BBCP/Platinum the Trinity/Frame Data

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System Data

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

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

Normal Moves

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
5A
300 CSOJR 100 77 S - all 1 B 6 2 11 -1 11 12 16 11 14 -
5B
560 SOJR 100 89 N - HL 3 B 11 6 16 -5 16 17 22 17 31 -
5C
600 SOJR 100 92 N - HL 4 B 10 6 19 -6 18 19 24 19 34 -
2A
300 CSOJR 85 75 S - LA 0 F 8 3 8 -1 9 10 14 12 23 -
2B
500 SOR 90 85 N - L 2 F 10 3 21 -10 13 14 18 14 26 -
2C
800 SOR 90 82 N 2 HL 4 B 15 8 24 -13 18 F50 F84 50 84 9-22H
6A
540 SOJR 80 89 N - HL 3 B 12 4 22 -9 16 17 22 26 45 6-15H
6B
580 R 80 92 N 2 HA 4 H 20 12 20 -7 24 34 42 Wb30 Wb52 -
6C
760 SOJR 100 94 N 2 all 5 B 21 5 31+5L -20 20 F40 F68 40 68 3-56F
  • Fatal counter
3C
600 SOR 90 92 N - L 4 F 12 3 24 -8 18 F30 D52 30 52 -
j.A
300 CSOJR 90 77 S - HA 1 H 7 2 9 - 11 12 16 14 26 -
j.B
480 SOJR 90 85 N - HA 2 H 8 6 9 - 13 14 18 17 31 -
j.C
660 SOJR 90 89 N - HA 3 H 12 4 13 (4L) - 16 17 22 23 34 -
j.2C
300*3 SOJR 90 75(once) N - HA 0 H 12 15 18 - 9 10 14 12 23 -
Counter Assault
0 R 50 92 VS - all 4 B 13 4 29 -14 18 F14 F26 14 26 1-20 All
  • 180F Heat Gauge Cooldown
Crush Trigger
1000 R 80 100 N 3 B 3 B 30~60 1 20 +2 21 S60 S120 Wb*80 Wb*132 -
  • Possible to charge
  • 180F Heat Gauge Cooldown
  • Ignores character combo rate

Drive Moves

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
5D
- - - - - - - - - - - 29T - - - - - - -
j.D
- - - - - - - - - - - 28T - - - - - - -
Magical Piko Hammer
1600 R 80 92 N - B 4 B 18 5 19 -4 20 D19 D40 G19 B40 -
Magical Piko Hammer (air Lv1)
600 R 90 94 N - all 5 H 12 till L - - 25 21 27 GD30 GD52 -
Magical Piko Hammer (air Lv2)
700 R 100 94 N - all 5 H - till L - - 25 GD30 GD52 GD30 GD52 -
Magical Piko Hammer (air Lv3)
800 R 100 94 N - all 5 H - till L - - 25 GD30 GD52 GD30 GD52 -
Magical Piko Hammer (air Lv1) (2)
600 R 90 94 N - all 5 H - 6 17 +3 25 GD21 GD52 GD30 GD52 -
Magical Piko Hammer (air Lv2) (2)
700 R 100 94 N - all 5 H - 6 17 +6 25 GD21 GD52 GD30 GD52 -
Magical Piko Hammer (air Lv3) (2)
800 R 100 94 N - all 5 H - 6 17 +8 25 GD21 GD52 GD30 GD52 -
Magical Piko Hammer Special
2400 R 80 94 N - B 5 B 17 5 21 +5 20 B21 GD37 G21 GB37 -
Magical Piko Hammer Special (quake)
0 R 70 94 Sp - UNB 5 HBFP* 21 1 21 - - D21 D37 - - -
Magical Piko Hammer Special (air)
900, 950 R 90 94 N - all 5 H 13 till L, 1 25 +4 20, 25 21, GD30 27, GD52 GD30 GD52 -
  • 2nd attack is unblockable if 1st attack whiffs
Magical Cat Hammer
800 R 70 92 S - all 4 B 11 8 20 -9 18 G19 B46 G19 B46 -
Magical Cat Hammer (air)
800 R 70 92 S - HA 4 H 16 5 9L - 18 G19 B50 G19 B50 -
Magical Cat Hammer Special
1200 R 80 94 S - all 5 B 11 8 21 -8 20 G21 B50 G21 B50 -
Magical Cat Hammer Special (air)
1200 R 80 94 S - HA 5 H 14 5 9L - 20 G21 B60 G21 B60 -
Magical Frying Pan
500 R 86 94 N - HL 2 B 10 6 18 -10 13 Sp Sp 60 100 -
Magical Frying Pan (air)
500 R 80 94 N - HA 2 H 15 4 9L +1 13 B60 B100 GB60 GB100 -
  • Frame advantage is calculated off of being performed immediately after jump
Magical Frying Pan Special
800 R 86 94 N - HL 5 B 10 6 18 -3 20 Sp Sp 55 92 -
  • Fatal counter
Magical Frying Pan Special (air)
800 R 80 94 N - HA 5 H 13 4 9L +6 20 B65 B108 GB65 GB108 -
  • Fatal counter
  • Frame advantage is calculated off of being performed immediately after jump
Magical Bat
600 R 50 92 S - HL 4 B 11 4 26 -11 18 Ws19 (F50) Ws48 (F50) Ws19 (F50) Ws48 (F50) 1-11 All
Magical Bat (air)
600 R 50 89 S - HA 3 H 11 8 9L - 18 Ws17 (F50) Wb*31 Ws17 (F50) Wb*31 1-11 All
Magical Bat Special
800 R 75 94 N - HL 5 B 11 5 24 -7 21 F48 F80 48 80 1-15 All
Magical Bat Special (air)
800 R 75 94 N - HA 5 H 11 10 9L - 21 Wb*30 Wb*52 Wb*30 Wb*52 1-11 All
Magical Bomb
280, 800 R 80 75, 89 N - all 0, 3 HBFP* 19 till L(7)15 40T - 9, 16 10, F40 14, F68 12, 40 23, 68 -
Magical Bomb (air)
280, 800 R 80 75, 89 N - all 0, 3 HBFP* 19 till L(7)15 40T - 9, 16 10, F40 14, F68 12, 40 23, 68 -
Magical Bomb Special
420, 1200 R 85 75, 89 N - all 0, 3 HBFP* 19 till L(7)15 40T - 9, 16 10, F40 14, F68 12, 40 23, 68 -
Magical Bomb Special (air)
420, 1200 R 85 75, 89 N - all 0, 3 HBFP* 19 till L(7)15 40T - 9, 16 10, F40 14, F68 12, 40 23, 68 -
Magical Missile
400, 600 R 80 89 N - all 3 HBFP*(2), (1) 19 till L 40T +2 16 17, F40 22, -- 17, 40 31, 40 -
Magical Missile (air)
400, 600 R 80 89 N - all 3 HBFP*(2), (1) 19 till L 40T - 16 17, F40 22, -- 17, 40 31, 40 -
Magical Missile Special
600, 1000 R 100 92, 89 N - all 4, 3 HBFP*(2), (1) 19 till L 40T +2 18, 16 19, F55 24, -- 19, 55 34, 55 -
Magical Missile Special (air)
600, 1000 R 100 92, 89 N - all 4, 3 HBFP*(2), (1) 19 till L 40T - 18, 16 19, F55 24, -- 19, 55 34, 55 -
Magical Dreamy Box
1000 - 100 89 N - HL 3 HBFP* 3 20 41T - 16 F55 F92 55 92 -
  • Starts up if opponent crosses the box's x-coordinate regardless of height
Magical Dreamy Box (air)
1000 - 100 89 N - HL 3 HBFP* 3 20 47T - 16 F55 F92 55 92 -
  • Starts up if opponent crosses the box's x-coordinate regardless of height
Magical Dreamy Box Special
800*2 - 100 89 N - HL, all 3 HBFP* 5 25, till offscreen 41T - 16 F55 F92 55 92 -
  • Starts up if opponent crosses the box's x-coordinate regardless of height
Magical Dreamy Box Special
800*2 - 100 89 N - HL, all 3 HBFP* 5 25, till offscreen 47T - 16 F55 F92 55 92 -
  • Starts up if opponent crosses the box's x-coordinate regardless of height

Throws

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Forward Throw
0*2, 1500 --*2, SOR 100 100, 60, 100 --, Sp, S - T (70) 0*2, 4 T 7 3 19 - - --*2, FWb100 - --*2, Wb100 - -
  • 100% minimum damage (1500)
Back Throw
0*2, 1500 --*2, SR 100 100, 60, 100 --, Sp, S - T (70) 0*2, 4 T 7 3 18 - - --*2, FWb100 - --*2, Wb100 - -
  • 100% minimum damage (1500)
Air Throw
0*2, 1500 --*2, R 100 100, 60, 100 --, Sp, S - T (100) 0*2, 4 T 7 3 18+3L - - - - --*2, GB100 - -
  • 100% minimum damage (1500)

Specials

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Air Persia
236A
- - - - - - - - - - - 34+6L - - - - - - 8-34P
Air Persia (1, 2)
Air Persia > A/B/C
450 R 90 94 N - all 0 H 6 6 8L - 9 23 29 22 39 -
  • Fatal counter
Air Persia (3A)
Air Persia (2) > A
450 R 90 94 N 2 all 0 H 6 6 8L - 9 S20 S40 Sd34 Sd58 -
  • Fatal counter
Air Persia (3B)
Air Persia (2) > B
450 R 90 94 N 2 all 0 H 6 6 8L - 9 S20 S40 GB48 GB80 -
  • Fatal counter
Air Persia (3C)
Air Persia (2) > C
450 R 90 94 N 2 all 0 H 6 6 8L - 9 S20 S40 Sd30 Sd52 -
  • Fatal counter
Air Persia (air)
j.236A
- - - - - - - - - - - till L+7 - - - - - - -
Air Persia (1, 2) (air)
Air Persia (air) > A/B/C
300 R 90 94 N - all 0 H 6 6 8L - 9 23 29 22 39 -
  • Fatal counter
Air Persia (3) (air)
Air Persia (air) (2) > A/B/C
300 R 90 94 N - all 0 H 6 6 8L - 9 23 29 G30 G52 -
  • Fatal counter
Mami Circular
236B
1690 R 80 82 N 3 all 4 B 18 15 28 -24 18 SdWsD60 (F30) SdWsD100 (F30) SdWsD60 (F30) SdWsD100 (F30) -
Swallow Moon
j.236C
- - - - - - - - - - - - - - - - - - -
Dream Sally A
214A
600 R 100 75 N 2A all 0 HBFP* 28 550 48T -6 9 76 80 78 89 -
Dream Sally B
214B
600 R 100 75 N 2A all 0 HBFP* 28 till offscreen 48T -6 9 76 80 78 89 -
Dream Sally C
214C
600 R 100 75 N 2A all 0 HBFP* 28 500 48T -6 9 76 80 78 89 -
Mystique Momo (weapon)
214D
550 R 100 94 N - all 5 HBFP* 19 till offscreen 40T +12 20 F30 F52 30 52 -
  • “Weapon” pertains to Magical Piko Hammer, Magical Cat Hammer, Magical Frying Pan, Magical Bat, and their respective special versions
  • Magical Piko Hammer Special has 1050 damage
Mystique Momo (Magical Missile)
400, 600 R 80 89 N - all 3 HBFP*(2), (1) 19, 23, 27 till corner 42T +8 16 F30 22, -- 17, 40 31, 40 -
  • Startups are listed as follows: 1st projectile, 2nd, 3rd
Mystique Momo (Magical Missile Special)
600, 1000 R 100 92, 89 N - all 4, 3 HBFP*(2), (1) 19, 55, 91 till corner 114T +3 18, 16 17, F40 24, -- 19, 55 34, 55 -
  • Startups are listed as follows: 1st projectile, 2nd, 3rd
Mystique Momo (Magical Bomb)
280, 800 R 80 75, 89 N - all 0, 3 HBFP* 19, 22, 25 till L(7)15 40T - 9, 16 19, F55 14, F68 12, 40 23, 68 -
  • Startups are listed as follows: 1st projectile, 2nd, 3rd
Mystique Momo (Magical Bomb Special)
420, 1200 R 85 75, 89 N - all 0, 3 HBFP* 19, 22, 25 till L(7)15 40T - 9, 16 10, F40 14, F68 12, 40 23, 68 -
  • Startups are listed as follows: 1st projectile, 2nd, 3rd
Mystique Momo (Magical Dreamy Box)
1000 - 100 89 N - HL 3 HBFP* 3 20 41T - 16 10, F40 F92 55 92 -
  • Guaranteed hitbox startups: 1st attack 76F~, 2nd attack 88F~
  • Starts up if opponent crosses the box's x-coordinate regardless of height
Mystique Momo (Magical Dreamy Box)
800*2, - 100 89 N - HL, all 3 HBFP* 5 25, till offscreen 41T - 16 F55 F92 55 92 -
  • Guaranteed hitbox startups: 1st attack 74F~, 2nd attack 83F~
  • Starts up if opponent crosses the box's x-coordinate regardless of height
Dramatic Sammy
41236D
0, 1500 --, R 100 100, 60 S 2 c.T (100) 0, 3 T 24~45 3 25 - - F55 - - - -
  • Restores item count on hit
Falling Melody
22C
300 R 100 84 N 2 all 5 B 14 8 18 - 20 - - B30 - -
  • 100% minimum damage (300)
  • Startup for aerial version is 2L
Happy Magica (catch)
[2]8C
- - - - - - - - - - - 135T - - - - - - 1-105C
  • Catches everything except throws and unblockable attacks
Happy Magica (attack)
100 R 100 75 S - all 0 HBFP* 21 41 71T -33 9 D100 D164 D100 D164 1-34 All

Distortion Drives

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Cure Dot Typhoon
632146C
800*2, 260*11 R 70 92(once) N - all 4 B 5+7 4(12)4(9)101 45 -31 18 F100*12, D150 F164*12, D244 100*12, D150 164*12, D244 1-12 All
  • 20% minimum damage (892)
  • Possible to move Platinum around using joystick
  • 180F Heat Gauge Cooldown
  • Restores item count on hit
Cure Dot Typhoon (air)
j.632146C
400*2, 260*11 R 70 92(once) N - all 4 B 4+1 4(12)4(9)101 45L - 18 F100*12, D150 F164*12, D244 100*12, D150 164*12, D244 1-4 All
  • 20% minimum damage (892)
  • Possible to move Platinum around using joystick
  • 180F Heat Gauge Cooldown
  • Restores item count on hit
Cure Dot Typhoon (OD)
800*2, 260*11, 200*7 R 70, 80 92(once)*13, 99*7 N - all 4*13, 0*7 B*13, HBFP*(2)*7 5+7 4(12)4(9)101 45 -31 18 F120*12, D150, 10*7 F164*12, D244, 14*7 120*12, D150, 100*7 164*12, D244, 164*7 1-12 All
  • 20% minimum damage (1172)
  • Possible to move Platinum around using joystick
  • 180F Heat Gauge Cooldown
  • Restores item count on hit
Cure Dot Typhoon (air) (OD)
400*2, 260*11, 200*7 R 70, 80 92(once)*13, 99*7 N - all 4 B*13, HBFP*(2)*7 4+1 4(12)4(9)101 45L - 18 F120*12, D150, 10*7 F164*12, D244, 14*7 120*12, D150, 100*7 164*12, D244, 164*7 1-4 All
  • 20% minimum damage (1012)
  • Possible to move Platinum around using joystick
  • 180F Heat Gauge Cooldown
  • Restores item count on hit
Miracle Jeanne
236236D
- - - - - - - - - - - 8T - - - - - - SF All
  • 180F Heat Gauge Cooldown
  • Transforms item listed on NEXT into Special form and equips it

Astral Heat

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Shining Layered Force
236236C
Death - - - - - all 5 B 5+31 3 5L +8 20 - - - - 1-36 All
  • 180F Heat Gauge Cooldown

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A 3 times, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
5B 6A 2B, 6B 5C, 2C, 6C, 3C 5D Special
5C 6A 6B 2C, 6C, 3C 5D Jump, Special
5D - - - - -
2A 5A, 2A 3 times, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Special
2B 6A 5B, 6B 5C, 2C, 6C, 3C 5D Special
2C - - - 5D Special
6A - 6B 5C, 2C, 6C 5D Jump, Special
6B - - - - -
6C* j.A j.B j.C, j.2C - Special, Jump
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Jump, Special
j.B j.A - j.C, j.2C j.D Jump, Special
j.C - - j.2C j.D Jump, Special
j.2C - - - - Jump, Special
j.D - - - - -
  • 6C puts Platinum airborne and can cancel into j.B, j.C, j.2C


Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only

BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc