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Revision as of 13:42, 26 October 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.

Ability: The Abyss Diver

Unlike the other playable characters, Nine does not possess a Drive. Instead, the D button works in tandem with her normal attacks.

Nine's normal attacks are tuned to specific elements: A is for Water, B is for Wind, and C is for Fire. When her normal attacks hit her opponent (or are blocked by them), the corresponding element will be added to her Active Slot. Nine can save up to three ingredients, at which point gaining a new one will delete the oldest-existing one.

Nine has two slots: Active, where she stores her elements, and Stock, where she can store a spell from her Active Slot via the Sea-Moss Gate special move. Each spell has its own icon, and elements of Active Slot are displayed on Nine's sprite by colored ribbons. Combining elements in an specific order allows Nine to create a spell; she can then release this spell by pressing the D button. Nine has 20 spells overall, having the most extensive command list in the playable roster.

Overdrive: Burning Red

  • The element of the normal Nine uses will be added to your active slot, even on whiff
  • Nine will receive an element buff when she uses a spell similar to Flux Nurture's buff

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 is somewhat limited
  • Unreliable defensive options
  • Can struggle against characters who are able to outrange her


Normal Moves

5A
5A
BBCF Nine 5A.png
600 9 - -
5B
5B
BBCF Nine 5B.png
600 12 - -
5C
5C
BBCF Nine 5C.png
600 12 - -
2A
2A
BBCF Nine 2A.png
550 L 10 - -
2B
2B
BBCF Nine 2B.png
550 L 11 - -
2C
2C
BBCF Nine 2C.png
550 11 - -
6A
6A
BBCF Nine 6A.png
Main anti-air.
900 12 - -
6B
6B
BBCF Nine 6B.png
900 13 - -
6C
6C
BBCF Nine 6C.png
900 14 - -
4A
4A
BBCF Nine 4A.png
300 6 - -
4B
4B
BBCF Nine 4B.png
300 6 - -
4B
4C
BBCF Nine 4C.png
300 6 - -
3C
3C
BBCF Nine 3C.png
750 12 - -
j.A
j.A
BBCF Nine j.A.png
700 8 - -
j.B
j.B
BBCF Nine j.B.png
700 10 - -
j.C
j.C
BBCF Nine j.C.png
700 11 - -
j.2A
j.2A
BBCF Nine j.2A.png
800 13 - - -
j.2B
j.2B
BBCF Nine j.2B.png
800 17 - - -
j.2C
j.2C
BBCF Nine j.2C.png
800 17 - -


Spells

Everlasting Schorl
Everlasting Schorl
8 - -
Lapis Lazuli of Grief
Lapis Lazuli of Lamentation
[WxN]
- -
Emerald of Anguish
Emerald of Enmity
[AxN]
BBCF Nine Emerald.png
- -
Coral of Anger
Coral of Catastrophe
[FxN]
- -
Heliodor of Submission
Heliodor of Humility
[WA]
BBCF Nine Heliodor.png
- -
Amethyst of Massacre
Amethyst of Annihilation
[WF]
BBCF Nine Amethyst.png
- -
Citrine of Rotation
Citrine of Change
[AF]
BBCF Nine Citrine.png
- -
Celestite of Vows
Celestite of the Covenant
[WWA]
BBCF Nine Celestite.png
- -
Taafeite of Fascination
Taaffeite of Temptation
[WWF]
- -
Andradite of Binding
Andradite of Accord
[AAW]
- -
Uvarovite of Destruction
Uvarovite of Undoing
[AAF]
- -
Kunzite of Prison Break
Kunzite of Keep Breaker
[FFW]
BBCF Nine Kunzite.png
Everyone's favorite.
- -
Morganite of Pulsation
Morganite of Malice
[FFA]
- -
Nephirite of Demise
Nephirite of Nullification
[WAF]
- -


Universal Mechanics

Forward Throw
Forward Throw
BBCF Nine GroundThrow.png
0,600,900 - -
Back Throw
Back Throw
BBCF Nine GroundThrow.png
0,600,900 - -
Air Throw
Air Throw
BBCF Nine AirThrow.png
0,600,900 - -
Counter Assault
Counter Assault
- -
Crush Trigger
Crush Trigger
1000 - -


Specials

Crimson Raider
Crimson Raider
214A air OK
BBCF Nine CrimsonRaider.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Ground - - - - - - - - - Click!
Air - - - - - - - - - Click!
  • 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 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
BBCF Nine MauvetteRoar.png
Anti-Air special
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!

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. 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
BBCF Nine NavyPressure.png
H - - -
Sea-Moss Gate
Seamoss Gate
236D
BBCF Nine SeaMossGate.png
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
Flax 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
  • Gives chip damage to normals of the same element as the granted aura
  • 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 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
BBCF Nine FlamePunisher.png
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

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.

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

Nine creates a localized explosion in front of her. On Overdrive, the explosion is bigger and stronger. 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

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.


Exceed Accel

Scarlet Vein
ABCD during Overdrive
BBCF Nine ScarletVein.png
Need a hand?
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 2040 - All - - - - - - Click!
Active Flow 4070 - All - - - - - - Click!
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

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 and is safe on block, but it has no minimal damage and cannot be rapid-canceled.


Astral Heat

Colorless Void
236236D
BBCF Nine ColorlessVoid.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
DESTROY - - - - - - - - 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