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An occasional mixup tool when you've conditioned the opponent to expect your stronger mixups. It has good range and is in the "Slow but safe" category of {{clr|3|5C}}. | |||
*Tracks the opponent's position up to a few characters away. | |||
}} | }} | ||
Revision as of 23:46, 6 October 2023
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Due to the changes to her Spell system from her home series, Nine has went from being an oppressive force that can control 100% of the screen to being a bit more limited and defensive in nature. Given the time and the right setup, however, she can easily begin to snowball due to her still impressive slew of Spells.
While she lacks a run, her unique movement in her teleport dash allows her to force opponents to whiff attacks and disorient them, while each of her variety of attacks gives her a host of options to deal with many situations that could threaten her. While on point, Nine can take advantage of her partner's assists to begin taking advantage of her variable spell system and bombarding the opponent with spells left and right. As an assist, she lends valuable aid with a powerful anti-air, a 2-hitting charge that works well for cross combos, and a large, delayed projectile that tracks along a good portion of the screen.
If there were one glaring weakness in the Phantom's options, it would be that she has difficulty contesting characters with longer reach than her. Her normals are terrible on whiff, meaning that it's difficult for her to threaten them unless she's sure they will hit the opponent. Still, with the wide array of spells, potential for high damage, and even unblockables at her disposal, this witch has the ability to grind anyone under her heel.Health |
17,000 |
Prejump |
4F |
Backdash |
42F (1~4F Inv P, 5~32F Inv All) |
Forward Dash |
42F (1~4F Inv P, 5~32F Inv All) |
Unique Movement Options |
4-Way Teleport Dash, can do 2 in a row |
Fastest Attack |
5A (8F) |
Reversals |
A+D (13F) 236B+C 20F) 214B+C (14F) |
- Rather long range on her spells and normals.
- Two anti-airs to help discourage jump ins, if 4A is blocked she can continue into a blockstring.
- Has an unblockable setup in the corner, that also leads into safe jump and catches all techs.
- Variety of spells can make her pressure and active switch abilities dangerous.
- Possess a variety of okizeme options, due to the variety of tools at her disposal.
- Possesses the ability to Teleport, which allows creative mixups and mindgames. The Teleport also provides invulnerability at certain times.
- Her normals absorb projectiles, and her 214C is fully invulnerable to them
- Centers around a defensive, cautionary style of play, due to naturally slower nature of the character.
- Features a medium difficulty floor, and high skill cap.
- Slower nature of the character leaves her vulnerable to being abused.
- Poor mobility.
- Tall Hurtbox.
Nine has a Mana Gauge that builds with every normal attack that Nine connects with, or by walking forward. Perform 236A/B to cast a spell using all your Mana. Depending on how much Mana you have, you will perform different attacks.
Her normals also destroy projectiles. If this happens, as well as increasing the Mana Gauge you can also cancel that normal into another normal, a jump or a skill.Normal Moves
4A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
4A | 1700 | All | 11 | 4 | 23 | -8 | B | 7~14 H |
4AA | 1700 | All | 13 | 4 | 25 | -10 | B | |
4AAA | 1600/ 1800/ 2000 |
All | 13 | 3 | 28 | -14/-12/-10 | P1 |
4A is your go-to anti due to its great hitbox. It also serves as a good combo starter if Nine is close enough. It has high recovery though so be careful.
Mostly combo filler. If 4A hit the opponent high enough, 4AA can whiff. In those cases, simply super jump and go into an air combo.
4AAA doesn't see much use in combos but can be occasionally used for setplay by bringing the opponent back to the ground.
- Damage increases with your Element level
- Knock down
- Can be special cancelled, unlike most autocombo enders.
Version | Level | P1 | P2 |
---|---|---|---|
4A | 4 | 90 | 75 |
4AA | 4 | 100 | 85 |
4AAA | 3/4/5 | 100 | 80/85/90 |
4A:
4AA:
4AAA:
- Damage increases when Magic Level is over 5 and increases again at Level 10
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1200 | All | 8 | 6 | 12 | -4 | B | |
5AA | 1500 | All | 12 | 3 | 22 | -8 | B | |
5AAA | 1500 | All | 9 | 3 | 23 | -9 | B | |
5AAAA | 2000/ 2500/ 3000 |
All | 10 | 3 | Total: 44 | -18/-16/-14 | P | |
5AAAAA | 2000/ 2200/ 2400 |
All | 16 | 6 | 24 | -11 | P |
5A is Nine's fastest normal making it useful for starting pressure and mashing out of blockstrings as well as a poke. It can be jump cancelled on block letting you get a high/low mixup between 2A/IOHJ.B. It's also good for deleting projectiles.
Combo filler. It can't be jump cancel on block like 5A so cancel it into 5B if you want to jump cancel.
Combo and blockstring filler. It has less range than 5AA so on rare occasions, it can whiff. Like 5AA, jump cancellable only on hit.
5AAAA is useful for resets especially with your partner and with Active Switch. Outside of that, combo filler.
- Freezes and restands the opponent.
- Damage increases with Element level
5AAAAA is only used for Cross Raid or as a situational combo ender since it doesn't consume your Element level.
- Damage increases with Element level.
Version | Level | P1 | P2 |
---|---|---|---|
5A | 2 | 100 | 75 |
5AA | 3 | 100 | 80 |
5AAA | 3 | 100 | 80 |
5AAAA | 3/4/5 | 80 | 80/ 85/ 90 |
5AAAAA | 4= | 80 | 85 |
5A:
5AA:
5AAA:
5AAAA:
- Damage and Attack Level increase with Magic Level. Values shown are Lv 0-4/Lv 5-9/Lv 10
5AAAAA:
- Damage increases with Magic Level. Values shown are Lv 0-4/Lv 5-9/Lv 10
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 1700 | All | 12 | 6 | 21 | -8 | B |
5B is an amazing poke due to its range, speed and disjointed hitbox. It's also good for counter-poking and punishing moves from a distance. It's good for pressure since it's jump-cancellable on block and can be used in combos to pick up after 214C midscreen or as a starter. You can be used to delete projectiles from a safe distance. You will use this move.
5BB is useful as combo filler or to punish opponents after deleting projectiles with 5B.
- Damage increases with Element level.
- Wallbounces. Will fail to connect if the opponent is too close to you, or if Nine is in the corner, resulting in an early tech. If they fail to hit the wall they will slide down instead.
Version | Level | P1 | P2 |
---|---|---|---|
5B | 4 | 100 | 85 |
5B:
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800 | High | 26 | 5 | 16 | -4 | P |
An occasional mixup tool when you've conditioned the opponent to expect your stronger mixups. It has good range and is in the "Slow but safe" category of 5C.
- Tracks the opponent's position up to a few characters away.
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 10 | 3 | 20 | -9 | F |
- The only attack that goes into 5A, making it an actually decent pressure tool, if you can get into range.
Level | P1 | P2 |
---|---|---|
2 | 90 | 75 |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | Low | 11 | 6 | 21 | -10 | F |
Longer range than 2A, but not as fast.
Level | P1 | P2 |
---|---|---|
3 | 90 | 80 |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | Low | 13 | 5 | 25 | -11 | F |
Level | P1 | P2 |
---|---|---|
4 | 90 | 85 |
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.A | 1500 | High | 8 | 5 | 30 | H | ||
j.AA | 1500 | High | 11 | 3 | 25 | -11 | H |
- j.AA freely chains back into j.A or j.B on hit or block, allowing for downward staircase blockstrings.
Version | Level | P1 | P2 |
---|---|---|---|
j.A | 3 | 80 | 80 |
j.AA | 3 | 80 | 80 |
j.A:
j.AA:
j.B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.B | 1700 | High | 13 | 3 | 35 | H | ||
j.BB | 1700 | All | 10 | 6 | 27 | H |
- j.B is your primary air to ground tool. As of ver.2.0 this move cannot be cancelled into anything if it hits a blocking opponent. Otherwise, it is useful for instant rising overheads.
- j.BB freely chains into j.A or j.B on hit
Version | Level | P1 | P2 |
---|---|---|---|
j.B | 4 | 80 | 85 |
j.BB | 4 | 80 | 85 |
j.B:
j.BB:
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700/1900/2100 | High | 21 | Until L | Total: 57 | -3 | P |
- The infamous Kunzite from BBCF, now a normal. Has some tracking near her and a bit of landing recovery. You can special cancel it if you hit it on the actual opponent and not on block. Having more spell meter makes it deal more damage.
Level | P1 | P2 |
---|---|---|
5 | 80 | 90 |
Universal Moves
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0×2, 2000 | Throw | 7~30 | 3 | 23 | T |
- Wall bounces from anywhere on the screen, allowing for easy combo conversions.
Long animation makes you feel satisfying. (And tilts the opponent)
Level | P1 | P2 |
---|---|---|
0, 2, 4 | 100 | 50 |
- Minimum Damage 2000
- Crumple Duration 90F, Crumple Fall 73F
Flax Nurture
5A+D (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
AD | 2000 | Air Unblockable | 13 | 3 | 44 | -30 | B | 1~15 All |
j.AD | 2000 | All | 13 | 3 | Until L+15 | H | 1~15 All |
- Hits on both sides, can be useful for dealing with sandwich mixups.
Version | Level | P1 | P2 |
---|---|---|---|
AD | 3 | 100 | 80 |
j.AD | 3 | 100 | 80 |
AD:
- Minimum Damage 100
j.AD:
- Minimum Damage 100
Skills
Everlasting Schorl
236A/B (Air OK) while Element Lv 0
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A/B/C Lv 0 | 1500 | All | 9 | 5 | Total: 35 | -6 | P1 | |
j.236A/B/C Lv 0 | 1500 | All | 9 | 5 | Total: 35 | P1 |
- Rather useless, only really used if people forget they don't have magic.
No real reason to use this
Version | Level | P1 | P2 |
---|---|---|---|
236A/B/C Lv 0 | 1 | 80 | 70 |
j.236A/B/C Lv 0 | 1 | 80 | 70 |
236A/B/C Lv 0:
- Minimum Damage 75
j.236A/B/C Lv 0:
- Minimum Damage 75
Amethyst of Annihilation
236A (Air OK) while Element Lv 1-4
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A Lv 1-4 | 1800 | All | 16 | Total: 43 | -13 | P1 | ||
j.236A Lv 1-4 | 1800 | All | 16 | Total: 43 | -13 | P1 |
- Just a standard fireball. Doesn't quite go full screen
- good quick spell to throw out in neutral after a 5B poke or after Nine takes a step forward, can follow up with a combo if it hits after Nine recovers but the hitstun is a lot less than it was in CF.
- starts slow and gets faster the longer the fireball is out
- can be used to cover Nine as she is advancing.
Version | Level | P1 | P2 |
---|---|---|---|
236A Lv 1-4 | 2 | 80 | 75 |
j.236A Lv 1-4 | 2 | 80 | 75 |
236A Lv 1-4:
- Minimum Damage 90
j.236A Lv 1-4:
- Minimum Damage 90
Andradite of Accord
236A (Air OK) while Element Lv 5-9
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A Lv 5-9 | 400, 300×8, 400×8 | All | 19,48-? | +2 | P1 | |||
j.236A Lv 5-9 | 400, 300×8, 400×8 | All | 19,48~? |
- Can be charged, while charging it you can move it. The undetonated ball can be destroyed
- A ball that explodes in a + shape upon enemy contact or release. Goes almost full screen
- Air version typically used after j.C to get oki if not in the corner.
- Has some use in ground combos after sweep if Nine manages to build enough magic for it.
Version | Level | P1 | P2 |
---|---|---|---|
236A Lv 5-9 | 3 | 80 | 80 |
j.236A Lv 5-9 | 80 | 80 |
236A Lv 5-9:
- Horizontal and veritcal beams do 8 hits each
- Horizontal beam does 300 damage per hit, vertical does 400 damage per hit
- Minimum Damage 20, 15×8, 20×8 (300)
j.236A Lv 5-9:
- Horizontal and veritcal beams do 8 hits each
- Horizontal beam does 300 damage per hit, vertical does 400 damage per hit
- Minimum Damage 20, 15×8, 20×8 (300)
Taaffeite of Temptation
236A (Air OK) while Element Lv 10
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A Lv 10 | 1500×3 | All | 90 | P(58)P(58)P | Total: 32 | P1 | ||
j.236A Lv 10 | 1500×3 | All | 90 | P(58)P(58)P | Total: 32 | P1 |
- A fairy that hits thrice and dispels if Nine is directly hit. Homes on the opponent from anywhere on the screen.
- An important Oki spell for Nine that allows her to set up Mix ups and pressure.
- Unlike CF the fairy doesn't disappear if Nine is blocking so can be used defensively to bait opponents if Nine drops a pick up.
- Can also be thrown out in neutral to scare opponents into respecting Nine's approach.
Version | Level | P1 | P2 |
---|---|---|---|
236A Lv 10 | 2 | 80 | 75×3 |
j.236A Lv 10 | 2 | 80 | 75×3 |
236A Lv 10:
- Each P in active frames represents a projectile spawned
- Minimum Damage 75×3 (225)
j.236A Lv 10:
- Each P in active frames represents a projectile spawned
- Minimum Damage 75×3 (225)
Citrine of Change
236B (Air OK) while Element Lv 1-4
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236B Lv 1-4 | 1500 | All | 17 | 103 | Total: 43 | -3 | P | |
j.236B Lv 1-4 | 1500 | All | 17 | Total: 43 | P | |||
236B Reflect | 1500 | All | 1 | Until Hit | P2 |
- Reflects projectiles. The mirror also has a hitbox. Long hitboxes can go through it and so can certain projectiles.
- A mirror that reflects projectiles and knocks enemies down and disappears upon physical contact. If a projectile comes into contact with the mirror, it'll fire a projectile that can be blocked and causes a long stagger. Nine will also briefly become invulnerable to projectiles.
- Useful against certain match ups (Nu for example).
- Due to the fact the mirror itself has a hitbox, can be used to create a "barrier" right in front of Nine that discourages approaches.
Version | Level | P1 | P2 |
---|---|---|---|
236B Lv 1-4 | 2 | 80 | 75 |
j.236B Lv 1-4 | 2 | 80 | 75 |
236B Reflect | 3 | 80 | 60 |
236B Lv 1-4:
- Minimum Damage 75
- Maximum Slide duration 30F
j.236B Lv 1-4:
- Minimum Damage 75
- Maximum Slide duration 30F
236B Reflect:
- Minimum Damage 75
- Crumple Duration 27F, Crumple Fall 60F
Morganite of Malice
236B (Air OK) while Element Lv 5-9
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236B Lv 5-9 | 400, 1500×2 | All, Low×2 | 19 | 25(15)10(13)10 | Total: 40 | +15 ~ +73 | P1 | |
j.236B Lv 5-9 | 400, 1500×2 | All, Low×2 | 19 | Until L(15)10(13)10 | Total: 40 | +15 ~ +73 | P1 |
- The 1st tree branch hit is a low, the 2nd is a mid. If the 1st tree branch whiffs, the 2nd will be a low. Can be used for unblockable setups.
- something to keep in mind is that the seed itself has a hitbox before it reaches the ground, this allows Nine to either end air combos with a knockdown and go for pressure/mix ups when she lands or it can be used to tag an opponent on their wake up to guarantee they respect Nine.
- useful spell for a variety of reasons, good lock down, can be used in high/low unblockables, good amount of hitstun.
Version | Level | P1 | P2 |
---|---|---|---|
236B Lv 5-9 | 3, 5×2 | 80 | 80, 90×2 |
j.236B Lv 5-9 | 3, 5×2 | 80 | 80, 90×2 |
236B Lv 5-9:
- If the second hit touches the opponent, then the third hit becomes a mid
- Minimum Damage 20, 75×2 (170)
- Maximum Slide duration 17F, 12F
- Crumple Duration 30F, Crumple Fall 63F
j.236B Lv 5-9:
- If the second hit touches the opponent, then the third hit becomes a mid
- Minimum Damage 20, 75×2 (170)
- Maximum Slide duration 17F, 12F
- Crumple Duration 30F, Crumple Fall 63F
Uvarovite of Undoing
236B (Air OK) while Element Lv 10
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236B Lv 10 | 350×20 | All | 144 | P{(3)P}×19 | Total: 32 | P1 | ||
j.236B Lv 10 | 350×20 | All | 144 | P{(3)P}×19 | Total: 32 | P1 |
- Like in BBCF, the higher you are in the air when you cast it, the wider the area of effect will be. This can sometimes cause the move to have blindspots in between shots.
- useful after ending an air combo as Nine has just enough time to land and start pressure.
- similar to fairy can also be used in neutral to scare opponents into respecting the falling bolts
- also like fairy, does not go away if nine is blocking.
Version | Level | P1 | P2 |
---|---|---|---|
236B Lv 10 | 3 | 80 | 80 |
j.236B Lv 10 | 3 | 80 | 80 |
236B Lv 10:
- Each P in active frames represents a projectile spawned
- Minimum Damage 17×20 (340)
j.236B Lv 10:
- Each P in active frames represents a projectile spawned
- Minimum Damage 17×20 (340)
Crimson Raider
214A (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | 1000, 1500 | All | 13 | 15,1 [(6)1] | 28 [23] | -5 | B | |
j.214A | 950, 1250 | All | 13 | 15,1 [(6)1] | Until L | H |
- If you and your opponent are in the air, it has slight angle tracking. Hitting it in the air successfully (even on block) will allow you to act before landing.
- This move's hitbox is deceivingly small. The hurtbox pokes out slightly, so be careful.
Version | Level | P1 | P2 |
---|---|---|---|
214A | 3,4 | 90 | 80, 85 |
j.214A | 3, 4 | 90 | 80, 85 |
214A:
- Minimum Damage 50, 75 (125)
j.214A:
- Minimum Damage 50, 75 (125)
Mauvette Roar
214B (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214B | 2000 | All | 13 | 19 | Total: 53 | -10 | P | 4~18 H |
j.214B | 1800 | All | 13 | 19 | Total: Until L | P |
- High vertical reach, less so horizontally. Has invulnerability against highs when used on the ground. You can combo off of it on counterhit.
- Air version has a longer untech time than the ground version, leading to the ability to land and combo where not normally possible.
Version | Level | P1 | P2 |
---|---|---|---|
214B | 4 | 90 | 85 |
j.214B | 4 | 90 | 85 |
214B:
- Minimum Damage 100
j.214B:
- Minimum Damage 90
Extra Skills
Nephrite of Nullification
236C (Air OK) Element Lv 1 or higher
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236C Lv 1-10 | 1500×5 /1750×5 /2000×5 | All | 623+1 | 1,1,1,1,1 | Total: 58 | P | ||
j.236C Lv 1-10 | 1500×5 /1750×5 /2000×5 | All | 623+1 | 1,1,1,1,1 | Total: 58 | P |
- Casts a ticking timebomb on the opponent. Can be regular blocked, unlike in BBCF, and the hitbox lasts for a deceivingly short time. Needs spell gauge AND meter to be casted, spell gauge increases its damage.
- Clock will vanish if Nine is hit, throw was teched, azurite inferno(214B+C) was landed as a hit(not on block), or if she leaves the playing field.
- Nephrite does more damage depending on Mana level 3k at lowest, 3.5k middle, 4k max level
Version | Level | P1 | P2 |
---|---|---|---|
236C Lv 1-10 | 3/4/5 | 75/65/55 | 70/75/80 |
j.236C Lv 1-10 | 3/4/5 | 75/65/55 | 70/75/80 |
236C Lv 1-10:
- Damage and other properties improve when at Magic Level 5-9, and improve again at Level 10
- See values in Level 1-4/Level 5-9/Level 10
- Minimum Damage 525×3 / 612×3 / 700×3 (1575 / 1836 / 2100)
j.236C Lv 1-10:
- Damage and other properties improve when at Magic Level 5-9, and improve again at Level 10
- See values in Level 1-4 / Level 5-9 / Level 10
- Minimum Damage 525×3 / 612×3 / 700×3 (1575 / 1836 / 2100)
Nephrite of Nullification - Dual
236C (Air OK) during Nephrite of Nullification
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236C 236C | 1500×5 /1750×5 /2000×5 | All | 24+1 | 1,1,1,1,1 | Total: 55 | 0/+2/+4 | P | |
236C j.236C | 1500×5 /1750×5 /2000×5 | All | 24+1 | 1,1,1,1,1 | Total: 55 | 0/+2/+4 | P |
- Detonates Nephrite instantly at the cost of 1 extra meter. The detonation does not use up spell gauge
Version | Level | P1 | P2 |
---|---|---|---|
236C 236C | 3/4/5 | 75/65/55 | 70/75/80 |
236C j.236C | 3/4/5 | 75/65/55 | 70/75/80 |
236C 236C:
- Damage and other properties improve when at Magic Level 5-9, and improve again at Level 10
- See values in Level 1-4 / Level 5-9 / Level 10
- Minimum Damage 525×3 / 612×3 / 700×3 (1575 / 1836 / 2100)
236C j.236C:
- Damage and other properties improve when at Magic Level 5-9, and improve again at Level 10
- See values in Level 1-4 / Level 5-9 / Level 10
- Minimum Damage 525×3 / 612×3 / 700×3 (1575 / 1836 / 2100)
Scarlet Vein
214C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214C | 2000, 1500 | All | 24 | 6 | Total: 68 | -11 | P1 | 4~29 P |
j.214C | 2500 | All | 24 | 6 | Total: 68 | P1 | 4~29 P |
- Has tracking and a closeup blindspot, much like the old Navy Pressure.
- Fully projectile invincible, which can allow it to beat out basically any projectile or projectile super.
- Can follow up solo in the corner with 5A, or midscreen with an assist.
- Air version is a single hit, instead of the two hit ground version
- Air version can allow followups solo after a j.C.
- Unlike her other two EX Attacks, does not consume Mana Gauge.
Version | Level | P1 | P2 |
---|---|---|---|
214C | 5 | 80 | 90×2 |
j.214C | 5 | 80 | 90 |
214C:
- Minimum Damage 200, 150 (350)
j.214C:
- Minimum Damage 250
Partner Skills
5P
Crimson Raider
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500×2 | All | (18)+13 | 15, 1 [(6)1] | 30 | -12 | B |
- Good assist for keeping opponents in blockstun
- Pushes the opponent back on block
Level | P1 | P2 |
---|---|---|
3, 4 | 70 | 80, 85 |
- Minimum Damage 75×2 (150)
6P
Scarlet Vein
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2300 | All | (18)+41 | 6 | Total: (18)+82 | -8 | P |
- Tracks the opponent horizontally, striking after a short delay.
- Will not track vertically, meaning it will whiff on airborne opponents unless they are low to the ground.
- Has a dead spot directly in front of Nine where it will not track.
Note: Nine targets area opponent was during call out. Would be wise to not use if your next move will send them across screen during her start up like Mitsurus sword piercer(236B)
Level | P1 | P2 |
---|---|---|
5 | 70 | 90 |
- Minimum Damage 115
4P
BBCF 6B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800 | All | (18+) 15 | 4 | 28 | -13 | B |
- High risk, high reward anti air.
- High untech time, easy to confirm hits
Can lead into some damaging combos on CH, otherwise not much use.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 90
Distortion Skills
Flame Punisher
236B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
600×5, 900×8 [600×5, 900×8, 200×12] | All | 1+(52 Flash)+19 | 8×5(19)7×8 | Total: 1+178 | -31 | P2 | 1~21 All |
- Has a gap in the middle where you can be full screen super'd if you use it on block, and a closeup blindspot at times. Beware. On the other hand, it pushes people back a long way.
Level | P1 | P2 |
---|---|---|
3×5, 4×8 | 80 | 60 |
- Values in [] are for Enhanced version
- Minimum damage 60×5, 90×8 (1020) [60×5, 90×8, 20×12 (1260)]
Azurite Inferno
214B+C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214BC Lv 0 | 100, 0, 250, 0, 250×3, 2050×6 | All | 1+(15 Flash)+13 | 5 | 38 | -29 | F | 1~18 All |
214BC Lv 1-5 | 100, 0, 250×6, 1050×12 | All | 1+(15 Flash)+13 | 5 | 38 | -29 | F | 1~18 All |
214BC Lv 6-10 | 100, 0, 250×8, 720×18 | All | 1+(15 Flash)+13 | 5 | 38 | -29 | F | 1~18 All |
214BC Enhanced Followup | 270×10 | 6+(25 Flash)+?? |
- Will consume your spell meter, adding up to 500 extra damage for a full meter.
Version | Level | P1 | P2 |
---|---|---|---|
214BC Lv 0 | 2 | 80 | 60 |
214BC Lv 1-5 | 2 | 80 | 60 |
214BC Lv 6-10 | 2 | 80 | 60 |
214BC Enhanced Followup | 80 | 60 |
214BC Lv 0:
- Minimum Damage: 100, 25×4, 205×6 (1430)
- Crumple Duration 60, Crumple Fall 93F
214BC Lv 1-5:
- Minimum Damage: 100, 25×6, 105×12 (1510)
- Crumple Duration 60, Crumple Fall 93F
214BC Lv 6-10:
- Minimum Damage: 100, 25×8, 72×18 (1596)
- Crumple Duration 60, Crumple Fall 93F
214BC Enhanced Followup:
- Considered part of preceding attack, no additional damage scaling applied
- Minimum damage 24×10 (240)
Distortion Skill Duo
Cardinal Nova
P during Partner's Distortion Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 [2000, 100, 150, 250] | All | 1+(128 Flash)+1 | 10 [10,3,3,3,3] | Total: 1+66 | -32 | P2 | 1~3 All |
Level | P1 | P2 |
---|---|---|
5 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage 2000 [2500]
Astral Heat
Colorless Void
222B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
All | 7+(54 Flash)+14 | 8 | Total: 89 | -41 | P2 | 1~47 All |
- Has a blind spot in front of her, but otherwise tracks the opponent fullscreen. Can be combo'd into from most specials.
Level | P1 | P2 |
---|---|---|
3 |
Colors