BBCF/Nine the Phantom/Combos
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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
(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.
(5X) > 5B > 214A > RC
Converts a far ground poke into a full combo at the cost of 50 Heat.
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.
B+C
Ground Throw can lead directly into any combo filler.
5D [FFW]
Kunzite can lead directly into any combo filler.
Anti-air
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.
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.
CH 214B
On Counter Hit, Mauvette Roar leads directly into any combo filler.
Air
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.
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.
j.B+C
Like Ground Throw, Air Throw leads directly into any combo filler.
Jump-in
j.2A > 4C > 3C > 5D [FFW]
Converts a jump-in into a full combo.
j.D [FFW]
Like ground Kunzite, air Kunzite can lead directly into any combo filler.