Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
# | Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
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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're not into rush to hit them while frozen. They're frozen so 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
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Click [★] for character's full frame data
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