BBCF/Nine the Phantom/Combos

From Dustloop Wiki
 Nine the Phantom


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Disclaimer

This page was made by aria8ball(@hikizurubeat), since I made this all myself, it's unevitable that there will be mistakes, so please contact me via direct message on Discord The Nine Discord or Dustloop Wiki Discordin case you spot something wrong.

Combo List

W Stands for water element (A normals).

A Stands for air element (B normals).

F Stands for fire element (C normals).

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Beginner ComboUntil you get the Crimson Raider timing.
Easy

4A/5A > 5C > 3C > 5D [WFF] > 5A > 9sjc.A > j.2A > j.D [WWW] > falling j.A > 5A > 3C
A simple way to get damage as Nine while setting up her Fairy [WWF] okizeme, while it does less damage than 214A BnB, this offers an easier timing, more consistency than 214A when done close, making it a strong route of choice even at high levels of play.

Common starters include: 2A, or any sequence that ends in an A normal > 5C > 3C.

If you want even more consistency, you can microwalk after the 5D [WFF] and then 5A

Note that after the 5A, it has to be jump cancelled via super/high forward jump (2 > 9) input, otherwise, the j.2A won't connect. This is a rule of thumb that applies to all Nine Combos.

5B StarterOne of your main pokes, requires 50 meter.
Easy

5B > 214A > RC > 5A > 6A > sjc j.2A > j.D [WWW] > Ender
5B is a long range ground poke that you will use a lot, it's Nine's longest button on the ground.

5B cancels into itself once whether on block or hit, so you can do 5B > 5B > 214A and the combo will work too.

A basic metered combo in order to convert off a 5B.

The Nine BnB

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Crimson raider BnBThe Classic.
Medium

4A/5A > 5C > 3C > 5D [WFF] > 6C > delay 214A > 4C > 5A > 6A > j.2A > j.D [WWW] > Ender
The Main Nine BnB that every player of the character should learn (or atleast bother to try).

If you're at point blank do one of the beginner combos above instead of this one.

While in the video is performed 4A > 6A after 214A, and you can do it if you want, it is prefered to do 4C > 5A > 6A instead, since 4C has a bigger hitbox, making the pickup more consistent.

Common issues and tips when performing the combo will be explain on the later section.

Switch Side BnBIf you're in the corner.
Medium


4A/5A > 5C > 3C > 5D [WFF] > 6C > 214A > 4C > 5A > 6A > 9sj.2A > j.D [WWW] > Ender
Same as the previous combo, but with no delay on the 214A, which allows the sideswitch.

3C StarterNot so niche as you might think.
Medium


3C > 5D [F] x1-3 > 9sj.A > j.2C > j.D [WF] > land (5A) > 9sj.A > j.2A > j.D [WWW] > Ender
While 3C is a sort of a niche button used mainly in combos since there's is better low guard options, you can use this button at roundstart, counterpoking and low profile certain air approaches.

[F] x1-3 means you can use any charges of Fire spell for confirm from 3C, whether 1 or 3, the more charges you have, the easier is to confirm afterwards.

3C Side Switch
Hard


3C > 5D [F] x1-3 > 9sj.A > j.2C > j.D [WF] > 66 > j.2A > 5A > 6A > j.2A > j.D [WWW] > Ender
66 j.2A after j.D [WA] can be a tricky link.

[F] x1-3 means you can use any charges of Fire spell for confirm from 3C, whether 1 or 3, the more charges you have, the easier is to confirm afterwards.

Performing the Bnb

Situation Combo
214A ends up side switching

You are performing 214A too fast, so you need to delay it, the closer you are to the opponent when performing it, the more you need to delay 214A.

Some players will do 236D with a slight delay in-between of 6C > 214A to help them with the timing.

236D > 214A has to be one smooth motion.

I can't connect 4C after 214A

214A > 4C it's a link, and not a chain. So you need to wait for 214A recovery to end and then input 4C.

j.2A doesn't connect

After 6A you need to forward super jump (2 > 9 input) so j.2A connects.

Not able to combo after j.D [WWW]

j.D [WWW] puts opponent on a freeze state, you can't hit them too high with j.A otherwise the rest of the combo will not connect.

Input j.A when you're about to land.

Depending on the Ender you choose (Explained on later section) the timing might be a little bit earlier or later.

Confirming from Non BnB Situations


Situation Combo
Too far for 3C to connect

5X > 214A > RC >5A > 6A > 9sjc.2A > j.D [WWW] > Ender

Too far for 214A to connect

5B > 6C > 9sjc.X > j.X > (jc > j.X > j.X) > j.214A.

Too far for 6C to hit after [WFF]

[WFF] > 5B > 6B / 6C > 9sjc.X > j.X > (jc > j.X > j.X) > j.214A

5B (5X) into Crimson Raider Routes


STILL UNDER CONSTRUCTION

In the previous section is explained one non-BnB situation 5X (5X) > 214A > RC > 4C > 5A > 6A > 9sj.2A > j.D [WWW] > Ender

However, there is distinct versions off this confirm, which is better to document in its own section.

The most common starter you can get this is 5B, due to being Nine's longest poke on the ground, but can be any 5X button excluding 5D.

5X StarterOff any situation
Easy


5X > (5X) > 214A > RC > 5A > 6A > j.2A > j.D [WWW] > Ender
Any 5X button cancels into itself once whether on block or hit, so you can do 5X > 5X > 214A and the combo will work too.

A basic metered combo in order to convert off a 5X button.

5X StarterYou need to not have a previous stock saved.
Medium


5X > 5X > 214A > RC > walk/delay 6C > 236DD > 214A > 4C > 5A > 6A > j.2A > j.D [WWW] > Ender
A more advanced combo off not only a 5B starter but any 5X excluding 5D, when you're not on the range for 3C > 5D > [WFF]

5D Schorl gives you not only a spell on stock to use, but more corner carry and damage.

In order to perform this must not have previous stock saved, in case you do check the next sub-section.

Adjusting around previous stocks

Sometimes, during a match, when performing the combo you could have a Fire or Water spell on your main stock, and another spell you had saved on the extra one, and instead of doing the RC > 5A > 6A > j.2A > etc route, we can go for: RC (5A/5C) > 6A / 6C > 8j.D [WFF] > 5A > 9sj.A > j.2A > etc in order to get better damage

The 6X is the main part of this variation, the 5X that comes previosly is when you have only ONE Water / Fire stock. Example: 5B 5C > 214A > RC > 5A 6C > j.D [WFF] > etc

Get in the habit to put attention on your stocks mid combo, so you can adjust accordingly after 214A RC

Anti Air and Air to Air Combos

Anti Air

6A Anti AirImportant against jumping heavy opponents
Very Easy

6A > j.A > j.C (jc) j.C > j.D [WFF] > falling j.A > 6A > 9sjc.2A > j.D [WWW] > Ender
Applying the things we already known with the past combos, this is an easy anti air confirm.

6A has a lot of vertical reach, and is one of Nine's main grounded antiairs.

The jump cancel (jc) between j.C > j.C could be optional, depending mainly on the positioning you want or not to double jump cancel, this a thing that applies to all Anti-Air/Air to Air combos, but that will be explained on a later section.

6B Anti AirImportant against jumping heavy opponents
Very Easy


6B > j.A j.C (jc) j.C > j.D [WFF] > falling j.A > 6A > 9sjc.2A > j.D [WWW] > Ender
6B is the tool for when opponent are right above you.

Same as the previous route, but now adding a j.A.

6C Antiair
Easy

6C > 9sjc.A > j.2C > j.D [WFF] > falling j.A > 6A > 9sjc.2A > j.D [WWW] > Ender
While 6A has a great amount of vertical reach, 6C has the vertical reach, useful for catching jumpy opponents and for covering angled-air approaches.

Its high hit stun makes easy confirm into a combo off it.

214B Counter Hit
Easy


214B CH > 5A > 6A > sj.2A > j.D [WWW] > Ender
A basic confirm off 214B on counter hit.

While 214B is a niche tool because of another options like 6A, it can't be dismissed or not used, it's her only move with head invulnerability and covers the best the vertical range among other options.

On counter hit will make opponent bounce, and in the corner will make the opponent wall splat.

Air To Air

Air to Air j.A
Easy

j.A (jc) > j.C jc j.C > j.D [WFF] > falling j.A > 6A > 9sjc.2A > j.D [WWW] > Ender
As said before the jump cancel (jc) between j.C > j.C could be optional, based on character positioning.

Nine only can do 2 iterations of a Aerial Normal so depending on the situation it could be either j.A > j.C jc j.C or j.A jc > j.C > j.C

Air to Air Counter Hit
Easy

j.X > (5X) > 6C > j.X as needed > j.D [WFF] > falling j.A > 6A > 9sjc.2A > j.D [WWW] > Ender
You can use any buttons you want as long you confirm into j.D [WFF].

If you're jumping backwards or too far away when hitting j.X, you won't be able to land and hit (5X) > 6C, if that is the case you can jump forward and use whatever air sequence to confirm into j.D [WFF].

(5X) is optional.

Adjusting combos


As said in the 6A anti air section, you want to adjust the combos based on the character positioning/distance.

About Antiairs, sometimes the jump cancel after a 6X you want it to be a neutral jump.

You may noticed the j.C > (jc) > j.C, which means that the jc (jump cancel) is optional.

The general theory for both Antiair and Air to Air combos is:

Any sequence that leads into j.D [WFF] > land 5A > 9sjc.A > j.2A > j.D [WWW] > Ender

However, this is only possible when you're high enough when doing Kunzite [WFF], otherwise the combo will drop, if that is the case, a less awareness-required variation is:

Any sequence that leads into j.D [WFF] > falling j.A > 6A > 9sjc.2A > j.D [WWW] > Ender

The only downside being more depending on the distance between Nine and the opponent.

And this could change depending on various factors, how close Nine is to the ground, if it was a normal hit or a counter hit, the distance between both characters and the air normal that will start the combo.

There will be times that your j.A after j.D [WFF] won't be in range to hit, so you need to do whether j.B or j.C instead, into a 6X > Air sequence that ends into j.214A.

This changes based on the spell you want to get, common choices are [AFF] or [AAF].

Optimal Routing

If you are a beginner level player, you can skip this section, STILL UNDER CONSTRUCION

The main thing we need to understand, is that we want to get to j.D [WFF] with a sequence that has as many little hits as possible, example:

Air to Air j.A CH close to the ground > land > 6C > 9sjc.A > j.C > jc > j.C > j.D [WFF] > etc...

While this is a stable an consistent routing, this can be improved by doing something such as:

Air to Air j.A CH close to the ground > land > 6C > 9sjc.2C > j.D [WFF] > etc... (Damage value still needs to be listed)

Once we understand this, we can talk about more situational adjustments, due to the "Same Move Proration" that exists in the game, when we use the same movement in a combo, the damage scaling will rise, giving us less damage.

In this case we want to use air combo sequences that avoids this if the height/spacing allows it, for example:

Low height Anti Air 6A > 8jc.A > j.C > jc > j.C > j.D [WFF] > etc...

We can improve it by doing :

Low height Anti Air 6A > j.C > j.2C > j.D [WFF] > etc...

(Damage values needs to be listed)

Throw Combos

Since there is not a "Standard" Air Throw route, use the one found in the Beginner Combos section.

Enders

As you noticed on previous sections the combos were listed as j.D [WWW] > Ender.

The enders change depending on the situation / spell you want for running your okizeme, but the general theory looks like this:

Falling j.X > 5X / 2X > 3C.

Being 3C is the normal that secures the knockdown.

j.D Freeze or Crimson Raider?


Almost every time we want to go for j.D [WWW] as ender since is the one that gives us the spell for okizeme.

But there will be times we need to go for j.214A because the combo situation won't allow us to go for the former option, or in other cases, we go for j.214A when the opponent has been already freezed, otherwise the opponent won't get freezed and the combo will drop.

Ender Notes
j.A > 5A > 3C

Grants you a Fairy [WWF], this is the most, and arguably best spell for okizeme.

j.B > 2B > 3C

Grants you a Uvarorite (a.k.a Meteors / Rain) [AAF].

j.C > 5A > 3C

Grants you a Kunzite (a.k.a Rock) [WFF], mainly you will use it for Distortion super enders. You can 236D instead to save it for using Kunzite [WFF] on your pressure.

j.C > 5A > 3C > 5D [WFF] (A+B+C+D) > 236236A Basic 50% meter ender for finishing opponents at low health. The Overdrive activation (A+B+C+D) is optional.
j.C > 5A > 3C > 236D > 236236C

Optimal 50% meter ender, input it as 236D236C.

j.C > 3C > 236236B > 236236C

100% meter ender, j.C on j.C > 3C has to be very late.

Input 236236C right after 236236B recovery ends.

Resource Routes

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Basic Kunzite Store RouteRequires you to be close.
Easy


xA > 5C > 6C > 236D > 214A > 4C > 5A > 6A > 9sj.2A > j.D [WWW] > Ender
Worth to note that almost entire cast in crouching state this combo won't work, the only characters crouching that this will work on are:  Bang,  Hakumen and  Tager.

Unlike the Crimson Raider BnB, the 236D > 214A after 6C has to be inmediate.

A route that grants you a Kunzite [WFF] on stock ready to use, as said in the one-liner, it requires you to be close to the opponent in order of the 6C to hit.

The 4C link after 214A might feel tigher.

Double Kunzite ComboRequires you to be in the corner
Medium

4A/5A > 5C > 3C > 5D [WFF] > 6C > delay 214A > 4C > 6A > 5D [WFF] > 6A > 9jc.D [W] > j.A > land 5A > 5A > 3C > 5D
If you input a delay j.236D after 9jc.D [W] followed by a j.4A, the combo will reset and the j.A will hit as a meaty, which grants you a safejump. For guiding you with the delay j.236D timing, you can use the moment when the freezed opponent lands to the ground as a visual clue. Video Example

You can also do j.236D after j.D [W] with no delay which will make you land faster and Throw the opponent. Video Example

There's no specific previous stock needed for this combo, and don't forget this is for the corner.

6A Counter HitAlso possible with an air counter hit close to the ground.
Hard

6A counter hit > 236D > 5C > 6C > 9sj.2A > j.236D > j.D [W] > Ender
Another one that gives you a Kunzite [WFF] on stock.

First of all, input j.236D > j.D [W] as: j.236DD

Using Stocks in Combos

DISCLAIMER: Due to how freeform this aspect is, only basic examples will be shown, this section is highly subtle to change in the future.

During the course of a match you will have a Water [W] or Fire [F] charge stocked on your second magic slot by saving them by using 236D during neutral, and you can use those stocks in order to create new sequences and store more spells for your okizeme or increasing your damage output.

This will also cover the usage of j.236D > j.D in combos, and for practical purposes (and as seen in a former section) will be listed as j.236DD.

Water Stock

All Freeze [W] versions could be used in order to end your combo into okizeme. Of course, the more Water [W] charges, the easier is to confirm afterwards, but with the 3 versions is possible.

The general and most basic usage of this is to swap stock via 236D, by doing a different sequence to build a specific spell, this changes on the preferences / needs of the player, use j.236D mid combo, and use the Water [W] stock to freeze the opponent and end the combo normally, with a spell ready on stock to use.


Simple Ice Stock Usage
Easy

(Anything >) 5D [WFF] > 5X > 6X > 9sjc.2X > j.236DD [W] > Ender
A basic combo showing the potential uses of an Ice Stock saved, everything is listed as just X / j.2X since you can use any sequence you want to build the spell you want to use, up to your needs / preferences.

Common choices are Kunzite [WFF] or Uvarorite [AAF].

Standard Ice Stock Route
Medium

(Anything >) 5D [WFF] > 6C > delay 214A > 4X > 6X > 9jc.236DD [W] > Ender
The Crimson Raider BnB adapted to use Ice Stock during combos, note that 236D it's not needed here.

Fire Stock

The usage of Fire Stock in combos rather than giving you okizeme options, gives you points for reset the opponent with Kunzite [WFF], in order to increase your damage output, and eventually lead to okizeme.

Unlike the water stock this one is not as potentially specific, as a example, the Crimson Raider Bnb already gives you a Fire Stock if you opt to use 236D during 6C > 214A.

Basic reset theory is: After freezing the opponent with j.D [WWW] cancel it into j.236D, then do any sequence that involves Water [W] and Fire [F].

At higher levels of play keep in mind that Freeze Resets are a common point for opponents to do a Reversal, and also the mixup more than the Kunzite itself [WFF] is more about when you will drop it over the opponent. So, adding more normals such as 2C, 4A (whiff) after 2C, etc. It's extremely important.


Basic Kunzite Reset with Fire Stock
Easy


(Anything >) 5D [WFF] > 6C > 236D~214A > 4C > 5A> 6A > 9sjc.2A > j.D [W] > j.236D > falling j.2C > 5A > 5D [WFF]
Remember you need a previous Fire [F] Stock in order to do this, you need to cancel the j.D [W] into j.236D so the j.2C hits in time and the combo does not drops.

j.236DD in Combos

STILL WIP

j.D (named Shorl) is a Air Normal that gives you a Knockdown while in the air, and leads to level 3 spells, mainly used for Safejump setups on the corner via j.236DD.

The General Theory for j.236DD routes is: Anything that makes opponent go Airborne > 5X > 6X > 9sjc.2X > j.236DD > j.236DD > falling j.X/j.2A

Unlike in the former section, no specific stock is required to perform this. Common choices (and probably the best options) for this routing are Uvarorite [AAF] and Morganite [AFF].

Corner Safejump with Morganite [AFF]No Stock required for this one
Easy

(Anything >) 5D [WFF] > 5B > 6C > 9sjc.2C > j.236DD > j.236DD [AFF] > falling j.2A
A basic Safejump Okizeme with Morganite [AFF] (often called Seed), remember to input the falling j.2A as j.1A.

A more advanced version can be achieved by doing:

5D [WFF] > 6C > 214A > 4C > 5B > 6C > 9sjc.2C > j.236DD > j.236DD [AFF] > falling j.2A

5A into FreezeA common option at roundstart.
Medium

5A > 5D [W] > delay 214A > 4C > 5A > 6C > 9sjc.D [WFF] > 5B > 6C > j.2C > j.236DD > j.236DD [AFF]
5A is a common option used at roundstart since it catches a good part of the opponent's actions.

Rollcatch Routes

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

STILL UNDER CONSTRUCTION

A common strategy against Nine, is to do Delay Wakeup options to mess up the Nine's player okizeme mainly Forward and Backward roll, both midscreen and corner, but unlike other characters, Nine's options for detering the opponent from doing this are quite limited/commital depending on the screen position, the reason we'll include this here is because in order to punish Delay Wakeup Options, Nine needs to do a character specific routing, both before and after putting the opponent in a knockdown position.

The information you'll about to see were possible to recopile thanks to BIG_KASHA_STAR, which can be found on his document of <<insert kasha's guide>>.

All of the following combos have adjustments that allow Nine to be close enough to the opponent to do j.A > 4X > 3C instead of j.A > 5A > 3C which doesn't push far away the opponent enough for us to catch the Forward/Backward Roll.

Easy Combo

Rollcatch ComboCharacter specific for Forward and Back Roll.
Medium


(Any sequence that leads into Kunzite) > 3C > 5D [WFF] > microwalk 5A > slight delay 9sjc. > slight delay j.2A > slight delay > j.D [WWW] > falling j.A > 4A > 3C > 5D [WWF]
Yes, the beginner BnB combo, but with a few adjustments, the most notable ones being the delays required on the air sequence until getting the Freeze state on the opponent.

If a character is not listed here is because it doesn't require a specific adjustment in order to perform the combo.

Character Adjustment
Noel

Microwalk, but not to let them fall after Kunzite before 5A

Rachel, Litchi, Hakumen, Platinum, Valkenhayn, Hibiki and Izanami

Microwalk, let them fall just a bit after Kunzite before 5A

Jin, Bang, Carl, Tsubaki, Hazama, Mu-12, Makoto, Relius, Bullet, Terumi, Celica, Hibiki and Izanami

Microwalk, let them fall normally from Kunzite before 5A

(Note to research which route is easier on Hibiki, and Izanami)

Followup Combo

5B Rollcatch ComboCharacter specific for Forward and Back Roll.
Medium


5B > 6C > 9sj delay j.C > j.A > Kunzite > Fairy hit > land > walk forward 6A > 9sjc.D [W] > falling j.A > 4A > 3C
The 5B will catch the delay roll wheter forward or backward of the opponent.

(character specific adjusments still to be included)

Video Examples

BBCF Nine the Phantom - Basic Combos (by Meno)

BBCF1.3 Nine combo collections

BBCF2 Nine Discord Starter Combos by Juliocrivera, BasedTuxedoMask, Eevee, LUEshi and Kasha


External References

Navigation

 Nine the Phantom


System Pages
Mechanics
Application & Advanced Information
Archived Information