BBCF/Nine the Phantom/Frame Data

From Dustloop Wiki


System Data

  • See normal moves section for more info on Nine's dashes


Normal Moves

Template:FullFrameDataHeader-BBCF
5ABBCF Nine 5A.png


5BBBCF Nine 5B.png


5CBBCF Nine 5C.png


2ABBCF Nine 2A.png


2BBBCF Nine 2B.png


2CBBCF Nine 2C.png


3CBBCF Nine 3C.png


6ABBCF Nine 6A.png


6BBBCF Nine 6B.png


6CBBCF Nine 6C.png


4ABBCF Nine 4A.png


4BBBCF Nine 4B.png


4CBBCF Nine 4C.png


j.ABBCF Nine jA.png


j.BBBCF Nine jB.png


j.CBBCF Nine jC.png


j.2ABBCF Nine j2A.png


j.2BBBCF Nine j2B.png


j.2CBBCF Nine j2C.png


Drive Moves

Template:FullFrameDataHeader-BBCF
Everlasting SchorlBBCF Nine Schorl.png
NNN


  • Bonus Proration 110%
Coral of CatastropheFile:BBCF Nine Coral.png
RNN


Garnet of GallFile:BBCF Nine Coral.png
RRN


Rubellite of RageFile:BBCF Nine Coral.png
RRR


Lapis Lazuli of LamentationFile:BBCF Nine LapisLazuli.png
BNN


  • freeze 36, freeze count 1
Sapphire of SorrowFile:BBCF Nine LapisLazuli.png
BBN


  • freeze 36, freeze count 1
Tanzanite of TormentFile:BBCF Nine LapisLazuli.png
BBB


  • freeze 36, freeze count 1
Emerald of EnmityBBCF Nine Emerald.png
GNN


Perdot of PovertyBBCF Nine Emerald.png
GGN


Malachite of MaliceBBCF Nine Emerald.png
GGG


Amethyst of AnnihilationBBCF Nine Amethyst.png
RBN


  • Bonus Proration 110%
Citrine of ChangeBBCF Nine Citrine.png
RGN


Citrine of ChangeBBCF Nine Citrine.png
Reflect Attack


Citrine of ChangeBBCF Nine Citrine.png
Kick Mirror


Heliodor of HumilityBBCF Nine Heliodor.png
BGN


Kunzite of Keep BreakerBBCF Nine Kunzite.png
RRB


Morganite of MaliceFile:BBCF Nine Morganite.png
RRG


Taaffeite of TemptationBBCF Nine Taaffeite.png
BBR


  • Each shot lasts until offscreen.
  • Shots appear on 90F, 148F, and 206F
Celestite of the CovenantBBCF Nine Celestite.png
BBG


  • If opponent is jumping, a hard knockdown will occur
Uvarovite of UndoingFile:BBCF Nine Uvarovite.png
GGR


Andradite of AccordFile:BBCF Nine Andradite.png
GGB


  • Horzontal and Vertical parts of the cross do 8 hits each
Nephrite of NullificationBBCF Nine Nephrite.png
RGB


  • Minimum Damage 20%: 1500

Universal Mechanics

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Throw/Back ThrowBBCF Nine GroundThrow.png


  • Minimum Damage 100%
Air ThrowBBCF Nine AirThrow.png


  • Minimum Damage 100%
Counter AssaultBBCF Nine GroundThrow.png


1st DashFile:BBCF Nine 1st Dash.png
66/44


  • 2nd dash begins on 30F
  • Can pass through opponent 14-23F
1st Air Dash
j.66/44


  • 2nd dash begins on 23F
  • Can pass through opponent 14-19F
2nd Dash Forward/Back
66/44


  • Can pass through opponent 16-25F
  • Nine is in CH state during recovery
2nd Dash Up/Down
88/22


  • Can pass through opponent 16-21F
  • Nine is in CH state during recovery
Crush TriggerFile:BBCF Nine CrushTrigger.png
Uncharged/Charged


Specials

Template:FullFrameDataHeader-BBCF
Crimson RaiderBBCF Nine CrimsonRaider.png
214A


  • When first hit touches opponent, immediately goes into second hit with startup 7
Air Crimson RaiderBBCF Nine CrimsonRaider.png
j.214A


  • 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


Navy PressureBBCF Nine NavyPressure.png
214C


Flax NurtureBBCF Nine FlaxNurture.png
214D (with spell)


Flax Nurture
214D (without spell)


  • Longer total time than (with spell) version
Seamoss GateBBCF Nine SeaMossGate.png
236D


  • 10F onwards can cancel into 5D, j.D

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
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Flame PunisherBBCF Nine FlamePunisher.png
236236A


  • First beam Minimum Damage 10%, second beam 20%: 840
Flame Punisher
OD finisher


  • Minimum Damage 20%: 480
Cardinal NovaFile:BBCF Nine CardinalNova.png
236236B


  • Values in [] are during OD
  • Only 1 hit on block
  • Minimum Damage 30% [30%, 10%*2]: 600 [750]
Azurite InfernoFile:BBCF Nine AzuriteInferno.png
236236C


  • 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

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Scarlet VeinBBCF Nine ScarletVein.png
ABCD during OD


  • 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

Template:FullFrameDataHeader-BBCF
Colorless VoidBBCF Nine ColorlessVoid.png
236236D


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[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

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