BBTag/Nine the Phantom

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Overview

Template:CharaOverview

Normal Moves

4A

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A
5AA
5AAA
5AAAA
5AAAAA

  • 5A is Nine's fastest normal, used to start pressure when close to the opponent.
  • Has more range than its CF counterpart.
  • jump cancellable on both hit and block.

  • 5AA is jump cancellable only on hit so if the opponent blocks you can use 5B to jump cancel.

  • 5AAA Has less range than 5AA so will wiff at max range.
  • if the opponent is too far for 5AAA then Nine can use sweep (2C) or 5B to continue the combo.
  • like 5AA jump cancellable only on hit.

  • 5AAAA is Special cancelable.
  • Re-stands opponents, leading to potential resets.

  • 5AAAAA is a low priority ender.
  • Strong ender for ground combos
  • Gets stronger with spell meter. (4.2k > 4.8k)

5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B
5BB
Level 1
5BB
Level 2
5BB
Level 3

  • Big range poke, jump cancellable on both hit and block which allows Nine to pester from a distance or safely summon a spell.
  • Used in scarlet vein pickups.
  • Good button with nice range.

  • 5BB gets stronger as element meter lvl rises
  • Special cancellable on hit, unlike most autocombo enders
  • 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.

5C

2A

2B

2C

j.A

j.B

j.C


Universal Moves

Ground Throw

5B+C

Flax Nurture

5A+D (Air OK)


Skills

Everlasting Schorl

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

Amethyst of Annihilation

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

Andradite of Accord

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

Taaffeite of Temptation

236A (Air OK) while Element Lv 10

Citrine of Change

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground
Air
Reflect

  • Much like in BBCF, it reflects projectiles. However, it no longer advances but the mirror has a hitbox. Long hitboxes can go through it and so can certain projectiles.
  • A mirror that reflects projectiles and knocks enemies down and disappears upon physical contact. If a projectile comes into contact with the mirror, it'll fire a projectile that can be blocked and causes a long stagger. Nine will also briefly become invulnerable to projectiles.
  • Useful against certain match ups (Nu for example).
  • Due to the fact the mirror itself has a hitbox, can be used to create a "barrier" right in front of Nine that discourages approaches.

Morganite of Malice

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground
Air

  • Much like in BBCF, the 1st tree branch hit is a low, the 2nd is a mid. If the 1st tree branch whiffs, the 2nd will be a low. Can be used for unblockable setups.
  • something to keep in mind is that the seed itself has a hitbox before it reaches the ground, this allows Nine to either end air combos with a knockdown and go for pressure/mix ups when she lands or it can be used to tag an opponent on their wake up to guarantee they respect Nine.
  • useful spell for a variety of reasons, good lock down, can be used in high/low unblockables, good amount of hitstun.

Uvarovite of Undoing

236B (Air OK) while Element Lv 10

Crimson Raider

214A (Air OK)

Mauvette Roar

214B (Air OK)


Extra Skills

Nephrite of Nullification

236C (Air OK) Element Lv 1 or higher

Nephrite of Nullification - Dual

236C (Air OK) during Nephrite of Nullification

Scarlet Vein

214C (Air OK)

Partner Skills

5P

Crimson Raider

6P

Scarlet Vein

4P

BBCF 6B


Distortion Skills

Flame Punisher

236B+C

Azurite Inferno

214B+C

Distortion Skill Duo

Cardinal Nova

P during Partner's Distortion Skill


Astral Heat

Colorless Void

222B+C


External References

Navigation

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