BBCPE/Platinum the Trinity

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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.
Platinum the Trinity

BBCP Platinum Portrait.png

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
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
Cons
  • Various long range normals that have quick start-up times
  • Strong mixup tools
  • Great variation in Drive tools
  • Decent damage output
  • 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
Ambox warning.png 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

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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
560 SOJR HL 11 6 16 -5 B -

Quick start-up, long reach, you'll be using this move to poke quite a bit. Combos into 3C > 236B at max range.

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOJR HL 10 6 19 -6 B -

It has a decent start-up but it has a lot of recovery on whiff and not much horizontal range. Mostly used as combo filler. Can be jump canceled on hit and block.

2A

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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOR L 10 3 21 -10 - -

This move has a quick start-up and has quite a bit of range to it. This move can be used to low profile under a handful of attacks.

2C

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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
540 SOJR HL 12 4 22 -9 B 6-15H

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

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
580 R HA 20 12 20 -7 H -

Plat's unconventional overhead, it can be punished if not spaced correctly. Can only be followed-up if spaced correctly with a 5A/5C link. It's pretty fast for what it's worth.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
760 SOJR all 21 5 31+5L -20 B 3-56F

It has foot invincibility, so it can be used to bait and punish 2A mash. Can be jump canceled on hit and block. Mostly used as combo filler.

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOR L 12 3 24 -8 F -

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

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 7 2 9 - H -

Unremarkable air jab

j.B

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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SOJR HA 12 4 13 (4L) - H -

Long reach air normal, can be used for jump ins and air to air battles.

j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300×3 SOJR HA 12 15 18 - H -

This move has pitiful hit-stun, which makes it difficult to hit confirm. It's fairly useful for resetting pressure off a jump cancel.


Drive Moves

5D/j.D (No Item)

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 (Piko Hammer)

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 (Piko Hammer)

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 (Piko Hammer Special)

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 (Piko Hammer Special)

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 (Magical Bat)

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 (Magical Bat)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 R HA 11 8 9L - H 1-11 All

I-frames 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.

5D (Magical Bat Special)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R HL 11 5 24 -7 B 1-15 All

The bat gains an increase in size but not much else. Leads to combos even without a CH at least.

j.D (Magical Bat Special)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R HA 11 10 9L - H 1-11 All

Same as above.

5D (Magical Cat Hammer)

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 (Magical Cat Hammer)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R HA 16 5 9L - H -

No longer an overhead ;(

5D (Magical Cat Hammer Special)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 R all 11 8 21 -8 B -

The neutral game belongs to Plat with this item equipped, she dares her opponent to push a button at this time. This item has a ridiculous hit-box.

j.D (Magical Cat Hammer Special)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 R HA 14 5 9L - H -

Same as above, no longer an overhead ;(

5D (Magical Frying Pan)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -

Hardly any uses for this move as it is punishable on block, mostly used as combo filler.

j.D (Magical Frying Pan)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R HA 15 4 9L +1 - -

Using this immediately off the ground makes this a damn near instant overhead. Invaluable mix-up tool.

5D (Magical Frying Pan Special)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -

This move has a pretty large hit-box, so it can be used to poke.

j.D (Magical Frying Pan Special)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -

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

5D, j.D (Magical Missile)

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 (Magical Missile Special)

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 (Magical Bomb)

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 (Magical Bomb Special)

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 (Magical Dreamy Box)

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 (Magical Dreamy Box Special)

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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0×2, 1500 --*2, SR T (70) 7 3 19 - T -

RIP throw > AH. Can be special canceled.

Air Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0×2, 1500 --*2, R T (100) 7 3 18+3L - T -

Unremarkable air throw

Counter Assault

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 13 4 29 -14 B 1-20 All

Uses 5B's animation

Crush Trigger

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~60 1 20 +2 B -

Unremarkable CT, rather difficult to incorporate into combos for more damage compared to other characters.


Special Moves

Air Persia

236A

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Movement - - - - - 34+6L - - 8-34P
Attack 450 R all 6 6 8L - H -

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.

Mami Circular

236B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1690 R all 18 15 28 -24 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Dream Sally

214A/B/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 600 R all 28 550 48T -6 HBFP* -
B 600 R all 28 till offscreen 48T -6 HBFP* -
C 600 R all 28 500 48T -6 HBFP* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Swallow Moon

j.236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Falling Melody

22C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 R all 14 8 18 - B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Mystique Momo

214D

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.

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Dramatic Sammy

41236D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1500 --, R c.T (100) 24~45 3 25 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Happy Magicka

[2]8C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Catch - - - - - 135T - - 1-105C
Attack 100 R all 21 41 71T -33 HBFP* 1-34 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Cure Dot Typhoon

632146C, air OK

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
Ground (OD) 800×2, 260×11, 200×7 R all 5+7 4(12)4(9)101 45 -31 B*13, HBFP*(2)*7 1-12 All
Air (OD) 400×2, 260×11, 200×7 R all 4+1 4(12)4(9)101 45L - B*13, HBFP*(2)*7 1-4 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Miracle Jeanne

236236D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 8T - - superflash All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Shining Layered Force

236236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - all 5+31 3 5L +8 B 1-36 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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External References


Navigation

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Click [*] for character's frame data
System Explanations

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