BBCF/Nine the Phantom: Difference between revisions

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*List what the move is used for
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*[Fx2] is formally called Garnet of Resentment
*[Fx3] is formally called Rubellite of Rage
Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}

Revision as of 18:43, 28 May 2016

Nine the Phantom
BBCF Nine Portrait.png

Health: 10,500
Combo Rate: ?%
Prejump:
Backdash Time ??? / Invul: ?-?


Movement Options
Double Jump, 1 Airdash, Dash type: Omni-Teleport
Play-style
Magic
  

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
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 - - - - - - - -
  • Possibly best ground poke

Possibly Nine's best ground poke. While it doesn't have as much reach as 5B and 5C, it almost has enough reach to hit an opponent at round start. It's also easy to hit confirm and to make the Kunzite with the follow up normals, which will be necessary to convert it into a more damaging combo.

5B
5B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 - - - - - - - -
  • Longest reaching ground poke

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.

5C
5C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2A
2A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2B
2B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2C
2C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6A
6A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 - - - - - - - -
  • Great Anti-Air up close

Nine's 6A doesn't have as much horizontal or vertical reach as her other 6X normals but it does hit in a wide arc, making it great for anti-airing opponents up close.

6B
6B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 - - - - - - - -

Has the longest vertical reach of the 6X normals. It can be used to anti-air opponents high up above you up close.

6C
6C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 - - - - - - - -
  • Anti-air option for about round start distance
  • 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.

4A
4A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 - - - - - - - -

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 Mourning/[Wx3] in a combo.

4B
4B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 - - - - - - - -

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.

4B
4C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 - - - - - - - -

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.

3C
3C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
750 - - - - - - - -
  • Ground Combo ender to setup Fairy oki or Uvarovite
  • 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/[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 Anger/[Fx1] afterwards. Outside of round start situations, you can convert it into a full combo if you have Kunzite or will have Kunzite after hitting 3C.

j.A
j.A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 - - - - - - - -
  • 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 Mourning/[Wx3] to bring the opponent back down to the ground or to create Kunzite.

j.B
j.B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 - - - - - - - -
  • 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. 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.

j.C
j.C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 - - - - - - - -

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.

j.2A
j.2A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 - - - - - - - -

Typically used as an air to ground normal up close in pressure or in combos

j.2B
j.2B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 - - - - - - - -

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.

j.2C
j.2C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 - - - - - - - -
  • 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.


Spells

Shawl of Everlasting Darkness
Shawl of Everlasting Darkness
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Lapis Luzil of Grief
Lapis Luzil of Grief
[WxN]
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.
  • [Wx2] is formally called Sapphire of Sorrow
  • [Wx3] is formally called Tanzanite of Mourning

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Emerald of Anguish
Emerald of Anguish
[AxN]
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.
  • [Ax2] is formally called Peridot of Distress
  • [Ax3] is formally called Malacite of Tragedy

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Coral of Anger
Coral of Anger
[FxN]
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.
  • [Fx2] is formally called Garnet of Resentment
  • [Fx3] is formally called Rubellite of Rage

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Heliodor of Submission
Heliodor of Submission
[WA]
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Amethyst of Massacre
Amethyst of Massacre
[WF]
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Citrine of Rotation
Citrine of Rotation
[AF]
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Celestite of Vows
Celestite of Vows
[WWA]
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Taafeite of Fascination
Taafeite of Fascination
[WWF]
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Andradite of Binding
Andradite of Binding
[AAW]
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Uvarovite of Destruction
Uvarovite of Destruction
[AAF]
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Kunzite of Prison Break
Kunzite of Prison Break
[FFW]
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Morganite of Pulsation
Morganite of Pulsation
[FFA]
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Nephirite of Demise
Nephirite of Demise
[WAF]
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics

Forward Throw
Forward Throw
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,600,900 - - - - - - - -
  • Wall bounces midscreen
  • Wall sticks in the corner

Description goes here

Back Throw
Back Throw
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,600,900 - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw
Air Throw
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,600,900 - - - - - - - -

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.

Counter Assault
Counter Assault
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger
Crush Trigger
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Specials

Crimson Raider
Crimson Raider
214A air OK
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Ground - - - - - - - - - Click!
Air - - - - - - - - - Click!
  • 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.

Mauvette Roar
Mauvette Roar
214B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!

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.

Navy Pressure
Navy Pressure
214C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - H - - - - - - Click!
  • 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

Sea Moss Gate
Sea Moss Gate
236D
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!

Swaps the spells in your active slot and stock slot. Good for storing away a useful spell for later use.

Flux Nurture
Flux Nurture
214D
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • 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.


Distortion Drives

Flame Punisher
Flame Punisher
236236A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • 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

Cardinal Nova
Cardinal Nova
236236B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • 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.

Azurite Inferno
Azurite Inferno
236236C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • 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


Astral Heat

Colorless Void
Colorless Void
236236D
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!

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


External References