BBCF/Nine the Phantom/Frame Data

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System Data

name health prejump backdash forwarddash Unique Movement Options
Nine the Phantom 10,500 4F 40F (1-4F Inv P, 5-32F Inv All) 40F (1-4F Inv P, 5-32F Inv All) 4 Way Teleport Dash
  • See Universal Mechanics section for more info on Nine's dashes


Normal Moves

  • A normals give Water Element
  • B normals give Air Element
  • C normals give Fire Element
  • Nine can only have 3 Elements at one time. Oldest element gets replaced if 4th Element gained

input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 600 All 9 3 23 -9 100 89 Long CSJR 3 16 17 17 22 31 11 +0 +2
5B 600 All 12 6 21 -10 100 89 Long CSJR 3 16 17 17 22 31 11 +0 +2
5C 600 All 12 3 25 -11 100 89 Long CSJR 3 16 17 17 22 31 11 +0 +2
2A 550 Low/Air 10 3 23 -9 90 89 Long CSR 3 16 17 17 22 31 11 +0 +2
2B 550 Low/Air 11 6 21 -10 90 89 Long CSR 3 16 17 17 22 31 11 +0 +2
2C 550 Low/Air 11 3 25 -11 90 89 Long CSR 3 16 17 17 22 31 11 +0 +2
3C 750 Low/Air 10 5 25 -13 90 89 Long SR 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2
6A 900 Mid 11 4 23 -8 100 82 Long SJR 4 18 Launch 29 Launch 44 12 +0 +5
6B 900 Mid 12 6 21 -8 100 82 Long SJR 4 18 Launch 29 Launch 44 12 +0 +5
6C 900 Mid 13 4 25 -9 100 82 Long SJR 4 18 Launch 29 Launch 44 12 +0 +5
4A 300 All 6 6 10 -2 100 85 Normal SR 2 13 14 14 18 26 10 +0 +1
4B 300 All 6 8 10 -4 100 85 Normal SR 2 13 14 14 18 26 10 +0 +1
4C 300 All 6 8 12 -6 100 85 Normal SR 2 13 14 14 18 26 10 +0 +1
j.A 700 High/Air 8 3 39 80 89 Long CSJR 3 16 17 22 22 36 11 +0 +2
j.B 700 High/Air 10 9 38 80 89 Long CSJR 3 16 17 22 22 36 11 +0 +2
j.C 700 High/Air 11 3 38 80 89 Long CSJR 3 16 17 22 22 36 11 +0 +2
j.2A 800 High/Air 13 3 49 80 89 Long SJR 3 16 17 22 22 36 11 +0 +2
j.2B 800 High/Air 17 10 40 80 89 Long SJR 3 16 17 22 22 36 11 +0 +2
j.2C 800 High/Air 17 3 49 80 89 Long SJR 3 16 17 22 22 36 11 +0 +2


Drive Moves

  • Using a spell consume all elements

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
NNN Everlasting Schorl 750 All 8 5 Total: 43 -18 90 89 Long SR 3 16 17 35 Crumple 35 49 11 +0 +2
RNN Coral of Catastrophe 900 All 7 3 20 -6 100 69 Long SR 3 16 Launch 38 Launch 55 11 +0 +2
RRN Garnet of Gall 1200 All 7 3 20 -4 100 72 Long SR 4 18 Launch 38 Launch 56 12 +0 +5
RRR Rubellite of Rage 1500 All 7 3 20 -2 100 74 Long SR 5 20 Launch 38 Launch 57 13 +0 +8
BNN Lapis Lazuli of Lamentation 800 All 7 3 23 -4 100 69 Long SR 3 16 17 17 22 31 6/+5 +5 +7
BBN Sapphire of Sorrow 1000 All 7 3 23 -2 100 72 Long SR 4 18 19 19 24 34 7/+5 +5 +10
BBB Tanzanite of Torment 1250 All 7 3 23 ±0 100 74 Long SR 5 20 21 21 27 37 8/+5 +5 +13
GNN Emerald of Enmity 700 All 11 9 18 -10 100 69 Long SR 3 16 Launch 25 + Slide 40 Launch 39 + Slide 40 11 +0 +0
GGN Perdot of Poverty 500, 800 All 11 4,5 18 -5 100 72 Long SR 4 18 Launch 25 + Slide 40 Launch 40 + Slide 40 4 +0 +0
GGG Malachite of Malice 350, 600, 1000 All 11 4,3,2 18 0 100 74 Long SR 5 20 Launch 25 + Slide 40 Launch 41 + Slide 40 2 +0 +0
RBN Amethyst of Annihilation 1000 All 22 10 (4) 10 repeated Total 43 +7 80 82 Normal 4 18 Launch 100 Launch 115 0/+10 +10 +15
RGN Citrine of Change 10 Total: 44
RGN Reflect Attack Citrine of Change (Reflect) 650 All 11 30 50 94 Normal 3 16 Crumple 27 17 Crumple 54 31 0/+11 +11 +13
RGN Kick Mirror Citrine of Change (Kick Mirror) 500 All 1 15 80 94 Normal 4 18 Launch 60 + WBounce 40 + Down 23 Launch 75 + WBounce 40 + Down 23 0/+6 +6 +11
BGN Heliodor of Humility 800 All 13 Total 44 80 89 Normal 3 16 Launch 30 Launch 44 0/+11 +11 +13
RRB Kunzite of Keep Breaker 1050×2 High/Air 21 Until L, 5 Total 41 +6 100 79 Normal R 5 20, 11 Launch 60 + GBounce, 30 + GBounce Launch 76 + GBounce, 46 + GBounce 0/+3 +3, +10 +11, +18
RRG Morganite of Malice 900×2 Low/Air, All 10+Until L+16 10 (13) 10 Total 41 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
BBR Taaffeite of Temptation 500×3 All 90 X(58)X(58)X Total 41 80 75 Normal 2 13 14 20×2, 20 + GBounce 18 32×2, 32 + GBounce 0/+10 +20 +21
BBG Celestite of the Covenant 0 Unblockable 428 30 Total 41 50 100 Very Short 3 16 60 + Down 38 74 + Down 38 0 +0 +2
GGR Uvarovite of Undoing 400×20 All 142 X{(3)X}×19 Total 41 80 94 Normal 3 16 17 25 22 39 0/+2 +2 +4
GGB Andradite of Accord 300, 250×15 All ?? ?? Total 52 100 92 Normal 3 16 Launch 30 + WBounce 60 Launch 44 + WBounce 60 0/+10 +10 +10
RGB Nephrite of Nullification 1500×5 Barrier 624+(60 Flash)+0 1,1,1,1,36 Total 41 80 74 Normal 5 20 Launch 180 Launch 196 0/+2 +2 +10


Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 600, 900 Throw(70) 7 3 23 100 50 (Once) Normal SR 0, 2, 4 Crumple 77, Launch 30 + WBounce 40 + WStick 42 0, 10, 12 +0
j.BC Air Throw 0, 50×8, 1100 Throw(120) 7 3 23+3L 100 50 (Once) Normal SR 0, 2×8, 4 60 0×9, 13 +0, 0/+20×8, 13 +0, +20×8, +0
6AB Counter Assault 0 All 13 3 36 -18 1~20 All 50 92 Very Short R 4 24 Crumple 50 60 Crumple 100 74 11 +0 +2
66/44 1st Ground Dash 40 1~4 P
5~32 All
j.66/44 1st Air Dash 30 1~4 P
5~25 All
66/44 2nd 2nd Dash (Horizontal) 40 1~25 All
88/22 2nd 2nd Dash (Vertical) 35 1~20 All
5AB Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 80 60 Normal R 24 Crumple 50 60 Crumple 100 74 11 +0 +2
5[AB] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 80 100 Long R 24 Crumple 50 60 Crumple 100 74 11 +0 +2


Specials

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
214A Crimson Raider 600, 950 All 7 15(6)1 24 -2 90 89, 94 Long R 3, 5 16, 20 Launch 70, 40 Launch 84, 56 11, 13 +0 +2, +8
j.214A Air Crimson Raider 500, 950 All 7 15(6)1 Until L 90 89, 94 Long R 3, 5 16, 20 Launch 70, 40 + Down 23 Launch 84, 56 + Down 23 11, 13 +0 +2, +8
214B Mauvette Roar 1100 Mid 13 19 Total 53 -10 4~18 H 90 82 Very Short R 4 18 Launch 35 Launch 50 + WBounce 60 + WStick 30 12 +0 +5
214C Navy Pressure 1500 High/Air 27 5 Total 63 -3 90 84 Normal R 5 20 Launch 35 + Down 23 Launch 54 + GBounce 0/+13 +13 +21
214D with spell Flax Nurture 800 All 22 1 29 -4 1~24 All 60 89 Very Short R 3 16 Launch 30 Launch 44 11/+9 +0 +2
214D without spell Flax Nurture 64
236D Total 25


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236A Flame Punisher 400×5, 325×8 All 1+(56 Flash)+16 40 (18) 56 34 1~2 All
2~53 P
90 79 (Once), 82 (Once) Normal R 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
236236A OD Followup Flame Punisher OD Followup 200×12 All 5×12 90 84 (Once) Normal R 5 Launch 60 + WBounce 0/+4 +4
236236B Cardinal Nova 2000 [2000, 500×3] All 7+(94 Flash)+3 10 Total 38 +5 7~11 All 70 84
[84, 96×3]
Very Short
[Very Short, Normal×3]
R 5 20 Launch 60 Launch 76 0/+13 +13 +21
236236C Azurite Inferno See notes All 1+(24 Flash)+13 5 38 -29 1~18 All Long R 2 20 Launch 60 + WBounce 10 +0 +1


Exceed Accel

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Scarlet Vein 600, 2400
{600, 2400, 2800}
All 20 [10] 3 34 -10 1~22 All
[1~12 All]
100 100 Long 26 Launch 60
{60, 120}
20 20, 0/+15 {×2} +0, +18 {×2}


Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236D Colorless Void 0, 5000, 30000 All 7+(52 Flash)+16 8 Total: 91 -41 1~49 All Long 3 16 0/+11


Revolver Action Table

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
BBCF Nine 5A.png
Guard:
All
Startup:
9
Recovery:
23
Advantage:
-9
[2]
5x, 2x, 6x, 4x, 3C Yes Jump, Special
2X
BBCF Nine 2A.png
Guard:
Low/Air
Startup:
10
Recovery:
23
Advantage:
-9
[2]
5x, 2x, 6x, 4x, 3C Yes Special
6X
BBCF Nine 6A.png
Guard:
Mid
Startup:
11
Recovery:
23
Advantage:
-8
- Yes Jump, Special
4X
BBCF Nine 4A.png
Guard:
All
Startup:
6
Recovery:
10
Advantage:
-2
5x, 2x, 6x, 3C Yes Throw, Special
3C
BBCF Nine 3C.png
Guard:
Low/Air
Startup:
10
Recovery:
25
Advantage:
-13
- Yes Special
Air Revolver Action Table
A/B/C D Cancels
j.X
BBCF Nine jA.png
Guard:
High/Air
Startup:
8
Recovery:
39
Advantage:
-
[2]
j.x, j.2x Yes Jump, Special
j.2X
BBCF Nine j2A.png
Guard:
High/Air
Startup:
13
Recovery:
49
Advantage:
-
- 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

External References

Navigation

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