BBCF/Nine the Phantom

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Overview

Overview

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.
Playstyle
Nine the Phantom uses her large range and spells for setplay and space control.
Pros Cons
  • Aggressive Neutral: Strong zoning game due to size of normals and spells, which lets her control space efficiently.
  • Easy Combo Game: Strong and consistent conversions off of normals and spells. Can combo anything if she has the right elements.
  • Frightening Pressure: Many okizeme options from spells and her disjointed normals make Nine difficult to contest at close range.
  • Double Teleport Dash: Teleport dash is quite versatile: has invulnerability and can be used twice in any direction. Good for mixups and escaping pressure.
  • Sluggish Movement: Movement is very limited outside of teleport. Slow walking speed. Difficult to get in on defensive opponents.
  • Telegraphed attacks: Nine's spells require the pre-requisite mana gained first, meaning they cannot be used on demand or mixed together without some setup and showing an attentive player what Nine has prepared.

Ability: The Abyss Diver

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 Wind, 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.

Overdrive: Burning Red

Nine's normals will gain mana even on whiff. She also receives an element buff when she uses a spell similar to Flax Nurture's buff.

Unique Movement: 4-Way Teleport Dashes

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

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 All 9 3 23 -9 BP
  • 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 All 12 6 21 -10 BP
  • Longest reaching ground poke
  • Cancels into itself once on block and on hit

Nine breathes an icy 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 Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 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 or Amethyst 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 Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 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 but typically won't be used to open an opponent up. 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 Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 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 but typically won't be used to open an opponent up. 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 Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 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 but typically won't be used to open an opponent up. 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 Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 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 Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 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 Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Mid 13 4 25 -9 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 Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 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 Rating Level P1 P2 On-ODR Cancel Timing
Normal 2 100 85
  • Can negate projectiles, but does not clash

4B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 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 Rating Level P1 P2 On-ODR Cancel Timing
Normal 2 100 85
  • Can negate projectiles, but does not clash

4C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 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 gets used to help create the Kunzite spell in more 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 Rating Level P1 P2 On-ODR Cancel Timing
Normal 2 100 85
  • Can negate projectiles, but does not clash

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
750 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 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 High/Air 8 3 39 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 High/Air 10 9 38 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 Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 High/Air 11 3 38 HP

A midair blast of flame. 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

j.2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High/Air 13 3 49 HP

A midair splash of water sent downward. Typically used as an air to ground normal up close in pressure or in combos

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

j.2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High/Air 17 10 40 HP

A midair gust of wind fired downward. Similar to j.2C but has more vertical range and less horizontal range.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

j.2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High/Air 17 3 49 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 Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

Drive Moves

Everlasting Schorl

Damage Guard Startup Active Recovery On-Block Attribute Invuln
750 All 8 5 Total: 43 -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 Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89
  • Bonus Proration 110%

Lapis Lazuli of Lamentation

[WxN]

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
W 800 All 7 3 23 -4 P1
WW 1000 All 7 3 23 -2 P1
WWW 1250 All 7 3 23 ±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 Rating Level P1 P2 On-ODR Cancel Timing
W Long 3 100 69
WW Long 4 100 72
WWW Long 5 100 74

W:

  • Freeze 36, freeze count 1


WW:

  • Freeze 36, freeze count 1


WWW:

  • Freeze 36, freeze count 1

Emerald of Enmity

[AxN]

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
A 700 All 11 9 18 -10 P1
AA 500, 800 All 11 4,5 18 -5 P1
AAA 350, 600, 1000 All 11 4,3,2 18 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 Rating Level P1 P2 On-ODR Cancel Timing
A Long 3 100 69
AA Long 4 100 72
AAA Long 5 100 74

A:
AA:
AAA:

Coral of Catastrophe

[FxN]

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
F 900 All 7 3 20 -6 P1
FF 1200 All 7 3 20 -4 P1
FFF 1500 All 7 3 20 -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 Rating Level P1 P2 On-ODR Cancel Timing
F Long 3 100 69
FF Long 4 100 72
FFF Long 5 100 74

F:

  • Fatal Counter


FF:

  • Fatal Counter


FFF:

  • Fatal Counter

Heliodor of Humility

[WA]

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 13 Total 44 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 Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 89

Amethyst of Annihilation

[WF]

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 22 10 (4) 10 repeated 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 Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 82
  • Bonus Proration 110%

Citrine of Change

[AF]

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AF 10 Total: 44
AF Reflect Attack 650 All 11 30 P2
AF Kick Mirror 500 All 1 15 P
  • Good anti-zoning tool
  • Absorbs projectiles that hit it and shoots a thin projectile back at the opponent
  • Disappears if hit by anything else
  • 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 Rating Level P1 P2 On-ODR Cancel Timing
AF
AF Reflect Attack Normal 3 50 94
AF Kick Mirror Normal 4 80 94

AF:
AF Reflect Attack:
AF Kick Mirror:

Celestite of the Covenant

[WWA]

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 Unblockable 428 30 Total 41
  • 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 Rating Level P1 P2 On-ODR Cancel Timing
Very Short 3 50 100
  • Only hits airborne opponents

Taaffeite of Temptation

[WWF]

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×3 All 90 X(58)X(58)X Total 41 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 Rating Level P1 P2 On-ODR Cancel Timing
Normal 2 80 85×3
  • Each shot lasts until offscreen
  • Shots appear on 90F, 148F, and 206F

Andradite of Accord

[WAA]

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300, 250×15 All 48~100 24 Total 78~85 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 Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 100 92×16
  • Horzontal and Vertical parts of the cross do 8 hits each

Uvarovite of Undoing

[AAF]

Damage Guard Startup Active Recovery On-Block Attribute Invuln
400×20 All 142 X{(3)X}×19 Total 41 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 Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 94×20

Kunzite of Keep Breaker

[WFF]

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1050×2 High/Air 21 Until L, 5 Total 41 +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 Rating Level P1 P2 On-ODR Cancel Timing
Normal 5 100 79×2

Morganite of Malice

[AFF]

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900×2 Low/Air, All 10+Until L+16 10 (13) 10 Total 41 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 Rating Level P1 P2 On-ODR Cancel Timing
Long 5 90 84×2

Nephrite of Nullification

[WAF]

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×5 Barrier 624+(60 Flash)+0 1,1,1,1,36 Total 41 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 Rating Level P1 P2 On-ODR Cancel Timing
Normal 5 80 74×5
  • Minimum Damage 20%: 1500


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block 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 Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 2, 4 100 50
  • Minimum Damage 100%: 1500

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block 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 Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 2×8, 4 100 50
  • Minimum Damage 100%: 1500

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 3 36 -18 B 1~20 All

Kicks forward in a similar manner to her forward and back throws.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block 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.

Nine performs a flaming upward kick. Can be used to kick Citrine of Change

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 80 60
5[A+B] Long 80 100

5A+B:
5[A+B]:


Specials

Crimson Raider

214A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 600, 950 All 7 15(6)1 24 -2 B
j.214A 500, 950 All 7 15(6)1 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 Rating Level P1 P2 On-ODR Cancel Timing
214A Long 3, 5 90 89, 94
j.214A Long 3, 5 90 89, 94

214A:

  • When first hit touches opponent, immediately goes into second hit with startup 7


j.214A:

  • When first hit touches opponent, immediately goes into second hit with startup 7
  • On hit/block, Nine recovers 22F after 2nd hit

Mauvette Roar

214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100 Mid 13 19 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 Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 90 82

Navy Pressure

214C

Damage Guard Startup Active Recovery On-Block 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 Rating Level P1 P2 On-ODR Cancel Timing
Normal 5 90 84
  • Fatal Counter

Seamoss Gate

236D (Air OK)

Damage Guard Startup Active Recovery On-Block 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 Rating Level P1 P2 On-ODR Cancel Timing
  • Swaps elements in Active and Slot
  • 10F onwards can cancel into 5D, j.D

Flax Nurture

214D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214D with spell 800 All 22 1 29 -4 P1 1~24 All
214D without spell 64
  • Good reversal option
  • Requires an active element for the hitbox to activate
  • Gives a damage buff depending on her most recent active element.
  • 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 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.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214D with spell Very Short 3 60 89
214D without spell

214D with spell:

  • Consumes Spell
  • Nine gets 10% damage boost for ??F to normal attacks that use the same element as her most recent element
  • reversal


214D without spell:

  • Longer total time than (with spell) version

Distortion Drives

Flame Punisher

236236A

Version Damage Guard Startup Active Recovery On-Block 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 Rating Level P1 P2 On-ODR Cancel Timing
236236A Normal 3×8,4×8 90 79, 82
236236A OD Followup Normal 5 90 84

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 Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2000, 500×3] All 7+(94 Flash)+3 10 Total 38 +5 P2 7~11 All
  • If Nine has a spell in either her active or stock spell slots prior to using this Distortion Drive, damage is boosted to 2567 though the rest of the frame data stays the same.
  • 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 Rating Level P1 P2 On-ODR Cancel Timing
Very Short
[Very Short, Normal×3]
5 70 84
[84, 96×3]
  • Values in [] are during OD
  • Only 1 hit on block
  • Minimum Damage 30% [30%, 10%×2]: 600 [750]

Azurite Inferno

236236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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 Rating Level P1 P2 On-ODR Cancel Timing
Long 2 100 See Notes
  • 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 Guard Startup Active Recovery On-Block Attribute Invuln
600, 2400
{600, 2400, 2800}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

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 Rating Level P1 P2 On-ODR Cancel Timing
Long 100 100
  • 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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 Rating Level P1 P2 On-ODR Cancel Timing
Long 3

Colors

BBCF Nine color 1.png
BBCF Nine color 2.png
BBCF Nine color 3.png
BBCF Nine color 4.png
BBCF Nine color 5.png
BBCF Nine color 6.png
Color 1
Color 2
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Color 5
Color 6
BBCF Nine color 7.png
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BBCF Nine color 10.png
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BBCF Nine color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Nine color 13.png
BBCF Nine color 14.png
BBCF Nine color 15.png
BBCF Nine color 16.png
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BBCF Nine color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Nine color 19.png
BBCF Nine color 20.png
BBCF Nine color 21.png
BBCF Nine color 22.png
BBCF Nine color 23.png
BBCF Nine color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


External References


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