BBTag/Platinum the Trinity/Frame Data

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Platinum the Trinity


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


System Data

name health prejump backdash forwarddash Unique Movement Options
Platinum the Trinity 17,000 4F 22F (1~7F Inv All)

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1000 All 6 2 11 -1 B 100 70 1 11 12 12 16 23 9 +0 +0
5A 1500 11 6 15 -4 B 100 80 3 16 17 17 22 31 11 +0 +2
5AA 1700 [2040] All 11 8 18 -7 B 100 75 [85] 4 18 Launch 60 + Down 23 [+ GBounce] Launch 75 + Down 23 [+ GBounce] 12 +0 +5
5AAA 1700 All 14 8 18 -7 B 100 85 4 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5
5AAAA 1700 All 18 4 30 -15 B 100 85 4 18 Launch 60 Launch 75 12 +0 +5
2A 1000 Low 6 3 10 -1 F 90 70 1 11 12 12 16 23 9 +0 +0
5B 1500 All 12 4 22 -9 B 6~15 H 90 80 3 16 17 24 22 38 11 +0 +2
5BB 1500 All 9 6 19 -8 B 100 80 3 16 17 20 22 34 11 +0 +2
5BBB 1700 [2040] All 10 6 20 -7 B 100 75 [85] 4 18 Launch 40 Launch 55 15 +0 +5
2B 1500 Low 10 3 21 -7 F 90 80 3 16 17 17 22 31 11 +0 +2
5C 800 High 22 3 24 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
Hammer Quake 0 Unblockable 1 1 P1 100 100 5 Launch 21 + Down 43 Launch 37 + Down 43 0 +0 +8
2C 1700 Low 12 3 24 -8 F 90 85 4 18 Launch 30 Launch 45 12 +0 +5
j.A 1700 High 12 4 13 H 80 85 4 18 19 19 24 34 12 +0 +5
j.AA 1500 High 8 6 9 H 80 80 3 16 17 19 22 33 11 +0 +2
j.B 600×4 High 9 4,4,4,2 24+2L H 100 80 3 16 17 17 22 31 4 +0 +2
j.C 1800 [2160] High 14 4 25+11L -8[-12] H 80 70 [80] 3 16 Launch 50 + GBounce Launch 64 + GBounce 15 [20] +0 +2


Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 2000 Throw 7~30 3 23 T 100 50 0, 4 Launch 60 + WBounce 0, 20 +0
AD Magical Bat 2000 [2500] Air Unblockable 11 4 43 -30 B 1~11 All 80 60 3 16 Launch 60 Launch 74 22 +0 +2
j.AD Air Magical Bat 2000 [2500] Air Unblockable 11 4 Until L+26 B 1~11 All 80 60 3 16 Launch 40 Launch 54 22 +0 +2


Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Mami Circular 2000 Low 13 15 23+11L -14 F 80 90 5 20 Launch 26 + Slide 5 Launch 42 + Slide 5 13 +0 +8
236B B Mami Circular 2000 High 20 15 16+7L -17~-3 H 80 90 5 20 Launch 60 + GBounce Launch 76 + GBounce 13 +0 +8
j.236A Air Persia 13 Until L+13
j.236A > X Air Persia Followups 1200 All 6 6 Until L+7 [16+3L] H 80 80 3 16 20 20 [40 + Slide 1] 25 34 [54 + Slide 1] 11 +0 +2
j.236B Swallow Moon earliest cancel at frame 14 Total: 90
214A A Magical Missile 650, 1500
[800, 1800]
All 22 Until Hit,11 Total: 48 -8 P1 80 90×2 3 [4, 3] 16 [18, 16] 17, Launch
[19, Launch]
17, 30
[19, 30]
22, Launch [24, Launch] 31, 44 [34, 44] 0/+1, 0 +1, +0 +3, +2 [+6, +2]
214B B Magical Missile 650, 1500
[800, 1800]
All 22 Until Hit,11 Total: 48 -8 P1 80 90×2 3 [4, 3] 16 [18, 16] 17, Launch
[19, Launch]
17, 30
[19, 30]
22, Launch [24, Launch] 31, 44 [34, 44] 0/+1, 0 +1, +0 +3, +2 [+6, +2]
j.214A A Magical Bomb 650, 1500
[800, 1800]
All 19 Until Hit,(2)15 Total: Until L+9 P1 80 90×2 1, 3 11, 16 17, Launch 12, 30
[14, 30]
21, Launch 23, 44
[25, 44]
0/+1, 0 +1, +0 +1, +2
j.214B B Magical Bomb 650, 1500
[800, 1800]
All 19 Until Hit,(2)15 Total: Until L+9 P1 80 90×2 1, 3 11, 16 17, Launch 12, 30
[14, 30]
21, Launch 23, 44
[25, 44]
0/+1, 0 +1, +0 +1, +2


Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Mami Circular 2400 All 18 15 18+10L -22 H 80 80 5 20 Launch 60 + WBounce 60 Launch 76 + WBounce 60 + WStick 40 13 +0 +8
j.236C EX Swallow Moon Earliest cancel at frame 9 Total: 90 4~End HBFP
214C EX Magical Missile (650, 1500)×3
[(800, 1800)×3]
All 19 [14] X(4)X(4)X
[X(21)X(21)X]
Total: 47
[Total: 76]
+10 [+20] P1 80 90×6 3 [4, 3] 16 [18, 16] 17, Launch
[19, Launch]
17, 30
[19, 30]
22, Launch [24, Launch] 31, 44 [34, 44] 0/+1, 0 +1, +0 +3, +2 [+6, +2]
j.214C EX Magical Bomb (650, 1500)×3
[(800, 1800)×3]
All 26 X(3)X(3)X Total: Until L+9 P 80 90×6 1, 3 11, 16 17, Launch 12, 30
[14, 30]
21, Launch 23, 44
[25, 44]
0/+1, 0 +1, +0 +1, +2


Partner Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P 1700 All (18)+18 7 18+9L -15 B 70 80 4 18 Launch 60 + GBounce 12 +0
6P Missile Missile 650, 1500
[800, 1800]
All (18)+23 Until Hit,10 Total: (17)+49 P1 70 90×2 3 [4, 3] 16 17, Launch 17, 30 [19, 30] 0/+1, 0 +1, +0
6P Boomerang Boomerang 900×2 [1100×2] All (18)+24 Total: (17)+43 P1 70 80 3 [4] 16 Launch 55 [60] 0/+7 +1
6P Bomb Bomb (650, 1500)×3
[(800, 1800)×3]
All (18)+20 X(3)X(3)X Total: (17)+41 P 70 90×6 1, 3 16 17, Launch 12, 30
[14, 30]
0/+1, 0 +1, +0
4P 1200 All (18)+13 4 19 B 70 80 4 18 Launch 60 12 +0
4P Cat Hammer Cat Hammer 1500 [2550] All 16 8 35 -24 B 70 85 4 18 Launch 70 + GBounce [80 + GBounce] 12 +0
4P Pan Pan 1500 [2550] All 18~39 6 30 -17 B 70 85 4 18 Crumple 50 60 15 [20] +0
4P Piko Hammer Piko Hammer 1000×2 [1200×2] All 18 Until L+4 26 -9 B 70 90 5 20 Launch 30 + Down 33 [30 + Down 23] 13 +0


Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Cure Dot Typhoon 990×13 [800×3, 670×20] All 5+(76 Flash)+3 4(12)4(9)6,9×9,5
[4(12)4(9)6,7,6×19,4]
47 -33 B 1~24 All 80 60 4 18×13 Launch 100×12 [×22], 150 + Down 49 Launch 115×12 [×22], 165 + Down 49 12×3, 0×10 [×20] +0 +5
j.236BC Air Cure Dot Typhoon 990×13 [800×3, 670×20] All 5+(70 Flash)+3 4(12)4(9)6,9×9,5
[4(12)4(9)6,7,6×19,4]
47 -33 B 1~24 All 80 60 4 18×13 Launch 100×12 [×22], 150 + Down 49 Launch 115×12 [×22], 165 + Down 49 12×3, 0×10 [×20] +0 +5
214BC Miracle Jeanne Total: 1+(125 Flash)+10 1~1 All
[1~1 All]
[2~11 P]
Distortion Skill Duo Cure Dot Typhoon 164×13 [167×2, 166, 100×20] All 1+(106 Flash)+1 4(12)4(9)6,9×10,5
[4(12)4(9)6,7,6×19,4]
53 -39 [-38] B 1~2 All 100 100 4 18×13 Launch 100×12 [×22], 150 + Down 49 Launch 115×12 [×22], 165 + Down 49 12×3, 0×10 [×20] +0 +5


Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Shining Layered Force All 10+(69 Flash)+15 3 Until L +4 P3 1~27 All 5 20 13


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBCS Platinum 5A.pngGuard:
All
Startup:
6
Recovery:
11
Advantage:
-1
[3]
4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5ABBCS Platinum 5B.pngGuard:
-
Startup:
11
Recovery:
15
Advantage:
-4
5AA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBCS Platinum CatStick5D.pngGuard:
All
Startup:
11
Recovery:
18
Advantage:
-7
[1]
5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAABBCS Platinum AirPersiaA.pngGuard:
All
Startup:
14
Recovery:
18
Advantage:
-7
5AAAA - - Special, Super
5AAAABBCP Platinum CT.pngGuard:
All
Startup:
18
Recovery:
30
Advantage:
-15
- - - Special, Super
2ABBCS Platinum 2A.pngGuard:
Low
Startup:
6
Recovery:
10
Advantage:
-1
[2]
5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5BBBCS Platinum 6A.pngGuard:
All
Startup:
12
Recovery:
22
Advantage:
-9
[1]
5A, 2A 5BB, 2B 5C, 2C Jump, Special, Super
5BBBBCS Platinum 5C.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-8
- 5BBB 5C, 2C Jump, Special, Super
5BBBBBCS Platinum FryingPan5D.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-7
- - - -
2BBBCS Platinum 2B.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-7
[1]
5A 5B 5C, 2C Jump, Special, Super
5CBBCS Platinum hammer5D.pngGuard:
High
Startup:
22
Recovery:
24
Advantage:
-10
- - - -
2CBBCS Platinum 3C.pngGuard:
Low
Startup:
12
Recovery:
24
Advantage:
-8
- - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBCS Platinum jC.pngGuard:
High
Startup:
12
Recovery:
13
Advantage:
-
j.AA j.B j.C Jump, Special, Super
j.AABBCS Platinum jB.pngGuard:
High
Startup:
8
Recovery:
9
Advantage:
-
- j.B j.C Jump, Special, Super
j.BBBCS Platinum j2C.pngGuard:
High
Startup:
9
Recovery:
24+2L
Advantage:
-
j.A - j.C Jump, Special, Super
j.CBBCS Platinum FryingPanjD.pngGuard:
High
Startup:
14
Recovery:
25+11L
Advantage:
-8[-12]
- - - Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string

Sources

https://docs.google.com/spreadsheets/d/1ZURVCsR_HSxNRXcIgZmFhSf7Ymh9tZxoIWtcO64329I/edit#gid=699842955

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