BBTag/Nine the Phantom

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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 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.

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.

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.
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
Reversals

Normal Moves

4A

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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, 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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1700 All 12 6 21 -8 B
5BB Lv 0-4 1500 All 13 9 Total: 45 -16 P
5BB Lv 5-9 800,1200 All 13 6,3 Total: 45 -8 P
5BB Lv 10 300,600,1500 All 13 3×3 Total: 45 -6 P

  • 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

2A

2B

2C

j.A

j.B

j.C


Universal Moves

Ground Throw

5B+C

Flax Nurture

5A+D (Air OK)


Skills

Everlasting Schorl

236A/B (Air OK) while Element Lv 0

Amethyst of Annihilation

236A (Air OK) while Element Lv 1-4

Andradite of Accord

236A (Air OK) while Element Lv 5-9

Taaffeite of Temptation

236A (Air OK) while Element Lv 10

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 1500×3 All 90 P(58)P(58)P Total: 32 P1
Air 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.

Citrine of Change

236B (Air OK) while Element Lv 1-4

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 1500 All 17 103 Total: 43 -3 P
Air 1500 All 17 Total: 43 P
Reflect 1500 All 1 Until Hit P2

  • 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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 400, 1500×2 All, Low×2 19 25(15)10(13)10 Total: 40 +15 ~ +73 P1
Air 400, 1500×2 All, Low×2 19 Until L(15)10(13)10 Total: 40 +15 ~ +73 P1

  • 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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 350×20 All 144 P{(3)P}×19 Total: 32 P1
Air 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.

Crimson Raider

214A (Air OK)

Mauvette Roar

214B (Air OK)


Extra Skills

Nephrite of Nullification

236C (Air OK) Element Lv 1 or higher

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 1500×5 /1750×5 /2000×5 All 623+1 1,1,1,1,1 Total: 58 P
Air 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

Nephrite of Nullification - Dual

236C (Air OK) during Nephrite of Nullification

Scarlet Vein

214C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 2000, 1500 All 24 6 Total: 68 -11 P1 4~29 P
Air 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.

Partner Skills

5P

Crimson Raider

6P

Scarlet Vein

4P

BBCF 6B


Distortion Skills

Flame Punisher

236B+C

Azurite Inferno

214B+C

Distortion Skill Duo

Cardinal Nova

P during Partner's Distortion Skill


Astral Heat

Colorless Void

222B+C


External References

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 Nine the Phantom
To edit frame data, edit values in BBTag/Nine the Phantom/Data.
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