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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
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
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 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 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 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 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 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.
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 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 |
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... > 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 |
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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 |
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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 |
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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 |
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... > 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 |
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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 |
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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 |
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... > 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 |
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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 |
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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 |
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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.
# | Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
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_ | 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)
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- 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
- 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