< BBCF
(→j.2C) |
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|hitbox=nine/4B | |hitbox=nine/4B | ||
|description= | |description= | ||
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. | |||
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|hitbox=nine/4C | |hitbox=nine/4C | ||
|description= | |description= | ||
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 gets used to help create the Kunzite spell in more rare to see combo routes. | |||
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|description= | |description= | ||
|description= | |description= | ||
*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. | |||
Nine's longest reaching air to air normal. It works well at poking opponents at its max range where j.A can't reach. | 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. | ||
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|hitbox=nine/jC | |hitbox=nine/jC | ||
|description= | |description= | ||
Typically doesn't see much use outside of combos to help create the Kunzite 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. | |||
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|hitbox=nine/j2A | |hitbox=nine/j2A | ||
|description= | |description= | ||
Typically used as an air to ground normal up close in pressure or in combos | |||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.2B</font> ====== | ====== <font style="visibility:hidden" size="0">j.2B</font> ====== | ||
{{MoveData | {{MoveData | ||
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|hitbox=nine/j2B | |hitbox=nine/j2B | ||
|description= | |description= | ||
Similar to j.2C but has more vertical range and less horizontal range. As a result, j.2B works best in situations where you need to vertically outspace opponent's with your jump in more than you need to outpsace them horizontally. | |||
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|caption= | |caption= | ||
|name=Lapis Luzil of Grief | |name=Lapis Luzil of Grief | ||
|input=[WxN] | |||
|data= | |data= | ||
{{AttackData-BBCPE | {{AttackData-BBCPE | ||
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|caption= | |caption= | ||
|name=Emerald of Anguish | |name=Emerald of Anguish | ||
|input=[AxN] | |||
|data= | |data= | ||
{{AttackData-BBCPE | {{AttackData-BBCPE | ||
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|caption= | |caption= | ||
|name=Coral of Anger | |name=Coral of Anger | ||
|input=[FxN] | |||
|data= | |data= | ||
{{AttackData-BBCPE | {{AttackData-BBCPE | ||
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|caption= | |caption= | ||
|name=Uvarovite of Destruction | |name=Uvarovite of Destruction | ||
|input=[AAF] | |||
|data= | |data= | ||
{{AttackData-BBCPE | {{AttackData-BBCPE | ||
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|caption= | |caption= | ||
|name=Kunzite of Prison Break | |name=Kunzite of Prison Break | ||
|input=[FFW] | |||
|data= | |data= | ||
{{AttackData-BBCPE | {{AttackData-BBCPE | ||
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|caption= | |caption= | ||
|name=Nephirite of Demise | |name=Nephirite of Demise | ||
|input=[WAF] | |||
|data= | |data= | ||
{{AttackData-BBCPE | {{AttackData-BBCPE | ||
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|hitbox=nine/fthrow | |hitbox=nine/fthrow | ||
|description= | |description= | ||
* | *Wall bounces midscreen | ||
* | *Wall sticks in the corner | ||
Description goes here | |||
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====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
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|hitbox=nine/athrow | |hitbox=nine/athrow | ||
|description= | |description= | ||
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. | |||
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====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ||
{{MoveData | {{MoveData | ||
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|hitbox=nine/214A | |hitbox=nine/214A | ||
|description= | |description= | ||
* | *Air combo ender and max damage ground ender | ||
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 Mourning/[Wx3]. It's also sometimes used in ground enders from Tanzanite of Mourning/[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 4/5A juggle. | |||
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|hitbox=nine/214B | |hitbox=nine/214B | ||
|description= | |description= | ||
An anti-air special. Can easily be followed up with a full combo on CH. However, this special usually doesn't get any use since Nine has a lot of other options like 6A, 6C or jump up j.A at her disposal. | |||
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|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=H | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|hitbox=nine/214C | |hitbox=nine/214C | ||
|description= | |description= | ||
* | * Great for punishing people trying to do stuff on the ground at fullscreen distance | ||
* | * Sometimes great for catching people trying to get out of pressure at longer distances | ||
* Weak tracking to the opponent's horizontal location. Will always hit at ground level though | |||
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 | |||
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|hitbox=nine/236D | |hitbox=nine/236D | ||
|description= | |description= | ||
Swaps the spells in your active slot and stock slot. Good for storing away a useful spell for later use. | |||
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|image= | |image= | ||
|imageSize= | |imageSize= | ||
|caption= | |caption= | ||
|name=Flux Nurture | |name=Flux Nurture | ||
|input=214D | |input=214D | ||
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|hitbox=nine/214D | |hitbox=nine/214D | ||
|description= | |description= | ||
* | * Good reversal option | ||
* | * Gives a damage buff to respective normal of the aura she has | ||
* Length of buff varies depending on how much of the element was in the active slot | |||
Flux Nurture has invulnerability on start up and it's also safe on 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 Flux 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. | |||
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|hitbox=nine/236236A | |hitbox=nine/236236A | ||
|description= | |description= | ||
* | *Great to tack on at the end of a combo for more damage to end a round | ||
* | *Good anti-zoning tool | ||
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 | |||
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|hitbox=nine/236236B | |hitbox=nine/236236B | ||
|description= | |description= | ||
* | * Gives Nine a random 3 Element spell to both her Active and Stock slots | ||
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. | |||
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|hitbox=nine/236236C | |hitbox=nine/236236C | ||
|description= | |description= | ||
* | * 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 | |||
Description goes here | |||
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|caption= | |caption= | ||
|name=??? | |name=??? | ||
|input= | |input=236236D | ||
|data= | |data= | ||
{{AttackData-BBCP | {{AttackData-BBCP |
Revision as of 16:36, 23 May 2016
Nine the Phantom |
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Health: 10,500
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Overview
Konoe Ayatsuki Mercury, more commonly known as Nine, is a witch, one of the Six Heroes, and one of the Ten Sages. After her supposed death by the hands of Yūki Terumi, Konoe mysteriously appears as the servant of Hades Izanami using the pseudonym Phantom.
Drive: Activate Spell
Overdrive: Burning Red
Pros/Strengths
- Strong zoning game due to size of normals and spells
- Many okizeme options from spells
- Teleport dash is quite versatile: has invulnerability and can be used twice in any direction
- Able to hit confirm easily off of normals and spells
Cons/Weaknesses
- Movement can take time to get used to.
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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4A
4A |
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4B
4B |
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4B
4C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.2A
j.2A |
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j.2B
j.2B |
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j.2C
j.2C |
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Spells
Shawl of Everlasting Darkness
Shawl of Everlasting Darkness |
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Lapis Luzil of Grief
Lapis Luzil of Grief [WxN] |
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Emerald of Anguish
Emerald of Anguish [AxN] |
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Coral of Anger
Coral of Anger [FxN] |
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Heliodor of Submission
Heliodor of Submission |
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Amethyst of Massacre
Amethyst of Massacre |
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Citrine of Rotation
Citrine of Rotation |
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Celestite of Vows
Celestite of Vows |
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Taafeite of Fascination
Taafeite of Fascination |
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Andradite of Binding
Andradite of Binding |
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Uvarovite of Destruction
Uvarovite of Destruction [AAF] |
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Kunzite of Prison Break
Kunzite of Prison Break [FFW] |
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Morganite of Pulsation
Morganite of Pulsation |
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Nephirite of Demise
Nephirite of Demise [WAF] |
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Universal Mechanics
Forward Throw
Forward Throw |
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Back Throw
Back Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger |
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Specials
Crimson Raider
Crimson Raider 214A air OK |
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Mauvette Roar
Mauvette Roar 214B |
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Navy Pressure 214C |
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Sea Moss Gate
Sea Moss Gate 236D |
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Flux Nurture
Flux Nurture 214D |
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Distortion Drives
Flame Punisher
Flame Punisher 236236A |
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Cardinal Nova
Cardinal Nova 236236B |
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Azurite Inferno
Azurite Inferno 236236C |
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Astral Heat
???
??? 236236D |
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External References
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •