Combo Notation Guide | |||||||||
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Combo List
Midscreen
Solo
# | Combo | Damage (SEG) | EEG (w/o ender) | Type | Difficulty | BnB? | Notes |
---|---|---|---|---|---|---|---|
1 | B+C > 6 > 4A > 5AA > 5B > hjc > j.A > j.BB > jc > j.BB > j.C > j.236X(Lv3) | 4906 (0-10) | 0 (9) | Throw | 4/10 | No | Optimised throw combo with guaranteed j.236X(Lv3) ender. Can't be done with your back to the corner - opponent gains too much height (see combo #2). Does not work with 4B+C. |
2 | B+C or 4B+C > 5AAA > 5B > hjc > j.BB > j.A > jc > j.BB > j.C > j.236X(Lv3) | 4740 (0-9) | 0 (9) | Throw | 3/10 | Yes | Standard BnB Throw combo with guaranteed j.236X(Lv3) ender. |
3 | B+C or 4B+C > 5AAA > 5B > hjc > j.A > j.BB > jc > j.BB > j.C > j.236X(Lv3) | 4706 (0-9) | 0 (9) | Throw | 2/10 | No | Easier version of combo #2. |
4 | B+C or 4B+C > 5AA > 5B > hjc > j.BB > j.B > jc > j.BB > j.C > j.236X(Lv3) | 4789 (0) // 4807 (1-9) | 0 (9) | Throw | 3/10 | No | Damage-optimised throw combo for j.236X(Lv3) ender if SEG1. |
5 | B+C or 4B+C > 5AA > 5B > hjc > j.BB > j.A > jc > j.BB > j.C > j.236X(Lv3) | 4726 (0) // 4744 (1-9) | 0 (9) | Throw | 2/10 | No | Easier version of combo #4. |
6 | B+C or 4B+C > 2B > 5B > hjc > j.BB > j.A > jc > j.BB > j.C > j.236X(Lv2~Lv3) | 4999 (0-1) // 5021 (2-9) | 0 (7-9) | Throw | 3/10 | No | Damage-optimised throw combo for j.236X(Lv3) ender if SEG2. |
7 | B+C or 4B+C > 5B > hjc > j.BB > j.B > jc > j.BB > j.C > j.236X(Lv2~Lv3) | 5103 (0-2) // 5134 (3-9) | 0 (6-9) | Throw | 3/10 | Yes | Highest damage throw combo that ends on j.236X(Lv2) if SEG0~SEG2 and j.236X(Lv3) if SEG3~SEG9. |
8 | B+C or 4B+C > 5B > hjc > j.BB > jc > j.BB > j.C > j.236X(Lv2~Lv3) | 4854 (0-3) // 4890 (4-9) | 0 (6-9) | Throw | 2/10 | No | Damage-optimised throw combo for j.236X(Lv2) ender if SEG3. |
9 | B+C or 4B+C > 236B(Lv1) > 5B > hjc > j.A > j.BB > jc > j.BB > j.C > j.236X(Lv2) | 4793 (1-4) // N/A (0, 5-9) | 0 (6-9) | Throw | 2/10 | No | Damage-optimised throw combo for j.236X(Lv2) ender if SEG4. |
10 | B+C or 4B+C > 5B > hjc > j.BB > j.C > j.234C > 5B > hjc > j.BB > j.B > jc > j.BB > j.C > j.236X(Lv3) | 6272 (0-1) // 6322 (2-5) // 6371 (6-9) | 0 (9) | Throw | 3/10 | Yes | Standard BnB Throw combo with guaranteed j.236X(Lv3) ender. Uses 1 Skill Gauge. |
11 | B+C or 4B+C > 5B > hjc > j.BB > j.B > j.C > j.234C > 5B > hjc > j.BB > j.A > jc > j.BB > j.C > j.236X(Lv3) | 6264 (0) // 6306 (1-4) // 6347 (5-9) | 0 (9) | Throw | 4/10 | No | Damage-optimised combo for j.236X(Lv3) ender if SEG1 or SEG5. Uses 1 Skill Gauge. |
With Assists
# | Combo | Damage (SEG) | EEG (w/o ender) | Type | Difficulty | BnB? | Notes |
---|---|---|---|---|---|---|---|
1 | 4P > 214B! > (4P hit) > 5B > hjc > j.BB > j.C > j.214C > 5B > hjc > j.BB > j.B > jc > j.BB > j.C > 4P > 6 > 2C > 214B+C > P | 12799 (0-1) 12863 (2-5) 12927 (6-9) [Jubei] | 0 (9) | RA Punish | 4/10 | Yes | BnB RA punish with a generic DP/anti-air assist. Uses 4 Skill Gauge (Generates 1 Skill Gauge). |
Corner
Solo
With Assists
Combo Theory
Elemental Gauge
Elemental Gauge is Nine the Phantom's resource meter found at the bottom corner of the screen.
In this guide, further mention of Elemental Gauge will be abbreviated to "EG" and if a specific amount Elemental Gauge is being specified, then a value between 0-9 will be used. e.g. EG0, EG1, EG2, ..., EG8, EG9.
Each value corresponds to a particular power level;
- EG0 = Lv0 (Empty / Black)
- EG1~EG4 = Lv1 (Grey)
- EG5~EG8 = Lv2 (Yellow + Grey)
- EG9 = Lv3 (Purple)
Nine builds EG by connecting with any of the following normals;
- 5AAA
- 5B
- 4AA
- 2A
- 2B
- 2C
- j.AA
- j.BB
Nine must connect with 9 of these normals on hit or block in order to ascend from EG0 to the maximum value, EG9. Hitting multiple characters does not build extra meter. Unfortunately the BlazBlue Character Settings in the Training Setup Menu separates EG into 10 parts, which doesn't represent how Nine truly builds EG. As a result, it theoretically should be avoided whenever possible to prevent confusion.
For the rest of Nine's normals, EG increases their damage per level (as well as giving them new properties?);
- 5AAA5AA
- 5B5B
- 4AA4A
- j.C
As a result, it can be a nightmare to organise damage and combos because they will change depending on which EG you start the combo with. As a result, in order to organise combo listings, EG will be split into two stats;
- SEG
- EEG
SEG is the Starting Elemental Gauge. This is the EG required at the start of the combo in order to perform the combo, notated in brackets next to the damage. Some combos can't be performed if your SEG is too high or too low. In this case, the Damage column will list "N/A (###-###, ###-###)" in which the brackets show the range of SEG that will cause the combo to fail/drop.
EEG is the Ending Elemental Gauge. This is the EG that you will have at the end of the combo. Most combos will end in a 236 spell that spends EG , setting it back to 0. In these combos, the EEG column will list "0 (###-###)" in which the brackets show the range of EEG you will have at the end of the combo.
236X Spells
Nine can choose to spend all her current EG by using a 236 special move. The result will differ based on the button used and the EG Lv at the time;
- Lv0
- 236A - Everlasting Schorl
- 236B - Everlasting Schorl
- 236C - Everlasting Schorl
- Lv1
- 236A - Amethyst of Annihilation
- 236B - Citrine of Change
- 236C - Nephrite of Nullification & Nephrite of Nullification - Dual
- Lv2
- 236A - Andradite of Accord
- 236B - Morganite of Malice
- 236C - Nephrite of Nullification & Nephrite of Nullification - Dual
- Lv3
- 236A - Taaffeite of Temptation
- 236B - Uvarovite of Undoing
- 236C - Nephrite of Nullification & Nephrite of Nullification - Dual
Many of these can be used to generate different types of vortex and oki setups. As such, all j.236 spell combo enders will be written as j.236X and the possible setups will be listed here;
- 236C(Lv1~Lv3)
- 236[A]2(Lv2) > (release A as soon as the opponent is able to ukemi)
- 236B(Lv2)
- 236A(Lv3)
- 236B(Lv3)
Video Examples
Basic Nine Combos by Meno, updated for 1.5
External Documents and References