
700 High/Air 10 9 38 - HD -

  • Great air to air normal at longer ranges
  • Great air to ground normal in a very specific situation.

A midair gust of wind. Nine's longest reaching air to air normal. It works well at poking opponents at its max range where j.A can't reach. It also can be a great air to ground normal at this range but the situation is more specific. You'll typically use it when you're falling back down to the ground from a well spaced air teleport dash/backdash. At lower heights, it can convert into a full combo on hit and give you good frame advantage on block.

j.C

j.2A

j.2B

j.2C


Spells

Everlasting Schorl

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
750 All 8 5 Total: 43 -18 P1 -

  • 110% Bonus Proration

Nine thrusts a blade of dark energy forward. Does not require any elements to be used. But also means it can only be used at the start of a combo, or immediately after a different spell has been used, or by switching into a void slot with Sea Moss Gate. It's particularly useful for slightly increasing the damage in BnB routes, depending on how the opponent is being juggled, because of its bonus proration, and for getting an air knockdown before casting a setplay spell, such as Uvarovite or Morganite.

Lapis Lazuli of Lamentation

[WxN]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
W 800 All 7 3 23 -4 P1 -
WW 1000 All 7 3 23 -2 P1 -
WWW 1250 All 7 3 23 ±0 P1 -

  • Wx2 is formally called "Sapphire of Sorrow"
  • Wx3 is formally called "Tanzanite of Torment"
  • Useful combo tool
  • Causes Freeze State

Creates a block of ice in front of her. A very common combo tool to help Nine bring her opponents back down to the ground from an air combo to go for a ground ender. This is very useful because Nine tends to have better options and greater control over her opponent's wakeup options from ground enders.

Emerald of Enmity

[AxN]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
A 700 All 11 9 18 -10 P1 -
AA 500, 800 All 11 4,5 18 -5 P1 -
AAA 350, 600, 1000 All 11 4,3,2 18 0 P1 -

  • Ax2 is formally called "Peridot of Poverty"
  • Ax3 is formally called "Malacite of Malice"
  • Great anti-zoning spell
  • Goes about 95% full screen

Fires a horizontal tornado. As one would expect from a spell that's more or less functions as a laser beam, these spells can be a great anti-zoning tool to keep zoners cautious of pressing buttons. It can be equally useful in general just to hinder an approach. These wind spells also tend to get used to combo into her Flame Punisher distortion to tack on more damage to a combo to end a round.

Coral of Catastrophe

[FxN]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
F 900 All 7 3 20 -6 P1 -
FF 1200 All 7 3 20 -4 P1 -
FFF 1500 All 7 3 20 -2 P1 -

  • Fx2 is formally called "Garnet of Gall"
  • Fx3 is formally called "Rubellite of Rage"
  • Good for converting Round Start 3C and some 3C Low Mixups

Creates a flaming skull in front of her. For the most part, this spell is only useful to confirm a round start 3C into a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with 3C low that Rubellite of Rage [FxN] will allow you to convert into a full combo. Fatal Counters on successful Counter Hit.

Heliodor of Humility

[WA]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 All 13 - Total 44 - P1 -

  • Creates a floating hitbox in front of Nine that tracks her position for a set period of time
  • Disappears if time runs out or if Nine is hit.

Creates a floating goat skull that acts like a floating hitbox. Can be useful for teleport cross ups, as the skull itself doesn't teleport, but it rather floats towards Nine during teleport. Also useful for approaching, as it will hit opponents on contact even if Nine is blocking or not doing anything in particular at the moment. Beware that it will clash with projectiles, and will disappear if Nine gets hit.

Amethyst of Annihilation

[WF]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 All 22 10 (4) 10 repeated Total 43 +7 P1 -

  • Good for resetting pressure
  • Good for hindering approaches
  • Vanishes after 5 in games seconds if it doesn't hit anything
  • On hit, has a shock effect

Fires an electric orb that slowly travels across the screen. Can be a good way to attempt to reset pressure against some characters. The advancing electric ball can give opponents limited options to deal with it at such a close range. Typically, they'll have to stay on the defensive or will attempt to try and jump out and risk getting tagged by Nine's 6C. If you happen to have it in neutral, it's also very good at hindering approaches, either from the air or from the ground depending on where you throw out the spell

Citrine of Change

[AF]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Summon Mirror - - 10 - Total: 44 - - -
Kicked Mirror 500 All 1 15 - - P -
Reflected Projectile 650 All 11 30 - - P2 -

  • Good anti-zoning tool
  • Absorbs projectiles that hit it and shoots a thin projectile back at the opponent
  • Disappears if hit by anything else
  • Will push Nine or the opponent as it moves forward if they obstruct its path
  • Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox. Wall bounces on hit

Creates a mirror in front of her that absorbs projectiles. Great anti-zoning tool for dealing with projectiles coming from the front. It won't protect you against stuff like Nu and Lambda's 4D but it'll still protect you from most projectiles.

Celestite of the Covenant

[WWA]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0 Unblockable 428 30 Total 41 - - -

  • Sets a gravity field that activates after 2 in-game seconds
  • Once the field activates, the opponent cannot jump while in the field. If they're in the air, they'll be knocked down to the ground. This deals no damage, but prorates any proceeding hit.
  • 5D sets it on the opponent's location
  • 4D sets it in front of Nine
Creates a gravity field that prevents opponents from jumping. Can be used to hinder an opponent's advance or their ability to get out of pressure

Taaffeite of Temptation

[WWF]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
500*3 All 90 X(58)X(58)X Total 41 - P1 -

  • Good oki tool
  • Goes away if Nine blocks or gets hit by an attack

Summons a fairy to attack the opponent three times. A great spell for oki. Fairy oki is one of the more common enders to go for at the end of a combo. Syncing up your blockstring to go with the fairy's 3 consecutive attacks that happen at fixed time intervals is a great way to reset pressure or keep a mixup safe.

If you have it available, Taafeite can also be great in neutral. The timed consecutive attacks can greatly limit an opponent's options and is great cover for an approach.

Andradite of Accord

[AAW]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300, 250*15 All ?? ?? Total 52 - P1 -

  • Good spell in neutral and blockstrings
  • Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down.
  • Blows back and wall bounces on ground or air hit for easy conversion into a combo
  • Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block
  • The orb can be destroyed by the opponent before it explodes.
    • Orb can be destroyed by all attribute attacks except for throws

Summons an orb of dark energy that explodes in a + shape. Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements.

However, if you can manage to get it out in a blockstring, Andradite is also quite good in pressure. It's good for resetting pressure but on regular block, it'll also deal a great amount of chip damage and on barrier block, it'll take an equivalent amount of barrier away from the opponent.

Uvarovite of Undoing

[AAF]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
400*20 All 142 X{(3)X}*19 Total 41 - P1 -

  • Approximately 2 second delay between the targeting circle first appearing and when the rain of fire comes down.
  • Tracks opponent location before activating

Creates a cloud above the opponent that rains down fire. Uvarovite sees most of its use as an oki tool. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a fairly long time. The fire shower is also really good at obscuring what's happening on the screen and can be a good place to try and slip in a mixup.

In neutral, Uvarovite can also be pretty good. The area that the fire shower comes down in is fairly large. Even throwing it out at midscreen will greatly limit the way opponents can move without getting themselves caught in the fire shower, which would allow you to get in. When the opponent is closer to the corner, Uvarovite can be especially good in neutral because they have even less places to run, making it easier to lock them down to cover an approach.

Kunzite of Keep Breaker

[FFW]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1050*2 High/Air 21 Until L, 5 Total 41 +6 P1 -

  • Great combo, mixup and anti-air destroyer tool
  • Launches on ground hit
  • Ground bounces on air hit
  • Tracks to the opponent's location horizontally

Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses.

Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with 4A/5A up close or 6C further out to keep your combo going.

In pressure, Kunzite is a good overhead that can open people up for a full combo.

Because throwing out Kunzite halts Nine's falling momentum completely, it's an amazing AA destroyer that converts into a full combo on hit and on block, allows her to safely come down to start pressure.

Morganite of Malice

[FFA]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900*2 Low/Air, All 10+Until L+16 10 (13) 10 Total 41 - P1 -

  • The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low. If the first hit is blocked, the second hit will be a mid.

Creates a seed that grows into a vine that travels across the screen. Currently, seed doesn't see much use outside of attempts to do unblockables. It seems a bit hard to get the opponent to block it compared to other spells like Fairy, Uvarovite and Andradite.

Outside of unblockables, it seems like it could be a decent tool for controlling ground space. Between the 2 branches that sprout out of the ground to attack, they cover about 3/4 of the screen.

Nephrite of Nullification

[WAF]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1500*5 Barrier 624+(60 Flash)+0 1,1,1,1,36 Total 41 - P2 -

  • Cannot be regular blocked. MUST be barrier blocked.
  • Drains a good amount of barrier on barrier block
  • Countdown timer goes away if Nine is hit, techs a throw, or if her opponent techs a throw
  • 1500 minimum damage

Nine creates a countdown timer on the opponent. After a short while, the opponent is bombarded with pillars of dark energy. A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate.


Universal Mechanics

Ground Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 600, 900 Throw(70) 7 3 23 - T -

  • 100% minimum damage
  • Wall bounces midscreen
  • Wall sticks in the corner

Nine grabs the opponent with her cape, knees them in the chest and kicks them away. Standard throw. Can be converted into a combo from the wall bounce with a 5A juggle midscreen. In the corner, it's possible that they'll wall stick a bit too far for the usual 5A juggle. In these cases, you can do 6C > delay 214A to convert it into a full combo.

Air Throw

j.B+C

Counter Assault

When blocking 6A+B

Crush Trigger

5A+B (Chargeable)


Specials

Crimson Raider

214A air OK

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
214A 600, 950 All 7 15(6)1 24 -2 - -
j.214A 500, 950 All 7 15(6)1 Until L - H -

  • Air combo ender and max damage ground ender

Dashes at the opponent while wreathed in flames, creating an explosion on impact. Crimson Raider is typically used an air combo ender in situations where you can bring the opponent back down to the ground with Tanzanite of Torment/[Wx3]. It's also sometimes used in ground enders from Tanzanite of Torment/[Wx3] as well when you want to go for max damage instead.

Outside of its use as a combo ender, it also sees use in combos from some 6C juggle combo routes to close the gap between the opponent and keep the combo going with a 4/5A juggle.

Mauvette Roar

214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1100 Mid 13 19 Total 53 -10 P1 4~18 H

  • On CH, wallbounces at midscreen and wallsplats in the corner.

Nine performs an upward kick with her demon, Hi no Kagutsuchi. An anti-air special. Can easily be followed up with a full combo on CH. This special usually doesn't get any use since Nine has a lot of other options like 6X, teleport or rising j.A at her disposal. It is, however, her only move outside of true reversals with actual Head invul, and it covers the best vertical range among her anti-air options, making it a good choice in certain situations.

Navy Pressure

214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1500 High/Air 27 5 Total 63 -3 P1 -

  • Has a minimum distance. Tracks similarly to Hazama's Eternal Coils
  • Great for punishing people trying to do stuff on the ground at fullscreen distance
  • Sometimes great for catching people trying to get out of pressure at longer distances
  • Hitbox appears at the opponent's horizontal location.
  • Fatal Counter
  • Ground Bounces on Counter Hit

Performs an overhead punch with Hi no Kagutsuchi's fist. Because of it's tracking, Navy Pressure is a great tool to punish an opponent's attempt to do stuff at longer ranges and make them more cautious of doing so in the future. It can also be great in pressure as well to catch people trying to get out of pressure after you've pushed back too far for normals to reach.

While Navy Pressure is an overhead, you typically won't be using it to open people up because of the slow startup. A noteworthy exception to this are attempts to do an unblockable when combined with the Morganite spell

Seamoss Gate

236D

Flax Nurture

214D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
With Spell 800 All 22 1 29 -4 P1 1~24 All
Without Spell - - - - 64 - - -

  • Good reversal option
  • Requires an active element for the hitbox to activate
  • Gives a damage buff depending on her most recent active element.
  • Gives chip damage to normals of the same element as the granted aura
  • Length of buff varies depending on how much of the element was in the active slot

Flax Nurture has invulnerability on start up and is also punishable only on instant block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Characters with normals with better reach can also outspace the horizontal reach of Flax Nurture.

The length of the buff depends on the amount of the element you had in your active slot. The more of the element in the active slot, the longer the buff will last.


Distortion Drives

Flame Punisher

236236A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Attack 400*5, 325*8 All 1+(56 Flash)+16 40 (18) 56 34 - P2 1~2 All
2~53 P
Overdrive Followup 200*12 All - 5*12 - - P2 -

  • Great to tack on at the end of a combo for more damage to end a round
  • Good anti-zoning tool
  • Full Inv 1-2F, Projectile Inv 3-53F
  • 720 minimum damage, 1200 during OD

Nine fires two beams of dark energy, one from her hand and the other from her foot. On Overdrive, Nine finishes it by having Hi no Kagutsuchi breathe a large torrent of fire from its mouth. Because of its horizontal range, Flame Punisher tends to be the easiest distortion to combo into to tack on extra damage to a combo to end a round. It's horizontal range also makes it great for sniping opponent's attempting to zone or setup an oki from a distance like Lambda's 236D.

Cardinal Nova

236236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
2000 [2000, 500*3] All 7+(94 Flash)+3 10 Total 38 +5 P2 7~11 All

  • If Nine has a spell in either her active or stock spell slots prior to using this Distortion Drive, damage is boosted to 2567 though the rest of the frame data stays the same.
  • Gives Nine a random 3 Element spell to both her Active and Stock slots
  • Full Inv 7-11F
  • 600 minimum damage, 750 during OD

Nine creates a localized explosion in front of her. On Overdrive, Nine creates multiple explosions that carry the opponent into the air. A great distortion for 100 meter combo enders for max damage. First, you can combo into this to get a 3 Element spell in both your slots and then you combo into Azurite Inferno, which gets a damage buff for each element in both of your slots, to maximize its damage output.

Azurite Inferno

236236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
See notes All 1+(24 Flash)+13 5 38 -29 F 1~18 All

  • Reversal Super
  • Great round ender, especially when you have 100 meter
  • Consumes the spells in your Active and Stock Slot
  • Damage increases based on the number of elements in your spells
  • Full Inv 1-18F

Nine performs a downward stomp. If it connects, the opponent is crucified on spears and Nine bombards them with arrows of dark energy. On Overdrive, the arrows are bigger and stronger and Nine also finishes the opponent off with pillars of dark energy, similar to her Nephrite spell. The move becomes stronger and flashier depending on the number of elements in your spells. Its minimum damage is greatly affected by it.

-Base Minimum Damage: 800

-1 Element in Active Slot = No Change

-2 Elements in Active Slot = +100

-3 Elements in Active Slot = +200

-1 Element in Stock Slot = +130

-2 Elements in Stock Slot = +256

-3 Elements in Stock Slot = +490

-Overdrive = +500

With full slots and Overdrive, it has one of the highest minimum damages in the game. Base (800) + 3 Active Elements (200) + 3 Stocked Elements (490) + Overdrive (500) = 1990.


Exceed Accel

Scarlet Vein

ABCD during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 2400
{600, 2400, 2800}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

  • Behaves like all other Exceed Accels
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.
  • Lacks strong pushback

Nine kicks the opponent on startup, then commands Hi no Kagutsuchi to crush them in between its fists. Puts Nine in Active Flow if she hasn't already been in it already. On Active Flow, the collision of fists causes a small explosion that ignites the opponent on fire. Has full invul, but is relatively unsafe on block, has low minimum damage and cannot be rapid-canceled.


Astral Heat

Colorless Void

236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 5000, 30000 All 7+(52 Flash)+16 8 Total: 91 -41 P2 1~49 All

  • Tracks opponent's location similarly to Navy Pressure
  • Has a minimum distance

Nine's Astral. Nine commands her demon, Hi-no-Kagutsuchi, to devour the opponent and ensnare them in a cage of fire. She then rises into the air and summons a large pentagram before calling down scores of meteors to annihilate the opponent. Can be comboed into from a 3C so going for it after bringing the opponent back down to the ground with Tanzanite/[Wx3] is a good place to go for it if you've met the conditions.

Combos From...

  • Ground Throws
  • 3C
  • CH 214B
  • ...and more!


External References


Navigation

Ambox notice.png To edit frame data, edit values in BBCF/Nine the Phantom/Data.