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.
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 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.
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, 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)
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
  • 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.
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

Can only track the opponent from a few character lengths away, works at point blank now.

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


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