BBCF/Platinum the Trinity/Combos: Difference between revisions

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Piko Hammer is an item that functions in combos so it can be cycled quickly.
Piko Hammer is an item that functions in combos so it can be cycled quickly.


{{clr|D|5D}} is comboable on air hit or ground counterhit. {{clr|D|j.D}} is comboable on counterhit and can sometimes be linked into {{clr|A|2A}}.
{{clr|D|5D}} is comboable on air hit or ground counterhit. {{clr|D|j.D}} is comboable on counterhit and can sometimes be linked into {{clr|A|2A}} on normal hit.


The powered up version does not differ majorly except {{clr|D|j.D}} becomes comboable on any hit and allows for {{clr|C|5C}} to be linked.
The powered up version does not differ majorly except {{clr|D|j.D}} becomes comboable on any hit and allows for {{clr|C|5C}} to be linked.

Revision as of 18:33, 1 January 2023

Platinum the Trinity


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Λ-No.11-
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = ν-No.13-
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


Combo Theory

Piko HammerBetter than nothing

Piko Hammer is an item that functions in combos so it can be cycled quickly.

5D is comboable on air hit or ground counterhit. j.D is comboable on counterhit and can sometimes be linked into 2A on normal hit.

The powered up version does not differ majorly except j.D becomes comboable on any hit and allows for 5C to be linked.


Magical BatDecent ender

Magical Bat functions best in combos to be looped in the corner.

As a starter midscreen, non-counterhit, it can only combo into 236C on the ground or Swallow Moon j.C in the air. Alternatively it may be better to cancel into bubble midscreen to setup better screen control. Midscreen Counterhits may link into 5B into a route of your choice.

The corner is where this item shines. Its wallsplat property allows platinum to cancel into bubbles or Swallow Moon into another bat hit.

The powered up version does not hold any differences.


Magical Cat HammerDecent starter

Magical Cat Hammer will most likely serve as a starter due to its role in neutral.

On normal hit it can combo into 22C or 236B. On counterhit, both air and ground, 5C can be linked.

In the middle of a combo, it can serve to squeeze more damage out of a max range 3C confirm.

The powered up version holds no difference, however it may be harder to combo off of due to the longer range you will likely hit it from.


Magical Frying PanIdeal

Magical Frying Pan is an item that serves as combo glue.

It serves as a good starter due to its spin state or ground bounce allowing for easy conversions.

In the middle of a combo 5D can serve as a potent relaunch on air hit to extend combos as well as the air version. It easily combos from and into 6A and 5C allowing a route of your choice.

The powered up version does not differ, however, it can serve as one of Platinum's best starters due to its Fatal Counter property.


Magical MissileCycle fodder

Magical Missile is frankly not worth it in combos other than to cycle it out of rotation.

As a starter, it can be followed up on if you're close enough, but due its role in neutral, this likely won't lead to anything big.

Using it mid-combos is best used with 214D to cycle it out of the pool as well as getting some oki midscreen by simply jumping over the opponent. If you really want to get a full conversion you can link 3C or j.B if you're close enough.

The powered up version can combo into itself from a range or be used once in the corner.


Magical BombNiche

Magical Bomb serves as a decent starter from neutral or to squeeze some more damage from a bubble ender.

It can generally be combo'd into j.B or 6C if you're close enough.

Releasing all three bombs with 214D adds a large amount of damage to any combo.

The powered up version does not differ but should be noted the damage gained is substantially greater.


Magical Do-Re-Mi BoxSetplay's favorite

Presents are great combo extenders and are a serviceable starter.

Generally you will want to hit people into presents using 236B or an A pogo ender. Present hits can be combo'd into C normals depedning on distance or j.B.

It is possible to combo presents into themselves however this is generally only applicable in overdrive or with the powered up version.

The powered up version is easier to combo into since they don't disappear when Platinum is hit, but they are harder to combo off of due to their increased launch height


Magical BoomerangSurprisingly good

Magical Boomerang is great for leading into a larger conversion.

As a starter, it will inflict spin state on ground hit or launch on air hit allowing for easy follow ups into larger combos.

The launch property can be used to extend combos such as in a long range 3C where pogo will not connect.

The powered up version does not differ but it should be noted that its tracking can make it easier to get the launch off of a returning shot.

Base Combos

These combos do not require items. Any combo with (5D >) allows you to draw an item in that spot, provided you do not have an item equipped.

Enders

Combo Condition Works on: Difficulty Notes Video
... > 66 > 6A > 2C > 214C > (5D >) 2C > 236C Everyone [3] Medium Standard combo ender. Allows platinum to draw an item provided no item is equipped.
... > 66 > 6A > j.C > dj.C > 632146C 50% meter Everyone [2] Easy Metered combo ender. If the opponent is not cornered, 632146C will knock the opponent full screen. Refills current item stock or equips next item if an item is equipped.
... > 3C > OD > 5C > 6A > j.C > dj.C > 632146C 50% meter, OD Everyone [2] Easy Metered combo ender with overdrive for additional damage.
... > 3C > 236A~BCA Everyone [2] Easy 236A~BCA ender. In the corner, meaty 2A, 6C can be used to catch rolls, or a swallow moon j.B can safe jump certain reversals. See the strategy page for more information
... > 3C > 214C Corner Everyone [1] Very Easy Bubble oki ender. The bubble will whiff and float above the opponent allowing you to threaten with it as it falls. See the strategy page for more information

Midscreen

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5A > 5B > 5C > 3C > 236A~BBB > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > (5D >) 2C > dl 236C Normal starter 2755 - Everyone [3] Medium Standard midscreen to corner route. Works anywhere. The B follow-ups to 236A must be delayed to ensure Platinum remains close enough to the ground and does not cross over the opponent. The 6C > j.236A cancel must be delayed to ensure platinum is at the right height (too early and platinum is below the opponent, too late and platinum will be too high). Link
5B > 3C > 236B > 22C Normal starter 1630 - Everyone [1] Very Easy Midscreen conversion of 5B at far ranges where 236A will not reach. Link
5B > 3C > 236B > 22C > RC > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > (5D >) 2C > 236C Normal starter, 50% meter 4031 - Everyone [4] Hard Metered extension from far range 5B conversion. Has significant corner carry. Link
6A AA > 6C > j.236C > j.C > 66 > 6A > TK j.236A~BAB > 2C > 214C > (5D >) 2C > dl 236C Normal starter 2781 - Everyone [4] Hard 6A Anti-Air starter. Link
Throw > 214B > (5D >) 236C > 66 > 5C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C Throw starter 3198 - Everyone [3] Medium Midscreen throw combo. Walking backwards after 214B makes it more consistent as sometimes you can cross up your opponents due to the 6 input in 236C. Link
Air Throw > 66 > 5C > 6A > 6C > j.236C > j.C > 66 > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C Air throw starter 3058 - [4] Hard Midscreen air throw combo Link

Corner

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5A > 5B > 5C > 3C > 236B > 5C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C Normal starter 3115 - Everyone [3] Medium Corner variation of her main BNB Link
5B > 5C > 3C > 236B > 5C > 6A > 6C > j.22C > 6A > 6C > j.236A~BBB > 6A > 2C > 214C > 2C > 236C Long starter 4036 - [3] Medium 5B corner combo Link
Throw > 214B > (5D >) 236C > 3C > 236B > 6A > 6C > j.236A~BBB > 2C > 214C > 2C > 236C Throw starter 3381 - Everyone [3] Medium Corner throw combo. Delay the B follow ups as much as posible to be able to connect 2C after. Link
Air Throw > 3C > 236B > 5C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C Corner air throw combo 3228 - Everyone [3] Medium Corner air throw combo Link

Item Combos

Combo routes involving various items. Though these combos are not strictly necessary, these combos will have various benefits such as increased damage, corner carry, better oki, and/or reducing item stocks to help with cycling.

Piko Hammer

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 3C > 5D > 66 > 5C > 6A > sj.BC > dj.BD > 214C > (5D >) 2C > 236C Piko hammer (2 stocks) 3178 - Everyone [3] Medium Piko hammer midscreen combo. Link
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Magical Bat

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
... > 66 > 6A > j.C > dj.CD > j.236C > j.D > 632146C Corner - Everyone [2] Easy Alternate corner combo ender with bat. Useful for tacking on a little extra damage to the metered combo ender. If platinum has 2 or less bat stocks, 632146C will equip the next item. If she has 3 bat stocks or is in overdrive, 632146C will refill bat stocks back to 3.
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Magical Cat Hammer

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 5C > 6A > j.D > 5C > 6A > sj.BC > dj.C > j.236A~BCA 3072 - everyone [3] Medium Cat hammer midscreen combo. Ends in a high 236A~BCA ender, allowing a quick dash button to hit meaty. Link
... > 3C > 5D > 214C Corner - everyone [2] Easy Alternate corner combo ender with cat hammer for bubble oki.
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Magical Frying Pan

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 3C > 5D > 66 > 5C > 6A > sj.BCD > (j.66 > j.D >) 3C > 236A~BCA normal starter, frying pan (3 stocks) 2982 (3016) - [4] Hard Frying pan combo extension. If frying pan only has 2 stocks left, the airdash j.D can be ommitted for less damage and corner carry. Link
5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 3C > 5D > 66 > 5C > 6A > sj.BCD > j.66 > j.D > j.236C > j.D > 632146C normal starter, frying pan (4 stocks), 50% meter 4082 (OD: ) - [4] Hard Frying pan metered combo. Uses all 4 frying pan stocks, so this combo is fairly situational outside of overdrive. Link
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Magical Missile

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
... > 3C > 214D - Everyone [1] Very Easy Missile oki. With 3 missiles stocked, will lock the opponent down for a significant amount of time. If the next item is Piko Hammer, an immediate 236236D > 5D can be used as an unblockable setup.
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Magical Bomb

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5A > 5B > 5C > 3C > 236A~BBB > 2C > 214C > 214D > 236C > 5C > 6A > sj.BC > dj.C > j.236A~BCA 3050 - Everyone [3] Medium Platinum midscreen bomb combo. Deals more damage with more bomb stocks. Link
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Magical Do-Re-Mi Box

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5A > 5B > 5C > 3C > 236A~BBB > 2C > 214C > 214D > 236C > Box hits > 3C > (5D >) Box hits > 66 > 3C > 236A~BCA Do-Re-Mi Box (2 stocks) 3110 - Everyone [3] Medium Midscreen box combo. The 66 is a full dash. Link
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Magical Boomerang

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5A > 5B > 5C > 3C > 236A~BBB > 2C > 214C > 5D (w) > 236C > Boomerang hits > 4 > 3C > 5D > 66 > 3C > 236A~BCA 2956 - [3] Medium Platinum midscreen boomerang combo. Ender fails to catch the boomerang, so 236A~BCA can be omitted if boomerang is wanted. Link
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Old Combo List

Above is a WIP, until I populate the tables this will remain at the bottom. For more examples, check the 58A%25E7%25A7%2581%25E7%259A%2584%25E3%2582%25B3%25E3%2583%25B3%25E3%2583%259C%2B%25E7%25BD%25AE%25E3%2581%258D%25E5%25A0%25B4%2528%25E3%2581%25BE%25E3%2581%25A8%25E3%2582%2581%2529%25E2%2598%2586 Evernote Here. Note that this is in Japanese, so it may be difficult to navigate and understand.

5A starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
_ 5B > 3C > 236A BBB > 6A > 6C > 236A BAB > 66 > 6A > 2C > 214C > D (no item) > 236C Mid Screen 2565 Everyone Easy
_ 5B > 6C > j.5C > 66 > 6A > 6C > 236A BAB > 66 > 6A > 2C > D (no item) > 236C Mid Screen 2571 Everyone Intermediate
5B > 3C > 236B > 22C Mid Screen 1630 Everyone(But Nine) Baby


Midscreen

5A > 5B > 5C > 3C > 236A BBB > 6A > 6C > j.236A BBB > 6A > 2C > 214C > (6D > 2C) > 236C

Damage: 2692 (2755)

5A > 5B > 5C > 6C > j.C > microdash 6A > 6C > j.236A BBB > microdash 6A > 2C > 214C > (6D > 2C) > 236C

Damage: 2694 (2762)

5A > 5B > 3C > 236B > 22C > RC > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C

Requires: 50 meter
Damage: 3179

5A > 5B > 5C > 3C > 236A BBB > 6A > 6C > j.236A BBB > microdash 6A > 2C > 214C > OD > j.C > j.C > 632146C

Requires: 50 meter, Burst
Damage: 3862 (4142)

5A > 5B > 5C > 3C > 236A BBB > 6A > 6C > j.236A BBB > 3C > OD > 5C > 6A > j.C > j.C > 632146C

Requires: 50 meter, Burst
Damage: 4165

5B > 5C > 3C > 236A BBB > 6A > 6C > j.236C > j.C > microdash 6A > 6C > j.236A BBB > 6A > 2C > 214C > (6D > 2C) > 236C

Damage: 3486 (3539)

5B > 3C > 236B > 22C > RC > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C

Requires: 50 meter
Damage: 4031

5B > 5C > 3C > 236A BBB > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > OD > j.C > j.C > 632146C

Requires: 50 meter
Damage: 4652 (4932)

Throw > 214B > 236C > 5C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C

Damage: 3198

Air Throw > 5C > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C

Damage: 3058

Corner

5A > 5B > 5C > 3C > 236B > 5C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C

Damage: 3115

5A > 5B > 5C > 3C > 236B > 5C > 6A > 6C > 22C > (3C > OD) > 5C > 6A > sj.BC > j.BC > 632146C

Requires: 50 meter, Burst
Damage: 4244 (4645)

5B > 5C > 3C > 236B > 5C > 6A > 6C > 22C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C

Damage: 4036

Throw > 214B > 236C > 3C > 236B > 6A > 6C > j.236A BBB > 2C > 214C > 2C > 236C

Damage: 3381

Air Throw > 3C > 236B > 5C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C

Damage: 3228

Combo Theory

Video Examples

2.0 COMBOS

BBCF2 Platinum combo collections

1.0 COMBOS (Mostly Applicable to CF2)


Navigation

Platinum the Trinity


Click [★] for character's full frame data

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