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BBCF/Nine the Phantom/Combos

 Nine the Phantom

JustNo./Data

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 To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[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
[XXX] = A specific spell. All spells are listed on Nine's main page.
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 =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Overview

Nine has an easy combo game. Many of her combo starters, fillers and enders are easy to execute and can be interchanged depending on the opponent's position, her Heat, her current spell or her desired okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. In addition, her massive normals can consistently be converted into full combos. She lacks many corner-specific combos, but her midscreen combos work in the corner and have great reward regardless.

Starters

Ground

5AAlso works from 4X
Very Easy


(4X) > 5A > 5C > 3C > 5D [FFW]
Converts a close ground poke or jab into a full combo.At further ranges, 3C or the filler may whiff, and it may instead be necessary to perform the far ground starter.


5BCosts 50 Heat
Very Easy


(5X) > 5B > 214A > RC
Converts a far ground poke into a full combo at the cost of 50 Heat.


3CLow starter
Medium


3C > 5D [Fx1] > sj.A > j.C > dj.C > j.D [FFW]
Converts a low poke into a full combo. It is necessary to delay the first j.A based on the opponent's distance when 3C hits.


ThrowNeeds extending near the corner
Very Easy


B+C
Ground Throw can lead directly into any combo filler.


KunziteOverhead starter
Very Easy


5D [FFW]
Kunzite can lead directly into any combo filler.

Anti-air

6AMay need a double jump
Easy


6A > j.C > j.C > j.D [FFW]
Converts a close anti-air into a full combo. If the opponent is too high up when 6A hits, it may be necessary to double jump after the first j.C.


6CMay need a delay and/or double jump
Medium


6C > sj.A > j.C > j.D [FFW]
Converts a far anti-air into a full combo. Like the close ground-to-air starter, it may be necessary to double jump after the first j.A based on the opponent's height. It is also necessary to delay the first j.A based on the opponent's distance when 6C hits. This combo is much easier on Counter Hit.


Mauvette RoarDoes not need any jump
Very Easy


CH 214B
On Counter Hit, Mauvette Roar leads directly into any combo filler.

Air

Rising
Very Easy


j.A > j.C > dj.C > j.D [FFW]
Converts an air poke when both players are rising into a full combo. At further ranges, the filler may whiff, and the combo will drop.


FallingUseful after an air dash
Medium


j.A > 6C > sj.2C > j.D [FFW]
Converts an air poke when Nine (and ideally the opponent) is falling into a full combo. If the opponent is too high up when j.A hits, 6C may whiff, and the combo will drop. This combo is much easier on Counter Hit.


ThrowThe easiest combo starter ever
Very Easy


j.B+C
Like Ground Throw, Air Throw leads directly into any combo filler.

Jump-in

j.2ADeep jump-in starter
Very Easy


j.2A > 4C > 3C > 5D [FFW]
Converts a jump-in into a full combo.


KunziteShallow jump-in starter
Very Easy


j.D [FFW]
Like ground Kunzite, air Kunzite can lead directly into any combo filler.