BBCF/Nine the Phantom/Combos

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Nine the Phantom
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Lambda-11
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = Nu-13
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


Combo List

___ starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
_

Midscreen

4A/5A > 5C > 3C > [FFW] > 6C > (236D >) 214A > 4A > 6A > jc j.A > j.[Wx3] > Ender of your choice

4A Video Example#1
4A Video Example #2
Damage:
Notes:
  • Poke (5A) or jab (4A) combo
  • 236D is optional, some players use it to help time 214A (see Combo Theory below for more)
  • See the Tanzanite Freeze Combo ender section in Combo Theory below for more details on the ender


5B > 214A > RC > 5A > 6A > sjc j.2A > j.[Wx3] > Ender of your choice

Video Example
Damage:
Requires: 50 meter
Notes:
  • 5B poke RC combo to convert a 5B poke into a much more damaging combo than what you would get meterless
  • See the Tanzanite Freeze Combo ender section in Combo Theory below for more details on the ender
  • Due note that the current video example shows an unlisted alternate ender route to squeeze more damage out of the combo to end the round


CH 6A > jc jC > djc j.C > j.[FFW] > falling j.A > 6A > sjc j.A > j.[Wx3] > Ender of Your Choice

Video Example
Notes:
  • Anti Air Combo.
  • See the Tanzanite Freeze Combo ender section in Combo Theory below for more details on the ender


Air to Air j.A > j.C > djc > j.C > j.[FFW] > falling j.A > 6A > sjc j.A > j.[Wx3] > Ender of your choice

Video Example
Damage:
Notes:
  • Air to Air j.A combo for when you jump up to tag them out of an air approach or jump in
  • See the Tanzanite Freeze Combo ender section in Combo Theory below for more details on the ender


CH Air to Air j.A > land 6C > sjc j.2C > j.[FFW] > falling j.A > 6A > jc j.2A > j.[Wx3] > Ender of your choice

Video Example
Damage:
Requires: Low to the ground j.A
Notes:
  • Air to air combo for when you hit someone falling down from an air teleport dash
  • See the Tanzanite Freeze Combo ender section in Combo Theory below for more details on the ender


CH AA 6C > sjc j.A > djc j.C > j.[FFW] > falling j.A > 6A > sjc j.A > j.[Wx3] > falling j.C > 5A > 3C > 214A

Video Example
Damage: 3399
Notes:
  • 6C Combo for when you Anti-Air people a bit far out or catch them trying to jump out of your pressure
  • See the Tanzanite Freeze Combo ender section in Combo Theory below for more details on the ender


Falling j.2A > 4C > 3C > [FFW] > 5A > sjc >j.A > j.2A > j.[Wx3] > falling j.B > 2B > 3C > [WWF] oki

Video Example
Damage:
Notes:
  • Falling j.2A combo that's typically done as a whiff punish from doing teleport dash forward > teleport dash up to bait your opponent pushing a button. However, it can also just be used in general situations where you open people up with j.2A falling back down to the ground.
  • See the Tanzanite Freeze Combo ender section in Combo Theory below for more details on the ender


[FFW] > 5A > 6A > sjc j.2A > j.[Wx3] > Ender of your choice

Video Example
Damage:
Requires: Kunzite spell in your active slot
Notes:
  • Up close Kunzite Overhead combo
  • See the Tanzanite Freeze Combo ender section in Combo Theory below for more details on the ender


[FFW] > 6C > (236D >) 214A > 4C > 5A > 6A > sjc j.A > j.[Wx3] > Ender of your choice

Video Example
Damage:
Notes:
  • Kunzite Overhead combo for when you've pushed back a bit far from before using it in your blockstring
  • See the Tanzanite Freeze Combo ender section in Combo Theory below for more details on the ender


High Up j.[FFW]> falling j.B > 6C > sjc j.C > j.A > djc j.C > j.C > j.214A

Video Example
Damage:
Requires: Kunzite spell in your active slot
Notes:
  • Kunzite combo for when you catch people pushing a button in neutral from a bit far out
  • Leaves you with Kunzite spell at the end


Throw/Back Throw |> 5A > 6A > sjc j.A > j.[Wx3] > Ender of your choice

Video Example
Damage:
Notes:
  • Midscreen Throw Combo
  • See the Tanzanite Freeze Combo ender section in Combo Theory below for more details on the ender


FC 214C |> super jump j.A > j.C > djc j.C > j.[FFW] > falling j.A > 6A > sjc jA > j.[Wx3] > Ender of Choice

Video Example
Damage:
Notes:
  • Fatal Counter Navy Pressure combo for when you're close enough to convert the ground bounce into a full combo
  • See the Tanzanite Freeze Combo ender section in Combo Theory below for more details on the ender

Corner

Nine doesn't typically have many corner specific combos. A lot of her midscreen combos work just fine though so if you don't see what you're looking for here, you can just use a similar combo listed under midscreen combos.


Throw > 6C > (236D >) 214A > 4A > 6A > jc j.A > j.[Wx3] > Ender of your choice

Video Example
Damage:
Notes:
  • Corner Throw Combo for when there's just a little bit of space between you and the corner
  • See the Tanzanite Freeze Combo ender section in Combo Theory below for more details on the ender

Combo Theory

Tanzanite Freeze Combo Enders

Tanzanite is a very common place to take advantage of how Nine's spell system works and get the right spell for the oki you want.

After doing j.[Wx3] in a combo, you can do

  • falling j.A > 5A > 3C > [WWF] for Fairy oki
  • falling j.B > 2B > 3C > [AAF] for Uvarovite oki
  • falling j.C > 5A > 3C > 214A for max damage and Kunzite ready in your active slot
  • Any of the routes above into 3C > 236236D/Astral if you've met the conditions

Notes on Crimson Raider > 4A

There are a handful of common reasons why one might have trouble with this combo:

A) Crimson Raider side switches, or 4A won't connect after it

  • Try to delay Crimson Raider (214A) a bit. The opponent side switches because they're too high in the air after 6C into CR. Some players will use 6C > 236D > 214A to help with timing
  • If you're having trouble connecting 4A after CR, remember, it's a link, not a chain, you have to input 4A just after Crimson Raider has finished recovering

B) Unable to combo after level three freeze, or Tanzanite.

  • You don't need to be in a rush to hit the frozen opponent, they can't move for a bit! Don't hit them too high, otherwise the rest of the combo won't connect. Don't delay too much or you'll drop your combo. Hit j.A when you're about an inch before you land, and the rest should be easy!

An alternate (very slightly higher damage) route can be used after 214A: 4A/5A > 5C > 3C > [FFW] > 6C > (236D >) 214A > 4C > 5A > 6A > sjc j.2A > j.[Wx3] > Ender of your choice

  • 4C has a more generous hitbox and 2 more active frames, so it makes the pickup after Crimson Raider easier
  • However, the additional hit may make the rest of the combo tighter if you started with a small starter like 4A
  • Remember that in this route you need to super jump cancel the 6A in order for j.2A to connect!

Video Examples

BBCF Nine the Phantom - Basic Combos (by Meno)

BBCF1.3 Nine combo collections


External References

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