BBCF/Platinum the Trinity
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.
|Lore:||A young girl with two (formerly three) personalities. One is Luna, a brash girl with a tendency to be rude (particularly towards Ragna). The other is Sena, a timid, kind boy who often tries to pick up after Luna's attitude.|
|Platinum the Trinity is a well-rounded character that actively adapts to her Drive's RNG|
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.
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.
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.
- 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.
- 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.
- 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.
- 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.
Plat's go-to anti-air, the head invulnerability kicks in rather quickly. Can be jump canceled on hit and block.
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.
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.
Long reach sweep, can be easily confirmed into 236B. An important combo tool.
Unremarkable air jab.
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.
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.
- 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.
- 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.
- 2 uses.
This move instantly guard crushes if the opponent doesn't Barrier it.
Air Piko Hammer
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.
Piko Hammer Special
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.
Air Piko Hammer Special
Massive hitbox, it can still be used for IAD crossups and it has the same shockwave properties as the ground version if it whiffs.
- 3 uses.
- Wall splats in the corner.
- Wall bounces at midscreen on CH.
- 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.
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.
Magical Bat Special
The bat gains an increase in size but not much else. Leads to combos even without a CH at least.
Magical Cat Hammer
- 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.
Magical Cat Hammer Special
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.
Magical Frying Pan
- 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 use for resets or to fish for favorable trades against strong footsie buttons (I.e. Susano'o 5B), mostly used as combo filler.
Air Magical Frying Pan
- 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.
Magical Frying Pan Special
This move has a pretty large hitbox, so it can be used to poke.
Air Magical Frying Pan Special
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.
- 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.
Magical Missile Special
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
- 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.
Magical Bomb Special
5D, 4D, 6D, j.D
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.
Magical Do-Re-Mi Box
- 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.
Magical Do-Re-Mi Box Special
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.
- 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.
Magical Boomerang Special
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.
Can be special-canceled, combos into AH with Dream Sally.
Standard air throw.
6A+B while Blocking
Uses 5B's animation.
- Air hit wall bounces at midscreen.
- Air hit wall splats in corner.
Standard Crush Trigger with some nice properties on air hit.
236A (Air OK)
- 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.
- 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.
- 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.
- 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.
22C (Air OK)
- 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).
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.
- 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.
- 30F charge.
- 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.
Cure Dot Typhoon
632146C (air OK)
- 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.
- 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.
A+B+C+D during Overdrive
- Behaves the same as every other Exceed Accel.
- 300/632 Minimum Damage
- Switches sides with opponent.
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.
Shining Layered Force
- 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).
- Platinum Guide (Incomplete as of 04/19/21)
- Japanese Name: プラチナ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Color Palettes on https://blazblue.wiki
|To edit frame data, edit values in BBCF/Platinum the Trinity/Data.|
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Click [★] for character's full frame data
• HUD • Controls •
• Movement/Canceling • Offense • Defense • Gauges • Attack Attributes •
Detailed & Advanced Information
• Damage/Combo • Frame Data & System Data • Misc • FAQ •
• Patch Notes •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State