BBCF/Platinum the Trinity

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Overview

Overview

Platinum is a well-rounded character that can also be played as a setup or rushdown oriented character. Platinum's Drive lets her summon an item. Since the summon is random, it will often dictate how she can approach situations, and setup very dangerous mixup and offense. She is beginner friendly but also has one of the steepest learning curves in Blazblue due to her combo theory, the random nature of her drive and gameplay requiring the player to be flexible and adaptive to utilize it to its full potential. This makes her perfect for new players and experienced players.

Her drive offers her a variety of tools from long range buttons, projectiles, traps, overheads, guard breaks, and even a reversal. Being able to power them up with her super Miracle Jeanne gives even more power and can be devastating in the right hands.
Playstyle
Platinum the Trinity is a well-rounded character that actively adapts to her Drive's RNG
Pros Cons
  • Powerful Items: Every one of Platinum's items is purely beneficial, with each improving a different aspect of her gameplan. Constantly rotating items will keep the opponent on their toes.
  • Solid Neutral: Platinum has a very strong neutral presence with fast pokes, high mobility, bubbles, and items like bombs, boxes, cat hammer, and missiles.
  • Strong Mixup Tools: Between TK Swallow Moon mixups, frying pan instant overheads, and piko hammer guard crushes/unblockables, Platinum has plenty of mixups in her blockstrings.
  • Situational Gameplay: Item RNG combined with various unique attacks require a good knowledge of many different routes and options to fully make use of all her tools. Notably, she lacks a meterless reversal unless she has the bat equipped.

Drive: Magical Symphony

As RNG based Drive which allows Platinum to "equip" an item to use in battle. When the battle starts, Platinum will have a random item listed as NEXT. Press 5D/j.D to equip the item, and another random item will be set as NEXT. Each item has a limited number of uses as noted by the stock counter. Each item has a different number of uses. Once the number reaches zero, the item will vanish, and pressing 5D/j.D again will equip the NEXT item. Alternatively, 214D can be used to throw away her current item to quickly cycle through the pool.

Each item must be drawn once before there can be a repeat, and no item can appear twice in a row. Platinum has 8 items and starts with one, which means that the 7th draw is guaranteed to contain the one item that hasn't been drawn yet. Every 8 item draws, the pool resets and a completely random item is drawn, with the exception that the item that enters the NEXT slot cannot be the same as the equipped item.

Platinum's Distortion Drive "Miracle Jeanne" replaces her current item for an upgraded version of the NEXT item.

Overdrive: Magical Heart Catch

Platinum no longer uses up stocks with her drive. No matter how much an item is used in OD, the stock counter will not decrease. Items become self cancellable. Items that are self cancellable on whiff, block, and hit:

  • Magical Boomerang
  • Magical Do-Re-Mi Box
  • Magical Bomb

Items that are self cancellable on block and on hit:

  • Magical Cat Hammer
  • Magical Piko Hammer
  • Magical Bat

Magical Heart Catch can also be stacked with Miracle Jeanne.

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 2 11 -1 B

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.

The animation for Rock, Paper, Scissors is randomly selected and actually affects mirror matches! If you are both using 5A at the same time and the opponent uses the wrong animation (Rock when you're using Paper, for example), you will gain 7 frames of full invulnerability.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80 +8 7~15

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
580 Mid 11 6 15 -4 B

Quick start-up, long reach, you'll be using this move to poke quite a bit, but with its rather large hurtbox on the staff you should take caution when throwing it out against characters with strong footsie tools. Combos into 3C > 236B and sometimes 236A at max range.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89 -5 12~24

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
810 Mid 9 6 19 -8 B
  • Great normal punish.
  • Jump cancellable on hit and block.

This move's quick start-up and good proration make it a great move to punish the opponent's mistakes, while its unimpressive horizontal range makes it an impractical poke. As the move is jump cancellable on block, it can lead into an instant overhead with TK Swallow Moon or Magical Frying Pan.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89 -7 10~22

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 Low/Air 8 3 10 -1 F
  • Low hitting 2A.
  • Slower than most 2As.

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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80 +6 9~18

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
560 Low 10 3 21 -10 F
  • Low poke.

This move has a quick start-up and decent range. The lowered hurtbox lets the move low profile under many high-hitting attacks including jump-ins.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 90 85 -7 11~20

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
870 Mid 15 8 24 -13 B 9~22 H
  • Situational anti-air.
  • Launches on hit.

This move is great for intercepting crossup 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. As the sprite suggests, the horizontal range is a bit terrible.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 82 -20 16~30

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
630 Mid 12 4 22 -9 B 6~15 H

Plat's go-to anti-air, the head invulnerability kicks in rather quickly. Can be jump canceled on hit and block.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89 -11 13~23

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
640 High/Air 20 13 23 [7] -3 H

Plat's unconventional overhead. The further the move travels before making contact, the better its frame advantage. Can only be followed up if well spaced by linking a normal such as 5A or 5C. While the frame advantage improves with distance, it also becomes easier to react to.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 90 79
  • Recovery in [] are on block/hit
  • Bonus Proration 110%

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
950 Mid 19 5 27+5L -16 B 3~26 F

It has foot invincibility, so it can be used to bait and punish 2A mash. Can be jump canceled on hit and block. You can also whiff cancel the move with every jump normal besides j.A. Whiff canceling to j.B will give you access to air options after the j.B recovers. Otherwise, mostly used as combo filler.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5 90 84 24~50
  • Fatal Counter

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 Low 12 3 24 -8 F

Long reach sweep, can be easily confirmed into 236B. An important combo tool.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 92 -12 13~22

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 300 High/Air 7 2 9 H
j.AA 300 High/Air 4 4 9 H

Unremarkable air jab.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.A Normal 1 80 80 8~16
j.AA Normal 1 80 80 5~15

j.A: j.AA:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
540 High/Air 8 6 9 H

Pretty versatile move, its 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 80 85 9~21

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
830 High/Air 12 4 13+4L H

Long reach air normal, the downward hitbox makes the move better for jump-ins than moves that are similar to it such as Jin's j.C, unreliable air to air at times because the hurtbox on the staff.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89 13~25

j.2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
450×3 High/Air 12 4,4,4 18+2L H
  • Abysmally low hitstun and blockstun.
  • Jump cancellable on hit and block.

One of Platinum's strangest moves, j.2C is a relatively quick air button with a sizeable hitbox, but the move has such pitifully low hitstun and blockstun it is difficult to convert off of. Ideally, this move should be jump or landing cancelled on the final hit, otherwise it will leave you minus even on hit (such performing j.2C in the early part of an airdash). The extremely low hitstun allows Platinum to green throw the opponent after landing from a j.2C with only a very slight delay. Can also be used to reset pressure by jump cancelling it.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 1 80 80


Drive Moves

No Item

5D, j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D 29
j.D 28
  • Equips your next item and draws a random one into the NEXT slot.
  • Stops all momentum when used in air.

Platinum stands in place and equips her next item. Very vulnerable during animation, so it is best done mid-combo, in a blockstring once the opponent is respecting her pressure, or at a range the opponent cannot challenge. Can used to bait certain Counter Assaults if you're crazy.

Item draw is based on a similar principle to a tetris grab bag or deck of cards. Think of Platinum as starting each round with a "bag" of her 8 items. When the round starts, she takes one random item out and places it in the next slot. Each time she presses 5D/j.D without an item equipped, she equips the item in the NEXT slot, then takes another item out of the bag to fill in the slot. When the bag is empty and she tries to pull out another item, she will refill the bag and draw a random item, with the exception that the item drawn into the NEXT slot cannot be the same as the one equipped. Essentially, each item must be drawn once before there can be a repeat, and no item can appear twice in a row.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D
j.D

5D: j.D:

Piko Hammer

5D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 Guard Break 37/Barrier 16 5 17 +6 B
  • 2 uses.

This move guard crushes for a combo if the opponent doesn't Barrier it, and is plus on block if they do.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 82 -11

Air Piko Hammer

j.D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700, see notes All, Guard Break 37/Barrier 12 Until L, 6 17 +2/+4/+6 H

The 2nd hit guard crushes if the opponent doesn't Barrier it. This move can be used for crossups 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 hitstun it gains. At level 3 the move will cause a ground bounce on hit.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 82×2
  • 2nd hit damage is 800/900/1000 depending on height
  • At tall height, second hit also ground bounces opponent

Piko Hammer Special

5D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Hammer Special 1500 Guard Break 48/Barrier 16 5 18 +8 B
Quake 0 Unblockable 21 1 P2

Massive hitbox, apart from guard crushing the opponent if they don't Barrier Guard, this move creates an unblockable shockwave if it whiffs. The shockwave can only be avoided by jumping or by using a move that is completely invulnerable.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Hammer Special Long 5 80 84 -11
Quake Long 5 70 84

5D Hammer Special: Quake:

  • Quake only appears if hammer strike whiffs

Air Piko Hammer Special

j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.D Hammer Special 900, see notes All, Guard Break 48/Barrier 12 Until L, 6 17 +4/+6/+8 H
Air Quake 0 Unblockable After L, 4 1 P2

Massive hitbox, it can still be used for IAD crossups and it has the same shockwave properties as the ground version if it whiffs.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.D Hammer Special Long 5 80 84×2
Air Quake Long 5 70 84

j.D Hammer Special:

  • 2nd hit damage is 800/900/1000 depending on height
  • At tall height, second hit also ground bounces opponent

Air Quake:

  • Quake only appears if hammer strike whiffs

Magical Bat

5D, j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Bat 900 Mid 11 4 26 -16 B 1~11 All
j.D Bat 900 High/Air 11 8 22+6L H 1~11 All
  • 3 uses.
  • Wall splats in the corner.
  • Wall bounces at midscreen on CH.

Ground Version
  • Floats opponent.
  • Closest thing to a reversal.

I-frames starting on frame 1, a godsend at times, this "DP" can be used through the push of a button. Just as punishable as most reversals. 214D sends this item flying upward, same as the hammer. At midscreen on non CH, can be followed up with 236C. During OD, because it can be cancelled into itself on block, you can potentially stuff opponents attempting to punish this on block if you have another bat left.


Air Version
  • Overhead.

The air version is fully invuln starting on frame 1. Plat dares her opponent to push a button when in range. This move is negative on block but can be hard to punish if spaced correctly.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Bat Very Short 2 60 75 -14
j.D Bat Very Short 2 60 75

5D Bat:

  • reversal

j.D Bat:

Magical Bat Special

5D/j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Bat Special 1200 Mid 11 5 24 -10 B 1~15 All
j.D Bat Special 1200 High/Air 11 10 21+6L H 1~15 All

The bat increases in size and damage. Leads to combos even without a CH at least.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Bat Special Very Short 4 60 82 -13
j.D Bat Special Very Short 4 60 82

5D Bat Special:

  • Bonus Proration 110%

j.D Bat Special:

  • Bonus Proration 110%

Magical Cat Hammer

5D, j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Cat Stick 950 All 11 8 20 -11 B
j.D Cat Stick 950 All 16 7 18+4L H
  • 5 uses.

Fast and has an amazing hitbox, great item to draw during neutral. Can be special canceled. 214D sends this item flying upward, just like all "melee" (bat, hammer, cat hammer, pan) items.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Cat Stick Long 3 80 79 -12
j.D Cat Stick Long 3 80 89

5D Cat Stick: j.D Cat Stick:

Magical Cat Hammer Special

5D, j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Cat Hammer Special 1200 All 11 8 21 -10 B
j.D Cat Hammer Special 1200 All 14 7 18+4L H

The neutral game belongs to Plat with this item equipped. This item's ridiculous hitbox and fast startup means Plat can react to most anything and immediately punish. A godsend against rushdown characters.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Cat Hammer Special Long 4 80 84 -13
j.D Cat Hammer Special Long 4 80 94

5D Cat Hammer Special:

  • Bonus Proration 110%

j.D Cat Hammer Special:

  • Bonus Proration 110%

Magical Frying Pan

5D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 Mid 10 6 18 -7 B
  • 4 uses.

Hardly any uses for this move as it is punishable on block, it inflicts spin state on opponents so it be can be used for resets or to fish for favorable trades against strong footsie buttons (I.e. Susano'o 5B), mostly used as combo filler.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 79 -7

Air Magical Frying Pan

j.D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 High/Air 15 4 20 H
  • Ground bounces.

Using this immediately off the ground makes this a damn near instant overhead. Invaluable mix-up tool. Keep in mind that's -1 on block if it's used this way.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 79

Magical Frying Pan Special

5D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300 Mid 10 6 18 -5 B

This move has a pretty large hitbox, so it can be used to poke.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82 -7
  • Bonus Proration 110%

Air Magical Frying Pan Special

j.D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300 High/Air 13 4 20 H

Used in the same way as the regular j.D but it has a bigger hitbox. Can be used to bait and punish certain anti-airs due to its hitbox.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 82
  • Fatal Counter
  • Bonus Proration 110%

Magical Missile

5D, j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Missile 550, 600 All 19 Until Hit, 10 Total 40 P2
j.D Missile 550, 600 All 19 Until Hit, 10 Total 37 P2
  • 3 uses.
  • 214D consumes remaining missiles and fires them at once.
    • Fires them all at once stacked above each other.

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.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Missile Normal 3 80 80
j.D Missile Normal 3 80 80

5D Missile: j.D Missile:

Magical Missile Special

5D, j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Missile Special 650, 1100 All 19 Until Hit, 10 Total 40 P2
j.D Missile Special 650, 1100 All 19 Until Hit, 10 Total 37 P2

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.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Missile Special Normal 4, 3 80 80
j.D Missile Special Normal 4, 3 80 80

5D Missile Special:

  • Bonus Proration 110%

j.D Missile Special:

  • Bonus Proration 110%

Magical Bomb

5D, 4D, 6D, j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Bomb 450, 800 All 19 Until Hit (7) 15 Total 40 P1
j.D Bomb 450, 800 All 19 Until Hit (7) 15 Total 40 P1
  • 3 uses.
  • Only uses alternate arcs if direction is held.
  • 214D launches up to 3 remaining bombs in close arcs to 4D

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.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Bomb Normal 1,3 80 80
j.D Bomb Normal 1,3 80 80

5D Bomb: j.D Bomb:

Magical Bomb Special

5D, 4D, 6D, j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Bomb Special 550, 1200 All 19 Until Hit (7) 15 Total 40 P1
j.D Bomb Special 550, 1200 All 19 Until Contact (7) 15 Total 40 P1

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.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Bomb Special Normal 1,3 80 80
j.D Bomb Special Normal 1,3 80 80

5D Bomb Special:

  • Bonus Proration 110%

j.D Bomb Special:

  • Bonus Proration 110%

Magical Do-Re-Mi Box

5D, j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Summon Box 20 Total 33
j.D Summon Box 22 Total 47
Summoned Box 1000 Mid 7 20 P1
  • 2 uses.
  • Maximum of 2 presents at any time.

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. The boxes disappear after 12 seconds. Summoning a box while 2 boxes on screen will cause the oldest box to disappear.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Summon Box
j.D Summon Box
Summoned Box Normal 3 70 89

5D Summon Box: j.D Summon Box: Summoned Box:

Magical Do-Re-Mi Box Special

5D, j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Summon Box Special 24 Total 33
j.D Summon Box Special 27 Total 47
Summoned Box Special 900, 800 Mid, All 7 25, 72 P2

RIP treasure chest, well not really. This item is not as easy to disarm as the regular version, and you get 4 uses as opposed to 2 (but the limit of 2 active at once remains). It will spring out a rocket(?) vertically if the opponent gets near it, and then ascend infinity upward, the 2nd hit tends to whiff on crouchers. The chest vanishes after 17 seconds. Does not disappear if platinum is hit.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Summon Box Special
j.D Summon Box Special
Summoned Box Special Normal 3 70 89×2

5D Summon Box Special: j.D Summon Box Special: Summoned Box Special:

  • Bonus Proration 110%

Magical Boomerang

5D, j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Boomerang 800 All 21 Until Hit Total 42 -4 P1
j.D Boomerang 800 All 21 Until Hit Total 42 P1
  • 1 use.
  • Restores charge if boomerang is caught.
  • Air CH causes untech until ground it

Plat launches a halo shaped boomerang forward. It has one charge but the charge is restored if you "catch" the boomerang. Causes the opponent to spin on ground hit and launches the opponent slightly upward on air hit.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Boomerang Normal 3 90 79
j.D Boomerang Normal 3 90 79

5D Boomerang: j.D Boomerang:


Magical Boomerang Special

5D, j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Boomerang Special 1100 All 21 Until Hit Total 42 -2 P2
j.D Boomerang Special 1100 All 21 Until Hit Total 42 P2

Halo is larger and it seeks/tracks Platinum on the way back.

Air version is slower and travels in an elliptical path (you know like a boomerang). Combining this move with a upback or backward air dash makes it really hard for the opponent to approach and enables Platinum to take space by running behind the halo.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Boomerang Special Normal 4 90 82
j.D Boomerang Special Normal 4 90 82

5D Boomerang Special:

  • Bonus Proration 110%

j.D Boomerang Special:

  • Bonus Proration 110%


Universal Mechanics

Ground Throw

5B+C 4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

Can be special-canceled, combos into AH with Dream Sally.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50 -6
  • Minimum Damage 100%: 1500

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(120) 7 3 23+3L T

Standard air throw.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 4 29 -14 1~20 All

Uses 5B's animation.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 4 22 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~60 4 22 0 B
  • Air hit wall bounces at midscreen.
  • Air hit wall splats in corner.

Standard Crush Trigger with some nice properties on air hit.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 80 60 -19
5[A+B] Long 80 100

5A+B: 5[A+B]:


Special Moves

Air Persia

236A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 31+6L 5~31 P
j.236A Until L+6
236A Attack 450 All 6 6 Until L H
A Finisher 500 [1000] All 6 6 Until L H
B Finisher 500 All 6 6 Until L H
C Finisher 500 [1000] All 6 6 Until L H
  • Stance that lasts until Platinum lands.
  • After activation, pressing A/B/C will perform a follow-up attack.
  • The A follow-up hits in front, B hits directly below, and C hits behind Platinum.
  • The third attack will knock the opponent down in the same direction as the button used.
  • Ground version has projectile invulnerability from frame 5 until landing or activating a follow-up attack.

Platinum leaps forward on her pogo stick and performs up to 3 follow-up attacks. This move is mainly used as combo filler, though it has varying applications in pressure and neutral. Using the A or C follow-ups will change Platinum's forward momentum, allowing easier management of her spacing. Can be used to end corner combos with 3c > 236A~BCA for safe oki (see notes in Strategy section). Can be used to pass through or over the opponent to confuse them on defense. The projectile invulnerability on the ground version can be useful for dodging certain slow projectiles such as Lambda's 214D or Tsubaki's 421A.

The air version lacks the ground version's projectile invulnerability, but sends Platinum significantly higher. This additional height is useful for stabilizing juggle combos or crossing over standing opponents. The main visual difference between the air and ground versions is that the ground version has a seal below Platinum, while the air version does not.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236A
j.236A
236A Attack Long 2 90 94
A Finisher Long 2 90 94
B Finisher Long 2 90 94
C Finisher Long 2 90 94

236A: j.236A:

  • Can cancel into follow-ups 7F until landing

236A Attack: A Finisher:

  • Values in [] are when done from j.236A

B Finisher:

  • Values in [] are when done from j.236A

C Finisher:

  • Values in [] are when done from j.236A

Mami Circular

236B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B 1100 Low/Air 13 15 28 -10 F
236C 1300 High/Air 18 17 15+8L H 1~9 B
  • Both moves can Fatal Counter.

The scrub go-to tool, the "Heart Car". Platinum rides a heart shaped board.

The B version flies across the ground, has sliding properties on hit and it hits low. A staple combo filler in the corner

The C version flies at an arc which puts her in the air starting on frame 5. While it does not have enough body invul to be used as a reversal, this special attack can useful for dodging and punishing ground pokes with long recovery, projectiles such as Nu/Lambda's 5D or 236D, and Exceed Accels. Keep in mind these instances are rare and usually require that you read your opponent. It leads to 4.4K+ combos in the corner or near the corner with meter. You don't want to throw this move out randomly as it is highly punishable on block. Mostly used as combo filler but it has repeat proration so use it accordingly.

C heart car frame advantage depends on when the move hits, which is different from character to character due to height. Depending on character, hits crouchers between 25-28F.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236B Long 4 90 92
236C Normal 4 90 92

236B:

  • Fatal Counter
  • On hit/block, goes immediately into recovery animation (28F)

236C:

  • Fatal Counter

Dream Sally

214A/B/C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 28 Until Hit Total 48 -6 P0
  • Traps opponent in a bubble for about 1 second.
  • Bubbles can be popped by all non-throw attacks.

Platinum's bubbles are one of her most used specials, and for good reason; they're amazing. When used after a Mami Circular in the corner, your opponent cannot roll or quick getup, forcing them to neutral tech and allowing you to pressure them freely. If they do try to roll towards a bubble, they'll get caught in it and you'll get a free combo! Chances are they won't be trying that again.

Bubbles can also be used as a way to make your opponent wary to approach; throwing out a B or C bubble from fullscreen will likely make them think twice before running at you, and will give you more time to switch items to whatever you want or to approach the opponent yourself. However, the bubble can be popped by almost any attack so exercise caution when using it as cover.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0 80 95

Swallow Moon

j.236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
  • Can move with any directional input.
  • Maintains air dash momentum.
  • Cancellable with any air move or with barrier on frame 14 onwards.
  • Can be TK'd from 5A and 5C into a j.B overhead, j.4A+B > 2A/B low, or j.4A+B > 4/6B+C throw.

Platinum summons a balloon to suspend herself in midair for a short period of time. Use this move to bait anti-airs as you're coming down from the air, tiger-knee it to do mixups, or just do it to mess with people. TK j.236C pressure is very prone to mashing, so make sure to mix it up with frame traps to keep the opponent guessing.

Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Can cancel into attacks on 14F

Dramatic Sammy

41236D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(100) 24~45 3 25 T
  • Runs about 3/4 screen.
  • Refreshes current item counter or equips "NEXT" item if nothing is equipped.
  • Rapid Cancellable on hit.

Arguably one of the worst command throws in the game due to its long start-up. However, it does have its uses when properly setup; if there's a random bubble floating behind your opponent, then you can throw them into it by using this move. It restores all of your currently equipped items and will equip the item listed as "NEXT" if you've yet to equip any items.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 3 100 60
  • Minimum Damage 100%: 1500

Mystique Momo

214D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214D Melee See notes All 19 Total 40 12 P1
214D Projectile See notes 19 Total 40

Platinum gets rid of one of her "melee items" (Hammer, Kitty, Pan, and Bat) by launching her unwanted item upward at a 45 degree angle. It can be used as a decent anti-air tool (take that you flying animals) and leads to ridiculous damage on Counter Hit near the corner.

With the missiles equipped, Platinum launches all three missiles at once in an ascending pattern. Great for getting in and even better when used as oki mid-screen and in the corner. If you use it as oki mid-screen after 3C, you can use 236A to crossup the opponent while they're blocking the first missile and they must block the remaining missiles in the opposite direction lest they want to get hurt. In that same light, if you have the Hammer listed as "NEXT" and you have 50 Heat, you'll want to use Miracle Jean the moment you recover from Mystique Momo and use the Quake for an unblockable setup.

With the super missiles equipped, Platinum rapidly launches her missiles one-by-one. Mainly used to punish stuff from across the screen.

With presents or super presents equipped, both are launched equidistant from each other. If only one remains, it functions the same as just using a normal drive.

With the bombs or super bombs equipped, Platinum launches all three bombs at once. The primary use for tossing all three bombs at once is for oki mid-screen. You'll want to cancel 3C into this and it will punish late rolls and grant you a huge amount of frame advantage.

With any other super item that does not have a unique launch sequence, they will be launched at an arc to hit the bottom corner rather than the top corner.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214D Melee Normal 5 80 94
214D Projectile

214D Melee:

  • Damage depends on item used
  • Boomerang: 700, Frying Pan: 850, Bat: 900, Cat Stick 950, Super Boomerang: 1000, Hammer: 1200, Fan: 1300, Super Cat Stick: 1500, Super Bat: 1400, Super Hammer 1800

214D Projectile:

  • Projectiles appear on 19, 22, 25
  • Damage, P1, P2, blockstun, hitstun, etc are equal to the individual items thrown

Happy Magicka

[2]8C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
135 1~105 Guard HBFP
  • 30F charge.
  • Counter.
  • Doll is blockable.
  • Can be rapid cancelled when the doll is blocked or hits.
  • Catches all attribute moves except for throws.

Platinum taunts her opponent to attack her, and if attacked, launches a doll at the opponent that knocks down on hit. This move is a mixed bag; it blocks all normals and specials, which seems great on paper. However, the doll can be easily dodged by many characters with jump cancels on normals, and due to the long recovery after launching the doll, punishes are easy. Along with this, throws or simply waiting 105 frames will beat the counter no matter what, so if you throw out the counter randomly, it can be easily punished by that as well. However, this move shines against characters who cannot easily bait it. Overall, it's a situational move that can shine against some characters, and flounders against others. Just don't get into the habit of using it as your only escape.

Starter Rating Level P1 P2 On-ODR Cancel Timing
  • On Guard Point, hitstop for Platinum is 0F. Opponent hitstop is 7F

Falling Melody

22C (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 8 B
  • Combo Filler and Ender.
  • Only available after the opponent is put in a knockdown state.
  • Can be Rapid Cancelled for 50% meter to extend long-range confirms.

Platinum leaps forward on her pogo stick halfscreen and attempts to hit the opponent OTG. 22C is only available after the opponent has been put in a knockdown state, and as such sees limited use outside of combos. Interestingly, if Platinum OTGs the opponent with another attack, 22C remains available until the opponent recovers, which allows combos such as corner 3C > 236B > 5C > 6A > 6C > 22C to be a viable route. Most commonly, this move is used to convert after a midscreen 236B or Quake (Super Hammer Shockwave), though on starters with good scaling it can be used as above to extend an air combo. Moves that naturally combo into 22C include 3C, Air Throw, 236B, j.D (Hammer and Pan), 5D/j.D CH (Kitty Hammer), and Quake (Super Hammer Shockwave).

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5 100 94


Distortion Drives

Cure Dot Typhoon

632146C (air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
632146C 440×13 All 4+(70 Flash)+7 4 (12) 9×11,5 44 -30 B 1~11 All
j.632146C 440×13 All 3+(70 Flash)+0* 4 (12) 9×11,5 44 -30 B 1~4 All
632146C OD Followup 200×7
  • Reversal super and combo ender.
  • Air version is significantly faster, allowing it to still combo at the end of long combos.
  • Platinum can move in any direction during the active frames.
  • Landing the last hit restores the currently equipped item to its max uses.
  • Equips item listed as "NEXT" if no item is equipped.
  • Minimum damage: 1144, OD: 1424

Platinum's reversal super as it has full invulnerability frames on start-up. Otherwise it's mostly used as a combo finisher. If you successfully land this move, it restores all of your currently equipped item's tokens and equips the item listed as "NEXT" if you've yet to equip any items.

As a combo ender, the movement option is useful for staying close. As a reversal, it is not viable to go into the air because it has forced landing recovery.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
632146C Normal 4 80 82
j.632146C Normal 4 80 82
632146C OD Followup Normal 80 99×7

632146C:

  • Minimum Damage 20%: 1144
  • Reversal

j.632146C:

  • While this attack hits during the last frame of superflash, opponents who are in a neutral state can block during last frame of super flash
  • Minimum Damage 20%: 1144

632146C OD Followup:

  • Minimum Damage 20%: 280


Miracle Jeanne

236236D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
7+(128 Flash)+1
  • Upgrades and equips NEXT item, discarding her current item.
  • In Overdrive, Upgrades NEXT item and whichever item replaced its slot.
  • Using this move while an upgraded Item is the first slot will still replace it.
  • Technically invulnerable on frame 7, but invuln ends during superflash so Platinum is invulnerable for effectively less than 1 frame. The item upgrade occurs during superflash before the invuln runs out, so Platinum will still receive an upgraded item(s) if hit on what is effectively frame 7.

This super automatically gets rid of your currently equipped item and/or equips an upgraded version of the item listed as "NEXT". This move does not function as a reversal. If an opponent used a meaty, you'll likely eat a counter hit. You can use this super during certain combos for high amounts of damage.

In Overdrive, Platinum upgrades her next two items. Very useful when combined with overdrive to have free use of the powered up item until overdrive expires.

Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Powers up the next item
  • OD Version powers up the next 2 items
  • Invuln ends 6F before super flash ends


Exceed Accel

Angelic Blast

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 800×3
{600, 800×4, 1950}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Platinum attacks the opponent with a bug net, then hops on her flying staff and rams the opponent several times. Puts Platinum in Active Flow if she hasn't been in it already. Has full invul and is relatively unsafe on block. The pushback on block is solid, but characters with fast pokes can microdash and punish, and there are even less requirements on Instant Block. This move's vertical hitbox is deceptively small.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 100 100 -30 [-20]
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {575+57}


Astral Heat

Shining Layered Force

236236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 9999 All 5+(53 Flash)+31 3 10 +4 P 1~43 All
  • Fires a fullscreen beam projectile.

Platinum's Astral has one of the nicer hitboxes to work with. On hit, Platinum powers up and fires a beam of charged magical energy and vaporizes her opponent. Like most Astrals, it can be confirmed from a throw. Options unique to Platinum are uses of Magical Pan/Fan (5D), or Bubble (214 A/B/C).

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5



Colors

BBCF Platinum color 1.png
BBCF Platinum color 2.png
BBCF Platinum color 3.png
BBCF Platinum color 4.png
BBCF Platinum color 5.png
BBCF Platinum color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Platinum color 7.png
BBCF Platinum color 8.png
BBCF Platinum color 9.png
BBCF Platinum color 10.png
BBCF Platinum color 11.png
BBCF Platinum color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Platinum color 13.png
BBCF Platinum color 14.png
BBCF Platinum color 15.png
BBCF Platinum color 16.png
BBCF Platinum color 17.png
BBCF Platinum color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Platinum color 19.png
BBCF Platinum color 20.png
BBCF Platinum color 21.png
BBCF Platinum color 22.png
BBCF Platinum color 23.png
BBCF Platinum color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

External References


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