BBCS2/Platinum the Trinity/Frame Data

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Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 220 91 80 84 all 1 HB 6 2 9 +1 10 14 Click!
5B SR 560 231 85 89 HL 3 HB 12 4 18 -5 27 17 Click!
  • Hitbox is at the tip of the staff on last 2 active frames (15-16F)
5C SJR 660 273 100 92 HL 4 HB 10 6 19 -6 28 19 Click!
2A SR 180 74 70 82 LB 0 F 8 3 8 -1 12 12 Click!
2B SR 400 165 80 86 L 2 F 10 3 18 -7 21 14 Click!
2C SR 800 331 100 92 HL 4 HB 15 8 24 -13 40 50 Click!
  • 6~37F head invul
  • floats on hit
6A SJR 540 223 80 80 HL 3 HB 12 4 22 -9 33 26 Click!
  • 7~15F head invul
  • floats on hit
6B R 620 256 70 92 HA 4 HB 20 13 20 +1 48 19 Click!
  • 20~32F in the air
  • 34F hitstun on ground
  • 33F blockstun
6C SJR 760 314 100 94* all 5 HB 22 5 28 + 5F landing -17 56 40 Click!
  • 3~54F foot invul
  • 22F~ in the air
  • floats on hit
  • fatal possible
  • 84% repeat proration
  • can cancel into j.B, j.C, j.2C from 26F~
  • can jump or special cancel 30F~
3C SR 600 248 90 92 L 4 F 12 3 24 -8 33 30 Click!
  • Downs on hit
j.A CSJR 220 91 90 84 HA 1 H 7 2 9 - 11 14 Click!
j.B SJR 400 165 90 86 HA 2 H 8 6 9 - 16 17 Click!
j.C SJR 660 273 90 89 HA 3 H 12 7 11 - 22 23 Click!
  • 4F landing recovery
  • hitbox becomes more vertical (TL note: that is higher and narrower) on last 3 active frames (17-19F)
j.2C SJR 300x3 124x3 90 82(once) HA 3 H 12 15 18 - 38 12 Click!
  • 3F hitstop
Forward Throw -, R 0, 1500 0, 621 90, 100 100, 55 100 0, 4 ground throw 7 3 19 - during move 12, 100 Click!
  • 2nd attack blows back
  • wall bounces in corner; adds 60F of untechable time
  • 100% minimum damage
Back Throw -, R 0, 1500 0, 621 90, 100 100, 55 100 0, 4 ground throw 7 3 18 - during move 12, 100 Click!
  • 2nd attack blows back
  • wall bounces in corner; adds 60F of untechable time
  • 100% minimum damage
Air Throw -, R 0, 1500 0, 621 100 100, 55 100 0, 4 air throw 7 3 18 - during move 12, 100 Click!
  • 2nd attack ground bounces; adds 60F of untechable time
  • 100% minimum damage
  • hitbox height for throw is 60 - 280
Counter Assault R 0 0 50 92 all 4 HB 12 4 29 -14 27 19 Click!
  • 1~20F fully invul
  • blows back on hit
  • 180F Heat Gauge Cooldown

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5D (Get Item) - - - - - - - - - - total 29F - 24 - Click!
  • Gets item on 9F
j.D (Get Item) - - - - - - - - - - total 28F - 23 - Click!
  • Gets item on 9F
Magical Bat R 600 248 100 89 HL 3 HB 11 4 26 -10 30 17 Click!
  • 1~11F fully invul
  • blows back on hit
  • 19F blockstun
  • 22F hitstop
  • uses up 1 item token on 11F
Magical Bat (air) R 600 248 100 89 HA 3 H 11 8 22 - 34 17 Click!
  • 1~11F fully invul
  • blows back on hit
  • 22F hitstop
  • uses up 1 item token on 11F
Magical Bat Special R 800 331 100 94 HL 5 HB 11 5 24 -7 30 21 Click!
  • 1~11F fully invul
  • blows back on hit
  • 21F blockstun
  • 26F hitstop
  • uses up 1 item token on 11F
Magical Bat Special (air) R 800 331 100 94 HA 5 H 11 10 21 - 35 21 Click!
  • 1~11F fully invul
  • blows back on hit
  • 26F hitstop
  • uses up 1 item token on 11F
Magic Missile R 400, 600 165, 248 100 89 all 3 HBP 19 - total 40F +2 during move 17, 40 Click!
  • 2nd attack floats on hit
  • projectile (1st attack Lv 2)
  • 1st attack has 6F hitstop
  • 2nd attack 0F hitstop
  • 2nd attack 0F hitstop
  • 4 chip damage
  • uses up 1 item token on 19F
  • 2nd attack starts up either when 1st attack touches opponent or it gets canceled out; 2nd attack active for 9F
Magic Missile (air) R 400, 600 165, 248 100 89 all 3 HBP 19 - total 40F - during move 17, 40 Click!
  • 2nd attack floats on hit
  • projectile (1st attack Lv 2)
  • 1st attack has 6F hitstop
  • 2nd attack 0F hitstop
  • 4 chip damage
  • uses up 1 item token on 19F
  • 2nd attack starts up either when 1st attack touches opponent or it gets canceled out; 2nd attack active for 9F
Magic Missile Special R 600, 1000 248, 414 100 92, 89 all 4, 3 HBP 19 - total 40F +2 during move 19, 55 Click!
  • 2nd attack floats on hit
  • projectile (1st attack Lv 2)
  • 1st attack has 6F hitstop
  • 2nd attack 0F hitstop
  • 4 chip damage
  • uses up 1 item token on 19F
  • 2nd attack starts up either when 1st attack touches opponent or it gets canceled out; 2nd attack active for 9F
Magic Missile Special (air) R 600, 1000 248, 414 100 92, 89 all 4, 3 HBP 19 - total 40F - during move 19, 55 Click!
  • 2nd attack floats on hit
  • projectile (1st attack Lv 2)
  • 1st attack has 6F hitstop
  • 2nd attack 0F hitstop
  • 4 chip damage
  • uses up 1 item token on 19F
  • 2nd attack starts up either when 1st attack touches opponent or it gets canceled out; 2nd attack active for 9F
Magical Bomb R 280, 800 115, 331 100 82, 89 all 0, 3 HBP 19 47(7)15 total 40F +8 during move 12, 40 Click!
  • 2nd attack floats on hit
  • projectile
  • 1st attack has 5F hitstop
  • 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4 chip damage
  • uses up 1 item token on 19F
Magical Bomb (air) R 280, 800 115, 331 100 82, 89 all 0, 3 HBP 19 till contact(7)15 total 40F - during move 12, 40 Click!
  • 2nd attack floats on hit
  • projectile
  • 1st attack has 5F hitstop
  • 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4 chip damage
  • uses up 1 item token on 19F
Magical Bomb Special R 420, 1200 173, 496 100 82, 89 all 0, 3 HBP 19 47(7)15 total 40F +13 during move 12, 40 Click!
  • 2nd attack floats on hit
  • projectile
  • 1st attack has 10F hitstop
  • 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4 chip damage
  • uses up 1 item token on 19F
Magical Bomb Special (air) R 420, 1200 173, 496 100 82, 89 all 0, 3 HBP 19 till contact(7)15 total 40F - during move 12, 40 Click!
  • 2nd attack floats on hit
  • projectile
  • 1st attack has 10F hitstop
  • 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4 chip damage
  • uses up 1 item token on 19F
Magical Cat Hammer R 800 331 100 92 all 4 HB 11 8 20 -9 34 19 Click!
  • Grounds opponent on hit
  • uses up 1 item token on 4F
Magical Cat Hammer (air) R 800 331 100 92 all 4 H 14 5 20 - 32 19 Click!
  • Grounds opponent on hit
  • uses up 1 item token on 10F
Magical Cat Hammer Special R 1200 496 100 94 all 5 HB 11 8 21 -8 33 21 Click!
  • Grounds opponent on hit
  • uses up 1 item token on 4F
Magical Cat Hammer Special (air) R 1200 496 100 94 all 5 H 14 5 20 - 32 21 Click!
  • Grounds opponent on hit
  • uses up 1 item token on 10F
Magical Frying Pan R 400 165 86 94* HL 2 HB 10 6 18 -10 27 60 Click!
  • Spins opponent for 56F (then downs them) on hit
  • 10% repeat proration (aerial and special versions don't count)
  • 20F hitstop
  • uses up 1 item token on 10F
Magical Frying Pan (air) R 400 165 86 94* HA 2 H 12 4 16 -6* 25 40 Click!
  • Ground bounces on hit
  • 10% repeat proration (ground and special versions don't count)
  • 20F hitstop
  • uses up 1 item token on 10F
  • frame advantage is off of lowest jump possible (17F startup)
  • no landing recovery
Magical Frying Pan Special R 800 331 86 94* HL 5 HB 10 6 18 -3 27 55 Click!
  • Spins opponent for 71F (then downs them) on hit
  • 10% repeat proration (aerial and special versions don't count)
  • 26F hitstop
  • uses up 1 item token on 10F
Magical Frying Pan Special (air) R 800 331 86 94* HA 5 H 12 4 16 +1* 25 55 Click!
  • Ground bounces on Hit
  • 10% repeat proration (ground and special versions don't count)
  • 26F hitstop
  • uses up 1 item token on 10F
  • frame advantage is off of lowest jump possible (17F startup)
  • no landing recovery
Magical Piko Hammer R 1100 455 80 92 HL 4 HB 18 5 19 0 36 19 Click!
  • Grounds opponent on hit
  • cannot emergency tech
  • breaks 2 guard primers
  • 20F hitstop for opponent on guard
  • uses up 1 item token on 7F
Magical Piko Hammer (air Lv 1) R 600x2 248x2 100 94 all 5 H 12 till landing, 7F after 17F after landing +3* 15F after landing 30 Click!
  • Grounds opponent either when 1st attack hits in air or 2nd attack hits
  • cannot emergency tech
  • 2nd attack has 25F guardstun
  • level changes during fall after startup
  • each attack breaks 1 guard primer
  • uses up 1 item token on 6F
Magical Piko Hammer (air Lv 2) R 700x2 248, 289 100 94 all 5 H 38 till landing, 7F after 17F after landing +6* 15F after landing 30 Click!
  • Grounds opponent on hit
  • cannot emergency tech
  • 2nd attack has 25F guardstun
  • each attack breaks 1 guard primer
  • 15F hitstop on Platinum, 18F on opponent
  • uses up 1 item token on 6F
Magical Piko Hammer (air Lv 3) R 800x2 248, 331 100 94 all 5 H 41 till landing, 7F after 17F after landing +8* 15F after landing 30 Click!
  • Grounds opponent on hit
  • cannot emergency tech
  • 2nd attack has 25F guardstun
  • each attack breaks 1 guard primer
  • 15F hitstop on Platinum
  • 18F on opponent
  • uses up 1 item token on 6F
Magical Piko Hammer Special R 1600 662 80 94 HL 5 HB 17 5 21 0 33 21 Click!
  • Grounds opponent on hit
  • cannot emergency tech
  • breaks 3 guard primers
  • 20F hitstop on opponent when guarded
  • uses up 1 item token on 7F
Magical Piko Hammer Special (air) R 900, 950 372, 393 100x2 94 all 5 H 13 till landing, 1F after 26 +4* 18F after landing 30x2, 21 Click!
  • Grounds opponent either when 1st attack hits in air or 2nd attack hits
  • cannot emergency tech
  • 2nd attack has 25F guardstun
  • uses up 1 item token on 7F
  • 15F hitstop on Platinum; 2nd attack causes 20F hitstop on opponent
  • 1st attack breaks 1 primer
  • 2nd attack breaks 2 primers
Magical Piko Hammer Special (quake) R 0 0 70 94 unblockable 5 HBP 21 1 - - - 21
  • starts up when hammer whiffs
  • Downs on hit
  • cannot emergency tech
  • projectile
  • 0F hitstop, aerial version has 2F startup after landing

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Dream Sally
214A/B/C
R 600 248 100 82* all 0 HBP 28 refer to notes* total 48F -6 during move 12 Click!
  • Cannot burst on hit
  • projectile
  • 10% repeat proration (same with A - C versions)
  • 5F hitstop on guard
  • 65F hitstun
  • active frames relating to version: A: 301; B: 161; C: 501
Swallow Moon
j.236C
refer to note* - - - - - - - - - total 90F - during move - Click!
  • Can move Platinum in whatever direction you move the joystick
  • can cancel move by pressing a button 14F~
Mami Circular
236B
R 1690 699 100 92* all 4 HB 18 15 28 -24 53 60 Click!
  • 5~50F in the air
  • forces slide to corner on hit
  • breaks 1 guard primer
  • 10% repeat proration
Air Persia
236A
- - - - - - - - - - total 40F[6F after landing] - 36[2F after landing] - Click!
  • 3~34F in the air
  • can followup 10~32F[7~3F after landing] (can startup attack until 29F)
  • values in brackets are for aerial version
Air Persia (attack)
j.236A/B/C
R 450[300] 186[124] 100 82 all 0 H 9+6 6 4F after landing - during move 22 Click!
  • 22F hitstun on ground
  • 14F hitstop
  • can cancel into followup on hit or guard (total 3 attacks)
  • startup is from ground version; aerial version is 6+6F
  • 3rd attack has 0 landing recovery
  • A version has no landing recovery on CH
Dramatic Sally
41236D
- 0, 1500 0, 621 100 100, 89 100 0, 3 ground throw 24~45 3 25 - 21F of recovery 12, 100 Click!
  • 2nd attack blows back on hit
  • 100% minimum damage
  • attack changes when opponent gets in range
  • refills item tokens to respective max amount upon success (if there is no item equipped, gets next item)
Mystique Momo
214D
R 550 227 100 94 all 5 HBP 19 - total 40F +14 during move 30 Click!
  • 2nd attack blows back on hit
  • projectile
  • consumes all remaining tokens on 19F
  • using Momo with Magical Hammer Special equipped deals 1050 damage and adds 434 gauge
Mystique Momo (Magical Missile)
214D
R 400, 600 165, 248 100 89 all 3 HBP 19 - total 42F +11* during move 17, 40 Click!
  • can throw out a maximum of 3 missiles
  • 2nd missile has 23F startup
  • 3rd missile has 27F startup
  • projectile (1st attack Lv 2)
  • uses up 1 item token when each missile starts up
  • 1st attack has 6F hitstop
  • 2nd attack 0F hitstop
  • 4 chip damage
  • frame advantage off of 3 missiles
  • 2nd attack starts up either when it touches opponent or gets canceled out; 2nd attack has 9 active frames
Mystique Momo (Magical Missile Special)
214D
R 600, 1000 248, 414 100 92, 89 all 4, 3 HBP 19 - refer to notes* refer to notes* during move 19, 55 Click!
  • can throw out a maximum of 3 missiles
  • 2nd missile has 55F startup
  • 3rd missile has 91F startup
  • projectile (1st attack Lv 2)
  • uses up 1 item stock when each missile starts up
  • 1st attack has 6F hitstop
  • 2nd attack 0F hitstop
  • 2nd attack floats on hit
  • 4 chip damage
  • 2nd attack starts up either when it touches opponent or gets canceled out; 2nd attack has 9 active frames
  • >total duration(frame adv.): 1st missile = 36F(+6F); 2nd missile = 72F(+6F); 3rd missile = 114F(0F)
Mystique Momo (Magical Bomb)
214D
R 280, 800 115, 331 100 82, 89 all 0, 3 HBP 19 46(7)15 total 40F +14* during move 12, 40 Click!
  • can throw out a maximum of 3 bombs
  • 2nd bomb has 22F startup
  • 3rd bomb has 25F startup
  • projectile
  • uses up 1 item token when each bomb starts up
  • 1st attack has 5F hitstop
  • 2nd attack 0F hitstop
  • 2nd attack floats on hit
  • attack hitbox guaranteed to startup after projectile startup
  • 4 chip damagecan throw out a maximum of 3 bombs
  • frame advantage off of 3 bombs
Mystique Momo (Magical Bomb Special)
214D
R 420, 1200 173, 496 100 82, 89 all 0, 3 HBP 19 46(7)15 total 40F +19* during move 12, 40 Click!
  • 2nd attack floats on hit
  • projectile
  • 1st attack has 10F hitstop
  • 2nd attack 0F hitstop
  • uses up 1 item token when each bomb starts up
  • 4 chip damage
  • can throw out a maximum of 3 bombs
  • attack hitbox guaranteed to startup after projectile startup
  • 2nd bomb has 22F startup
  • 3rd bomb has 25F startup
  • frame advantage off of 3 bombs
Falling Melody
22C
R 400 165 100 94 all 5 HB 14 8 18 -5 34 30 Click!
  • Ground bounces on hit
  • 100% minimum damage
  • aerial version has 2F landing recovery

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Miracle Jeanne
236236D
- - - - - - - - - - total 7+1F - during move - Click!
  • Invul during superflash
  • 180F Heat Gauge Cooldown
  • powers up item that is in NEXT slot to its special form
Cure Dot Typhoon
632146C
R 800x2, 260x11 (184x2, 59x11) 100 92 all 4 HB 4+7 4(12)4(9)101 44 - during move 100 Click!
  • 1~7F after superflash fully invul
  • attacks 1~12 pull opponent in and float on hit
  • 13th attack blows back (cannot emergency tech)
  • counter carries
  • 30% minimum damage
  • 180F Heat Gauge Cooldown
  • will transition into item restoration animation on hit (total 122F, in CH state till 104F); restores item token to max amount on 55F of item restoration animation (if there is no item equipped, gets next item)


Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Shining Layered Force
236236C
- death 0 - - all 5 HBP 6+31 3 10 +8 during move - Click!
  • 1~33F after superflash fully invul
  • projectile (Lv 3)
  • 180F Heat Gauge Cooldown


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B 6A 2B, 6B 5C, 2C, 6C, 3C Yes Special
5C 6A 6B 2C, 6C, 3C Yes Jump, Special
2A 5A, 2A 5B, 2B, 6B 5C, 2C, 3C Yes Special
2B 6A 5B, 6B 5C, 2C, 6C, 3C Yes Special
2C - - - Yes Special
6A - 6B 5C, 2C, 6C - Jump, Special
6B - - - - -
6C - - - 2D, 6D Jump on 2nd Hit, Special, Dash
6D - j.B j.C, j.2C - Jump, Special
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C Yes Jump, Special
j.B j.A - j.C, j.2C Yes Jump, Special
j.C - - j.2C Yes Jump, Special
j.2C - - - - Jump, Special
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only


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