BBCF/Nine the Phantom/Frame Data

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System Data[edit]

Health:10,500
Prejump:4F
Backdash:40F (1-4F Inv P, 5-32F Inv All)
Unique Movements:4 Way Teleport Dash
  • See normal moves section for more info on Nine's dashes


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCF Nine 5A.png 600 All 9 3 23 -9 BD - CSJR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5BBBCF Nine 5B.png 600 All 12 6 21 -10 BD - CSJR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCF Nine 5C.png 600 All 12 3 25 -11 BD - CSJR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
2ABBCF Nine 2A.png 550 Low/Air 10 3 23 -9 FD - CSR 90 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
2BBBCF Nine 2B.png 550 Low/Air 11 6 21 -10 FD - CSR 90 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
2CBBCF Nine 2C.png 550 Low/Air 11 3 25 -11 FD - CSR 90 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
3CBBCF Nine 3C.png 750 Low/Air 10 5 25 -13 FD - SR 90 89 Long 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2 Click!
6ABBCF Nine 6A.png 900 Mid 11 4 23 -8 BD - SJR 100 82 Long 4 18 Launch 29 Launch 44 12 +0 +5 Click!
6BBBCF Nine 6B.png 900 Mid 12 6 21 -8 BD - SJR 100 82 Long 4 18 Launch 29 Launch 44 12 +0 +5 Click!
6CBBCF Nine 6C.png 900 Mid 13 4 25 -9 BD - SJR 100 82 Long 4 18 Launch 29 Launch 44 12 +0 +5 Click!
4ABBCF Nine 4A.png 300 All 6 6 10 -2 BP - SR 100 85 Normal 2 13 14 14 18 26 10 +0 +1 Click!
4BBBCF Nine 4B.png 300 All 6 8 10 -4 BP - SR 100 85 Normal 2 13 14 14 18 26 10 +0 +1 Click!
4CBBCF Nine 4C.png 300 All 6 8 12 -6 BP - SR 100 85 Normal 2 13 14 14 18 26 10 +0 +1 Click!
j.ABBCF Nine jA.png 700 High/Air 8 3 39 - HD - CSJR 80 89 Long 3 16 17 22 22 36 11 +0 +2 Click!
j.BBBCF Nine jB.png 700 High/Air 10 9 38 - HD - CSJR 80 89 Long 3 16 17 22 22 36 11 +0 +2 Click!
j.CBBCF Nine jC.png 700 High/Air 11 3 38 - HD - CSJR 80 89 Long 3 16 17 22 22 36 11 +0 +2 Click!
j.2ABBCF Nine j2A.png 800 High/Air 13 3 49 - HD - SJR 80 89 Long 3 16 17 22 22 36 11 +0 +2 Click!
j.2BBBCF Nine j2B.png 800 High/Air 17 10 40 - HD - SJR 80 89 Long 3 16 17 22 22 36 11 +0 +2 Click!
j.2CBBCF Nine j2C.png 800 High/Air 17 3 49 - HD - SJR 80 89 Long 3 16 17 22 22 36 11 +0 +2 Click!

Drive Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Everlasting SchorlBBCF Nine Schorl.png
NNN
750 All 8 5 Total: 43 -18 P1 - SR 90 89 Long 3 16 17 35 Crumple 35 49 11 +0 +2 Click!
  • Bonus Proration 110%
Coral of CatastropheBBCF Nine Coral.png
RNN
900 All 10 3 20 -6 P1 - SR 100 69 Long 3 16 Launch 38 Launch 55 11 +0 +2 Click!
Garnet of GallBBCF Nine Coral.png
RRN
1200 All 10 3 20 -4 P1 - SR 100 72 Long 4 18 Launch 38 Launch 56 12 +0 +5 Click!
Rubellite of RageBBCF Nine Coral.png
RRR
1500 All 10 3 20 -2 P1 - SR 100 74 Long 5 20 Launch 38 Launch 57 13 +0 +8 Click!
Lapis Lazuli of LamentationBBCF Nine LapisLazuli.png
BNN
800 All 10 3 23 -4 P1 - SR 100 69 Long 3 16 17 17 22 31 6/+5 +5 +7 Click!
  • freeze 36, freeze count 1
Sapphire of SorrowBBCF Nine LapisLazuli.png
BBN
1000 All 10 3 23 -2 P1 - SR 100 72 Long 4 18 19 19 24 34 7/+5 +5 +10 Click!
  • freeze 36, freeze count 1
Tanzanite of TormentBBCF Nine LapisLazuli.png
BBB
1250 All 10 3 23 ±0 P1 - SR 100 74 Long 5 20 21 21 27 37 8/+5 +5 +13 Click!
  • freeze 36, freeze count 1
Emerald of EnmityBBCF Nine Emerald.png
GNN
700 All 14 9 18 -10 P1 - SR 100 69 Long 3 16 Launch 25 + Slide 40 Launch 39 + Slide 40 11 +0 +0 Click!
Perdot of PovertyBBCF Nine Emerald.png
GGN
500, 800 All 14 4,5 18 -5 P1 - SR 100 72 Long 4 18 Launch 25 + Slide 40 Launch 40 + Slide 40 4 +0 +0 Click!
Malachite of MaliceBBCF Nine Emerald.png
GGG
350, 600, 1000 All 14 4,3,2 18 0 P1 - SR 100 74 Long 5 20 Launch 25 + Slide 40 Launch 41 + Slide 40 2 +0 +0 Click!
Amethyst of AnnihilationBBCF Nine Amethyst.png
RBN
1000 All 22 10 (4) 10 repeated Total 43 +7 P1 - - 80 82 Normal 4 18 Launch 100 Launch 115 0/+10 +10 +15 Click!
  • Bonus Proration 110%
Citrine of ChangeBBCF Nine Citrine.png
RGN
- - 10 - Total: 44 - - - - - - - - - - - - - - - - Click!
Citrine of ChangeBBCF Nine Citrine.png
Reflect Attack
650 All 11 30 - - P2 - - 50 94 Normal 3 16 Crumple 27 17 Crumple 54 31 0/+11 +11 +13 Click!
Citrine of ChangeBBCF Nine Citrine.png
Kick Mirror
500 All 1 15 - - P - - 80 94 Normal 4 18 Launch 60 + WBounce 40 + Down 23 Launch 75 + WBounce 40 + Down 23 0/+6 +6 +11 Click!
Heliodor of HumilityBBCF Nine Heliodor.png
BGN
800 All 13 - Total 44 - P1 - - 80 89 Normal 3 16 Launch 30 Launch 44 0/+11 +11 +13 Click!
Kunzite of Keep BreakerBBCF Nine Kunzite.png
RRB
1050*2 High/Air 21 until landing, 5 Total 41 +6 P1 - R 100 79 Normal 5 20, 11 Launch 60 + GBounce, 30 + GBounce Launch 76 + GBounce, 46 + GBounce 0/+3 +3, +10 +11, +18 Click!
Morganite of MaliceBBCF Nine Morganite.png
RRG
900*2 Low/Air, All 10+Until L+16 10 (13) 10 Total 41 - P1 - - - 84 Long 5 20 Crumple 30, Launch 21 + Slide 17, 21 + Slide 12 + Down 33 Crumple 60, Launch 37 + Slide 17, 37 + Slide 12 + Down 33 0/+6 +6 +8 Click!
Taaffeite of Temptation200x200px
BBR
300 per shot All 14+77 See notes Total 41 - P1 - - 80 75 Normal 2 13 14 20 18 32 0/+10 +20 +21 Click!
  • Each shot lasts until offscreen.
  • Shots appear on 92F, 150F, and 208F
Celestite of the CovenantBBCF Nine Celestite.png
BBG
0 - 428 30 Total 41 - - - - 50 100 Very Short 3 16 - 60 + Down 38 - 74 + Down 38 0 +0 +2 Click!
  • If opponent is jumping, a hard knockdown will occur
Uvarovite of UndoingBBCF Nine Uvarovite.png
GGR
400, 300*19 All 142 ?? Total 41 - P1 - - 80 94 Normal 3 16 17 25 22 39 0/+2 +2 +4 Click!
Andradite of AccordBBCF Nine Andradite.png
GGB
300, 250*15 All ?? ?? Total 52 - P1 - - 100 92 Normal 3 16 Launch 30 + WBounce 60 Launch 44 + WBounce 60 0/+10 +10 +10 Click!
  • Horzontal and Vertical parts of the cross do 8 hits each
Nephrite of NullificationBBCF Nine Nephrite.png
RGB
1500*5 Barrier 624+(60 Flash)+0 1,1,1,1,36 Total 41 - P2 - - 80 74 Normal 5 20 Launch 180 Launch 196 0/+2 +2 +10 Click!
  • Minimum Damage 20%: 1500

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Throw/Back ThrowBBCF Nine GroundThrow.png 0, 600, 900 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 2, 4 - Crumple 77, Launch 30 + WBounce 40 + WStick 42 - - - 0, 10, 12 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCF Nine AirThrow.png 0, 50*8, 1100 Throw(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0, 2*8, 4 - - 60 - - 0*9, 13 +0, 0/+20*8, 13 +0, +20*8, +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCF Nine GroundThrow.png 0 All 13 3 36 -18 B 1~20 All R 50 92 Very Short 4 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!
1st Dash200x200px
66/44
- - - - 40 - - 1~4 P
5~32 All
- - - - - - - - - - - - - Click!
  • 2nd dash begins on 30F
  • Can pass through opponent 14-23F
1st Air Dash
j.66/44
- - - - 30 - - 1~4 P
5~25 All
- - - - - - - - - - - - - Click!
  • 2nd dash begins on 23F
  • Can pass through opponent 14-19F
2nd Dash Forward/Back
66/44
- - - - 40 - - 1~25 All - - - - - - - - - - - - - Click!
  • Can pass through opponent 16-25F
  • Nine is in CH state during recovery
2nd Dash Up/Down
88/22
- - - - 35 - - 1~20 All - - - - - - - - - - - - - Click!
  • Can pass through opponent 16-21F
  • Nine is in CH state during recovery
Crush TriggerBBCF Nine CrushTrigger.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Crimson RaiderBBCF Nine CrimsonRaider.png
214A
600, 950 All 7 15(6)1 24 -2 - - R 90 89, 94 Long 3, 5 16, 20 Launch 70, 40 Launch 84, 56 11, 13 +0 +2, +8 Click!
  • When first hit touches opponent, immediately goes into second hit with startup 7
Air Crimson RaiderBBCF Nine CrimsonRaider.png
j.214A
500, 950 All 7 15(6)1 - - H - R 90 89, 94 Long 3, 5 16, 20 Launch 70, 40 + Down 23 Launch 84, 56 + Down 23 11, 13 +0 +2, +8 Click!
  • When first hit touches opponent, immediately goes into second hit with startup 7
  • On hit/block, Nine recovers 22F after 2nd hit
Mauvette RoarBBCF Nine MauvetteRoar.png
214B
1100 Mid 13 19 Total 53 -10 P1 4~18 H R 90 82 Very Short 4 18 Launch 35 Launch 50 + WBounce 60 + WStick 30 12 +0 +5 Click!
Navy PressureBBCF Nine NavyPressure.png
214C
1500 High/Air 27 5 Total 63 -3 P1 - R 90 84 Normal 5 20 Launch 35 + Down 23 Launch 54 + GBounce 0/+13 +13 +21 Click!
Flax NurtureBBCF Nine FlaxNurture.png
214D (with spell)
800 All 22 1 29 -4 P1 1~24 All R 60 89 Very Short 3 16 Launch 30 Launch 44 11/+9 +0 +2 Click!
Flax Nurture
214D (without spell)
- - - - 64 - - - - - - - - - - - - - - - - Click!
  • Longer total time than (with spell) version
Seamoss GateBBCF Nine SeaMossGate.png
236D
- - - - Total 25 - - - - - - - - - - - - - - - - Click!
  • 10F onwards can cancel into 5D, j.D

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Flame PunisherBBCF Nine FlamePunisher.png
236236A
400*5, 325*8 All 1+(56 Flash)+16 40 (18) 56 34 - P2 1~2 All
2~53 P
R 90 79 (Once), 82 (Once) Normal 3*8,4*8 16*5, 18*8 Launch 30 + GBounce*8, 30 + WBounce 60*8 Launch 44 + GBounce*8, 45 + WBounce 60*8 0/+3 +3 +5 Click!
  • First beam Minimum Damage 10%, second beam 20%: 840
Flame Punisher
OD finisher
200*12 All - 5*12 - - P2 - R 90 84 (Once) Normal 5 - Launch 60 + WBounce - - 0/+4 +4 - Click!
  • Minimum Damage 20%: 480
Cardinal NovaBBCF Nine CardinalNova.png
236236B
2000 [2000, 500*3] All 7+(94 Flash)+3 10 Total 38 +5 P2 7~11 All R 70 84
[84, 96*3]
Very Short
[Very Short, Normal*3]
5 20 Launch 60 Launch 76 0/+13 +13 +21 Click!
  • Values in [] are during OD
  • Only 1 hit on block
  • Minimum Damage 30% [30%, 10%*2]: 600 [750]
Azurite InfernoBBCF Nine AzuriteInferno.png
236236C
See notes All 1+(24 Flash)+13 5 38 -29 F 1~18 All R - - Long 2 20 Launch 60 + WBounce - - 10 +0 +1 Click!
  • Minimum Damage range 800-1490. During OD range is 1300-1990
  • Consumes all elements in both slots on hit.
  • First 3 hits deal 100, 0*2 and have Minimum Damage 100%: 100
  • Next part's damage depends on number of elements in Active Slot: 0-1 Elements: 250*5. 2 Elements: 250*7. 3 Elements: 250*9. Minimum Damage 20%: 250/350/450.
  • Next part's damage depends on number of elements in Stock Slot: 0 Elements: 1250*5. 1 Element: 1050*6. 2 Elements: 630*12. 3 Elements: 550*18. Minimum Damage 10%: 625/630/756/990.
  • During OD, adds 250*10 damage with minimum damage 20%: 500.

Exceed Accel[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Scarlet VeinBBCF Nine ScarletVein.png
ABCD during OD
600, 2400
{600, 2400, 2800}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 60
{60, 120}
- - 20 20, 0/+15 {*2} +0, +18 {*2} Click!
  • Values in [] are when canceled into or immediatelyΩ after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {580+58}

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Colorless VoidBBCF Nine ColorlessVoid.png
236236D
0, 5000, 30000 All 7+(52 Flash)+16 8 Total: 91 -41 P2 1~49 All - - - Long 3 16 - - - - 0/+11 - - Click!

Revolver Action Table[edit]

Nine's gatlings are unique because she has much less limitations than most of the cast. Nine may use any 2 5X normals and any 2 2X normals per gatling sequence. All 5X and 2X normals are self cancellable. This means she can use sequences like 5A > 4A > 5A > 2C > 2B > 3C. This gives Nine more flexibility in obtaining certain elements for spells.

Ground Revolver Action Table
A/B/C D Cancels
5x[2] 5x, 2x, 6x, 4x, 3C Yes Jump, Special
2x[2] 5x, 2x, 6x, 4x, 3C Yes Special
6x - Yes Jump, Special
4x 5x, 2x, 6x, 3C Yes Throw, Special
3C - Yes Special
Air Revolver Action Table
A/B/C D Cancels
j.x[2] j.x, j.2x Yes Jump, Special
j.2x - Yes Jump, Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]

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