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{ | ==Overview== | ||
{{BBCF/CharacterLinks}} | |||
<div id="home-content" class="home-grid"> | |||
{{card|width=4 | |||
|header=Overview | |||
|content=Nine the Phantom focuses on '''mid-long range setplay and screen control'''. She has many unique twists on traditional characters including a teleport dash, unique gatlings, and Drive. Instead of a traditional dash and airdash, Nine's movement comes from teleports, letting her move across the screen in unique ways. On offense, Nine can uniquely gatling her standing/crouching normals into any other standing/crouching normal. This does not apply to command normals, however. This ties into her Drive, which lets Nine cast spells depending on normal attacks that were recently blocked or hit. These spells make up a '''diverse set of tools''' that add to Nine's strong setplay and okizeme. While she can stick to a simple gameplan, Nine rewards smart and creative play with her massive toolset. | |||
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{{BBCF/Infobox | |||
| fastestAttack = [[#4A|4A]] (6F)<br/>[[#4B|4B]] (6F)<br/>[[#4C|4C]] (6F) | |||
| reversal = [[#Flax Nurture|214D]] (22F)<br/>[[#Azurite Inferno|236236C]] (14F) | |||
| fatalStarter = [[#Coral of Catastrophe|Fire]]<br/>[[#Navy Pressure|214C]] | |||
{{ | |||
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| | |||
}} | }} | ||
{{card|width=4 | |||
{{ | |header=Ability: The Abyss Diver | ||
|content= | |||
In the game's lore Nine does not possess a Drive, but knows how to use magic. However this still uses the {{clr|D|D}} button in game so in gameplay terms it still works like a Drive. | |||
Nine's normal attacks are tuned to specific elements: {{clr|A|A}} for Water, {{clr|B|B}} for Air, and {{clr|C|C}} for Fire. When her normal attacks hit/are blocked by her opponent, she gains mana for that element (Visualised by glowing coloured "ribbons" behind her). Pressing {{clr|D|D}} casts a spell using all Nine's mana. | |||
Nine can save up to three mana - getting a fourth will delete the oldest one. Different combinations of mana will give different spells (20 in total!). Each spell is determined by the amount of each mana, not the order they are gained. | |||
Nine | Nine has two slots: Active and Stock. The Active slot is where she stores her mana, and the Stock slot is a backup slot, where she can store mana from the Active Slot via [[#Seamoss Gate|Seamoss Gate]]. | ||
All of nine's normals use strike attributes, but unusually, they can never clash with other strikes. | |||
|header2= Overdrive: Burning Red | |||
|content2= | |||
Nine's normals will gain mana even on whiff. She also receives an element buff when she uses a spell similar to [[#Flax Nurture|Flax Nurture]]'s buff. | |||
}} | |||
</div> | |||
=== | <div id="home-content" class="home-grid"> | ||
{{card|width=6 | |||
* Nine | |header=Unique Movement: 4-Way Teleport Dashes | ||
|content= | |||
Nine's movement is unorthodox: instead of a run or air dashes, she has teleports that can be canceled into a second teleport. While the first teleport can only go forwards or backwards as normal, the second teleport can go up, down, left or right, giving her lots of unique opportunities to move around the opponent. Be aware though, her teleport is only first-frame invulnerable to projectiles only, meaning she can't use it to escape properly timed meaty attacks and frametraps. | |||
*All teleports share the same frame data | |||
*Nine can use both teleports after her double jump. | |||
**However, she cannot double jump after using a teleport, even if the first teleport was performed on the ground. | |||
*Vertical teleports can be input at any time during the initial dash, horizontal ones need to wait until after the first 11 frames (Meaning you won't accidentally get a second horizontal dash by mashing the first one a little). | |||
*After a second teleport is inputted, it always begins 30F after the first one stated. There is no vulnerable gap between the two dashes. | |||
*Nine is in Counter Hit recovery during the second teleport. | |||
}} | |||
</div> | |||
=== | ==Normal Moves== | ||
{{FrameChartKey}} | |||
*All of Nine's 5X normals can cancel into each other, even themselves, so {{clr|A|5A}} → {{clr|A|5A}} and {{clr|B|5B}} → {{clr|A|5A}} are possible. | |||
* | **No matter the button, there can only be '''two''' 5X normals in a string, so {{clr|A|5A}} → {{clr|A|5A}} → {{clr|B|5B}} and {{clr|B|5B}} → {{clr|A|5A}} → {{clr|C|5C}} are '''not''' possible. | ||
* | *All 2X normals can also cancel into each other | ||
* | **Like 5X, there can only be '''two''' normals in a string, regardless of button, so {{clr|C|2C}} → {{clr|B|2B}} → {{clr|C|2C}} is not possible. | ||
**5X and 2X normals can be used at any point, but the limit '''isn't removed''', so {{clr|A|5A}} → {{clr|C|2C}} → {{clr|B|5B}} is possible, but {{clr|A|5A}} → {{clr|B|5B}} → {{clr|C|2C}} → {{clr|B|5B}} is not. | |||
*Command normals (4X, 6X, {{clr|C|3C}}) follow more traditional rules and have limited gatlings in comparison. | |||
*All normals are hardcoded not to clash and so cannot clash cancel | |||
** Despite all normals being strike-projectiles, Nine cannot destroy them and will be hit. | |||
**This also results in Hakumen being unable to cut her normals unlike other strike-projectiles. | |||
===<big>{{clr|A|5A}}</big>=== | |||
{{BBCF Move Card | |||
{{ | |input=5A | ||
| | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
| | |active = 3 | ||
|recovery = 23 | |||
}} | |||
*Possibly best ground poke | *Possibly best ground poke | ||
*Cancels into itself once on block and on hit | |||
Possibly Nine's best ground poke. While it doesn't have as much reach as 5B and 5C, it | Nine fires a blast of water. Possibly Nine's best ground poke. While it doesn't have as much reach as {{clr|B|5B}} and {{clr|C|5C}}, it has enough reach to hit an opponent at round start and get a full combo off of it. It is easy to hit confirm and convert via {{clr|D|5D}} or followup normals into full combos. | ||
}} | }} | ||
===<big>{{clr|B|5B}}</big>=== | |||
{{BBCF Move Card | |||
|input=5B | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 12 | |||
|active = 6 | |||
|recovery = 21 | |||
}} | }} | ||
*Longest reaching ground poke | *Longest reaching ground poke | ||
*Cancels into itself once on block and on hit | |||
5B has a lot of reach, making it a great ground. However, at max range, it doesn't really convert into much damage. Usually the most you can get is 5B > 5B > 214A. It's mostly best used as a poke that'll keep the opponent cautious of either trying to approach Nine recklessly or trying to jump out of pressure after you've been pushed out far. | Nine breathes out a gust of wind. {{clr|B|5B}} has a lot of reach, making it a great ground. However, at max range, it doesn't really convert into much damage. Usually the most you can get is {{clr|B|5B}} > {{clr|B|5B}} > {{clr|A|214A}}. It's mostly best used as a poke that'll keep the opponent cautious of either trying to approach Nine recklessly or trying to jump out of pressure after you've been pushed out far. | ||
}} | }} | ||
===<big>{{clr|C|5C}}</big>=== | |||
{{BBCF Move Card | |||
|input=5C | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 12 | |||
|active = 6 | |||
|recovery = 25 | |||
}} | }} | ||
*Cancels into itself once on block and on hit | |||
Nine sends out a blast of fire. Typically just combo or blockstring filler to help create the Kunzite/[{{clr|2|W}}{{clr|4|FF}}] or Amethyst/[{{clr|2|W}}{{clr|4|F}}] spell, but also makes for a strong meaty for setups during okizeme due to its range and ability to be jump canceled on block. | |||
Typically just combo or blockstring filler to help create the Kunzite or Amethyst spell. | |||
}} | }} | ||
===<big>{{clr|A|2A}}</big>=== | |||
{{BBCF Move Card | |||
|input=2A | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 3 | |||
|recovery = 23 | |||
}} | }} | ||
*Cancels into itself once on block and on hit | |||
Sends out a wave of water. All of Nine's 2X normals are lows. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. | |||
All of Nine's 2X normals are lows | |||
}} | }} | ||
===<big>{{clr|B|2B}}</big>=== | |||
{{BBCF Move Card | |||
|input=2B | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|active = 6 | |||
|recovery = 21 | |||
}} | }} | ||
*Cancels into itself once on block and on hit | |||
Breathes a gust of wind. All of Nine's 2X normals are lows. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. | |||
All of Nine's 2X normals are lows | |||
}} | }} | ||
===<big>{{clr|C|2C}}</big>=== | |||
{{BBCF Move Card | |||
|input=2C | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|active = 3 | |||
|recovery = 25 | |||
}} | }} | ||
*Cancels into itself once on block and on hit | |||
Sends out a carpet of flame. All of Nine's 2X normals are lows. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. | |||
All of Nine's 2X normals are lows | |||
}} | }} | ||
===<big>{{clr|A|6A}}</big>=== | |||
{{BBCF Move Card | |||
|input=6A | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|active = 4 | |||
|recovery = 23 | |||
}} | }} | ||
*Great Anti-Air up close | *Great Anti-Air up close | ||
An upward wave of water. Nine's {{clr|A|6A}} doesn't have as much horizontal or vertical reach as {{clr|B|6B}} or {{clr|C|6C}} but it does hit in a wide arc, making it great for anti-airing opponents up close. | |||
Nine's 6A doesn't have as much horizontal or vertical reach as | }} | ||
===<big>{{clr|B|6B}}</big>=== | |||
{{BBCF Move Card | |||
|input=6B | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 12 | |||
|active = 6 | |||
|recovery = 21 | |||
}} | }} | ||
An upward gust of wind. Has the longest vertical reach of the 6X normals. It can be used to anti-air opponents high up above you up close. | |||
}} | }} | ||
===<big>{{clr|C|6C}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=6C | ||
| | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 13 | |||
|active = 4 | |||
|recovery = 25 | |||
}} | }} | ||
* Anti-air option for about round start distance | * Anti-air option for about round start distance | ||
* Good option to catch jump outs | * Good option to catch jump outs | ||
6C can be a good anti-air option to go for at round start or at the same distance in other situations in neutral. Typically, it's safer to do jump up j.A to catch opponents in these situations but CH 6C is a more damaging starter and can be worth going for in situations where you feel the risks are small. It's also pretty good at catching opponents trying to jump out of pressure. | An upward blast of fire. {{clr|C|6C}} can be a good anti-air option to go for at round start or at the same distance in other situations in neutral. Typically, it's safer to do jump up {{clr|A|{{clr|A|j.A}}}} to catch opponents in these situations but CH {{clr|C|6C}} is a more damaging starter and can be worth going for in situations where you feel the risks are small. It's also pretty good at catching opponents trying to jump out of pressure. | ||
}} | }} | ||
===<big>{{clr|A|4A}}</big>=== | |||
{{ | {{BBCF Move Card | ||
|input=4A | |||
| | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
| | |startup = 6 | ||
|active = 6 | |||
|recovery = 10 | |||
}} | }} | ||
*Can delete projectiles | |||
*Grants Water Element upon deleting a projectile | |||
A downward splash of water. 4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for {{clr|A|5A}}. The {{clr|A|4A}} variant is typically used to help setup Tanzanite of Torment/[{{clr|2|W}}x3] in a combo. All of Nine's 4X normals can be used to erase certain projectiles, giving her an element as a result. | |||
}} | }} | ||
===<big>{{clr|B|4B}}</big>=== | |||
{{ | {{BBCF Move Card | ||
|input=4B | |||
|description= | |||
| | {{#invoke:FrameChart|drawFrameData | ||
| | |startup = 6 | ||
|active = 8 | |||
|recovery = 10 | |||
}} | }} | ||
*Can delete projectiles | |||
*Grants Wind Element upon deleting a projectile | |||
A downward gust of wind. {{clr|B|4B}} hits a lot lower to the ground than its other 4X counterparts. For this reason, it doesn't typically get much use compared to them since 4X normals are usually used to juggle airborne opponents in tighter spots. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result. | |||
}} | }} | ||
===<big>{{clr|C|4C}}</big>=== | |||
{{ | {{BBCF Move Card | ||
|input=4C | |||
| | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
| | |startup = 6 | ||
|active = 8 | |||
|recovery = 12 | |||
}} | }} | ||
*Can delete projectiles | |||
*Grants Fire element upon deleting a projectile | |||
A small explosion of fire. 4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for {{clr|A|5A}}. In particular, {{clr|C|4C}} is used to create the Kunzite/[{{clr|2|W}}{{clr|4|FF}}] spell in some rare-to-see combo routes. All of Nine's 4X normals can be used to erase certain projectiles, giving her an element as a result. | |||
}} | }} | ||
===<big>{{clr|C|3C}}</big>=== | |||
{{ | {{BBCF Move Card | ||
|input=3C | |||
| | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
| | |startup = 10 | ||
|active = 5 | |||
|recovery = 25 | |||
}} | |||
* Ground Combo ender to setup Fairy oki or Uvarovite | * Ground Combo ender to setup Fairy oki or Uvarovite | ||
* Sometimes a good round start option | * Sometimes a good round start option | ||
Because of it's ability to give knockdown, 3C is often used as a ground combo ender in order to setup Fairy/[ | A circular carpet of flame. Because of it's ability to give knockdown, {{clr|C|3C}} is often used as a ground combo ender in order to setup Fairy/[{{clr|2|WW}}{{clr|4|F}}] oki or toss out Uvarovite/[{{clr|3|AA}}{{clr|4|F}}] | ||
It's also sometimes a good round start option because of its range and ability to hit low. On hit, you can convert it into a full combo at round start | It's also sometimes a good round start option because of its range and ability to hit low. On hit, you can convert it into a full combo at round start by using Coral of Catastrophe/[{{clr|4|F}}x1] afterwards. Outside of round start situations, you can convert it into a full combo if you have Kunzite/[{{clr|2|W}}{{clr|4|FF}}] stocked or make it by hitting {{clr|C|3C}}. | ||
}} | }} | ||
===<big>{{clr|A|{{clr|A|j.A}}}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.A | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 8 | |||
|active = 3 | |||
}} | }} | ||
* Great air to air normal up close | * Great air to air normal up close | ||
Nine's j.A is her best air to air normal up close because of the wide arc of its hitbox in comparison to her other element air normals. You'll also find yourself using j.A a lot in air combos in order to create Tanzanite of | A midair wave of water. Nine's {{clr|A|{{clr|A|j.A}}}} is her best air to air normal up close because of the wide arc of its hitbox in comparison to her other element air normals. You'll also find yourself using {{clr|A|{{clr|A|j.A}}}} a lot in air combos in order to create Tanzanite of Torment/[{{clr|2|W}}x3] to bring the opponent back down to the ground or to create Kunzite/[{{clr|2|W}}{{clr|4|FF}}]. | ||
}} | }} | ||
===<big>{{clr|B|{{clr|B|j.B}}}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.B | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 6 | |||
}} | }} | ||
* Great air to air normal at longer ranges | * Great air to air normal at longer ranges | ||
* Great air to ground normal in a very specific situation. | * Great air to ground normal in a very specific situation. | ||
Nine's longest reaching air to air normal. It works well at poking opponents at its max range where j.A can't reach. It also can be a great air to ground normal at this range but the situation is more specific. You'll typically use it when you're falling back down to the ground from a well spaced air teleport dash/backdash. At lower heights, it can convert into a full combo on hit and give you good frame advantage on block. | A midair gust of wind. Nine's longest reaching air to air normal. It works well at poking opponents at its max range where {{clr|A|{{clr|A|j.A}}}} can't reach. It also can be a great air to ground normal at this range but the situation is more specific. You'll typically use it when you're falling back down to the ground from a well spaced air teleport dash/backdash. At lower heights, it can convert into a full combo on hit and give you good frame advantage on block. | ||
}} | }} | ||
===<big>{{clr|C|{{clr|C|j.C}}}}</big>=== | |||
{{ | {{BBCF Move Card | ||
|input=j.C | |||
|description= | |||
| | {{#invoke:FrameChart|drawFrameData | ||
| | |startup = 11 | ||
|active = 3 | |||
}} | }} | ||
A midair blast of flame. Typically doesn't see much use outside of combos to create the Kunzite/[{{clr|2|W}}{{clr|4|FF}}] spell. However, it can be used in situations where you normally would use {{clr|B|{{clr|B|j.B}}}} in order to help create a particular spell you want/need. | |||
}} | }} | ||
===<big>{{clr|A|j.2A}}</big>=== | |||
{{ | {{BBCF Move Card | ||
|input=j.2A | |||
| | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
| | |startup = 13 | ||
|active = 3 | |||
}} | }} | ||
A midair splash of water sent downward. Typically used as an air to ground normal up close in pressure or in combos | |||
}} | }} | ||
===<big>{{clr|B|j.2B}}</big>=== | |||
{{ | {{BBCF Move Card | ||
|input=j.2B | |||
|description= | |||
| | {{#invoke:FrameChart|drawFrameData | ||
| | |startup = 17 | ||
|active = 6 | |||
}} | }} | ||
A midair gust of wind fired downward. Similar to {{clr|C|j.2C}} but has more vertical range and less horizontal range. | |||
}} | }} | ||
===<big>{{clr|C|j.2C}}</big>=== | |||
{{ | {{BBCF Move Card | ||
|input=j.2C | |||
| | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
| | |startup = 17 | ||
|active = 3 | |||
}} | |||
*Great jump in normal | *Great jump in normal | ||
j.2C hits at a good angle that makes it great for using as a jump in. It also has great vertical and horizontal reach that'll make anti-airing it at its max range very difficult for most of the cast. | A midair blast of flame fired downward. {{clr|C|j.2C}} hits at a good angle that makes it great for using as a jump in. It also has great vertical and horizontal reach that'll make anti-airing it at its max range very difficult for most of the cast. | ||
}} | }} | ||
==Drive Moves== | |||
===<big>Everlasting Schorl</big>=== | |||
{{BBCF Move Card | |||
|input=No Element | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 8 | |||
|active = 5 | |||
|recovery = 30 | |||
}} | }} | ||
*110% Bonus Proration | |||
*Crumples on counterhit | |||
*Very unsafe on block unless special cancelled. | |||
*Decent punish starter | |||
* | |||
* | |||
Nine thrusts a blade of dark energy forward. | Nine thrusts a blade of dark energy forward. Does not require any elements to be used. But also means it can only be used at the start of a combo, immediately after a different spell has been used or by switching into a void slot with Seamoss Gate. It's particularly useful for slightly increasing the damage in BnB routes, depending on how the opponent is being juggled, because of its bonus proration, and for getting an air knockdown before casting a setplay spell, such as Uvarovite or Morganite. | ||
}} | }} | ||
===<big>Lapis Lazuli of Lamentation</big>=== | |||
{{InputBadge|[{{clr|2|W}}xN]}} | |||
{{BBCF Move Card | |||
|input=W,WW,WWW |versioned=input | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 3 | |||
|recovery = 23 | |||
}} | }} | ||
* Useful combo tool | * Useful combo tool | ||
* | * Causes Freeze State | ||
Creates a block of ice in front of her. A very common combo tool to help Nine bring her opponents back down to the ground from an air combo to go for a ground ender. This is very useful because Nine tends to have better options and greater control over her opponent's wakeup options from ground enders. | Creates a block of ice in front of her. A very common combo tool to help Nine bring her opponents back down to the ground from an air combo to go for a ground ender. This is very useful because Nine tends to have better options and greater control over her opponent's wakeup options from ground enders. | ||
}} | }} | ||
===<big>Emerald of Enmity</big>=== | |||
{{InputBadge|[{{clr|3|A}}xN]}} | |||
{{BBCF Move Card | |||
|input=A,AA,AAA |versioned=input | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|active = 9 | |||
|recovery = 18 | |||
}} | }} | ||
*Great anti-zoning spell | *Great anti-zoning spell | ||
* | *Goes about 95% full screen | ||
Fires a horizontal tornado. As one would expect from a spell that's more or less functions as a laser beam, these spells can be a great anti-zoning tool to keep zoners cautious of pressing buttons. It can be equally useful in general just to hinder an approach. These wind spells also tend to get used to combo into her Flame Punisher distortion to tack on more damage to a combo to end a round. | Fires a horizontal tornado. As one would expect from a spell that's more or less functions as a laser beam, these spells can be a great anti-zoning tool to keep zoners cautious of pressing buttons. It can be equally useful in general just to hinder an approach. These wind spells also tend to get used to combo into her Flame Punisher distortion to tack on more damage to a combo to end a round. | ||
}} | }} | ||
===<big>Coral of Catastrophe</big>=== | |||
{{InputBadge|[{{clr|4|F}}xN]}} | |||
{{BBCF Move Card | |||
|input=F,FF,FFF |versioned=input | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 3 | |||
|recovery = 20 | |||
}} | }} | ||
*Good for converting Round Start {{clr|C|3C}} and some {{clr|C|3C}} Low Mixups | |||
*All versions can cause Fatal Counters. | |||
Creates a flaming skull in front of her. For the most part, this spell is only useful to confirm a round start {{clr|C|3C}} into a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with {{clr|C|3C}} low that Rubellite of Rage [FxN] will allow you to convert into a full combo. Fatal Counters on successful Counter Hit. | |||
Creates a flaming skull in front of her. For the most part, this spell is only useful to confirm a round start 3C into a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with 3C low that Rubellite of Rage [FxN] will allow you to convert into a full combo | |||
}} | }} | ||
===<big>Heliodor of Humility</big>=== | |||
{{InputBadge|[{{clr|2|W}}{{clr|3|A}}]}} | |||
{{BBCF Move Card | |||
|input=WA | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 13 | |||
|isProjectile = true | |||
|recovery = 31 | |||
}} | }} | ||
*Creates a floating projectile in front of Nine that tracks her position for a set period of time | |||
*Disappears if it hits the opponent, its own timer runs out (Approximately 3 seconds) or if Nine is hit. | |||
Creates a floating goat skull that acts like a floating hitbox. If Nine uses her teleport dash the skull won't teleport with her, instead it quickly floats towards Nine's new position (Probably hitting her opponent if she teleported to the other side of them). Useful for approaching and deterring attacks as it will hit opponents on contact even if Nine is blocking or not doing anything in particular at the moment. Beware that it will clash with projectiles, doesn't last very long and will disappear if Nine gets hit. | |||
Creates a floating goat skull | |||
}} | }} | ||
===<big>Amethyst of Annihilation </big>=== | |||
{{InputBadge|[{{clr|2|W}}{{clr|4|F}}]}} | |||
{{BBCF Move Card | |||
|input=WF | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 22 | |||
|isProjectile = true | |||
|active = 10 | |||
|unactive2 = 4 | |||
|active3 = 10 | |||
}} | }} | ||
* Good for resetting pressure | * Good for resetting pressure | ||
* Good for hindering approaches | * Good for hindering approaches | ||
Line 754: | Line 409: | ||
* On hit, has a shock effect | * On hit, has a shock effect | ||
Fires an electric orb that slowly travels across the screen. Can be a good way to attempt to reset pressure against some characters. The advancing electric ball can give opponents limited options to deal with it at such a close range. Typically, they'll have to stay on the defensive or will attempt to try and jump out and risk getting tagged by Nine's 6C. If you happen to have it in neutral, it's also very good at hindering approaches, either from the air or from the ground depending on where you throw out the spell | Fires an electric orb that slowly travels across the screen. Can be a good way to attempt to reset pressure against some characters. The advancing electric ball can give opponents limited options to deal with it at such a close range. Typically, they'll have to stay on the defensive or will attempt to try and jump out and risk getting tagged by Nine's {{clr|C|6C}}. If you happen to have it in neutral, it's also very good at hindering approaches, either from the air or from the ground depending on where you throw out the spell | ||
}} | }} | ||
===<big>Citrine of Change</big>=== | |||
{{InputBadge|[{{clr|3|A}}{{clr|4|F}}]}} | |||
{{BBCF Move Card | |||
{{ | |input=AF,AF Reflect Attack,AF Kick Mirror |versioned=name | ||
| | |description= | ||
| | |||
| | |||
| | |||
* Good anti-zoning tool | * Good anti-zoning tool | ||
* Absorbs projectiles that hit it and shoots a thin projectile back at the opponent | * Absorbs projectiles that hit it and shoots a thin projectile back at the opponent | ||
* Disappears if hit by | * Disappears after 6 seconds, or if hit by a strike | ||
* Will push Nine or the opponent as it moves forward if they obstruct its path | * Will push Nine or the opponent as it moves forward if they obstruct its path | ||
* Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox. Wall bounces on hit | * Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox. Wall bounces on hit | ||
Creates a mirror in front of her that absorbs projectiles. Great anti-zoning tool for dealing with projectiles coming from the front. It won't protect you against stuff like Nu and Lambda's {{clr|D|4D}} but it'll still protect you from most projectiles. | |||
Creates a mirror in front of her that absorbs projectiles. Great anti-zoning tool for dealing with projectiles coming from the front. It won't protect you against stuff like Nu and Lambda's 4D but it'll still protect you from most projectiles. | |||
}} | }} | ||
===<big>Celestite of the Covenant</big>=== | |||
{{ | {{InputBadge|[{{clr|2|W}}{{clr|2|W}}{{clr|3|A}}]}} | ||
{{BBCF Move Card | |||
| | |input=WWA | ||
|description= | |||
*Sets a gravity field that activates after 2 in-game seconds | |||
*Once the field activates, the opponent cannot jump while in the field. If they're in the air, they'll be knocked down to the ground. This deals no damage, but prorates any proceeding hit. | |||
*{{clr|D|5D}} sets it on the opponent's location | |||
*{{clr|D|4D}} sets it in front of Nine | |||
* | |||
*5D sets it on the opponent's location | |||
*4D sets it in front of Nine | |||
Creates a gravity field that prevents opponents from jumping. Can be used to hinder an opponent's advance or their ability to get out of pressure | Creates a gravity field that prevents opponents from jumping. Can be used to hinder an opponent's advance or their ability to get out of pressure | ||
}} | }} | ||
===<big>Taaffeite of Temptation</big>=== | |||
{{ | {{InputBadge|[{{clr|2|W}}{{clr|2|W}}{{clr|4|F}}]}} | ||
| | {{BBCF Move Card | ||
|input=WWF | |||
|description= | |||
*Good oki tool | *Good oki tool | ||
*Goes away if Nine blocks or gets hit by an attack | *Goes away if Nine blocks or gets hit by an attack | ||
Line 852: | Line 448: | ||
If you have it available, Taafeite can also be great in neutral. The timed consecutive attacks can greatly limit an opponent's options and is great cover for an approach. | If you have it available, Taafeite can also be great in neutral. The timed consecutive attacks can greatly limit an opponent's options and is great cover for an approach. | ||
}} | }} | ||
===<big>Andradite of Accord</big>=== | |||
{{ | {{InputBadge|[{{clr|2|W}}{{clr|3|A}}{{clr|3|A}}]}} | ||
{{BBCF Move Card | |||
|input=WAA | |||
|description= | |||
| | |||
*Good spell in neutral and blockstrings | *Good spell in neutral and blockstrings | ||
*Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down. | *Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down. | ||
*Blows back and wall bounces on ground or air hit for easy conversion into a combo | *Blows back and wall bounces on ground or air hit for easy conversion into a combo | ||
*Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block | *Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block | ||
*The orb can be destroyed by the opponent before it explodes | *The orb can be destroyed by the opponent before it explodes. | ||
**Orb can be destroyed by all attribute attacks except for throws | |||
Summons an orb of dark energy that explodes in a + shape. Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements. | Summons an orb of dark energy that explodes in a + shape. Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements. | ||
However, if you can manage to get it out in a blockstring, Andradite is also quite good in pressure. It's good for resetting pressure but on regular block, it'll also deal a great amount of chip damage and on barrier block, it'll take an equivalent amount of barrier away from the opponent. | However, if you can manage to get it out in a blockstring, Andradite is also quite good in pressure. It's good for resetting pressure but on regular block, it'll also deal a great amount of chip damage and on barrier block, it'll take an equivalent amount of barrier away from the opponent. | ||
}} | }} | ||
===<big>Uvarovite of Undoing</big>=== | |||
{{ | {{InputBadge|[{{clr|3|A}}{{clr|3|A}}{{clr|4|F}}]}} | ||
{{BBCF Move Card | |||
|input=AAF | |||
|description= | |||
| | *Approximately 2 second delay between the targeting circle first appearing and when the rain of fire comes down. | ||
*Tracks opponent location before activating | |||
* | |||
Creates a cloud above the opponent that rains down fire. Uvarovite sees most of its use as an oki tool. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a fairly long time. The fire shower is also really good at obscuring what's happening on the screen and can be a good place to try and slip in a mixup. | Creates a cloud above the opponent that rains down fire. Uvarovite sees most of its use as an oki tool. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a fairly long time. The fire shower is also really good at obscuring what's happening on the screen and can be a good place to try and slip in a mixup. | ||
In neutral, Uvarovite can also be pretty good. The area that the fire shower comes down in is fairly large. Even throwing it out at midscreen will greatly limit the way opponents can move without getting themselves caught in the fire shower, which would allow you to get in. When the opponent is closer to the corner, Uvarovite can be especially good in neutral because they have even less places to run, making it easier to lock them down to cover an approach. | In neutral, Uvarovite can also be pretty good. The area that the fire shower comes down in is fairly large. Even throwing it out at midscreen will greatly limit the way opponents can move without getting themselves caught in the fire shower, which would allow you to get in. When the opponent is closer to the corner, Uvarovite can be especially good in neutral because they have even less places to run, making it easier to lock them down to cover an approach. | ||
}} | }} | ||
===<big>Kunzite of Keep Breaker</big>=== | |||
{{ | {{InputBadge|[{{clr|2|W}}{{clr|4|F}}{{clr|4|F}}]}} | ||
| | {{BBCF Move Card | ||
|input=WFF | |||
|description= | |||
*Great combo, mixup and anti-air destroyer tool | *Great combo, mixup and anti-air destroyer tool | ||
*Launches on ground hit | *Launches on ground hit | ||
*Ground bounces on air hit | *Ground bounces on air hit | ||
Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses. | Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses. | ||
Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with 4A | Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with {{clr|A|5A}}/{{clr|A|4A}} up close or {{clr|C|6C}} further out to keep your combo going. | ||
In pressure, Kunzite is a good overhead that can open people up for a full combo. | In pressure, Kunzite is a good overhead that can open people up for a full combo. | ||
Line 955: | Line 495: | ||
Because throwing out Kunzite halts Nine's falling momentum completely, it's an amazing AA destroyer that converts into a full combo on hit and on block, allows her to safely come down to start pressure. | Because throwing out Kunzite halts Nine's falling momentum completely, it's an amazing AA destroyer that converts into a full combo on hit and on block, allows her to safely come down to start pressure. | ||
}} | }} | ||
}} | ===<big>Morganite of Malice</big>=== | ||
{{InputBadge|[{{clr|3|A}}{{clr|4|F}}{{clr|4|F}}]}} | |||
{{BBCF Move Card | |||
|input=AFF | |||
|description= | |||
*The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low. If the first hit is blocked, the second hit will be a mid. | |||
Creates a seed and throws it. When it lands it grows into a vine that travels across the screen and then back again. It doesn't see much use outside of attempts to do unblockables. | |||
}} | }} | ||
===<big>Nephrite of Nullification</big>=== | |||
{{InputBadge|[{{clr|2|W}}{{clr|3|A}}{{clr|4|F}}]}} | |||
{{BBCF Move Card | |||
{{ | |input=WAF | ||
| | |description= | ||
*Cannot be regular blocked. MUST be barrier blocked. | |||
*Cannot be regular blocked. MUST be barrier blocked | |||
*Drains a good amount of barrier on barrier block | *Drains a good amount of barrier on barrier block | ||
*Countdown timer goes away | *Countdown timer goes away if Nine is hit, techs a throw, or if her opponent techs a throw | ||
*1500 minimum damage | |||
Nine creates a countdown timer on the opponent. After a short while, the opponent is bombarded with pillars of dark energy. A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate. | Nine creates a countdown timer on the opponent. After a short while, the opponent is bombarded with pillars of dark energy. A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate. | ||
}} | }} | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | |||
{{ | {{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} | ||
| | {{BBCF Move Card | ||
| | |input=B+C | ||
| | |description= | ||
| | {{#invoke:FrameChart|drawFrameData | ||
|startup = 7 | |||
|active = 3 | |||
|recovery = 23 | |||
}} | |||
*100% minimum damage | |||
*Wall bounces midscreen | *Wall bounces midscreen | ||
*Wall sticks in the corner | *Wall sticks in the corner | ||
Standard throw. Can be converted into a combo from the wall bounce with a 5A juggle midscreen. In the corner, it's possible that they'll wall stick a bit too far for the usual 5A juggle. In these cases, you can do 6C > delay 214A to convert it into a full combo. | Nine grabs the opponent with her cape, knees them in the chest and kicks them away. Standard throw. Can be converted into a combo from the wall bounce with a {{clr|A|5A}} juggle midscreen. In the corner, it's possible that they'll wall stick a bit too far for the usual {{clr|A|5A}} juggle. In these cases, you can do {{clr|C|6C}} > delay {{clr|A|214A}} to convert it into a full combo. | ||
}} | }} | ||
===<big>Air Throw</big>=== | |||
{{InputBadge|{{clr|B|{{clr|B|j.B}}}}+{{clr|C|C}}}} | |||
{{BBCF Move Card | |||
|input=j.B+C | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 3 | |||
|recovery = 26 | |||
}} | }} | ||
*100% minimum damage | |||
Turns her cape into a giant hand to grab the opponent, then creates a small explosion that lights them on fire as they are thrown to the ground. Launches the opponent higher into the air, giving you plenty of time to land and juggle the airborne opponent into a full combo when they eventually fall back down. | |||
}} | }} | ||
===<big>Counter Assault</big>=== | |||
{{ | {{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}} | ||
| | {{BBCF Move Card | ||
| | |input=6A+B | ||
| | |description= | ||
| | {{#invoke:FrameChart|drawFrameData | ||
|startup = 13 | |||
|active = 3 | |||
|recovery = 36 | |||
}} | }} | ||
Kicks forward in a similar manner to her forward and back throws. | |||
}} | }} | ||
===<big>Crush Trigger</big>=== | |||
{{ | {{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}} | ||
| | {{BBCF Move Card | ||
| | |input=5A+B,5[A+B] |versioned=input | ||
| | |description= | ||
| | *Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more. | ||
*Launches on air hit. | |||
* | |||
* | |||
Nine performs a flaming upward kick. Can be used to kick Citrine of Change | |||
}} | }} | ||
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==Specials== | ==Specials== | ||
===<big>Crimson Raider</big>=== | |||
{{ | {{InputBadge|{{clr|A|214A}} (Air OK)}} | ||
{{BBCF Move Card | |||
|input=214A,j.214A |versioned=input | |||
|description= | |||
| | |||
}} | |||
*Air combo ender and max damage ground ender | *Air combo ender and max damage ground ender | ||
Dashes at the opponent while wreathed in flames, creating an explosion on impact. Crimson Raider is typically used an air combo ender in situations where you can bring the opponent back down to the ground with Tanzanite of | Dashes at the opponent while wreathed in flames, creating an explosion on impact. Crimson Raider is typically used an air combo ender in situations where you can bring the opponent back down to the ground with Tanzanite of Torment/[Wx3]. It's also sometimes used in ground enders from Tanzanite of Torment/[Wx3] as well when you want to go for max damage instead. | ||
Outside of its use as a combo ender, it also sees use in combos from some 6C juggle combo routes to close the gap between the opponent and keep the combo going with a | Outside of its use as a combo ender, it also sees use in combos from some {{clr|C|6C}} juggle combo routes to close the gap between the opponent and keep the combo going with a {{clr|A|5A}}/{{clr|A|4A}} juggle. | ||
}} | }} | ||
===<big>Mauvette Roar</big>=== | |||
{{ | {{InputBadge|{{clr|B|214B}}}} | ||
| | {{BBCF Move Card | ||
| | |||
|input=214B | |input=214B | ||
| | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 13 | |||
|active = 6 | |||
|recovery = 35 | |||
}} | }} | ||
*On CH, wallbounces at midscreen and wallsplats in the corner. | |||
Nine performs an upward kick with her demon, Hi no Kagutsuchi. An anti-air special. Can easily be followed up with a full combo on CH. This special usually doesn't get any use since Nine has a lot of other options like 6X, teleport or rising {{clr|A|{{clr|A|j.A}}}} at her disposal. It is, however, her only move outside of true reversals with actual Head invul, and it covers the best vertical range among her anti-air options, making it a good choice in certain situations. | |||
}} | }} | ||
===<big>Navy Pressure</big>=== | |||
{{ | {{InputBadge|{{clr|C|214C}}}} | ||
| | {{BBCF Move Card | ||
| | |||
|input=214C | |input=214C | ||
| | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 27 | |||
|active = 5 | |||
|recovery = 32 | |||
}} | |||
* Performs an overhead punch with Hi no Kagutsuchi's fist at the opponent's position. | |||
* Has a minimum distance and always appears at the same height (Basically above where a standing opponent would be). Tracks similarly to Hazama's Eternal Coils | |||
* Projectile | |||
* Fatal Counter | |||
* | |||
* | |||
* | |||
* Ground Bounces on Counter Hit | * Ground Bounces on Counter Hit | ||
Because of it's tracking, Navy Pressure is a great tool to punish an opponent's attempt to do stuff at longer ranges and make them more cautious of doing so in the future. It can also be great in pressure as well to catch people trying to get out of pressure after you've pushed back too far for normals to reach. | |||
While Navy Pressure is an overhead, you typically won't be using it to open people up because of the slow startup. A noteworthy exception to this are attempts to do an unblockable when combined with the Morganite spell | While Navy Pressure is an overhead, you typically won't be using it to open people up because of the slow startup. A noteworthy exception to this are attempts to do an unblockable when combined with the Morganite spell | ||
}} | }} | ||
===<big>Seamoss Gate</big>=== | |||
{{ | {{InputBadge|{{clr|D|236D}} (Air OK)}} | ||
| | {{BBCF Move Card | ||
| | |||
|input=236D | |input=236D | ||
|description= | |||
Swaps the spells in your active slot and stock slot. Good for storing away a useful spell for later use. Seamoss Gate can be canceled into a spell during the recovery, which can allow Nine to stock a spell for later use and combo into a spell all in the same motion. | |||
Swaps the spells in your active slot and stock slot. Good for storing away a useful spell for later use. | |||
}} | }} | ||
===<big>Flax Nurture</big>=== | |||
{{ | {{InputBadge|{{clr|D|214D}} (Air OK)}} | ||
| | {{BBCF Move Card | ||
| | |input=214D,j.214D |versioned=input | ||
| | |description= | ||
* Good reversal option | * Good reversal option | ||
* Gives | * Requires an active element for the hitbox and invulnerability to activate | ||
* | * Gives an elemental buff depending on her most recent active element. | ||
* Normals and single-element spells of the corresponding element get 20% increased damage. Normals also become able to deal chip damage, while spells get better proration values. | |||
* Length of buff varies depending on how much of the element was in the active slot | * Length of buff varies depending on how much of the element was in the active slot | ||
Flax Nurture has invulnerability on start up and is also punishable only on instant block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Characters with normals with better reach can also outspace the horizontal reach of | Flax Nurture has invulnerability on start up and is also punishable only on instant block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Characters with normals with better reach can also outspace the horizontal reach of Flax Nurture. | ||
The length of the buff depends on the amount of the element you had in your active slot. The more of the element in the active slot, the longer the buff will last. | The length of the buff depends on the amount of the element you had in your active slot. The more of the element in the active slot, the longer the buff will last. If there are no stocks at all, the move will misfire, dealing no damage and having no invulnerability. | ||
}} | }} | ||
==Distortion Drives== | ==Distortion Drives== | ||
===<big>Flame Punisher</big>=== | |||
{{ | {{InputBadge|{{clr|A|236236A}}}} | ||
| | {{BBCF Move Card | ||
|input=236236A,236236A OD Followup |versioned=input | |||
| | |description= | ||
| | |||
*Great to tack on at the end of a combo for more damage to end a round | *Great to tack on at the end of a combo for more damage to end a round | ||
*Good anti-zoning tool | *Good anti-zoning tool | ||
*720 minimum damage, 1200 during OD | |||
*A full reversal, but only against projectiles. | |||
Nine fires two beams of dark energy, one from her hand and the other from her foot. On Overdrive, Nine finishes it by having Hi no Kagutsuchi breathe a large torrent of fire from its mouth. Because of its horizontal range, Flame Punisher tends to be the easiest distortion to combo into to tack on extra damage to a combo to end a round. It's horizontal range also makes it great for sniping opponent's attempting to zone or setup an oki from a distance like Lambda's 236D | Nine fires two beams of dark energy, one from her hand and the other from her foot. On Overdrive, Nine finishes it by having Hi no Kagutsuchi breathe a large torrent of fire from its mouth. Because of its horizontal range, Flame Punisher tends to be the easiest distortion to combo into to tack on extra damage to a combo to end a round. It's horizontal range also makes it great for sniping opponent's attempting to zone or setup an oki from a distance like Lambda's {{clr|D|236D}}. | ||
}} | |||
}} | }} | ||
===<big>Cardinal Nova</big>=== | |||
{{ | {{InputBadge|{{clr|B|236236B}}}} | ||
| | {{BBCF Move Card | ||
| | |||
|input=236236B | |input=236236B | ||
|description= | |||
* Gives Nine a random 3 Element spell to both her Active and Stock slots | * Gives Nine a random 3 Element spell to both her Active and Stock slots | ||
* Full Inv 7-11F | |||
* 600 minimum damage, 750 during OD | |||
Nine creates a localized explosion in front of her. On Overdrive, the | Nine creates a localized explosion in front of her. On Overdrive, Nine creates multiple explosions that carry the opponent into the air. A great distortion for 100 meter combo enders for max damage. First, you can combo into this to get a 3 Element spell in both your slots and then you combo into Azurite Inferno, which gets a damage buff for each element in both of your slots, to maximize its damage output. | ||
}} | }} | ||
===<big>Azurite Inferno</big>=== | |||
{{ | {{InputBadge|{{clr|C|236236C}}}} | ||
| | {{BBCF Move Card | ||
| | |||
|input=236236C | |input=236236C | ||
| | |description= | ||
* Reversal Super | |||
* Great round ender, especially when you have 100 meter | * Great round ender, especially when you have 100 meter | ||
* Consumes the spells in your Active and Stock Slot | * Consumes the spells in your Active and Stock Slot | ||
* Damage increases based on the number of elements in your spells | * Damage increases based on the number of elements in your spells | ||
* Full Inv 1-18F | |||
Nine performs a downward stomp. If it connects, the opponent is crucified on spears and Nine bombards them with arrows of dark energy. On Overdrive, the arrows are bigger and stronger and Nine also finishes the opponent off with pillars of dark energy, similar to her Nephrite spell. The move becomes stronger and flashier depending on the number of elements in your spells, especially if those elements are in your stock slot. Has an incredible base damage at full mana but scales rapidly as it plays out, basically ensuring that the last hit, and the entire overdrive extension, will be at minimum damage even if this attack is performed on its own. | |||
-Minimum Damage with no mana: 800 | |||
-1 Element in Active Slot = No Change | |||
-2 Elements in Active Slot = +100 | |||
-3 Elements in Active Slot = +200 | |||
-1 Element in Stock Slot = +100 | |||
-2 Elements in Stock Slot = +250 | |||
-3 Elements in Stock Slot = +490 | |||
-Overdrive = +500 | |||
With full slots and Overdrive, it has one of the highest minimum damages in the game. Base (800) + 3 Active Elements (200) + 3 Stocked Elements (490) + Overdrive (500) = 1990. | |||
Oddly it is possible to Rapid Cancel the first hit and the overdrive extension hits. This only has a niche use of hitting with your Exceed Accel to close out a round. | |||
}} | }} | ||
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==Exceed Accel== | ==Exceed Accel== | ||
===<big>Scarlet Vein</big>=== | |||
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}} | |||
{{BBCF Move Card | |||
|input=A+B+C+D | |||
|description= | |||
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]] | |||
*300/638 Minimum Damage | |||
*Lacks strong pushback | |||
}} | |||
{{ | |||
* | |||
* | |||
Nine kicks the opponent on startup, then commands Hi no Kagutsuchi to crush them in between its fists. Puts Nine in Active Flow if she hasn't already been in it already. Has full invul | Nine kicks the opponent on startup, then commands Hi no Kagutsuchi to crush them in between its fists. Puts Nine in Active Flow if she hasn't already been in it already. On Active Flow, the collision of fists causes a small explosion that ignites the opponent on fire. Has full invul, but is relatively unsafe on block, has low minimum damage and cannot be rapid-canceled. | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
{{ | ===<big>Colorless Void</big>=== | ||
| | {{InputBadge|{{clr|D|236236D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}} | ||
| | {{BBCF Move Card | ||
|input=236236D | |input=236236D | ||
| | |description= | ||
*Tracks opponent's location similarly to Navy Pressure | |||
*Has a minimum distance | |||
Nine's Astral. Nine commands her demon, Hi-no-Kagutsuchi, to devour the opponent and ensnare them in a cage of fire. She then rises into the air and summons a large pentagram before calling down scores of meteors to annihilate the opponent. Can be comboed into from a {{clr|C|3C}} so going for it after bringing the opponent back down to the ground with Tanzanite/[Wx3] is a good place to go for it if you've met the conditions. | |||
'''Combos From...''' | |||
*Ground Throws | |||
*{{clr|C|3C}} | |||
*CH {{clr|B|214B}} | |||
*...and more! | |||
Nine's Astral. Can be comboed into from a 3C so going for it after bringing the opponent back down to the ground with Tanzanite/[Wx3] is a good place to go for it if you've met the conditions. | |||
}} | }} | ||
== | ==Colors== | ||
{{BBCFColors|Size=120|Character=Nine}} | |||
<br style="clear:both;"/> | |||
==Navigation== | |||
<center>{{Character Label|BBCF|Nine the Phantom|size=42px}}</center> | |||
< | {{BBCF/CharacterLinks}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | |||
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Latest revision as of 01:21, 28 March 2024
Overview
Health |
10,500 |
Prejump |
4F |
Backdash |
40F (1~4F Inv P, 5~32F Inv All) |
Forward Dash |
40F (1~4F Inv P, 5~32F Inv All) |
Unique Movement Options |
4 Way Teleport Dash, can do 2 in a row |
Fastest Attack |
4A (6F) 4B (6F) 4C (6F) |
Reversals |
214D (22F) 236236C (14F) |
Fatal Starters |
Fire 214C |
In the game's lore Nine does not possess a Drive, but knows how to use magic. However this still uses the D button in game so in gameplay terms it still works like a Drive.
Nine's normal attacks are tuned to specific elements: A for Water, B for Air, and C for Fire. When her normal attacks hit/are blocked by her opponent, she gains mana for that element (Visualised by glowing coloured "ribbons" behind her). Pressing D casts a spell using all Nine's mana.
Nine can save up to three mana - getting a fourth will delete the oldest one. Different combinations of mana will give different spells (20 in total!). Each spell is determined by the amount of each mana, not the order they are gained.
Nine has two slots: Active and Stock. The Active slot is where she stores her mana, and the Stock slot is a backup slot, where she can store mana from the Active Slot via Seamoss Gate.
All of nine's normals use strike attributes, but unusually, they can never clash with other strikes.Nine's movement is unorthodox: instead of a run or air dashes, she has teleports that can be canceled into a second teleport. While the first teleport can only go forwards or backwards as normal, the second teleport can go up, down, left or right, giving her lots of unique opportunities to move around the opponent. Be aware though, her teleport is only first-frame invulnerable to projectiles only, meaning she can't use it to escape properly timed meaty attacks and frametraps.
- All teleports share the same frame data
- Nine can use both teleports after her double jump.
- However, she cannot double jump after using a teleport, even if the first teleport was performed on the ground.
- Vertical teleports can be input at any time during the initial dash, horizontal ones need to wait until after the first 11 frames (Meaning you won't accidentally get a second horizontal dash by mashing the first one a little).
- After a second teleport is inputted, it always begins 30F after the first one stated. There is no vulnerable gap between the two dashes.
- Nine is in Counter Hit recovery during the second teleport.
Normal Moves
- All of Nine's 5X normals can cancel into each other, even themselves, so 5A → 5A and 5B → 5A are possible.
- No matter the button, there can only be two 5X normals in a string, so 5A → 5A → 5B and 5B → 5A → 5C are not possible.
- All 2X normals can also cancel into each other
- Like 5X, there can only be two normals in a string, regardless of button, so 2C → 2B → 2C is not possible.
- 5X and 2X normals can be used at any point, but the limit isn't removed, so 5A → 2C → 5B is possible, but 5A → 5B → 2C → 5B is not.
- Command normals (4X, 6X, 3C) follow more traditional rules and have limited gatlings in comparison.
- All normals are hardcoded not to clash and so cannot clash cancel
- Despite all normals being strike-projectiles, Nine cannot destroy them and will be hit.
- This also results in Hakumen being unable to cut her normals unlike other strike-projectiles.
5A
- Possibly best ground poke
- Cancels into itself once on block and on hit
Nine fires a blast of water. Possibly Nine's best ground poke. While it doesn't have as much reach as 5B and 5C, it has enough reach to hit an opponent at round start and get a full combo off of it. It is easy to hit confirm and convert via 5D or followup normals into full combos.
- Values in () are when Nine has Blue buff aura
- (Chip Damage 5%: 36)
5B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
600 (720) | All | 12 | 6 | 21 | -10 | BP |
- Longest reaching ground poke
- Cancels into itself once on block and on hit
Nine breathes out a gust of wind. 5B has a lot of reach, making it a great ground. However, at max range, it doesn't really convert into much damage. Usually the most you can get is 5B > 5B > 214A. It's mostly best used as a poke that'll keep the opponent cautious of either trying to approach Nine recklessly or trying to jump out of pressure after you've been pushed out far.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
- Values in () are when Nine has Green buff aura
- (Chip Damage 5%: 36)
5C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
600 (720) | All | 12 | 3 | 25 | -11 | BP |
- Cancels into itself once on block and on hit
Nine sends out a blast of fire. Typically just combo or blockstring filler to help create the Kunzite/[WFF] or Amethyst/[WF] spell, but also makes for a strong meaty for setups during okizeme due to its range and ability to be jump canceled on block.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
- Values in () are when Nine has Red buff aura
- (Chip Damage 5%: 36)
2A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
550 (660) | Low/Air | 10 | 3 | 23 | -9 | FP |
- Cancels into itself once on block and on hit
Sends out a wave of water. All of Nine's 2X normals are lows. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 89 | 3 |
- Values in () are when Nine has Blue buff aura
- (Chip Damage 5%: 33)
2B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
550 (660) | Low/Air | 11 | 6 | 21 | -10 | FP |
- Cancels into itself once on block and on hit
Breathes a gust of wind. All of Nine's 2X normals are lows. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 89 | 3 |
- Values in () are when Nine has Green buff aura
- (Chip Damage 5%: 33)
2C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
550 (660) | Low/Air | 11 | 3 | 25 | -11 | FP |
- Cancels into itself once on block and on hit
Sends out a carpet of flame. All of Nine's 2X normals are lows. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 89 | 3 |
- Values in () are when Nine has Red buff aura
- (Chip Damage 5%: 33)
6A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
900 (1080) | Mid | 11 | 4 | 23 | -8 | BP |
- Great Anti-Air up close
An upward wave of water. Nine's 6A doesn't have as much horizontal or vertical reach as 6B or 6C but it does hit in a wide arc, making it great for anti-airing opponents up close.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 82 | 4 |
- Values in () are when Nine has Blue buff aura
- (Chip Damage 5%: 54)
6B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
900 (1080) | Mid | 12 | 6 | 21 | -8 | BP |
An upward gust of wind. Has the longest vertical reach of the 6X normals. It can be used to anti-air opponents high up above you up close.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 82 | 4 |
- Values in () are when Nine has Green buff aura
- (Chip Damage 5%: 54)
6C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
900 (1080) | Mid | 13 | 4 | 25 | -10 | BP |
- Anti-air option for about round start distance
- Good option to catch jump outs
An upward blast of fire. 6C can be a good anti-air option to go for at round start or at the same distance in other situations in neutral. Typically, it's safer to do jump up j.A to catch opponents in these situations but CH 6C is a more damaging starter and can be worth going for in situations where you feel the risks are small. It's also pretty good at catching opponents trying to jump out of pressure.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 82 | 4 |
- Values in () are when Nine has Red buff aura
- (Chip Damage 5%: 54)
4A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
300 (360) | All | 6 | 6 | 10 | -2 | BP |
- Can delete projectiles
- Grants Water Element upon deleting a projectile
A downward splash of water. 4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for 5A. The 4A variant is typically used to help setup Tanzanite of Torment/[Wx3] in a combo. All of Nine's 4X normals can be used to erase certain projectiles, giving her an element as a result.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 85 | 2 |
- Can negate projectiles, but does not clash
- Values in () are when Nine has Blue buff aura
- (Chip Damage 5%: 18)
4B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
300 (360) | All | 6 | 8 | 10 | -4 | BP |
- Can delete projectiles
- Grants Wind Element upon deleting a projectile
A downward gust of wind. 4B hits a lot lower to the ground than its other 4X counterparts. For this reason, it doesn't typically get much use compared to them since 4X normals are usually used to juggle airborne opponents in tighter spots. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 85 | 2 |
- Can negate projectiles, but does not clash
- Values in () are when Nine has Green buff aura
- (Chip Damage 5%: 18)
4C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
300 (360) | All | 6 | 8 | 12 | -6 | BP |
- Can delete projectiles
- Grants Fire element upon deleting a projectile
A small explosion of fire. 4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for 5A. In particular, 4C is used to create the Kunzite/[WFF] spell in some rare-to-see combo routes. All of Nine's 4X normals can be used to erase certain projectiles, giving her an element as a result.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 85 | 2 |
- Can negate projectiles, but does not clash
- Values in () are when Nine has Red buff aura
- (Chip Damage 5%: 18)
3C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
750 (900) | Low/Air | 10 | 5 | 25 | -13 | FP |
- Ground Combo ender to setup Fairy oki or Uvarovite
- Sometimes a good round start option
A circular carpet of flame. Because of it's ability to give knockdown, 3C is often used as a ground combo ender in order to setup Fairy/[WWF] oki or toss out Uvarovite/[AAF]
It's also sometimes a good round start option because of its range and ability to hit low. On hit, you can convert it into a full combo at round start by using Coral of Catastrophe/[Fx1] afterwards. Outside of round start situations, you can convert it into a full combo if you have Kunzite/[WFF] stocked or make it by hitting 3C.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 89 | 3 |
- Values in () are when Nine has Red buff aura
- (Chip Damage 5%: 45)
j.A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
700 (840) | High/Air | 8 | 3 | Until L | HP |
- Great air to air normal up close
A midair wave of water. Nine's j.A is her best air to air normal up close because of the wide arc of its hitbox in comparison to her other element air normals. You'll also find yourself using j.A a lot in air combos in order to create Tanzanite of Torment/[Wx3] to bring the opponent back down to the ground or to create Kunzite/[WFF].
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
- Values in () are when Nine has Blue buff aura
- (Chip Damage 5%: 42)
j.B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
700 (840) | High/Air | 10 | 6 | Until L | HP |
- Great air to air normal at longer ranges
- Great air to ground normal in a very specific situation.
A midair gust of wind. Nine's longest reaching air to air normal. It works well at poking opponents at its max range where j.A can't reach. It also can be a great air to ground normal at this range but the situation is more specific. You'll typically use it when you're falling back down to the ground from a well spaced air teleport dash/backdash. At lower heights, it can convert into a full combo on hit and give you good frame advantage on block.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
- Values in () are when Nine has Green buff aura
- (Chip Damage 5%: 42)
j.C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
700 (840) | High/Air | 11 | 3 | Until L | HP |
A midair blast of flame. Typically doesn't see much use outside of combos to create the Kunzite/[WFF] spell. However, it can be used in situations where you normally would use j.B in order to help create a particular spell you want/need.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
- Values in () are when Nine has Red buff aura
- (Chip Damage 5%: 42)
j.2A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
800 (960) | High/Air | 13 | 3 | Until L | HP |
A midair splash of water sent downward. Typically used as an air to ground normal up close in pressure or in combos
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
- Values in () are when Nine has Blue buff aura
- (Chip Damage 5%: 48)
j.2B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
800 (960) | High/Air | 17 | 6 | Until L | HP |
A midair gust of wind fired downward. Similar to j.2C but has more vertical range and less horizontal range.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
- Values in () are when Nine has Green buff aura
- (Chip Damage 5%: 48)
j.2C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
800 (960) | High/Air | 17 | 3 | Until L | HP |
- Great jump in normal
A midair blast of flame fired downward. j.2C hits at a good angle that makes it great for using as a jump in. It also has great vertical and horizontal reach that'll make anti-airing it at its max range very difficult for most of the cast.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
- Values in () are when Nine has Red buff aura
- (Chip Damage 5%: 48)
Drive Moves
Everlasting Schorl
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
750 | All | 8 | 5 | Total: 42 | -18 | P1 |
- 110% Bonus Proration
- Crumples on counterhit
- Very unsafe on block unless special cancelled.
- Decent punish starter
Nine thrusts a blade of dark energy forward. Does not require any elements to be used. But also means it can only be used at the start of a combo, immediately after a different spell has been used or by switching into a void slot with Seamoss Gate. It's particularly useful for slightly increasing the damage in BnB routes, depending on how the opponent is being juggled, because of its bonus proration, and for getting an air knockdown before casting a setplay spell, such as Uvarovite or Morganite.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 89 | 3 |
- Bonus Proration 110%
- Counterhit state for entire move
- On CH Crumple Duration 35F, Crumple Fall 68F
Lapis Lazuli of Lamentation
[WxN]
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
W | 800 (960) | All | 10 | 3 | Total: 35 | -4 | P1 | ||
WW | 1000 (1200) | All | 10 | 3 | Total: 35 | -2 | P1 | ||
WWW | 1250 (1500) | All | 10 | 3 | Total: 35 | ±0 | P1 |
- Useful combo tool
- Causes Freeze State
Creates a block of ice in front of her. A very common combo tool to help Nine bring her opponents back down to the ground from an air combo to go for a ground ender. This is very useful because Nine tends to have better options and greater control over her opponent's wakeup options from ground enders.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
W | Long | 100 | 69 (79) | 3 | |||||||||||||||||||||||||||||||||||
WW | Long | 100 | 72 (82) | 4 | |||||||||||||||||||||||||||||||||||
WWW | Long | 100 | 74 (84) | 5 |
W:
- Values in () are when Nine has Blue buff aura
- Freeze 36, freeze count 1
WW:
- Values in () are when Nine has Blue buff aura
- Freeze 36, freeze count 1
WWW:
- Values in () are when Nine has Blue buff aura
- Freeze 36, freeze count 1
Emerald of Enmity
[AxN]
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
A | 700 (840) | All | 14 | 9 | Total: 40 | -10 | P1 | ||
AA | 500, 800 (500, 900) | All | 14 | 3,6 | Total: 40 | -5 | P1 | ||
AAA | 350, 600, 1000 (350, 720, 1200) |
All | 14 | 3,3,3 | Total: 40 | 0 | P1 |
- Great anti-zoning spell
- Goes about 95% full screen
Fires a horizontal tornado. As one would expect from a spell that's more or less functions as a laser beam, these spells can be a great anti-zoning tool to keep zoners cautious of pressing buttons. It can be equally useful in general just to hinder an approach. These wind spells also tend to get used to combo into her Flame Punisher distortion to tack on more damage to a combo to end a round.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A | Long | 100 | 69 (79) | 3 | |||||||||||||||||||||||||||||||||||
AA | Long | 100 | 72 (82) | 4 | |||||||||||||||||||||||||||||||||||
AAA | Long | 100 | 74 (84) | 5 |
A:
- Values in () are when Nine has Green buff aura
- Maximum Slide duration 40F
AA:
- Values in () are when Nine has Green buff aura
- Maximum Slide duration 40F
AAA:
- Values in () are when Nine has Green buff aura
- Maximum Slide duration 40F
Coral of Catastrophe
[FxN]
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
F | 900 (1080) | All | 10 | 3 | Total: 32 | -6 | P1 | ||
FF | 1200 (1440) | All | 10 | 3 | Total: 32 | -4 | P1 | ||
FFF | 1500 (1800) | All | 10 | 3 | Total: 32 | -2 | P1 |
- Good for converting Round Start 3C and some 3C Low Mixups
- All versions can cause Fatal Counters.
Creates a flaming skull in front of her. For the most part, this spell is only useful to confirm a round start 3C into a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with 3C low that Rubellite of Rage [FxN] will allow you to convert into a full combo. Fatal Counters on successful Counter Hit.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
F | Long | 100 | 69 (79) | 3 | |||||||||||||||||||||||||||||||||||
FF | Long | 100 | 72 (82) | 4 | |||||||||||||||||||||||||||||||||||
FFF | Long | 100 | 74 (84) | 5 |
F:
- Fatal Counter
- Values in () are when Nine has Red buff aura
FF:
- Fatal Counter
- Values in () are when Nine has Red buff aura
FFF:
- Fatal Counter
- Values in () are when Nine has Red buff aura
Heliodor of Humility
[WA]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
800 | All | 13 | 180 | Total: 43 | P1 |
- Creates a floating projectile in front of Nine that tracks her position for a set period of time
- Disappears if it hits the opponent, its own timer runs out (Approximately 3 seconds) or if Nine is hit.
Creates a floating goat skull that acts like a floating hitbox. If Nine uses her teleport dash the skull won't teleport with her, instead it quickly floats towards Nine's new position (Probably hitting her opponent if she teleported to the other side of them). Useful for approaching and deterring attacks as it will hit opponents on contact even if Nine is blocking or not doing anything in particular at the moment. Beware that it will clash with projectiles, doesn't last very long and will disappear if Nine gets hit.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 89 | 3 |
- Can only have one Heliodor active at a time, deletes any existing Heliodor on frame 4
Amethyst of Annihilation
[WF]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
1000 | All | 22 | 280? | Total: 43 | +7 | P1 |
- Good for resetting pressure
- Good for hindering approaches
- Vanishes after 5 in games seconds if it doesn't hit anything
- On hit, has a shock effect
Fires an electric orb that slowly travels across the screen. Can be a good way to attempt to reset pressure against some characters. The advancing electric ball can give opponents limited options to deal with it at such a close range. Typically, they'll have to stay on the defensive or will attempt to try and jump out and risk getting tagged by Nine's 6C. If you happen to have it in neutral, it's also very good at hindering approaches, either from the air or from the ground depending on where you throw out the spell
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 82 | 4 |
- Bonus Proration 110%
Citrine of Change
[AF]
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
Citrine of Change | 700 | All | 13 | 5 | Total: 43 | 0 | P | 4~15 P | |
Citrine of Change (Reflect) | 650 | All | 11 | 30 | P2 | ||||
Citrine of Change (Kick Mirror) | 500 | All | 2 | 15 | P |
- Good anti-zoning tool
- Absorbs projectiles that hit it and shoots a thin projectile back at the opponent
- Disappears after 6 seconds, or if hit by a strike
- Will push Nine or the opponent as it moves forward if they obstruct its path
- Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox. Wall bounces on hit
Creates a mirror in front of her that absorbs projectiles. Great anti-zoning tool for dealing with projectiles coming from the front. It won't protect you against stuff like Nu and Lambda's 4D but it'll still protect you from most projectiles.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Citrine of Change | Normal | 80 | 92 | 4 | |||||||||||||||||||||||||||||||||||
Citrine of Change (Reflect) | Normal | 50 | 94 | 3 | |||||||||||||||||||||||||||||||||||
Citrine of Change (Kick Mirror) | Normal | 80 | 100 | 4 |
Citrine of Change:
- Citrine mirror appears on frame 14, lasts for 360 frames
- Nine becomes fully invulnerable for rest of animation if mirror reflects a projectile
Citrine of Change (Reflect):
- Startup is from when projectile is blocked
- Crumple Duration 27F, Crumple Fall 60F
Celestite of the Covenant
[WWA]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0 | Unblockable | 127 | 300 | Total: 40 |
- Sets a gravity field that activates after 2 in-game seconds
- Once the field activates, the opponent cannot jump while in the field. If they're in the air, they'll be knocked down to the ground. This deals no damage, but prorates any proceeding hit.
- 5D sets it on the opponent's location
- 4D sets it in front of Nine
Creates a gravity field that prevents opponents from jumping. Can be used to hinder an opponent's advance or their ability to get out of pressure
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 50 | 100 | 3 |
- Only hits airborne opponents
Taaffeite of Temptation
[WWF]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
500×3 | All | 90 | P(58)P(58)P | Total: 40 | P1 |
- Good oki tool
- Goes away if Nine blocks or gets hit by an attack
Summons a fairy to attack the opponent three times. A great spell for oki. Fairy oki is one of the more common enders to go for at the end of a combo. Syncing up your blockstring to go with the fairy's 3 consecutive attacks that happen at fixed time intervals is a great way to reset pressure or keep a mixup safe.
If you have it available, Taafeite can also be great in neutral. The timed consecutive attacks can greatly limit an opponent's options and is great cover for an approach.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 85×3 | 2 |
- Each P in active frames represents a projectile spawned
- Each shot is active for up to 120 frames
- Shots appear on 90F, 148F, and 206F
Andradite of Accord
[WAA]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
300×8, 400×8 | All | 48~100 | 3×8 | Total: 78~84 | P1 |
- Good spell in neutral and blockstrings
- Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down.
- Blows back and wall bounces on ground or air hit for easy conversion into a combo
- Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block
- The orb can be destroyed by the opponent before it explodes.
- Orb can be destroyed by all attribute attacks except for throws
Summons an orb of dark energy that explodes in a + shape. Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements.
However, if you can manage to get it out in a blockstring, Andradite is also quite good in pressure. It's good for resetting pressure but on regular block, it'll also deal a great amount of chip damage and on barrier block, it'll take an equivalent amount of barrier away from the opponent.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 92×16 | 3 |
- Both vertical and horizontal hits occur simultaneously, every 3 frames
- Vertical hits deal 300 damage, horizontal hits deal 400 damage
- When both hit on the same frame, vertical hit is processed first for damage purposes
- Base damage of all hits on block is 250, chip damage 15%: 37×16 (592)
Uvarovite of Undoing
[AAF]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
400×20 | All | 145 | P{(3)P}×19 | Total: 40 | P1 |
- Approximately 2 second delay between the targeting circle first appearing and when the rain of fire comes down.
- Tracks opponent location before activating
Creates a cloud above the opponent that rains down fire. Uvarovite sees most of its use as an oki tool. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a fairly long time. The fire shower is also really good at obscuring what's happening on the screen and can be a good place to try and slip in a mixup.
In neutral, Uvarovite can also be pretty good. The area that the fire shower comes down in is fairly large. Even throwing it out at midscreen will greatly limit the way opponents can move without getting themselves caught in the fire shower, which would allow you to get in. When the opponent is closer to the corner, Uvarovite can be especially good in neutral because they have even less places to run, making it easier to lock them down to cover an approach.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 94×20 | 3 |
- Each P in active frames represents a projectile spawned, individual projectiles active until ground
- Spawns one projectile every 3 frames, 20 total (4 per trajectory, in the cycle of: centre, right, left, far right, far left)
Kunzite of Keep Breaker
[WFF]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
1050×2 | High/Air, All | 21 | Until L, 5 | Total: 40 | +6 | P1 |
- Great combo, mixup and anti-air destroyer tool
- Launches on ground hit
- Ground bounces on air hit
Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses.
Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with 5A/4A up close or 6C further out to keep your combo going.
In pressure, Kunzite is a good overhead that can open people up for a full combo.
Because throwing out Kunzite halts Nine's falling momentum completely, it's an amazing AA destroyer that converts into a full combo on hit and on block, allows her to safely come down to start pressure.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 79×2 | 5 |
- Frame advantage listed is for when used on ground
Morganite of Malice
[AFF]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
900×2 | Low/Air | (Until Seed Lands)+26 | 10 (13) 10 | Total: 40 | P1 |
- The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low. If the first hit is blocked, the second hit will be a mid.
Creates a seed and throws it. When it lands it grows into a vine that travels across the screen and then back again. It doesn't see much use outside of attempts to do unblockables.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 84×2 | 5 |
- Startup when used on ground is 64
- If first hit connects, second hit is a mid
- Maximum Slide duration 17F, 12F
- Crumple Duration 30F, Crumple Fall 63F
Nephrite of Nullification
[WAF]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
1500×5 | Guard Crush/Barrier, All×4 | 623+(60 Flash)+4 | 1×5 | Total: 40 | P2 |
- Cannot be regular blocked. MUST be barrier blocked.
- Drains a good amount of barrier on barrier block
- Countdown timer goes away if Nine is hit, techs a throw, or if her opponent techs a throw
- 1500 minimum damage
Nine creates a countdown timer on the opponent. After a short while, the opponent is bombarded with pillars of dark energy. A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 74×5 | 5 |
- Minimum Damage 20%: 1500
- Chip Damage 35%: 525×4 (2100)
Universal Mechanics
Ground Throw
5B+C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 600, 900 | Throw(70) | 7 | 3 | 23 | T |
- 100% minimum damage
- Wall bounces midscreen
- Wall sticks in the corner
Nine grabs the opponent with her cape, knees them in the chest and kicks them away. Standard throw. Can be converted into a combo from the wall bounce with a 5A juggle midscreen. In the corner, it's possible that they'll wall stick a bit too far for the usual 5A juggle. In these cases, you can do 6C > delay 214A to convert it into a full combo.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 2, 4 |
- Minimum Damage 100%: 1500
- Crumple Duration 60F, Crumple Fall 63F
Air Throw
j.B+C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 50×8, 1100 | Throw(120) | 7 | 3 | 23+3L | T |
- 100% minimum damage
Turns her cape into a giant hand to grab the opponent, then creates a small explosion that lights them on fire as they are thrown to the ground. Launches the opponent higher into the air, giving you plenty of time to land and juggle the airborne opponent into a full combo when they eventually fall back down.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 2×8, 4 |
- Minimum Damage 100%: 1500
Counter Assault
6A+B while Blocking
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0 | All | 13 | 3 | 36 | -20 | B | 1~20 All |
Kicks forward in a similar manner to her forward and back throws.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 50 | 92 | 4 |
- Maximum Slide duration 40F
Crush Trigger
5A+B (Chargeable)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5A+B | 1000 | Guard Break 32/Barrier | 20 | 1 | 25 | 0 | B | ||
5[A+B] | 1000 | Guard Break 60/Barrier | 30~61 | 1 | 25 | 0 | B |
- Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.
- Launches on air hit.
Nine performs a flaming upward kick. Can be used to kick Citrine of Change
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A+B | Normal | 80 | 60 | ||||||||||||||||||||||||||||||||||||
5[A+B] | Long | 80 | 100 |
5A+B:
- Crumple Duration 50F, Crumple Fall 83F
5[A+B]:
- Crumple Duration 50F, Crumple Fall 83F
Specials
Crimson Raider
214A (Air OK)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
214A | 600, 950 | All | 13 | 9 (6) 1 | 22 (27) | -2 | B | ||
j.214A | 500, 950 | All | 13 | 9 (6) 1 | 22 (Until L) | H |
- Air combo ender and max damage ground ender
Dashes at the opponent while wreathed in flames, creating an explosion on impact. Crimson Raider is typically used an air combo ender in situations where you can bring the opponent back down to the ground with Tanzanite of Torment/[Wx3]. It's also sometimes used in ground enders from Tanzanite of Torment/[Wx3] as well when you want to go for max damage instead.
Outside of its use as a combo ender, it also sees use in combos from some 6C juggle combo routes to close the gap between the opponent and keep the combo going with a 5A/4A juggle.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214A | Long | 90 | 89, 94 | 3, 5 | |||||||||||||||||||||||||||||||||||
j.214A | Long | 90 | 89, 94 | 3, 5 |
214A:
- Recovery is on hit/block (whiff)
- Skips remaining active frames of first hit on hit/block
j.214A:
- Recovery is on hit/block (whiff)
- Skips remaining active frames of first hit on hit/block
Mauvette Roar
214B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
1100 | Mid | 13 | 6 | Total: 53 | -10 | P1 | 4~18 H |
- On CH, wallbounces at midscreen and wallsplats in the corner.
Nine performs an upward kick with her demon, Hi no Kagutsuchi. An anti-air special. Can easily be followed up with a full combo on CH. This special usually doesn't get any use since Nine has a lot of other options like 6X, teleport or rising j.A at her disposal. It is, however, her only move outside of true reversals with actual Head invul, and it covers the best vertical range among her anti-air options, making it a good choice in certain situations.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 90 | 82 | 4 |
214C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
1500 | High/Air | 27 | 5 | Total 63 | -3 | P1 |
- Performs an overhead punch with Hi no Kagutsuchi's fist at the opponent's position.
- Has a minimum distance and always appears at the same height (Basically above where a standing opponent would be). Tracks similarly to Hazama's Eternal Coils
- Projectile
- Fatal Counter
- Ground Bounces on Counter Hit
Because of it's tracking, Navy Pressure is a great tool to punish an opponent's attempt to do stuff at longer ranges and make them more cautious of doing so in the future. It can also be great in pressure as well to catch people trying to get out of pressure after you've pushed back too far for normals to reach.
While Navy Pressure is an overhead, you typically won't be using it to open people up because of the slow startup. A noteworthy exception to this are attempts to do an unblockable when combined with the Morganite spell
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 90 | 84 | 5 |
- Fatal Counter
Seamoss Gate
236D (Air OK)
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
Total 23 |
Swaps the spells in your active slot and stock slot. Good for storing away a useful spell for later use. Seamoss Gate can be canceled into a spell during the recovery, which can allow Nine to stock a spell for later use and combo into a spell all in the same motion.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Swaps elements in Active and Slot
- 10F onwards can cancel into 5D, j.D
Flax Nurture
214D (Air OK)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
214D | 800 | All | 22 | 1 | 29 (Total: 51) |
-4 | P1 | 1~24 All | |
j.214D | 800 | All | 22 | 1 | 41 (Total: 60) |
P1 | 1~24 All |
- Good reversal option
- Requires an active element for the hitbox and invulnerability to activate
- Gives an elemental buff depending on her most recent active element.
- Normals and single-element spells of the corresponding element get 20% increased damage. Normals also become able to deal chip damage, while spells get better proration values.
- Length of buff varies depending on how much of the element was in the active slot
Flax Nurture has invulnerability on start up and is also punishable only on instant block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Characters with normals with better reach can also outspace the horizontal reach of Flax Nurture.
The length of the buff depends on the amount of the element you had in your active slot. The more of the element in the active slot, the longer the buff will last. If there are no stocks at all, the move will misfire, dealing no damage and having no invulnerability.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214D | Very Short | 60 | 89 | 3 | |||||||||||||||||||||||||||||||||||
j.214D | Very Short | 60 | 89 | 3 |
214D:
- Consumes Spell in active slot on frame 22
- Nine gets 20% damage boost for ??F to normal attacks and single-element Drive spells that use the same element as her most recent element
- (Does not have a hitbox or invuln, or provide damage buff if no spell to consume)
- reversal
j.214D:
- Consumes Spell in active slot on frame 22
- Nine gets 10% damage boost for ??F to normal attacks that use the same element as her most recent element
- (Does not have a hitbox or invuln, or provide damage buff if no spell to consume)
Distortion Drives
Flame Punisher
236236A
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
236236A | 400×5, 325×8 | All | 1+(56 Flash)+16 | 40 (18) 56 | Total 166 | -22 | P2 | 1~1 All 2~53 P |
|
236236A OD Followup | 200×12 | All | 5×12 | P2 |
- Great to tack on at the end of a combo for more damage to end a round
- Good anti-zoning tool
- 720 minimum damage, 1200 during OD
- A full reversal, but only against projectiles.
Nine fires two beams of dark energy, one from her hand and the other from her foot. On Overdrive, Nine finishes it by having Hi no Kagutsuchi breathe a large torrent of fire from its mouth. Because of its horizontal range, Flame Punisher tends to be the easiest distortion to combo into to tack on extra damage to a combo to end a round. It's horizontal range also makes it great for sniping opponent's attempting to zone or setup an oki from a distance like Lambda's 236D.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236A | Normal | 90 | 79, 82 | 3×8,4×8 | |||||||||||||||||||||||||||||||||||
236236A OD Followup | Normal | 90 | 84 | 5 |
236236A:
- First beam Minimum Damage 10%, second beam 20%: 840
- First laser is considered one attack with P2: 79, second laser is considered separate attack with P2: 82
236236A OD Followup:
- Minimum Damage 20%: 480
Cardinal Nova
236236B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
2000 [2000, 500×3] | All | 7+(94 Flash)+3 | 10 | Total 38 | +5 | P2 | 7~11 All |
- Gives Nine a random 3 Element spell to both her Active and Stock slots
- Full Inv 7-11F
- 600 minimum damage, 750 during OD
Nine creates a localized explosion in front of her. On Overdrive, Nine creates multiple explosions that carry the opponent into the air. A great distortion for 100 meter combo enders for max damage. First, you can combo into this to get a 3 Element spell in both your slots and then you combo into Azurite Inferno, which gets a damage buff for each element in both of your slots, to maximize its damage output.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short [Very Short, Normal×3] |
70 | 84 [84, 96×3] |
5 |
- Values in [] are during OD
- Only 1 hit on block
- Minimum Damage 30% [30%, 10%×3]: 600 [750]
Azurite Inferno
236236C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
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See notes | All | 1+(24 Flash)+13 | 5 | 38 | -29 | F | 1~18 All |
- Reversal Super
- Great round ender, especially when you have 100 meter
- Consumes the spells in your Active and Stock Slot
- Damage increases based on the number of elements in your spells
- Full Inv 1-18F
Nine performs a downward stomp. If it connects, the opponent is crucified on spears and Nine bombards them with arrows of dark energy. On Overdrive, the arrows are bigger and stronger and Nine also finishes the opponent off with pillars of dark energy, similar to her Nephrite spell. The move becomes stronger and flashier depending on the number of elements in your spells, especially if those elements are in your stock slot. Has an incredible base damage at full mana but scales rapidly as it plays out, basically ensuring that the last hit, and the entire overdrive extension, will be at minimum damage even if this attack is performed on its own.
-Minimum Damage with no mana: 800
-1 Element in Active Slot = No Change
-2 Elements in Active Slot = +100
-3 Elements in Active Slot = +200
-1 Element in Stock Slot = +100
-2 Elements in Stock Slot = +250
-3 Elements in Stock Slot = +490
-Overdrive = +500
With full slots and Overdrive, it has one of the highest minimum damages in the game. Base (800) + 3 Active Elements (200) + 3 Stocked Elements (490) + Overdrive (500) = 1990.
Oddly it is possible to Rapid Cancel the first hit and the overdrive extension hits. This only has a niche use of hitting with your Exceed Accel to close out a round.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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Long | 100 | See Notes | 2 |
- 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%, P2 of 84, once: 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 (P2 of 79, applies once). Minimum Damage 20%: 250/350/450
- Second part's damage depends on number of elements in Stock Slot: 0 Elements: 1250×5 (P2 85). 1 Element: 1050×6 (P2 89). 2 Elements: 630×12(P2 92). 3 Elements: 550×18(P2 94). Minimum Damage 10%: 625/630/756/990, P2 values apply for each hit
- During OD, adds 250×10 damage with minimum damage 20%: 500
- reversal
Exceed Accel
Scarlet Vein
A+B+C+D during Overdrive
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
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600, 2400 {600, 2400, 2800} |
All | 20 [10] | 3 | 34 | -10 | B | 1~22 All [1~12 All] |
- Behaves the same as every other Exceed Accel.
- 300/638 Minimum Damage
- Lacks strong pushback
Nine kicks the opponent on startup, then commands Hi no Kagutsuchi to crush them in between its fists. Puts Nine in Active Flow if she hasn't already been in it already. On Active Flow, the collision of fists causes a small explosion that ignites the opponent on fire. Has full invul, but is relatively unsafe on block, has low minimum damage and cannot be rapid-canceled.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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Long | 125 | 80 |
- Values in [] are when canceled into or immediately after activating Overdrive
- Values in {} are during Active Flow
- Minimum Damage 10%: 300 {580+58}
Astral Heat
Colorless Void
236236D when Astral Conditions are met
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
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0, 5000, 30000 | All | 7+(52 Flash)+16 | 8 | Total: 91 | -41 | P2 | 1~49 All |
- Tracks opponent's location similarly to Navy Pressure
- Has a minimum distance
Nine's Astral. Nine commands her demon, Hi-no-Kagutsuchi, to devour the opponent and ensnare them in a cage of fire. She then rises into the air and summons a large pentagram before calling down scores of meteors to annihilate the opponent. Can be comboed into from a 3C so going for it after bringing the opponent back down to the ground with Tanzanite/[Wx3] is a good place to go for it if you've met the conditions.
Combos From...
- Ground Throws
- 3C
- CH 214B
- ...and more!
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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Long | 3 |
Colors