BBCF/Nine the Phantom/Frame Data

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 Nine the Phantom


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Nine the Phantom 10,500 4F 40F (1~4F Inv P, 5~32F Inv All) 40F (1~4F Inv P, 5~32F Inv All) 4 Way Teleport Dash, can do 2 in a row
  • See Universal Mechanics section for more info on Nine's dashes

Normal Moves

  • A normals give Water Element
  • B normals give Air Element
  • C normals give Fire Element
  • Nine can only have 3 Elements at one time. Oldest element gets replaced if 4th Element gained
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 600 (720) All 9 3 23 -9 BP 100 89 Long CSJR 3 16 17 17 22 31 11 +0 +2
5B 600 (720) All 12 6 21 -10 BP 100 89 Long CSJR 3 16 17 17 22 31 11 +0 +2
5C 600 (720) All 12 3 25 -11 BP 100 89 Long CSJR 3 16 17 17 22 31 11 +0 +2
2A 550 (660) Low/Air 10 3 23 -9 FP 90 89 Long CSR 3 16 17 17 22 31 11 +0 +2
2B 550 (660) Low/Air 11 6 21 -10 FP 90 89 Long CSR 3 16 17 17 22 31 11 +0 +2
2C 550 (660) Low/Air 11 3 25 -11 FP 90 89 Long CSR 3 16 17 17 22 31 11 +0 +2
6A 900 (1080) Mid 11 4 23 -8 BP 100 82 Long SJR 4 18 Launch 29 Launch 44 12 +0 +5
6B 900 (1080) Mid 12 6 21 -8 BP 100 82 Long SJR 4 18 Launch 29 Launch 44 12 +0 +5
6C 900 (1080) Mid 13 4 25 -10 BP 100 82 Long SJR 4 18 Launch 29 Launch 44 12 +0 +5
4A 300 (360) All 6 6 10 -2 BP 100 85 Normal SR 2 13 14 14 18 26 10 +0 +1
4B 300 (360) All 6 8 10 -4 BP 100 85 Normal SR 2 13 14 14 18 26 10 +0 +1
4C 300 (360) All 6 8 12 -6 BP 100 85 Normal SR 2 13 14 14 18 26 10 +0 +1
3C 750 (900) Low/Air 10 5 25 -13 FP 90 89 Long SR 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2
j.A 700 (840) High/Air 8 3 Until L HP 80 89 Long CSJR 3 16 17 22 22 36 11 +0 +2
j.B 700 (840) High/Air 10 6 Until L HP 80 89 Long CSJR 3 16 17 22 22 36 11 +0 +2
j.C 700 (840) High/Air 11 3 Until L HP 80 89 Long CSJR 3 16 17 22 22 36 11 +0 +2
j.2A 800 (960) High/Air 13 3 Until L HP 80 89 Long SJR 3 16 17 22 22 36 11 +0 +2
j.2B 800 (960) High/Air 17 6 Until L HP 80 89 Long SJR 3 16 17 22 22 36 11 +0 +2
j.2C 800 (960) High/Air 17 3 Until L HP 80 89 Long SJR 3 16 17 22 22 36 11 +0 +2

Drive Moves

  • Using a spell consume all elements
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
No Element Everlasting Schorl 750 All 8 5 Total: 42 -18 P1 90 89 Long SR 3 16 17 35 Crumple 49 11 +0 +2
W Lapis Lazuli of Lamentation 800 (960) All 10 3 Total: 35 -4 P1 100 69 (79) Long SR 3 16 17 17 22 31 6/+5 +5 +7
WW Sapphire of Sorrow 1000 (1200) All 10 3 Total: 35 -2 P1 100 72 (82) Long SR 4 18 19 19 24 34 7/+5 +5 +10
WWW Tanzanite of Torment 1250 (1500) All 10 3 Total: 35 ±0 P1 100 74 (84) Long SR 5 20 21 21 27 37 8/+5 +5 +13
A Emerald of Enmity 700 (840) All 14 9 Total: 40 -10 P1 100 69 (79) Long SR 3 16 Launch 25 + Slide Launch 39 + Slide 11 +0 +0
AA Peridot of Poverty 500, 800 (500, 900) All 14 3,6 Total: 40 -5 P1 100 72 (82) Long SR 4 18 Launch 25 + Slide Launch 40 + Slide 4 +0 +0
AAA Malachite of Malice 350, 600, 1000
(350, 720, 1200)
All 14 3,3,3 Total: 40 0 P1 100 74 (84) Long SR 5 20 Launch 25 + Slide Launch 41 + Slide 2 +0 +0
F Coral of Catastrophe 900 (1080) All 10 3 Total: 32 -6 P1 100 69 (79) Long SR 3 16 Launch 38 Launch 55 11 +0 +2
FF Garnet of Gall 1200 (1440) All 10 3 Total: 32 -4 P1 100 72 (82) Long SR 4 18 Launch 38 Launch 56 12 +0 +5
FFF Rubellite of Rage 1500 (1800) All 10 3 Total: 32 -2 P1 100 74 (84) Long SR 5 20 Launch 38 Launch 57 13 +0 +8
WA Heliodor of Humility 800 All 13 180 Total: 43 P1 80 89 Normal 3 16 Launch 30 Launch 44 0/+11 +11 +13
WF Amethyst of Annihilation 1000 All 22 280? Total: 43 +7 P1 80 82 Normal 4 18 Launch 100 Launch 115 0/+10 +10 +15
AF Citrine of Change 700 All 13 5 Total: 43 0 P 4~15 P 80 92 Normal 4 18 19 19 24 34 0/+12 +0 +5
AF Reflect Attack Citrine of Change (Reflect) 650 All 11 30 P2 50 94 Normal 3 16 Crumple 17 Crumple 31 0/+11 +11 +13
AF Kick Mirror Citrine of Change (Kick Mirror) 500 All 2 15 P 80 100 Normal 4 18 Launch 60 + WBounce 40 + Down 23 Launch 75 + WBounce 40 + Down 23 0/+6 +6 +11
WWA Celestite of the Covenant 0 Unblockable 127 300 Total: 40 50 100 Very Short 3 16 60 + Down 38 74 + Down 38 0 +0 +2
WWF Taaffeite of Temptation 500×3 All 90 P(58)P(58)P Total: 40 P1 80 85×3 Normal 2 13 14 20×2, 20 + GBounce 18 32×2, 32 + GBounce 0/+10 +20 +21
WAA Andradite of Accord 300×8, 400×8 All 48~100 3×8 Total: 78~84 P1 100 92×16 Normal 3 16 Launch 30 + WBounce 60 Launch 44 + WBounce 60 0 +10 +10
AAF Uvarovite of Undoing 400×20 All 145 P{(3)P}×19 Total: 40 P1 80 94×20 Normal 3 16 17 25 22 39 0/+2 +2 +4
WFF Kunzite of Keep Breaker 1050×2 High/Air, All 21 Until L, 5 Total: 40 +6 P1 100 79×2 Normal R 5 20, 11 Launch 60 + GBounce, 30 + GBounce Launch 76 + GBounce, 46 + GBounce 0/+3 +3, +10 +11, +18
AFF Morganite of Malice 900×2 Low/Air (Until Seed Lands)+26 10 (13) 10 Total: 40 P1 90 84×2 Long 5 20 Crumple, Launch 21 + Slide, 21 + Slide + Down 20 Crumple, Launch 37 + Slide, 37 + Slide + Down 20 0/+6 +6 +8
WAF Nephrite of Nullification 1500×5 Guard Crush/Barrier, All×4 623+(60 Flash)+4 1×5 Total: 40 P2 80 74×5 Normal 5 20 Launch 180 Launch 196 0/+2 +2 +3

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Ground Throw 0, 600, 900 Throw(70) 7 3 23 T 100 50 Normal SR 0, 2, 4 Crumple, Launch 30 + WBounce 40 + WStick 42 0, 10, 12 +0
j.B+C Air Throw 0, 50×8, 1100 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 2×8, 4 60 0×9, 13 +0, 0/+20×8, 13 +0, +20×8, +0
6A+B Counter Assault 0 All 13 3 36 -20 B 1~20 All 50 92 Very Short R 4 18 Launch 30 + Slide Launch 45 + Slide 12 +0 +5
66/44 1st Ground Dash 40 1~4 P
5~32 All
j.66/44 1st Air Dash 30 1~4 P
5~25 All
66/44 2nd 2nd Dash (Horizontal) 40 1~25 All
88/22 2nd 2nd Dash (Vertical) 35 1~20 All
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 24 Crumple 60 Crumple 74 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 60 Crumple 74 11 +0 +2

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
214A Crimson Raider 600, 950 All 13 9 (6) 1 22 (27) -2 B 90 89, 94 Long R 3, 5 16, 20 Launch 70, 40 Launch 84, 56 11, 13 +0 +2, +8
j.214A Air Crimson Raider 500, 950 All 13 9 (6) 1 22 (Until L) H 90 89, 94 Long R 3, 5 16, 20 Launch 70, 40 + Down 23 Launch 84, 56 + Down 23 11, 13 +0 +2, +8
214B Mauvette Roar 1100 Mid 13 6 Total: 53 -10 P1 4~18 H 90 82 Very Short R 4 18 Launch 35 Launch 50 + WBounce 60 + WStick 30 0/+12 +0 +5
214C Navy Pressure 1500 High/Air 27 5 Total 63 -3 P1 90 84 Normal R 5 20 Launch 35 + Down 23 Launch 54 + GBounce 0/+13 +13 +21
236D Total 23
214D Flax Nurture 800 All 22 1 29
(Total: 51)
-4 P1 1~24 All 60 89 Very Short R 3 16 Launch 30 Launch 44 11/+9 +0 +2
j.214D Flax Nurture (Air) 800 All 22 1 41
(Total: 60)
P1 1~24 All 60 89 Very Short R 3 16 Launch 30 Launch 44 11/+9 +0 +2

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236A Flame Punisher 400×5, 325×8 All 1+(56 Flash)+16 40 (18) 56 Total 166 -22 P2 1~1 All
2~53 P
90 79, 82 Normal R 3×8,4×8 16×5, 18×8 Launch 30 + GBounce×8, 30 + WBounce 60×8 Launch 44 + GBounce×8, 45 + WBounce 60×8 0/+3 +3 +5
236236A OD Followup Flame Punisher OD Followup 200×12 All 5×12 P2 90 84 Normal R 5 Launch 60 + WBounce 0/+4 +4
236236B Cardinal Nova 2000 [2000, 500×3] All 7+(94 Flash)+3 10 Total 38 +5 P2 7~11 All 70 84
[84, 96×3]
Very Short
[Very Short, Normal×3]
R 5 20 Launch 60 Launch 76 0/+13 +13 +21
236236C Azurite Inferno See notes All 1+(24 Flash)+13 5 38 -29 F 1~18 All 100 See Notes Long R 2 20 Launch 60 + WBounce 10 +0 +1

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Scarlet Vein 600, 2400
{600, 2400, 2800}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125 80 Long 26 Launch 60
{60, 120}
20 20, 0/+15 {×2} +0, +18 {×2}

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236D Colorless Void 0, 5000, 30000 All 7+(52 Flash)+16 8 Total: 91 -41 P2 1~49 All Long 3 16 0/+11

Revolver Action Table

Nine's gatlings are unique because she has much less limitations than most of the cast. Nine may use any 2 5X normals and any 2 2X normals per gatling sequence. All 5X and 2X normals are self cancellable. This means she can use sequences like 5A > 4A > 5A > 2C > 2B > 3C. This gives Nine more flexibility in obtaining certain elements for spells.

Ground Revolver Action Table
A/B/C D Cancels
5XBBCF Nine 5A.pngGuardAllStartup9Recovery23Advantage-9[2] 5x, 2x, 6x, 4x, 3C Yes Jump, Special/Super
2XBBCF Nine 2A.pngGuardLow/AirStartup10Recovery23Advantage-9[2] 5x, 2x, 6x, 4x, 3C Yes Special/Super
6XBBCF Nine 6A.pngGuardMidStartup11Recovery23Advantage-8 - Yes Jump, Special/Super
4XBBCF Nine 4A.pngGuardAllStartup6Recovery10Advantage-2 5x, 2x, 6x, 3C Yes Throw, Special/Super
3CBBCF Nine 3C.pngGuardLow/AirStartup10Recovery25Advantage-13 - Yes Special/Super
Air Revolver Action Table
A/B/C D Cancels
j.XBBCF Nine jA.pngGuardHigh/AirStartup8RecoveryUntil LAdvantage-[2] j.x, j.2x Yes Jump, Special
j.2XBBCF Nine j2A.pngGuardHigh/AirStartup13RecoveryUntil LAdvantage- - Yes Jump, Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string

External References

Navigation

 Nine the Phantom


To edit frame data, edit values in BBCF/Nine the Phantom/Data.
System Pages
Mechanics
Application & Advanced Information
Archived Information