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{| | ==Overview== | ||
| | {{CharLinks | ||
|charMainPage=BBCPE/Platinum the Trinity | |||
| | |videos=http://horibuna.web.fc2.com/BBCP/BBCP_PL.html | ||
|| | |forums=http://www.dustloop.com/forums/index.php?/forums/forum/147-platinum-the-trinity/ | ||
[[File:BBCP_Platinum_Portrait.png|350px | }} | ||
<div id="home-content" class="home-grid"> | |||
{{card|width=4 | |||
|content=A young girl with three personalities. One is Luna, a brash girl with a tendency to being rude (particularly towards Ragna). Another is Sena, a timid, kind boy who often tries to pick up after Luna's attitude. Lastly is Trinity, one of the six heroes who's soul is sealed in her Nox Nyctores, and can only surface very briefly at a time. Platinum's gameplay is mostly rushdown oriented, but is also very dependent on what item she has at the moment via her Random Number Generator (RNG) based Drive. | |||
}} | |||
{{card|width=2|height=3 | |||
|header=Platinum the Trinity | |||
|content=[[File:BBCP_Platinum_Portrait.png|350px]] | |||
{{CharData-BBCPE | |||
|health=10,500 | |health=10,500 | ||
|comboRate=70% | |comboRate=70% | ||
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;Movement Options | ;Movement Options | ||
:Double Jump, 1 Airdash, Dash type: Run | :Double Jump, 1 Airdash, Dash type: Run | ||
}} | }} | ||
{{card|width=4 | |||
{{ | |header=Drive: Magical Symphony | ||
|content=Magical Symphony is the aforementioned RNG based Drive which allows Platinum to "equip" an item to use in battle. When the battle starts, Platinum will have an item listed as NEXT. This item has been generated randomly at the start of the match. 5D or j.D will equip this item, and will assign another item randomly as NEXT. Each item has a number of uses, or "tokens"; once the token counter has been used up, the item will vanish, and pressing either 5D or j.D again will equip the item listed as NEXT. There is no way for Platinum to choose what item she would like to obtain (outside of Unlimited), but her 214D while equipped will throw her current item away with various different properties dependent on the item itself, and will be explained in detail later. | |||
Magical Symphony is the aforementioned RNG based Drive which allows Platinum to "equip" an item to use in battle. When the battle starts, Platinum will have an item listed as NEXT. This item has been generated randomly at the start of the match. 5D or j.D will equip this item, and will assign another item randomly as NEXT. Each item has a number of uses, or "tokens"; once the token counter has been used up, the item will vanish, and pressing either 5D or j.D again will equip the item listed as NEXT. There is no way for Platinum to choose what item she would like to obtain (outside of Unlimited), but her 214D while equipped will throw her current item away with various different properties dependent on the item itself, and will be explained in detail later. | |||
Platinum's Distortion Drive "Miracle Jeanne" replaces her current item for an upgraded version of the item listed as NEXT. | Platinum's Distortion Drive "Miracle Jeanne" replaces her current item for an upgraded version of the item listed as NEXT. | ||
|header2=Overdrive: Magical Heart Catch | |||
|content2=Platinum's Overdrive gives her infinite of whatever item she currently holds. No matter how much an item is used in OD, the stock counter will not decrease. This effect can also be stacked with "Miracle Jeanne". | |||
Platinum's Overdrive gives her infinite of whatever item she currently holds. No matter how much an item is used in OD, the stock counter will not decrease. This effect can also be stacked with "Miracle Jeanne". | |||
}} | |||
= | {{ProsAndCons | ||
|intro= | |||
|pros= | |||
* Various long range normals that have quick start-up times | * Various long range normals that have quick start-up times | ||
* Strong mixup tools | * Strong mixup tools | ||
* Great variation in Drive tools | * Great variation in Drive tools | ||
* Decent damage output | * Decent damage output | ||
|cons= | |||
* Extremely situational gameplay due to RNG Drive | * Extremely situational gameplay due to RNG Drive | ||
* Poor defensive options | * Poor defensive options | ||
}} | |||
</div> | |||
<br clear=all/> | <br clear=all/> | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
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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. | 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. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
Quick start-up, long reach, you'll be using this move to poke quite a bit. Combos into 3C > 236B at max range. | Quick start-up, long reach, you'll be using this move to poke quite a bit. Combos into 3C > 236B at max range. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
It has a decent start-up but it has a lot of recovery on whiff and not much horizontal range. Mostly used as combo filler. Can be jump canceled on hit and block. | It has a decent start-up but it has a lot of recovery on whiff and not much horizontal range. Mostly used as combo filler. Can be jump canceled on hit and block. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
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. | 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. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
This move has a quick start-up and has quite a bit of range to it. This move can be used to low profile under a handful of attacks. | This move has a quick start-up and has quite a bit of range to it. This move can be used to low profile under a handful of attacks. | ||
</div> | </div> | ||
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|} | |} | ||
This move is great for intercepting cross-up 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. | This move is great for intercepting cross-up 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. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
Plat's go-to anti-air, the head invulnerability kicks in rather quickly. Can be jump canceled on hit and block. | Plat's go-to anti-air, the head invulnerability kicks in rather quickly. Can be jump canceled on hit and block. | ||
</div> | </div> | ||
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Plat's unconventional overhead, it can be punished if not spaced correctly. Can only be followed-up if spaced correctly with a 5A/5C link. It's pretty fast for what it's worth. | Plat's unconventional overhead, it can be punished if not spaced correctly. Can only be followed-up if spaced correctly with a 5A/5C link. It's pretty fast for what it's worth. | ||
</div> | </div> | ||
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|} | |} | ||
It has foot invincibility, so it can be used to bait and punish 2A mash. Can be jump canceled on hit and block. Mostly used as combo filler. | It has foot invincibility, so it can be used to bait and punish 2A mash. Can be jump canceled on hit and block. Mostly used as combo filler. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
Long reach sweep, can be easily confirmed into 236B. An important combo tool. | Long reach sweep, can be easily confirmed into 236B. An important combo tool. | ||
</div> | </div> | ||
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|} | |} | ||
Unremarkable air jab | Unremarkable air jab | ||
</div> | </div> | ||
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|} | |} | ||
Pretty versatile move, it's 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. | Pretty versatile move, it's 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. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
Long reach air normal, can be used for jump ins and air to air battles. | Long reach air normal, can be used for jump ins and air to air battles. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
This move has pitiful hit-stun, which makes it difficult to hit confirm. It's fairly useful for resetting pressure off a jump cancel. | This move has pitiful hit-stun, which makes it difficult to hit confirm. It's fairly useful for resetting pressure off a jump cancel. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
Plat is vulnerable while equipping an item, make sure that you have plenty of space between yourself and your opponent before attempting to equip an item. | Plat is vulnerable while equipping an item, make sure that you have plenty of space between yourself and your opponent before attempting to equip an item. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
This move instantly guard crushes if the opponent doesn't Barrier block it. 214D sends this item flying upward, which makes it a situational anti-air (take that you flying animals). | This move instantly guard crushes if the opponent doesn't Barrier block it. 214D sends this item flying upward, which makes it a situational anti-air (take that you flying animals). | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
The 2nd hit guard crushes if the opponent doesn't Barrier block it. This move can be used for cross-ups 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 hit-stun it gains. | The 2nd hit guard crushes if the opponent doesn't Barrier block it. This move can be used for cross-ups 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 hit-stun it gains. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
Massive hit-box, apart from guard crushing the opponent if they don't Barrier block, this move creates an unblockable "shockwave" if it whiffs. The shockwave can only be avoided by jumping or by using a move with I-frames. | Massive hit-box, apart from guard crushing the opponent if they don't Barrier block, this move creates an unblockable "shockwave" if it whiffs. The shockwave can only be avoided by jumping or by using a move with I-frames. | ||
</div> | </div> | ||
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}} | }} | ||
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Massive hit-box, it can still be used for IAD cross-ups and it has the same shockwave properties as the ground version if it whiffs. | Massive hit-box, it can still be used for IAD cross-ups and it has the same shockwave properties as the ground version if it whiffs. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
I-frames starting on frame 1, a godsend at times, this "DP" can be used through the push of a button. Mashing this move during block stun can get you out of a sticky situation by finding gaps on block strings or get you into an even stickier situation if the opponent sees your mash coming and jump cancels a move to bait and punish it. 214D sends this item flying upward, sames as the hammer. | I-frames starting on frame 1, a godsend at times, this "DP" can be used through the push of a button. Mashing this move during block stun can get you out of a sticky situation by finding gaps on block strings or get you into an even stickier situation if the opponent sees your mash coming and jump cancels a move to bait and punish it. 214D sends this item flying upward, sames as the hammer. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
I-frames 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. | I-frames 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. | ||
</div> | </div> | ||
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|} | |} | ||
The bat gains an increase in size but not much else. Leads to combos even without a CH at least. | The bat gains an increase in size but not much else. Leads to combos even without a CH at least. | ||
</div> | </div> | ||
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|} | |} | ||
Same as above. | Same as above. | ||
</div> | </div> | ||
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Fast and has an amazing hit-box, great item to draw during neutral. Can be special canceled. 214D sends this item flying upward, just so that I don't keep repeating myself, all "melee" (bat, hammer, cat hammer, pan) items do this. | Fast and has an amazing hit-box, great item to draw during neutral. Can be special canceled. 214D sends this item flying upward, just so that I don't keep repeating myself, all "melee" (bat, hammer, cat hammer, pan) items do this. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
No longer an overhead ;( | No longer an overhead ;( | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
The neutral game belongs to Plat with this item equipped, she dares her opponent to push a button at this time. This item has a ridiculous hit-box. | The neutral game belongs to Plat with this item equipped, she dares her opponent to push a button at this time. This item has a ridiculous hit-box. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
Same as above, no longer an overhead ;( | Same as above, no longer an overhead ;( | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
Hardly any uses for this move as it is punishable on block, mostly used as combo filler. | Hardly any uses for this move as it is punishable on block, mostly used as combo filler. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
Using this immediately off the ground makes this a damn near instant overhead. Invaluable mix-up tool. | Using this immediately off the ground makes this a damn near instant overhead. Invaluable mix-up tool. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
This move has a pretty large hit-box, so it can be used to poke. | This move has a pretty large hit-box, so it can be used to poke. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
Used in the same way as the regular j.D but it has a bigger hit-box. Can be used to bait and punish certain anti-airs due to its hit-box. | Used in the same way as the regular j.D but it has a bigger hit-box. Can be used to bait and punish certain anti-airs due to its hit-box. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
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. | 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. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
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. | 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. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
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. 214D gets rid of all 3 bombs at once using those 3 angles mentioned before. | 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. 214D gets rid of all 3 bombs at once using those 3 angles mentioned before. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
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. | 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. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
Oh, the nerfs, they hurt. 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. | Oh, the nerfs, they hurt. 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. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
RIP treasure chest, well not really. This item is not as easy to disarm as the regular version. It will fire a rocket(?) vertically if the opponent gets near it. | RIP treasure chest, well not really. This item is not as easy to disarm as the regular version. It will fire a rocket(?) vertically if the opponent gets near it. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
RIP throw > AH. Can be special canceled. | RIP throw > AH. Can be special canceled. | ||
</div> | </div> | ||
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Unremarkable air throw | Unremarkable air throw | ||
</div> | </div> | ||
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Uses 5B's animation | Uses 5B's animation | ||
</div> | </div> | ||
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Unremarkable CT, rather difficult to incorporate into combos for more damage compared to other characters. | Unremarkable CT, rather difficult to incorporate into combos for more damage compared to other characters. | ||
</div> | </div> | ||
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}} | }} | ||
|} | |} | ||
This move is mainly used as an air combo finisher. By pushing A, B, or C after 236A, you'll be able to use its actual, damaging follow-ups. The interesting thing about this move is that it has projectile invulnerability starting on frame 8 and all the way until you land if you don't cancel it into any of the follow-ups and that it can be used to pass through the opponent in a similar way as Noel's Counter Assault. The former can be useful for dodging certain, slow projectiles such as Lambda's 214D or Jin's j.236D. The fact that the projectile I-frames don't kick in until frame 8 and the amount of recovery attached to this move means that the situations in which you can use this trait successfully are pretty limited. | This move is mainly used as an air combo finisher. By pushing A, B, or C after 236A, you'll be able to use its actual, damaging follow-ups. The interesting thing about this move is that it has projectile invulnerability starting on frame 8 and all the way until you land if you don't cancel it into any of the follow-ups and that it can be used to pass through the opponent in a similar way as Noel's Counter Assault. The former can be useful for dodging certain, slow projectiles such as Lambda's 214D or Jin's j.236D. The fact that the projectile I-frames don't kick in until frame 8 and the amount of recovery attached to this move means that the situations in which you can use this trait successfully are pretty limited. | ||
</div> | </div> | ||
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*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
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*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
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*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
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*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
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*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
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*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
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*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
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*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
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*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
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*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
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{{Navbar-BBCPE}} | {{Navbar-BBCPE}} | ||
[[Category:BBCPE Character]] | [[Category:BBCPE Character]] | ||
<templatestyles src="Template:Move Card/shared/styles.css" /> |
Revision as of 05:10, 18 January 2023
Overview
- Movement Options
- Double Jump, 1 Airdash, Dash type: Run
Magical Symphony is the aforementioned RNG based Drive which allows Platinum to "equip" an item to use in battle. When the battle starts, Platinum will have an item listed as NEXT. This item has been generated randomly at the start of the match. 5D or j.D will equip this item, and will assign another item randomly as NEXT. Each item has a number of uses, or "tokens"; once the token counter has been used up, the item will vanish, and pressing either 5D or j.D again will equip the item listed as NEXT. There is no way for Platinum to choose what item she would like to obtain (outside of Unlimited), but her 214D while equipped will throw her current item away with various different properties dependent on the item itself, and will be explained in detail later.
Platinum's Distortion Drive "Miracle Jeanne" replaces her current item for an upgraded version of the item listed as NEXT.- Various long range normals that have quick start-up times
- Strong mixup tools
- Great variation in Drive tools
- Decent damage output
- Extremely situational gameplay due to RNG Drive
- Poor defensive options
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 |
This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning) |
Normal Moves
5A
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
300 | CSOJR | all | 6 | 2 | 11 | -1 | - | - |
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.
5B
5C
2A
2B
2C
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
800 | SOR | HL | 15 | 8 | 24 | -13 | B | 9-22H |
This move is great for intercepting cross-up 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.
6A
6B
6C
3C
j.A
j.B
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
480 | SOJR | HA | 8 | 6 | 9 | - | H | - |
Pretty versatile move, it's 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.
j.C
j.2C
Drive Moves
5D/j.D (No Item)
5D (Piko Hammer)
j.D (Piko Hammer)
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Level 1 | 600 | R | all | 12 | till L | - | - | H | - |
Level 1 (2) | 600 | R | all | - | 6 | 17 | +3 | H | - |
Level 2 | 700 | R | all | - | till L | - | - | H | - |
Level 2 (2) | 700 | R | all | - | 6 | 17 | +6 | H | - |
Level 3 | 800 | R | all | - | till L | - | - | H | - |
Level 3 (2) | 800 | R | all | - | 6 | 17 | +8 | H | - |
Quake | 0 | R | UNB | 21 | 1 | 21 | - | HBFP* | - |
The 2nd hit guard crushes if the opponent doesn't Barrier block it. This move can be used for cross-ups 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 hit-stun it gains.
5D (Piko Hammer Special)
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul | |
---|---|---|---|---|---|---|---|---|---|
Hit | 2400 | R | B | 17 | 5 | 21 | +5 | B | - |
Quake | 0 | R | UNB | 21 | 1 | 21 | - | HBFP* | - |
Massive hit-box, apart from guard crushing the opponent if they don't Barrier block, this move creates an unblockable "shockwave" if it whiffs. The shockwave can only be avoided by jumping or by using a move with I-frames.
j.D (Piko Hammer Special)
5D (Magical Bat)
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
600 | R | HL | 11 | 4 | 26 | -11 | B | 1-11 All |
I-frames starting on frame 1, a godsend at times, this "DP" can be used through the push of a button. Mashing this move during block stun can get you out of a sticky situation by finding gaps on block strings or get you into an even stickier situation if the opponent sees your mash coming and jump cancels a move to bait and punish it. 214D sends this item flying upward, sames as the hammer.
j.D (Magical Bat)
5D (Magical Bat Special)
j.D (Magical Bat Special)
5D (Magical Cat Hammer)
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
800 | R | all | 11 | 8 | 20 | -9 | B | - |
Fast and has an amazing hit-box, great item to draw during neutral. Can be special canceled. 214D sends this item flying upward, just so that I don't keep repeating myself, all "melee" (bat, hammer, cat hammer, pan) items do this.
j.D (Magical Cat Hammer)
5D (Magical Cat Hammer Special)
j.D (Magical Cat Hammer Special)
5D (Magical Frying Pan)
j.D (Magical Frying Pan)
5D (Magical Frying Pan Special)
j.D (Magical Frying Pan Special)
5D, j.D (Magical Missile)
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Ground | 400, 600 | R | all | 19 | till L | 40T | +2 | HBFP*(2), (1) | - |
Air | 400, 600 | R | all | 19 | till L | 40T | - | HBFP*(2), (1) | - |
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.
5D, j.D (Magical Missile Special)
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Ground | 600, 1000 | R | all | 19 | till L | 40T | +2 | HBFP*(2), (1) | - |
Air | 600, 1000 | R | all | 19 | till L | 40T | - | HBFP*(2), (1) | - |
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 (Magical Bomb)
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Ground | 280, 800 | R | all | 19 | till L(7)15 | 40T | - | HBFP* | - |
Air | 280, 800 | R | all | 19 | till L(7)15 | 40T | - | HBFP* | - |
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. 214D gets rid of all 3 bombs at once using those 3 angles mentioned before.
5D, 4D, 6D, j.D (Magical Bomb Special)
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Ground | 420, 1200 | R | all | 19 | till L(7)15 | 40T | - | HBFP* | - |
Air | 420, 1200 | R | all | 19 | till L(7)15 | 40T | - | HBFP* | - |
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.
5D, j.D (Magical Dreamy Box)
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Ground | 1000 | - | HL | 3 | 20 | 41T | - | HBFP* | - |
Air | 1000 | - | HL | 3 | 20 | 47T | - | HBFP* | - |
Oh, the nerfs, they hurt. 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.
5D, j.D (Magical Dreamy Box Special)
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Ground | 800×2 | - | HL, all | 5 | 25, till offscreen | 41T | - | HBFP* | - |
Air | 800×2 | - | HL, all | 5 | 25, till offscreen | 47T | - | HBFP* | - |
RIP treasure chest, well not really. This item is not as easy to disarm as the regular version. It will fire a rocket(?) vertically if the opponent gets near it.
Universal Mechanics
Forward/Back Throw
Air Throw
Counter Assault
Crush Trigger
Special Moves
Air Persia
236A
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Movement | - | - | - | - | - | 34+6L | - | - | 8-34P |
Attack | 450 | R | all | 6 | 6 | 8L | - | H | - |
This move is mainly used as an air combo finisher. By pushing A, B, or C after 236A, you'll be able to use its actual, damaging follow-ups. The interesting thing about this move is that it has projectile invulnerability starting on frame 8 and all the way until you land if you don't cancel it into any of the follow-ups and that it can be used to pass through the opponent in a similar way as Noel's Counter Assault. The former can be useful for dodging certain, slow projectiles such as Lambda's 214D or Jin's j.236D. The fact that the projectile I-frames don't kick in until frame 8 and the amount of recovery attached to this move means that the situations in which you can use this trait successfully are pretty limited.
Mami Circular
236B
Dream Sally
214A/B/C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
A | 600 | R | all | 28 | 550 | 48T | -6 | HBFP* | - |
B | 600 | R | all | 28 | till offscreen | 48T | -6 | HBFP* | - |
C | 600 | R | all | 28 | 500 | 48T | -6 | HBFP* | - |
- List what the move is used for
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Swallow Moon
j.236C
Falling Melody
22C
Mystique Momo
214D
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Melee Item | 550 | R | all | 19 | till offscreen | 40T | +12 | HBFP* | - |
Magical Missile | 400, 600 | R | all | 19, 23, 27 | till corner | 42T | +8 | HBFP*(2), (1) | - |
Magical Missile Special | 600, 1000 | R | all | 19, 55, 91 | till corner | 114T | +3 | HBFP*(2), (1) | - |
Magical Bomb | 280, 800 | R | all | 19, 22, 25 | till L(7)15 | 40T | - | HBFP* | - |
Magical Bomb Special | 420, 1200 | R | all | 19, 22, 25 | till L(7)15 | 40T | - | HBFP* | - |
Magical Dreamy Box | 1000 | - | HL | 3 | 20 | 41T | - | HBFP* | - |
Magical Dreamy Box Special | 800×2 | - | HL, all | 5 | 25, till offscreen | 41T | - | HBFP* | - |
- List what the move is used for
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Dramatic Sammy
41236D
Happy Magicka
[2]8C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Catch | - | - | - | - | - | 135T | - | - | 1-105C |
Attack | 100 | R | all | 21 | 41 | 71T | -33 | HBFP* | 1-34 All |
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Distortion Drives
Cure Dot Typhoon
632146C, air OK
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Ground | 800×2, 260×11 | R | all | 5+7 | 4(12)4(9)101 | 45 | -31 | B | 1-12 All |
Air | 400×2, 260×11 | R | all | 4+1 | 4(12)4(9)101 | 45L | - | B | 1-4 All |
Ground (OD) | 800×2, 260×11, 200×7 | R | all | 5+7 | 4(12)4(9)101 | 45 | -31 | B*13, HBFP*(2)*7 | 1-12 All |
Air (OD) | 400×2, 260×11, 200×7 | R | all | 4+1 | 4(12)4(9)101 | 45L | - | B*13, HBFP*(2)*7 | 1-4 All |
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Miracle Jeanne
236236D
Astral Heat
Shining Layered Force
236236C
External References
- Japanese Name: プラチナ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread