BBTag/Nine the Phantom: Difference between revisions

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* Reflects projectiles. The mirror also has a hitbox. Long hitboxes can go through it and so can certain projectiles.
A good anti-zoning tool that's great in certain matchups like against {{Character Label|BBTag|Nu-13}}. It reflects projectiles back at the opponent forcing them to respect it. The mirror has a hitbox so it can be used to as a barrier the opponent has to move around.
* 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.
*Nine becomes invincible to projectiles when the mirror reflects something.
* Useful against certain match ups (Nu for example).
*Won't protect you from projectiles that don't move like {{Character Label|BBTag|Yukiko Amagi}}'s {{MiniMoveCard|game=BBTag|chara=Yukiko Amagi|input=236B|label={{clr|B|236B}}}}.
* 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.
}}
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===<big>Morganite of Malice</big>===
===<big>Morganite of Malice</big>===

Revision as of 18:02, 7 October 2023


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Overview

Overview

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.
Nine the Phantom
BBTag Nine Portrait.png
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)
Pros
Cons
  • 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.


Drive: The Abyss Diver

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.
4 Way Teleport Dash
Nine's movement is unorthodox: instead of a run or air dashes, she has teleports that can be canceled into a second teleport. The second teleport can go up/down/left/right, giving her lots of unique opportunities to move around the opponent.

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.

  • Can be low-profile.

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

Your go-to low for high/low mixups and a great pressure starter since it can go into 5A. Outside of that, it's good for catching people trying to walk backwards out of blockstrings.

Level P1 P2
2 90 75

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 11 6 21 -10 F

Your main low poke since 5B can be low-profiled. Can also be used as a meaty as it has long active frames and has good range, causing some reversals whiff.

Level P1 P2
3 90 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 13 5 25 -11 F

2C is mostly used in combos, either as an ender before going into a spell or before doing 214A or a super. It can be used in neutral as a poke but this is very risky due to its long recovery.

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.A is a great air-to-air because of its speed, range, good hitbox and active frames. It can be used as an alternative anti-air to 4A and as well to control ground space along with a low-to-the-ground air teleport. It also frequently used in combos. It has long recovery on whiff however so be careful.


j.AA is mostly combo and blockstring filler. It specifically can be used to bring the opponent back down to the ground with downward staircase blockstrings. It has good range like j.A so you don't have to worry about it whiffing in most cases.

  • If a another A is inputed after j.AA,Nine will do j.A again.
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 Nine's main jump-in due to its big hitbox. j.B is also an important mixup tool as it will hit all crouching characters. This in combination with assists and spells gives Nine a scary high/low mixup game. It's also regularly used in combos as it deals more damage than j.A. However, j.B has a big weakness. If it is blocked, Nine cannot cancel the move into anything, leaving her punishable without proper coverage.

  • Like j.A,has high recovery on whiff.

j.BB is used solely as combo filler and to stabilize j.214B routes.

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

j.C is one of Nine's most important moves. In neutral, it can be used as a counter to anti-airs. On offense, it can be +3~+6 when done at the lowest possible height and also with an assist during a sandwich with j.C > Active Switch. It's also used in combos to bring the opponent back to the ground.

  • Has some tracking.
  • Damage increases with Element level.
  • Can only be special cancelled on hit.
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

Nine will walk towards the opponent if she is to far to grab them. This makes TRM setups hard to do. It still is a good starter however since it lauches the opponent. Wall bounces from anywhere on the screen, allowing for easy combo conversions.

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

Nine's Reversal Action is a lacklustre DP. It hits in a bubble around Nine giving it poor overall range and making it vulnerable to disjointed moves like Weiss Schnee's 5ABBTag Weiss 5A.pngGuardAllStartup8Recovery19Advantage-5. However, it's useful in sandwich scenarios since it hits on both sides. Use it with caution.

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

Amethyst is a decent neutral option as it can be used to cover Nine as she approaches or to cover the ground as she covers the air and vice versa. It's also good after using 5B as a poke or after taking a step and as a way to respond to pushblock.

  • Doesn't quite go fullscreen.
  • Starts slow and gets faster the longer it's onscreen.
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~?

A great spell for neutral as it controls a lot of space and restricts the opponent's movement. It's also a great combo tool as it has a lot of untech time and can even allow for side swaps.

Although not used often, it can also be useful as a pressure reset if the opponent respects it and can be used for oki after ending air combos midscreen with j.C.

  • Can be delayed by holding the button. While held, holding up or down will move the orb up or down.
  • The orb can be destroyed by attacks.
  • Deals good chip damage.
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 great oki tool as Nine can attack along with the fairy to reset pressure and make mixups more effective.

Outside of that, it can also be used in neutral to make the opponent respect Nine's approach as well as a pseudo-zoning tool as the fairy will hinder the opponent's own approach. Can also be used to cover an assist call or Active Switch.

  • Homes in on the opponent.
  • Fairy will stay on screen as long as Nine is.
  • Disappears if Nine is hit or techs a throw/gets thrown teched.
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

A good anti-zoning tool that's great in certain matchups like against Nu-13. It reflects projectiles back at the opponent forcing them to respect it. The mirror has a hitbox so it can be used to as a barrier the opponent has to move around.

  • Nine becomes invincible to projectiles when the mirror reflects something.
  • Won't protect you from projectiles that don't move like Yukiko Amagi's 236BBBTag Yukiko Agi.pngGuardAllStartup13Recovery39Advantage-9.
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


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