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 is best only at mid-ranges during neutral situations. Her normals are significantly slower than most, leading to her struggling if the opponent gets too close. 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.
- 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. 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
- 4A is her main anti air, has head invulnerability
- 4AA may whiff after the first hit of the autocombo if the opponent is too high.
- 4AAA damage increases with Element meter levels
- Special cancellable on hit, unlike most autocombo enders
- Fire spell. Knocks down on hit.
5A
- 5A is Nine's fastest normal, used to start pressure when close to the opponent.
- Has more range than its CF counterpart.
- jump cancellable on both hit and block.
- 5AA is jump cancellable only on hit so if the opponent blocks you can use 5B to jump cancel.
- 5AAA Has less range than 5AA so will wiff at max range.
- if the opponent is too far for 5AAA then Nine can use sweep (2C) or 5B to continue the combo.
- like 5AA jump cancellable only on hit.
- 5AAAA is Special cancelable.
- Re-stands opponents, leading to potential resets.
- 5AAAAA is a low priority ender.
- Strong ender for ground combos
- Gets stronger with spell meter. (4.2k > 4.8k)
5B
- Big range poke, jump cancellable on both hit and block which allows Nine to pester from a distance or safely summon a spell.
- Used in scarlet vein pickups.
- Good button with nice range.
- 5BB gets stronger as element meter lvl rises
- Special cancellable on hit, unlike most autocombo enders
- 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.
5C
Can only track the opponent from a few character lengths away, works at point blank now.
2A
- The only attack that goes into 5A, making it an actually decent pressure tool, if you can get into range.
2B
Longer range than 2A, but not as fast.
2C
j.A
- j.AA freely chains back into j.A or j.B on hit or block, allowing for downward staircase blockstrings.
j.B
- 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
j.C
- 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.
Universal Moves
Ground Throw
5B+C
- Wall bounces from anywhere on the screen, allowing for easy combo conversions.
Long animation makes you feel satisfying. (And tilts the opponent)
Flax Nurture
5A+D (Air OK)
- Hits on both sides, can be useful for dealing with sandwich mixups.
Skills
Everlasting Schorl
236A/B (Air OK) while Element Lv 0
- Rather useless, only really used if people forget they don't have magic.
No real reason to use this
Amethyst of Annihilation
236A (Air OK) while Element Lv 1-4
- 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.
Andradite of Accord
236A (Air OK) while Element Lv 5-9
- 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.
Taaffeite of Temptation
236A (Air OK) while Element Lv 10
- 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.
Citrine of Change
236B (Air OK) while Element Lv 1-4
- Much like in BBCF, it reflects projectiles. However, it no longer advances but the mirror 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.
Morganite of Malice
236B (Air OK) while Element Lv 5-9
- Much like in BBCF, 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.
Uvarovite of Undoing
236B (Air OK) while Element Lv 10
- 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.
Crimson Raider
214A (Air OK)
- 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.
Mauvette Roar
214B (Air OK)
- 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.
Extra Skills
Nephrite of Nullification
236C (Air OK) Element Lv 1 or higher
- 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
Nephrite of Nullification - Dual
236C (Air OK) during Nephrite of Nullification
- Detonates Nephrite instantly at the cost of 1 extra meter. The detonation does not use up spell gauge
Scarlet Vein
214C (Air OK)
- 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.
Partner Skills
5P
Crimson Raider
- Good assist for keeping opponents in blockstun
- Pushes the opponent back on block
6P
Scarlet Vein
- 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)
4P
BBCF 6B
- 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.
Distortion Skills
Flame Punisher
236B+C
- 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.
Azurite Inferno
214B+C
- Will consume your spell meter, adding up to 500 extra damage for a full meter.
Distortion Skill Duo
Cardinal Nova
P during Partner's Distortion Skill
Astral Heat
Colorless Void
222B+C
- Has a blind spot in front of her, but otherwise tracks the opponent fullscreen. Can be combo'd into from most specials.
External References
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •
- Active Change
- Air Recovery
- Astral Heat
- Clash
- Clash Assault
- Cross Burst
- Cross Combo
- Cross Gauge
- Cross Raid
- Cross Gauge Cooldown
- Delayed Down Entrance
- Distortion Skills
- Distortion Skill Duo
- Duo Change
- Extra Assault
- Extra Skills
- Ground Recovery
- Guard Bonus
- Health
- Minimum Damage
- P1, P2
- Partner Skills
- Rampage Time
- Reject Guard
- Reversal Action
- Resonance Blaze
- Resonance Gauge
- Skill Gauge
- Skills
- Smart Combo
- Throw
- Throw Reject
- Throw Counter
- Throw Reject Miss