BBCF/Platinum the Trinity/Frame Data

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Platinum the Trinity


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


System Data

name health prejump backdash forwarddash Unique Movement Options
Platinum the Trinity 11,000 4F 22F (1-7F Inv All) Swallow Moon

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 2 11 -1 +8 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 580 Mid 11 6 15 -4 -5 B 100 89 Long SR 3 16 17 17 22 31 11 +0 +2
5C 810 Mid 9 6 19 -8 -7 B 100 89 Long SJR 3 16 17 19 22 33 11 +0 +2
2A 300 Low/Air 8 3 10 -1 +6 F 80 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 560 Low 10 3 21 -10 -7 F 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 870 Mid 15 8 24 -13 -20 B 9~22 H 90 82 Long SR 4 18 Launch 44 Launch 59 12 +0 +20
6A 630 Mid 12 4 22 -9 -11 B 6~15 H 90 89 Long SJR 3 16 17 26 Launch 40 11 +0 +2
6B 640 High/Air 20 13 23 [7] -3 H 90 79 Normal SR 3 16 20 33 25 47 11 +0 +2
6C 950 Mid 19 5 27+5L -16 B 3~26 F 90 84 Long SJR 5 20 Launch 40 Launch 59 13 +0 +8
3C 850 Low 12 3 24 -8 -12 F 90 92 Long SR 4 18 Launch 30 Launch 45 + Down 23 12 +0 +5
j.A 300 High/Air 7 2 9 H 80 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
j.AA 300 High/Air 6 2 9 H 80 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
j.B 540 High/Air 8 6 9 H 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.C 830 High/Air 12 4 13+4L H 80 89 Long SJR 3 16 19 23 24 37 11 +0 +2
j.2C 450×3 High/Air 12 4,4,4 18+2L H 80 80 Long SJR 1 11 12 12 16 23 3 +0 +0


Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D No Item 29
j.D No Item 28
5D Hammer Piko Hammer 1200 Guard Break 37/Barrier 16 5 17 +6 -11 B 80 82 Long SR 4 22 Launch 28 + GBounce + Down 23 Launch 43 + GBounce + Down 23 12/+4 +4 +12
j.D Hammer Air Piko Hammer 700, see notes All, Guard Break 37/Barrier 12 Until L, 3 17 +2/+4/+6 H 80 82×2 Long SR 4 18 19, Launch 30 + Down 23 24, Launch 45 + Down 23 12, See Notes +0, +2/+4/+6 +5, +10/+12/+14
5D Hammer Special Piko Hammer Special 1500 Guard Break 48/Barrier 16 5 18 +8 -11 B 80 84 Long SR 5 25 Launch 28 + GBounce + Down 23 Launch 44 + GBounce + Down 23 13/+4 +4 +12
j.D Hammer Special Air Piko Hammer Special 900, see notes All, Guard Break 48/Barrier 12 Until L, 3 17 +4/+6/+8 H 80 84×2 Long SR 5 20 21, Launch 30 + Down 33 24, Launch 45 + Down 33 13, See Notes +0, +5/+7/+9 +5, +10/+12/+14
Quake Piko Hammer Special Quake 0 Unblockable 21 1 P2 70 94 Long SR 5 Launch 21 + Down 33 Launch 37 + Down 33 0 +0 +8
Air Quake Air Piko Hammer Special Quake 0 Unblockable After L, 4 1 P2 70 94 Long SR 5 Launch 21 + Down 33 Launch 37 + Down 33 0 +0 +8
5D Bat Magical Bat 900 Mid 11 4 26 -16 -14 B 1~11 All 60 75 Very Short (S)R 2 13 Launch 30 + WStick 25 Launch 42 + WBounce 40 + WStick 25 22 +0 +1
j.D Bat Air Magical Bat 900 High/Air 11 8 22+6L H 1~11 All 60 75 Very Short (S)R 2 13 Launch 30 + WStick 20 Launch 42 + WBounce 40 + WStick 20 22 +0 +1
5D Bat Special Magical Bat Special 1200 Mid 11 5 24 -10 -13 B 1~15 All 60 82 Very Short (S)R 4 18 Launch 30 + WStick 30 Launch 45 + WBounce 40 + WStick 30 26 +0 +5
j.D Bat Special Air Magical Bat Special 1200 High/Air 11 10 21+6L H 1~15 All 60 82 Very Short (S)R 4 18 Launch 30 + WStick 25 Launch 45 + WBounce 40 + WStick 30 26 +0 +5
5D Cat Stick Magical Cat Hammer 950 All 11 8 20 -11 -12 B 80 79 Long SR 3 16 Launch 40 + GBounce Launch 54 + GBounce + Down 23 11 +0 +2
j.D Cat Stick Air Magical Cat Hammer 950 All 16 5 20+4L H 80 89 Long SR 3 16 Launch 40 + Down 23 Launch 54 + GBounce + Down 23 11 +0 +2
5D Cat Hammer Special Magical Cat Hammer Special 1200 All 11 8 21 -10 -13 B 80 82 Long SR 4 18 Launch 50 + GBounce Launch 65 + GBounce + Down 23 12 +0 +5
j.D Cat Hammer Special Air Magical Cat Hammer Special 1200 All 14 5 20+4L H 80 92 Long SR 4 18 Launch 40 + Down 23 Launch 55 + GBounce + Down 23 12 +0 +5
5D Pan Magical Frying Pan 850 Mid 10 6 18 -7 -7 B 100 79 Long SR 3 16 Spin Fall 46 40 Spin Fall 51 54 15 +0 +2
j.D Pan Air Magical Frying Pan 850 High/Air 15 4 20 H 80 79 Normal SR 3 16 Launch 50 + GBounce Launch 64 + GBounce 15 +0 +2
5D Pan Special Magical Frying Pan Special 1300 Mid 10 6 18 -5 -7 B 100 82 Long SR 4 18 Spin Fall 56 60 Spin Fall 64 78 20 +0 +5
j.D Pan Special Air Magical Frying Pan Special 1300 High/Air 13 4 20 H 80 82 Normal SR 4 18 Launch 65 + GBounce Launch 83 + GBounce 20 +0 +5
5D Missile Magical Missile 550, 600 All 19 Until Hit, 10 Total 40 P2 80 80 Normal R 3 16 17, Launch 17, 40 22, Launch 31, 54 0/+6, 0 +6, +0 +8, +2
j.D Missile Magical Missile 550, 600 All 19 Until Hit, 10 Total 37 P2 80 80 Normal R 3 16 17, Launch 17, 40 22, Launch 31, 54 0/+6, 0 +6, +0 +8, +2
5D Missile Special Magical Missile Special 650, 1100 All 19 Until Hit, 10 Total 40 P2 80 80 Normal R 4, 3 18, 16 17, Launch 18, 55 22, Launch 33, 69 0/+6, 0 +6, +0 +11, +2
j.D Missile Special Magical Missile Special 650, 1100 All 19 Until Hit, 10 Total 37 P2 80 80 Normal R 4, 3 18, 16 17, Launch 18, 55 22, Launch 33, 69 0/+6, 0 +6, +0 +11, +2
5D Bomb Magical Bomb 450, 800 All 19 Until Hit (7) 15 Total 40 P1 80 80 Normal 1,3 11, 16 12, Launch 14, 40 18, Launch 25, 54 0/+5, +0 +12, +0 +12, +2
j.D Bomb Magical Bomb 450, 800 All 19 Until Hit (7) 15 Total 40 P1 80 80 Normal 1,3 11, 16 12, Launch 14, 40 18, Launch 25, 54 0/+5, +0 +12, +0 +12, +2
5D Bomb Special Magical Bomb Special 550, 1200 All 19 Until Hit (7) 15 Total 40 P1 80 80 Normal 1,3 11, 16 12, Launch 14, 40 18, Launch 25, 54 0/+9, +0 +16, +0 +16, +2
j.D Bomb Special Magical Bomb Special 550, 1200 All 19 Until Contact (7) 15 Total 40 P1 80 80 Normal 1,3 11, 16 12, Launch 14, 40 18, Launch 25, 54 0/+9, +0 +16, +0 +16, +2
5D Summon Box Magical Dreamy Box Summon 20 Total 33
j.D Summon Box Air Magical Dreamy Box Summon 22 Total 47
Summoned Box Magical Dreamy Box 1000 Mid 7 20 P1 70 89 Normal 3 16 Launch 55 Launch 69 0 +0 +2
5D Summon Box Special Magical Dreamy Box Summon Special 24 Total 33
j.D Summon Box Special Air Magical Dreamy Box Summon Special 27 Total 47
Summoned Box Special Magical Dreamy Box Special 900, 800 Mid, All 7 25, 72 P2 70 89×2 Normal 3 16 Launch 55 Launch 69 0 +0 +2
5D Boomerang Magical Boomerang 800 All 21 Until Hit Total 42 -4 P1 90 79 Normal R 3 16 Spin Fall 46 55 Spin Fall 51 69 0/+7 +1 +2
j.D Boomerang Magical Boomerang 800 All 21 Until Hit Total 42 P1 90 79 Normal R 3 16 Spin Fall 46 55 Spin Fall 51 69 0/+7 +1 +2
5D Boomerang Special Magical Boomerang Special 1100 All 21 Until Hit Total 42 -2 P2 90 82 Normal R 4 18 Spin Fall 56 60 Spin Fall 61 75 0/+7 +1 +6
j.D Boomerang Special Magical Boomerang Special 1100 All 21 Until Hit Total 42 P2 90 82 Normal R 4 18 Spin Fall 56 60 Spin Fall 61 75 0/+7 +1 +6


Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw(70) 7 3 23 -6 T 100 50 Normal SR 0, 4 Crumple 38 0, 20 +0
4B+C Back Throw 0×2, 1500 Throw(70) 7 3 23 -6 T 100 50 Normal SR 0×2, 4 Crumple 38 0, 20 +0
j.B+C Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 4 100 + WBounce + Down 23 0, 12 +0
6A+B Counter Assault 0 All 13 4 29 -14 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 -19 B 80 60 Normal R 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~60 1 25 0 B 80 100 Long R 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2


Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A Air Persia 31+6L 5~31 P
j.236A Air Persia Until L+6
236A Attack Air Persia Attack 450 All 6 6 Until L H 90 94 Long R 2 13 20 20 Launch 32 10 +0 +1
A Finisher A Air Persia Finisher 500 [1000] All 6 6 Until L H 90 84 Long R 2 13 Stagger 22 [20] 20 + Slide 22 [20] Stagger 44 [24] 32 + Slide 22 [32] 10 +0 +1
B Finisher B Air Persia Finisher 500 All 6 6 Until L H 90 84 Long R 2 13 Launch 40 + GBounce [45 + GBounce] Launch 52 [57 + GBounce] 10 +0 +1
C Finisher C Air Persia Finisher 500 [1000] All 6 6 Until L H 90 84 Long R 2 13 Crumple 22 [20] 20 + Slide 15 [30] Crumple 44 [24] 32 + Slide 15 [42] 10 +0 +1
236B Mami Circular (Horizontal) 1100 Low/Air 13 15 28 -10 F 90 92 Long R 4 18 Launch 40 + Slide 9 Launch 58 + Slide 9 12 +0 +5
236C Mami Circular (Vertical) 1300 High/Air 20 15 15+8L H 1~9 B 90 92 Normal R 4 18 Launch + Down 23 60 + GBounce Launch + Down 23 78 + GBounce 12 +0 +5
214A/B/C Dream Sally 800 All 28 Until Hit Total 48 -6 P0 80 95 Normal R 0 9 Launch 12 Launch 23 0/+5 +65 +65
22C Falling Melody 800 All 8 B 100 94 Long R 5 20 Launch 33 + GBounce Launch 49 + GBounce 13 +0 +8
j.236C Swallow Moon Total 90
214D Melee Mystique Momo See notes All 19 Total 40 +12 P1 80 94 Normal 5 20 Launch 30 Launch 46 0/+13 +13 +21
214D Projectile Mystique Momo (Bomb/Missile/Box) See notes 19 Total 40
41236D Dramatic Sammy 0, 1500 Throw(100) 24~45 3 25 T 100 60 Normal R 0, 3 Launch 100 0, 11 +0
[2]8C Happy Magicka (Catch) 135 1~105 Guard HBFP
[2]8C Attack Happy Magicka (Attack) 100 All 17 43 Total 70 -36 P1 1~29 All 100 45 Normal R 0 9 Launch 100 + Down 23 Launch 111 + 23 0/+8 +0 +0


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146C Cure Dot Typhoon 440×13 All 5+(70 Flash)+7 4 (12) 9×11,5 44 -30 B 1~11 All 80 82 Normal R 4 18 Launch 100×12, 150 + Down 49 Launch 100×12, 150 + Down 49 12×3, 0×10 +0 +5
j.632146C Air Cure Dot Typhoon 440×13 All 4+(70 Flash)+1 4 (12) 9×11,5 44 -30 B 1~4 All 80 82 Normal R 4 18 Launch 100×12, 150 + Down 49 Launch 100×12, 150 + Down 49 12×3, 0×10 +0 +5
632146C OD Followup Cure Dot Typhoon OD Followup 200×7 80 99×7 Normal R 100 0 0
236236D Miracle Jeanne 7+(120 Flash)+1 7~7 All


Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Angelic Blast 600, 800×3
{600, 800×4, 1950}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]
100 100 Long 26 Launch 60 20 20, 11×2, 12
{20, 11×4, 30}
+0


Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236C Shining Layered Force 0, 9999 All 6+(53 Flash)+31 3 10 +8 P 1~39 All Long 5 20 13


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCS Platinum 5A.pngGuard:
All
Startup:
6
Recovery:
11
Advantage:
-1
[3]
5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special/Super
5BBBCS Platinum 5B.pngGuard:
Mid
Startup:
11
Recovery:
15
Advantage:
-4
[1]
6A 2B, 6B 5C, 2C, 6C, 3C 5D Special/Super
5CBBCS Platinum 5C.pngGuard:
Mid
Startup:
9
Recovery:
19
Advantage:
-8
6A 6B 2C, 6C, 3C 5D Jump, Special/Super
2ABBCS Platinum 2A.pngGuard:
Low/Air
Startup:
8
Recovery:
10
Advantage:
-1
[3]
5A, 2A[+] 5B, 2B, 6B 5C, 2C, 3C 5D Special/Super
2BBBCS Platinum 2B.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-10
[1]
6A 5B, 6B 5C, 2C, 6C, 3C 5D Special/Super
2CBBCS Platinum 2C.pngGuard:
Mid
Startup:
15
Recovery:
24
Advantage:
-13
- - - 5D Special/Super
6ABBCS Platinum 6A.pngGuard:
Mid
Startup:
12
Recovery:
22
Advantage:
-9
[2]
- 6B 5C, 2C, 6C 5D Jump, Special/Super
6BBBCS Platinum 6B.pngGuard:
High/Air
Startup:
20
Recovery:
23 [7]
Advantage:
-3
- - - - -
6CBBCS Platinum 6C.pngGuard:
Mid
Startup:
19
Recovery:
27+5L
Advantage:
-16
- j.B[+] j.C[+], j.2C[+] - Jump[*], Special/Super[*]
3CBBCS Platinum 3C.pngGuard:
Low
Startup:
12
Recovery:
24
Advantage:
-8
- - - 5D Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCS Platinum jA.pngGuard:
High/Air
Startup:
7
Recovery:
9
Advantage:
-
j.A j.B j.C, j.2C j.D Throw, Jump, Special/Super
j.BBBCS Platinum jB.pngGuard:
High/Air
Startup:
8
Recovery:
9
Advantage:
-
j.A j.C, j.2C j.D Jump, Special/Super
j.CBBCS Platinum jC.pngGuard:
High/Air
Startup:
12
Recovery:
13+4L
Advantage:
-
- - j.2C j.D Jump, Special/Super
j.2CBBCS Platinum j2C.pngGuard:
High/Air
Startup:
12
Recovery:
18+2L
Advantage:
-
- - - - Jump, Special/Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[*] = X is a delayed cancel, not immediately on hit like normal

External References

Navigation

Platinum the Trinity
Ambox notice.png To edit frame data, edit values in BBCF/Platinum the Trinity/Data.

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