BBTag/Nine the Phantom

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Overview

Overview

Due to the changes to her Spell system from her home series, Nine has went from being an oppressive force that can control 100% of the screen to being a bit more limited and defensive in nature. Given the time and the right setup, however, she can easily begin to snowball due to her still impressive slew of Spells.

While she lacks a run, her unique movement in her teleport dash allows her to force opponents to whiff attacks and disorient them, while each of her variety of attacks gives her a host of options to deal with many situations that could threaten her. While on point, Nine can take advantage of her partner's assists to begin taking advantage of her variable spell system and bombarding the opponent with spells left and right. As an assist, she lends valuable aid with a powerful anti-air, a 2-hitting charge that works well for cross combos, and a large, delayed projectile that tracks along a good portion of the screen.

If there were one glaring weakness in the Phantom's options, it would be that she has difficulty contesting characters with longer reach than her. Her normals are terrible on whiff, meaning that it's difficult for her to threaten them unless she's sure they will hit the opponent. Still, with the wide array of spells, potential for high damage, and even unblockables at her disposal, this witch has the ability to grind anyone under her heel.
Nine the Phantom
BBTag Nine Portrait.png
Health
17,000
Prejump
4F
Backdash
42F (1~4F Inv P, 5~32F Inv All)
Forward Dash
42F (1~4F Inv P, 5~32F Inv All)
Unique Movement Options
4-Way Teleport Dash, can do 2 in a row
Fastest Attack
5A (8F)
Reversals
A+D (13F)
236B+C 20F)
214B+C (14F)
Pros
Cons
  • Stong Neutral: The long, disjointed range on her normals, multiple anti-air options and space control given by spells give Nine a great, defensive neutral game.
  • Scary Pressure: With instant overhead j.B and her ability to setup sandwiches with teleports, Nine can easily crack open a defensive opponent.
  • Snowball Potential: An unblockable setup in the corner that catches all tech,safejumps, leads to a full combo and can be looped into itself combined with great oki options let Nine win off a single hit.
  • Anti-Zoning Queen: With projectile-invuln dashes, normals that delete projectiles, a projectile-reflecting mirror, a special that projectile-invuln and tracks the opponent and a frame1 invuln fullscreen super give Nine great matchups against zoners.
  • Slow Movement: Since Nine lacks a run, she is reliant on super jumping to cover large distances quickly.
  • Medium Skill Floor, High Skill Ceiling: Nine's combos either require many micro-adjustments mid-combo or you have to go for new combos altogether, depending on her spell gauge.
  • Poor Defence: Nine's slow normals, tall hurtbox and lack-lustre reversal option give her a hard time getting out of pressure.
  • Midrange: Nine has trouble dealing with characters that have more range than her due to her slower nature and long recovery on normals. Characters that do well in the midrange like  Mitsuru counter Nine.


Drive: The Abyss Diver

Nine has a Mana Gauge that builds with every normal attack that Nine connects with, or by walking forward. Perform 236A/B to cast a spell using all your Mana. Depending on how much Mana you have, you will perform different attacks.

Her normals also destroy projectiles. If this happens, as well as increasing the Mana Gauge you can also cancel that normal into another normal, a jump or a skill.
4 Way Teleport Dash
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.

Normal Moves

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1700 All 11 4 23 -8 B 7~14 H
4AA 1700 All 13 4 25 -10 B
4AAA 1600/
1800/
2000
All 13 3 28 -14/-12/-10 P1

4A is your go-to anti due to its great hitbox. It also serves as a good combo starter if Nine is close enough. It has high recovery though so be careful.


Mostly combo filler. If 4A hit the opponent high enough, 4AA can whiff. In those cases, simply super jump and go into an air combo.


4AAA doesn't see much use in combos but can be occasionally used for setplay by bringing the opponent back to the ground.

  • Damage increases with your Element level
  • Knock down
  • Can be special cancelled, unlike most autocombo enders.
Version Level P1 P2
4A 4 90 75
4AA 4 100 85
4AAA 3/4/5 100 80/85/90

4A:
4AA:
4AAA:

  • Damage increases when Magic Level is over 5 and increases again at Level 10

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1200 All 8 6 12 -4 B
5AA 1500 All 12 3 22 -8 B
5AAA 1500 All 9 3 23 -9 B
5AAAA 2000/
2500/
3000
All 10 3 Total: 44 -18/-16/-14 P
5AAAAA 2000/
2200/
2400
All 16 6 24 -11 P

5A is Nine's fastest normal making it useful for starting pressure and mashing out of blockstrings as well as a poke. It can be jump cancelled on block letting you get a high/low mixup between 2A/IOHj.B. It's also good for deleting projectiles.


Combo filler. It can't be jump cancel on block like 5A so cancel it into 5B if you want to jump cancel.


Combo and blockstring filler. It has less range than 5AA so on rare occasions, it can whiff. Like 5AA, jump cancellable only on hit.


5AAAA is useful for resets especially with your partner and with Active Switch. Outside of that, combo filler.

  • Freezes and restands the opponent.
  • Damage increases with Element level

5AAAAA is only used for Cross Raid or as a situational combo ender since it doesn't consume your Element level.

  • Damage increases with Element level.
Version Level P1 P2
5A 2 100 75
5AA 3 100 80
5AAA 3 100 80
5AAAA 3/4/5 80 80/
85/
90
5AAAAA 4= 80 85

5A:
5AA:
5AAA:
5AAAA:

  • Damage and Attack Level increase with Magic Level. Values shown are Lv 0-4/Lv 5-9/Lv 10


5AAAAA:

  • Damage increases with Magic Level. Values shown are Lv 0-4/Lv 5-9/Lv 10

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1700 All 12 6 21 -8 B

5B is an amazing poke due to its range, speed and disjointed hitbox. It's also good for counter-poking and punishing moves from a distance. It's good for pressure since it's jump-cancellable on block and can be used in combos to pick up after 214C midscreen or as a starter. You can be used to delete projectiles from a safe distance. You will use this move.

  • Can be low-profile.

5BB is useful as combo filler or to punish opponents after deleting projectiles with 5B.

  • Damage increases with Element level.
  • Wallbounces. Will fail to connect if the opponent is too close to you, or if Nine is in the corner, resulting in an early tech. If they fail to hit the wall they will slide down instead.
Version Level P1 P2
5B 4 100 85

5B:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 26 5 16 -4 P

An occasional mixup tool when you've conditioned the opponent to expect your stronger mixups. It has good range and is in the "Slow but safe" category of 5C.

  • Tracks the opponent's position up to a few characters away.
Level P1 P2
3 100 100

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 10 3 20 -9 F

Your go-to low for high/low mixups and a great pressure starter since it can go into 5A. Outside of that, it's good for catching people trying to walk backwards out of blockstrings.

Level P1 P2
2 90 75

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 11 6 21 -10 F

Your main low poke since 5B can be low-profiled. Can also be used as a meaty as it has long active frames and has good range, causing some reversals whiff.

Level P1 P2
3 90 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 13 5 25 -11 F

2C is mostly used in combos, either as an ender before going into a spell or before doing 214A or a super. It can be used in neutral as a poke but this is very risky due to its long recovery.

Level P1 P2
4 90 85

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 8 5 30 H
j.AA 1500 High 11 3 25 -11 H

j.A is a great air-to-air because of its speed, range, good hitbox and active frames. It can be used as an alternative anti-air to 4A and as well to control ground space along with a low-to-the-ground air teleport. It also frequently used in combos. It has long recovery on whiff however so be careful.


j.AA is mostly combo and blockstring filler. It specifically can be used to bring the opponent back down to the ground with downward staircase blockstrings. It has good range like j.A so you don't have to worry about it whiffing in most cases.

  • If a another A is inputed after j.AA,Nine will do j.A again.
Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:

j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1700 High 13 3 35 H
j.BB 1700 All 10 6 27 H

j.B is Nine's main jump-in due to its big hitbox. j.B is also an important mixup tool as it will hit all crouching characters. This in combination with assists and spells gives Nine a scary high/low mixup game. It's also regularly used in combos as it deals more damage than j.A. However, j.B has a big weakness. If it is blocked, Nine cannot cancel the move into anything, leaving her punishable without proper coverage.

  • Like j.A,has high recovery on whiff.

j.BB is used solely as combo filler and to stabilize j.214B routes.

Version Level P1 P2
j.B 4 80 85
j.BB 4 80 85

j.B:
j.BB:

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700/1900/2100 High 21 Until L Total: 57 -3 P

j.C is one of Nine's most important moves. In neutral, it can be used as a counter to anti-airs. On offense, it can be +3~+6 when done at the lowest possible height and also with an assist during a sandwich with j.C > Active Switch. It's also used in combos to bring the opponent back to the ground.

  • Has some tracking.
  • Damage increases with Element level.
  • Can only be special cancelled on hit.
Level P1 P2
5 80 90



Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 2000 Throw 7~30 3 23 T

Nine will walk towards the opponent if she is to far to grab them. This makes TRM setups hard to do. It still is a good starter however since it lauches the opponent. Wall bounces from anywhere on the screen, allowing for easy combo conversions.

Level P1 P2
0, 2, 4 100 50
  • Minimum Damage 2000
  • Crumple Duration 90F, Crumple Fall 73F

Flax Nurture

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 2000 Air Unblockable 13 3 44 -30 B 1~15 All
j.AD 2000 All 13 3 Until L+15 H 1~15 All

Nine's Reversal Action is a lacklustre DP. It hits in a bubble around Nine giving it poor overall range and making it vulnerable to disjointed moves like  Weiss Schnee's 5ABBTag Weiss 5A.pngGuardAllStartup8Recovery19Advantage-5. However, it's useful in sandwich scenarios since it hits on both sides. Use it with caution.

Version Level P1 P2
AD 3 100 80
j.AD 3 100 80

AD:

  • Minimum Damage 100


j.AD:

  • Minimum Damage 100


Skills

Everlasting Schorl

236A/B (Air OK) while Element Lv 0

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A/B/C Lv 0 1500 All 9 5 Total: 35 -6 P1
j.236A/B/C Lv 0 1500 All 9 5 Total: 35 P1
  • Rather useless, only really used if people forget they don't have magic.

No real reason to use this

Version Level P1 P2
236A/B/C Lv 0 1 80 70
j.236A/B/C Lv 0 1 80 70

236A/B/C Lv 0:

  • Minimum Damage 75


j.236A/B/C Lv 0:

  • Minimum Damage 75

Amethyst of Annihilation

236A (Air OK) while Element Lv 1-4

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A Lv 1-4 1800 All 16 Total: 43 -13 P1
j.236A Lv 1-4 1800 All 16 Total: 43 -13 P1

Amethyst is a decent neutral option as it can be used to cover Nine as she approaches or to cover the ground as she covers the air and vice versa. It's also good after using 5B as a poke or after taking a step and as a way to respond to pushblock.

  • Doesn't quite go fullscreen.
  • Starts slow and gets faster the longer it's onscreen.
Version Level P1 P2
236A Lv 1-4 2 80 75
j.236A Lv 1-4 2 80 75

236A Lv 1-4:

  • Minimum Damage 90


j.236A Lv 1-4:

  • Minimum Damage 90

Andradite of Accord

236A (Air OK) while Element Lv 5-9

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A Lv 5-9 400, 300×8, 400×8 All 19,48-? +2 P1
j.236A Lv 5-9 400, 300×8, 400×8 All 19,48~?

A great spell for neutral as it controls a lot of space and restricts the opponent's movement. It's also a great combo tool as it has a lot of untech time and can even allow for side swaps.

Although not used often, it can also be useful as a pressure reset if the opponent respects it and can be used for oki after ending air combos midscreen with j.C.

  • Can be delayed by holding the button. While held, holding up or down will move the orb up or down.
  • The orb can be destroyed by attacks.
  • Deals good chip damage.
Version Level P1 P2
236A Lv 5-9 3 80 80
j.236A Lv 5-9 80 80

236A Lv 5-9:

  • Horizontal and veritcal beams do 8 hits each
  • Horizontal beam does 300 damage per hit, vertical does 400 damage per hit
  • Minimum Damage 20, 15×8, 20×8 (300)


j.236A Lv 5-9:

  • Horizontal and veritcal beams do 8 hits each
  • Horizontal beam does 300 damage per hit, vertical does 400 damage per hit
  • Minimum Damage 20, 15×8, 20×8 (300)

Taaffeite of Temptation

236A (Air OK) while Element Lv 10

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A Lv 10 1500×3 All 90 P(58)P(58)P Total: 32 P1
j.236A Lv 10 1500×3 All 90 P(58)P(58)P Total: 32 P1

A great oki tool as Nine can attack along with the fairy to reset pressure and make mixups more effective.

Outside of that, it can also be used in neutral to make the opponent respect Nine's approach as well as a pseudo-zoning tool as the fairy will hinder the opponent's own approach. Can also be used to cover an assist call or Active Switch.

  • Homes in on the opponent.
  • Fairy will stay on screen as long as Nine is.
  • Disappears if Nine is hit or techs a throw/gets thrown teched.
Version Level P1 P2
236A Lv 10 2 80 75×3
j.236A Lv 10 2 80 75×3

236A Lv 10:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 75×3 (225)


j.236A Lv 10:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 75×3 (225)

Citrine of Change

236B (Air OK) while Element Lv 1-4

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B Lv 1-4 1500 All 17 103 Total: 43 -3 P
j.236B Lv 1-4 1500 All 17 Total: 43 P
236B Reflect 1500 All 1 Until Hit P2

A good anti-zoning tool that's great in certain matchups like against  Nu-13. It reflects projectiles back at the opponent forcing them to respect it. The mirror has a hitbox so it can be used to as a barrier the opponent has to move around.

  • Nine becomes invincible to projectiles when the mirror reflects something.
  • Won't protect you from projectiles that don't move like  Yukiko Amagi's 236BBBTag Yukiko Agi.pngGuardAllStartup13Recovery39Advantage-9.
Version Level P1 P2
236B Lv 1-4 2 80 75
j.236B Lv 1-4 2 80 75
236B Reflect 3 80 60

236B Lv 1-4:

  • Minimum Damage 75
  • Maximum Slide duration 30F


j.236B Lv 1-4:

  • Minimum Damage 75
  • Maximum Slide duration 30F


236B Reflect:

  • Minimum Damage 75
  • Crumple Duration 27F, Crumple Fall 60F

Morganite of Malice

236B (Air OK) while Element Lv 5-9

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B Lv 5-9 400, 1500×2 All, Low×2 19 25(15)10(13)10 Total: 40 +15 ~ +73 P1
j.236B Lv 5-9 400, 1500×2 All, Low×2 19 Until L(15)10(13)10 Total: 40 +15 ~ +73 P1

An amazing setplay tool that can create unfair scenarios and is one of the reasons Nine has such high snowball potential. Morganite, when done at the end of an air combo or on a knockdown, Nine can do j.B to do a high/low unblockable which leads into a full combo that can be looped back into the unblockable. This makes it one of Nine win conditions. The only way to escape the setup is to use a reversal but depending on the reversal in question, it's possible not even that is enough.

Morganite can be used for left/right mixups by teleporting behind the opponent before the roots connect. It can be used to cover the ground, forcing the opponent to jump and as a good lockdown tool combined with Active Switch.

  • The seed has hitbox. This makes it plus on block.
  • The first root that connects will be a low. If the first root misses then the second root will be a low. Otherwise, the first root is a low and the second is a mid
  • Both roots will be mid if you switch to your partner.
Version Level P1 P2
236B Lv 5-9 3, 5×2 80 80, 90×2
j.236B Lv 5-9 3, 5×2 80 80, 90×2

236B Lv 5-9:

  • If the second hit touches the opponent, then the third hit becomes a mid
  • Minimum Damage 20, 75×2 (170)
  • Maximum Slide duration 17F, 12F
  • Crumple Duration 30F, Crumple Fall 63F


j.236B Lv 5-9:

  • If the second hit touches the opponent, then the third hit becomes a mid
  • Minimum Damage 20, 75×2 (170)
  • Maximum Slide duration 17F, 12F
  • Crumple Duration 30F, Crumple Fall 63F

Uvarovite of Undoing

236B (Air OK) while Element Lv 10

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B Lv 10 350×20 All 144 P{(3)P}×19 Total: 32 P1
j.236B Lv 10 350×20 All 144 P{(3)P}×19 Total: 32 P1

Uvarovite can be used in most of the same situations as Taaffeite. It's good for oki as it holds the opponent in place for a long time and for pressure as the meteors obscure whatever Nine does. The air version is nice for neutral as it limits the opponent's movement, especially in the corner.

The spell is also good for Active Switch as like with Taaffeite, the spell won't disappear as long as Nine is on screen.

  • Approximately 2-second delay between the targeting circle first appearing and when the rain of fire comes down.
  • Tracks opponent location before activating.
  • The higher Nine is when the move is done, the wider the spread of the meteors. This will result in blindspots between the meteors.
Version Level P1 P2
236B Lv 10 3 80 80
j.236B Lv 10 3 80 80

236B Lv 10:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 17×20 (340)


j.236B Lv 10:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 17×20 (340)

Crimson Raider

214A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1000, 1500 All 13 15,1 [(6)1] 28 [23] -5 B
j.214A 950, 1250 All 13 15,1 [(6)1] Until L H

214A is used soley for combos. Mainly used as a combo ender both on the ground and in the air. It also looped during Cross Combo when combined with an assist or done right before a super cancel during Resonance Blaze.

  • If you and your opponent are in the air, it has slight angle tracking. Hitting it in the air successfully (even on block) will allow you to act before landing.
Version Level P1 P2
214A 3,4 90 80, 85
j.214A 3, 4 90 80, 85

214A:

  • Minimum Damage 50, 75 (125)


j.214A:

  • Minimum Damage 50, 75 (125)

Mauvette Roar

214B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 2000 All 13 19 Total: 53 -10 P 4~18 H
j.214B 1800 All 13 19 Total: Until L P
214B

214B is used solely as a alternative anti-air to 4A. It's slower than 4A and is more unsafe but the head invul kicks in faster and it has more vertical range, making it better against shallow jump-ins, air dashes and as a reactionary anti-air. On a normal hit, you need an assist to combo off it but on a counter hit(which most of the time it will be) you can combo off it solo.


j.214B

j.214B is an esstinal combo tool. Nine can do an air combo, do j.214B, land and continue the combo. This lets Nine get good damage, corner carry and build her Element level and save it for oki or neutral. It also makes for a good combo ender.

Version Level P1 P2
214B 4 90 85
j.214B 4 90 85

214B:

  • Minimum Damage 100


j.214B:

  • Minimum Damage 90


Extra Skills

Nephrite of Nullification

236C (Air OK) Element Lv 1 or higher

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C Lv 1-10 1500×5 /1750×5 /2000×5 All 623+1 1,1,1,1,1 Total: 58 P
j.236C Lv 1-10 1500×5 /1750×5 /2000×5 All 623+1 1,1,1,1,1 Total: 58 P
Countdown

Nine cats a timebomb on the opponent. This is a good spell to just throw out as towards the end of the countdown, the opponent will either act very defensive or risk throwing out a button to hit Nine only to get punished for massive damage. It also deals good chip damage. When in Resonance Blaze and combined with her other spells, Nine can deal massive chip damage. Nephrite can also be used to reset pressure depending on how soon the explosion actives.

  • The clock disappears when Nine is hit, techs a throw/throw techs, she is no longer the point character or if 214B+C lands as a hit.

Explosion

The detonation sends the opponent high in the air. This lets Nine swap to her partner by just pressing D saving cross gauge or to active Resonance Blaze and continue the combo.

This part lasts for a surprisingly short amount of time. Character's with projectile invul moves like  Linne's 214ABBTag Linne Whirlwind.pngGuardStartupRecovery29Advantage- can dodge the explosion with ease. However, Nine can pressure the opponent forcing them to block it.

  • Damage increases with Element level. 3000 level 1-4,3500 level 5-9 and 4000 level 10.
Version Level P1 P2
236C Lv 1-10 3/4/5 75/65/55 70/75/80
j.236C Lv 1-10 3/4/5 75/65/55 70/75/80

236C Lv 1-10:

  • Damage and other properties improve when at Magic Level 5-9, and improve again at Level 10
  • See values in Level 1-4/Level 5-9/Level 10
  • Minimum Damage 525×3 / 612×3 / 700×3 (1575 / 1836 / 2100)


j.236C Lv 1-10:

  • Damage and other properties improve when at Magic Level 5-9, and improve again at Level 10
  • See values in Level 1-4 / Level 5-9 / Level 10
  • Minimum Damage 525×3 / 612×3 / 700×3 (1575 / 1836 / 2100)

Nephrite of Nullification - Dual

236C (Air OK) during Nephrite of Nullification

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 236C 1500×5 /1750×5 /2000×5 All 24+1 1,1,1,1,1 Total: 55 0/+2/+4 P
236C j.236C 1500×5 /1750×5 /2000×5 All 24+1 1,1,1,1,1 Total: 55 0/+2/+4 P

Detonates Nephrite instantly at the cost of 1 extra meter. This is good if the opponent is too aggressive to get the sigil off or in meter dump combos. Can also be used to attack opponents from a distance or to punish projectiles/moves with long recovery.

Version Level P1 P2
236C 236C 3/4/5 75/65/55 70/75/80
236C j.236C 3/4/5 75/65/55 70/75/80

236C 236C:

  • Damage and other properties improve when at Magic Level 5-9, and improve again at Level 10
  • See values in Level 1-4 / Level 5-9 / Level 10
  • Minimum Damage 525×3 / 612×3 / 700×3 (1575 / 1836 / 2100)


236C j.236C:

  • Damage and other properties improve when at Magic Level 5-9, and improve again at Level 10
  • See values in Level 1-4 / Level 5-9 / Level 10
  • Minimum Damage 525×3 / 612×3 / 700×3 (1575 / 1836 / 2100)

Scarlet Vein

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 2000, 1500 All 24 6 Total: 68 -11 P1 4~29 P
j.214C 2500 All 24 6 Total: 68 P1 4~29 P
214C

214C is a great anti-zoning tool as it tracks the opponent's position and Nine has early invincibtitly to projectiles. She can use it on reaction to projectiles and assist calls. It is also a great combo tool as it launches the opponent and can be used to just up your combo damage.

  • Can miss if the opponent is constantly moving.
  • Has a dead zone directly in front of Nine.

214C

The air version is mostly the same as the ground version but it only hits once give you less time to combo. Still, you can use it after using j.C to continue to the combo.

Version Level P1 P2
214C 5 80 90×2
j.214C 5 80 90

214C:

  • Minimum Damage 200, 150 (350)


j.214C:

  • Minimum Damage 250


Partner Skills

5P

Crimson Raider

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 All (18)+13 15, 1 [(6)1] 30 -12 B

A good assist for extending combos or for keeping the opponent in blockstun. The explosion Nine does at the end can obscure a mixup.

Level P1 P2
3, 4 70 80, 85
  • Minimum Damage 75×2 (150)

6P

Scarlet Vein

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2300 All (18)+41 6 Total: (18)+82 -8 P

A great neutral and combo assist. It can be used to cover the point's approach, as a zoning tool or if the point gets hit/blocks, break the opponent's combo/offence. If Nine Active Switches or activates Cross Combo, the fists will still come out, creating some strong mixups and lockdown scenarios.

Level P1 P2
5 70 90
  • Minimum Damage 115

4P

BBCF 6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 All (18+) 15 4 28 -13 B

A decent anti-air due to great vertical range. It's good for catching high air dashes and people air stalling. However, it's poor for airborne opponents directly in front of Nine. It has lots of untech making it easy to combo off.

Level P1 P2
4 70 85
  • Minimum Damage 90



Distortion Skills

Flame Punisher

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600×5, 900×8 [600×5, 900×8, 200×12] All 1+(52 Flash)+19 8×5(19)7×8 Total: 1+178 -31 P2 1~21 All

Another one of Nine's many anti-zoning tools. You can use it to punish projectiles, long recovery moves, etc. It's also good as a combo ender in situations where 214B+C will whiff and in max damage combos when combined with Nephrite.

If the attack is blocked and your partner has a short Distortion Skill Duo, you can have them use it and mixup your opponent during the second beam.

Level P1 P2
3×5, 4×8 80 60
  • Values in [] are for Enhanced version
  • Minimum damage 60×5, 90×8 (1020) [60×5, 90×8, 20×12 (1260)]

Azurite Inferno

214B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214BC Lv 0 100, 0, 250, 0, 250×3, 2050×6 All 1+(15 Flash)+13 5 38 -29 F 1~18 All
214BC Lv 1-5 100, 0, 250×6, 1050×12 All 1+(15 Flash)+13 5 38 -29 F 1~18 All
214BC Lv 6-10 100, 0, 250×8, 720×18 All 1+(15 Flash)+13 5 38 -29 F 1~18 All
214BC Enhanced Followup 270×10 6+(25 Flash)+??

Nine's reversal and combo ender super. Has better range than her DP but the hitbox isn't the best.

  • Damage increases with Element Level
Version Level P1 P2
214BC Lv 0 2 80 60
214BC Lv 1-5 2 80 60
214BC Lv 6-10 2 80 60
214BC Enhanced Followup 80 60

214BC Lv 0:

  • Minimum Damage: 100, 25×4, 205×6 (1430)
  • Crumple Duration 60, Crumple Fall 93F


214BC Lv 1-5:

  • Minimum Damage: 100, 25×6, 105×12 (1510)
  • Crumple Duration 60, Crumple Fall 93F


214BC Lv 6-10:

  • Minimum Damage: 100, 25×8, 72×18 (1596)
  • Crumple Duration 60, Crumple Fall 93F


214BC Enhanced Followup:

  • Considered part of preceding attack, no additional damage scaling applied
  • Minimum damage 24×10 (240)

Distortion Skill Duo

Cardinal Nova

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2000, 100, 150, 250] All 1+(128 Flash)+1 10 [10,3,3,3,3] Total: 1+66 -32 P2 1~3 All

Basic DSD. Use it if it will kill or if your point needs to recover its red life.

Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]


Astral Heat

Colorless Void

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 7+(54 Flash)+14 8 Total: 89 -41 P2 1~47 All

Nine is a decent anchor and her spells can her build meter. Her astral is also easy to combo into making it pretty practical. It can be used as a high reward, high risk anti zoning tool and be combo off of from throws and 2C.

Level P1 P2
3


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