|
|
Line 50: |
Line 50: |
| * Extremely situational gameplay due to RNG Drive | | * Extremely situational gameplay due to RNG Drive |
| * Poor defensive options | | * Poor defensive options |
| | <br clear=all/> |
| | {| class="wikitable" style="text-align: center;" |
| | |+Remaining Health vs. Overdrive Duration (in Frames) |
| | |- |
| | !Health !! 100 - 90% !! 89 - 80% !! 79 - 70% !! 69 - 60% !! 59 - 50% !! 49 - 40% !! 39 - 30% !! 29 - 20% !! 19 - 10% !! 9 - 0% |
| | |- |
| | !Health |
| | || 180F || 210F || 240F || 270F || 300F || 390F || 420F || 450F || 480F || 600F |
| | |- |
| | |} |
| | {{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}} |
|
| |
|
|
| |
| {{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}}
| |
| ==Normal Moves== | | ==Normal Moves== |
| ====== <font style="visibility:hidden" size="0">5A</font> ====== | | ====== <font style="visibility:hidden" size="0">5A</font> ====== |
Platinum the Trinity
|
|
Health: 10,500
Combo Rate: 70%
Jump Startup: 4
Backdash Time: 22
Backdash Invincibility: 1-7
- Movement Options
- Double Jump, 1 Airdash, Dash type: Run
- Play-style
- Balanced, Situational (Item dependent)
|
Overview
A young girl with three personalities. One is Luna, a brash girl with a tendency to being rude (particularly towards Ragna). Another is Sena, a timid, kind boy who often tries to pick up after Luna's attitude. Lastly is Trinity, one of the six heroes who's soul is sealed in her Nox Nyctores, and can only surface very briefly at a time. Platinum's gameplay is mostly rushdown oriented, but is also very dependent on what item she has at the moment via her Random Number Generator (RNG) based Drive.
Drive: Magical Symphony
Magical Symphony is the aforementioned RNG based Drive which allows Platinum to "equip" an item to use in battle. When the battle starts, Platinum will have an item listed as NEXT. This item has been generated randomly at the start of the match. 5D or j.D will equip this item, and will assign another item randomly as NEXT. Each item has a number of uses, or "tokens"; once the token counter has been used up, the item will vanish, and pressing either 5D or j.D again will equip the item listed as NEXT. There is no way for Platinum to choose what item she would like to obtain (outside of Unlimited), but her 214D while equipped will throw her current item away with various different properties dependent on the item itself, and will be explained in detail later.
Platinum's Distortion Drive "Miracle Jeanne" replaces her current item for an upgraded version of the item listed as NEXT.
Overdrive: Magical Heart Catch
Platinum's Overdrive gives her infinite of whatever item she currently holds. No matter how much an item is used in OD, the stock counter will not decrease. This effect can also be stacked with "Miracle Jeanne".
Pros/Strengths
- Various long range normals that have quick start-up times
- Strong mixup tools
- Great variation in Drive tools
- Decent damage output
Cons/Weaknesses
- Extremely situational gameplay due to RNG Drive
- Poor defensive options
Remaining Health vs. Overdrive Duration (in Frames)
Health |
100 - 90% |
89 - 80% |
79 - 70% |
69 - 60% |
59 - 50% |
49 - 40% |
39 - 30% |
29 - 20% |
19 - 10% |
9 - 0%
|
Health
|
180F |
210F |
240F |
270F |
300F |
390F |
420F |
450F |
480F |
600F
|
|
This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)
|
Normal Moves
5A
5A
Randomly attacks with one of three Rock-Paper-Scissors animations, the other two being Rock and Scissors.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
300
|
CSOJR
|
all
|
6
|
2
|
11
|
-1
|
-
|
-
|
Plat's fastest normal, it hits most crouching opponents but it can be low-profiled by a handful of attacks. Great tool for pressuring the opponent and has decent range which makes it an adequate choice to use during neutral. Can be jump canceled on hit and block.
|
|
5B
5B
Longest reach ground normal. Moves Plat forward a bit.
|
|
5C
5C
Go-to punish normal. Good damage on hit in corner.
|
|
2A
2A
Short range, low hitting poke.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
300
|
CSOJR
|
LA
|
8
|
3
|
8
|
-1
|
F
|
-
|
One of the few 2As that hit low, this move is great for pressuring the opponent along with 5A since they can be canceled into one another. This move will keep your opponents from up-backing for free.
|
|
2B
2B
Very low hurtbox, easy to low profile certain attacks.
|
|
2C
2C
We /really/ lost loops.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
800
|
SOR
|
HL
|
15
|
8
|
24
|
-13
|
B
|
9-22H
|
This move is great for intercepting cross-up attempts since it hits both front and behind Plat. Other than that, this move is a situational anti-air that is negative on block and can only be canceled into Drives and specials.
|
|
6A
6B
6C
6C
Fatal, combo staple. Floats on hit again!
|
|
3C
3C
Longest range next to 5B, downs on hit.
|
|
j.A
j.A
Fast, self-cancelable infinitely.
|
|
j.B
j.B
Very good for fuzzy guarding, and rising overheads.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
480
|
SOJR
|
HA
|
8
|
6
|
9
|
-
|
H
|
-
|
Pretty versatile move, it's quick start-up makes it a decent jump-in and can sometimes be used as an air to air tool. This move truly shines when used together with TK Swallow Moon, more on that on the Swallow Moon section.
|
|
j.C
j.C
Longest reach air-normal, best normal for spacing.
|
|
j.2C
j.2C
Jump cancelable, but very low hitstun.
|
|
Drive Moves
5D/j.D
5D/j.D No Item
Item GET! 5D and j.D have the same GET sprite.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Ground
|
-
|
-
|
-
|
-
|
-
|
29T
|
-
|
-
|
-
|
Air
|
-
|
-
|
-
|
-
|
-
|
28T
|
-
|
-
|
-
|
Plat is vulnerable while equipping an item, make sure that you have plenty of space between yourself and your opponent before attempting to equip an item.
|
|
5D
5D Piko Hammer
Guardcrushes on normal block.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
1600
|
R
|
B
|
18
|
5
|
19
|
-4
|
B
|
-
|
This move instantly guard crushes if the opponent doesn't Barrier block it. 214D sends this item flying upward, which makes it a situational anti-air (take that you flying animals).
|
|
j.D
j.D Piko Hammer
We lost.. even more loops
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Level 1
|
600
|
R
|
all
|
12
|
till L
|
-
|
-
|
H
|
-
|
Level 1 (2)
|
600
|
R
|
all
|
-
|
6
|
17
|
+3
|
H
|
-
|
Level 2
|
700
|
R
|
all
|
-
|
till L
|
-
|
-
|
H
|
-
|
Level 2 (2)
|
700
|
R
|
all
|
-
|
6
|
17
|
+6
|
H
|
-
|
Level 3
|
800
|
R
|
all
|
-
|
till L
|
-
|
-
|
H
|
-
|
Level 3 (2)
|
800
|
R
|
all
|
-
|
6
|
17
|
+8
|
H
|
-
|
Quake
|
0
|
R
|
UNB
|
21
|
1
|
21
|
-
|
HBFP*
|
-
|
The 2nd hit guard crushes if the opponent doesn't Barrier block it. This move can be used for cross-ups by performing an IAD and using the move the moment you're behind the opponent. The higher off the ground you use this move, the more hit-stun it gains.
|
|
5D
5D Piko Hammer Special
Loli SMASH.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hit
|
2400
|
R
|
B
|
17
|
5
|
21
|
+5
|
B
|
-
|
Quake
|
0
|
R
|
UNB
|
21
|
1
|
21
|
-
|
HBFP*
|
-
|
Massive hit-box, apart from guard crushing the opponent if they don't Barrier block, this move creates an unblockable "shockwave" if it whiffs. The shockwave can only be avoided by jumping or by using a move with I-frames.
|
|
j.D
j.D Piko Hammer Special
WE GOT LOOPS (AGAIN). Comboable on any hit.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hit
|
900, 950
|
R
|
all
|
13
|
till L, 1
|
25
|
+4
|
H
|
-
|
Quake
|
0
|
R
|
UNB
|
21
|
1
|
21
|
-
|
HBFP*
|
-
|
Massive hit-box, it can still be used for IAD cross-ups and it has the same shockwave properties as the ground version if it whiffs.
|
|
5D
5D Magical Bat
Also good in combos!
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
600
|
R
|
HL
|
11
|
4
|
26
|
-11
|
B
|
1-11 All
|
I-frames starting on frame 1, a godsend at times, this "DP" can be used through the push of a button. Mashing this move during block stun can get you out of a sticky situation by finding gaps on block strings or get you into an even stickier situation if the opponent sees your mash coming and jump cancels a move to bait and punish it. 214D sends this item flying upward, sames as the hammer.
|
|
j.D
j.D Magical Bat
Same as ground Magical Bat, but has double the active frames.
|
|
5D
5D Magical Bat Special
Comboable on normal hit for decent damage.
|
|
j.D
j.D Magical Bat Special
Comboable anywhere on normal hit.
|
|
5D
5D Magical Cat Hammer
ZEA
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
800
|
R
|
all
|
11
|
8
|
20
|
-9
|
B
|
-
|
Fast and has an amazing hit-box, great item to draw during neutral. Can be special canceled. 214D sends this item flying upward, just so that I don't keep repeating myself, all "melee" (bat, hammer, cat hammer, pan) items do this.
|
|
j.D
j.D Magical Cat Hammer
ZEEA
|
|
5D
5D Magical Cat Hammer Special
Chill
|
|
j.D
j.D Magical Cat Hammer Special
Longest range overhead ever!
|
|
5D
5D Magical Frying Pan
Spinning..!
|
|
j.D
j.D Magical Frying Pan
Instant overheads!
|
|
5D
5D Magical Frying Pan Special
Pretty good poking and anti-air tool.
|
|
j.D
j.D Magical Frying Pan Special
Instant overhead with amazing reach, use it and abuse it.
|
|
5D, j.D
5D, j.D Magical Missile
Great tool for getting in as well as oki
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Ground
|
400, 600
|
R
|
all
|
19
|
till L
|
40T
|
+2
|
HBFP*(2), (1)
|
-
|
Air
|
400, 600
|
R
|
all
|
19
|
till L
|
40T
|
-
|
HBFP*(2), (1)
|
-
|
The missile stays in place for a bit then rockets forward. A great item to draw during neutral since you can use it to cover your approaches, specially if you fire all 3 missiles at once through 214D. Specially useful to use after knockdown in the corner for oki.
|
|
5D, j.D
5D, j.D Magical Missile Special
Decent zoning and combo tool
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Ground
|
600, 1000
|
R
|
all
|
19
|
till L
|
40T
|
+2
|
HBFP*(2), (1)
|
-
|
Air
|
600, 1000
|
R
|
all
|
19
|
till L
|
40T
|
-
|
HBFP*(2), (1)
|
-
|
Super sized missiles, sadly they can't be used to cover your approach since they fly towards the opponent rather quickly. On the other hand, it will make your opponent think twice before pushing buttons at long range. Using 214D will fire all 3 missiles in quick succession.
|
|
5D, 4D, 6D, j.D
5D, 4D, 6D, j.D Magical Bomb
Decent anti-air and oki tool
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Ground
|
280, 800
|
R
|
all
|
19
|
till L(7)15
|
40T
|
-
|
HBFP*
|
-
|
Air
|
280, 800
|
R
|
all
|
19
|
till L(7)15
|
40T
|
-
|
HBFP*
|
-
|
Plat can control where the bomb will land the moment before she fires it by pushing 4D, 5D, 6D. As you might have guessed, 4D sends the bomb flying near Plat, 5D sends the bomb flying a bit ahead of Plat, while 6D sends the bomb flying across the screen. Pretty decent tool to cover your approach. It truly shines in the corner where you can use it as an oki setup. 214D gets rid of all 3 bombs at once using those 3 angles mentioned before.
|
|
5D, 4D, 6D, j.D
5D, 4D, 6D, j.D Magical Bomb Special
The bigger, the better!
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Ground
|
420, 1200
|
R
|
all
|
19
|
till L(7)15
|
40T
|
-
|
HBFP*
|
-
|
Air
|
420, 1200
|
R
|
all
|
19
|
till L(7)15
|
40T
|
-
|
HBFP*
|
-
|
Super sized bombs, they work in the exact same way as the regular version but you get 6 of them as opposed to only 3 through a normal equip. Same 214D animation as the regular version.
|
|
5D, j.D
5D, j.D Magical Dreamy Box
It's a trap!
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Ground
|
1000
|
-
|
HL
|
3
|
20
|
41T
|
-
|
HBFP*
|
-
|
Air
|
1000
|
-
|
HL
|
3
|
20
|
47T
|
-
|
HBFP*
|
-
|
Oh, the nerfs, they hurt. Plat drops a present trap box thing that springs out when the opponent gets near it. This move can now be disarmed by your opponents through an attack. A decent move to keep an area of the screen in check but can be disarmed in various ways.
|
|
5D, j.D
5D, j.D Magical Dreamy Box Special
It's a tarp!
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Ground
|
800*2
|
-
|
HL, all
|
5
|
25, till offscreen
|
41T
|
-
|
HBFP*
|
-
|
Air
|
800*2
|
-
|
HL, all
|
5
|
25, till offscreen
|
47T
|
-
|
HBFP*
|
-
|
RIP treasure chest, well not really. This item is not as easy to disarm as the regular version. It will fire a rocket(?) vertically if the opponent gets near it.
|
|
Universal Mechanics
Forward/Back Throw
Forward/Back Throw
No longer eats bursts, but it's still a great throw. Wallbound glitch fixed too!
|
|
Air Throw
Air Throw
Pretty easy to combo, even midscreen!
|
|
Counter Assault
Counter Assault
Plat's CA. One of her few options for escape.
|
|
Crush Trigger
Special Moves
Air Persia
Air Persia 236A
Fun with pogos. Usually used to end air combos. Has Fatal Counter and Projectile Invulerable Properties now! Forward! Straight down! Backward!
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Movement
|
-
|
-
|
-
|
-
|
-
|
34+6L
|
-
|
-
|
8-34P
|
This move is mainly used as an air combo finisher. By pushing A, B, or C after 236A, you'll be able to use its actual, damaging follow-ups. The interesting thing about this move is that it has projectile invulnerability starting on frame 8 and all the way until you land if you don't cancel it into any of the follow-ups and that it can be used to pass through the opponent in a similar way as Noel's Counter Assault. The former can be useful for dodging certain, slow projectiles such as Lambda's 214D or Jin's j.236D. The fact that the projectile I-frames don't kick in until frame 8 and the amount of recovery attached to this move means that the situations in which you can use this trait successfully are pretty limited.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Attack
|
450
|
R
|
all
|
6
|
6
|
8L
|
-
|
H
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
Mami Circular
Mami Circular 236B
Mami-san, or better known in America as Heart Car. Go-to combo tool.
|
|
Dream Sally
Dream Sally 214A/B/C
Excellent oki, catches rolls.
|
|
Swallow Moon
Swallow Moon j.236C
Dawwww.
|
|
Falling Melody
Falling Melody 22C
Guaranteed 300 unprorated damage. Can only be used under certain circumstances!
|
|
Mystique Momo
Mystique Momo 214D
Good for 45 degree angle anti-airing and zoning of all kinds!
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Melee Item
|
550
|
R
|
all
|
19
|
till offscreen
|
40T
|
+12
|
HBFP*
|
-
|
Magical Missile
|
400, 600
|
R
|
all
|
19, 23, 27
|
till corner
|
42T
|
+8
|
HBFP*(2), (1)
|
-
|
Magical Missile Special
|
600, 1000
|
R
|
all
|
19, 55, 91
|
till corner
|
114T
|
+3
|
HBFP*(2), (1)
|
-
|
Magical Bomb
|
280, 800
|
R
|
all
|
19, 22, 25
|
till L(7)15
|
40T
|
-
|
HBFP*
|
-
|
Magical Bomb Special
|
420, 1200
|
R
|
all
|
19, 22, 25
|
till L(7)15
|
40T
|
-
|
HBFP*
|
-
|
Magical Dreamy Box
|
1000
|
-
|
HL
|
3
|
20
|
41T
|
-
|
HBFP*
|
-
|
Magical Dreamy Box Special
|
800*2
|
-
|
HL, all
|
5
|
25, till offscreen
|
41T
|
-
|
HBFP*
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
Dramatic Sammy
Dramatic Sammy 41236D
Dashing command grab! Refills current item count (or equips new one) on successful hit.
|
|
Happy Magicka
Distortion Drives
Cure Dot Typhoon
Cure Dot Typhoon 632146C, air OK
Invuln until the first hit, but not afterwards. Clashes with many attacks due to the amount of hits in rapid succession.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Ground
|
800*2, 260*11
|
R
|
all
|
5+7
|
4(12)4(9)101
|
45
|
-31
|
B
|
1-12 All
|
Air
|
400*2, 260*11
|
R
|
all
|
4+1
|
4(12)4(9)101
|
45L
|
-
|
B
|
1-4 All
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Ground (OD)
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800*2, 260*11, 200*7
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R
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all
|
5+7
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4(12)4(9)101
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45
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-31
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B*13, HBFP*(2)*7
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1-12 All
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Air (OD)
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400*2, 260*11, 200*7
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R
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all
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4+1
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4(12)4(9)101
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45L
|
-
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B*13, HBFP*(2)*7
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1-4 All
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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Miracle Jeanne
Miracle Jeanne 236236D
Invuln during superflash, but has one frame of recovery, so using as a ghetto DP is very discouraged.
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Astral Heat
Shining Layered Force 236236C
STARLIGHT BREAKER
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External References