BBCF/Platinum the Trinity

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Platinum the Trinity
BBCF Platinum Portrait.png

Health: 11,000

Combo Rate: 60%

Jump Startup: 4

Backdash Time 22 / Invul: 1-7

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Balanced, Situational (Item dependent)
  

Overview[edit]

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 whose 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-based Drive.

Drive: Magical Symphony[edit]

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 while she has an item equipped, her 214D will throw her current item away with various different properties dependent on the item itself.

Platinum's Distortion Drive "Miracle Jeanne" replaces her current item for an upgraded version of the item listed as NEXT.

Overdrive: Magical Heart Catch[edit]

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".

Pros/Strengths[edit]

  • Various long range normals that have quick start-up times
  • Strong mixup tools
  • Great variation in Drive tools
  • Decent damage output

Cons/Weaknesses[edit]

  • Extremely situational gameplay due to RNG Drive
  • Poor defensive options
  • Can struggle with zoning

Normal Moves[edit]

5A[edit]
5A
BBCS Platinum 5A.png
Randomly attacks with one of three Rock-Paper-Scissors animations, the other two being Rock and Scissors.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
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[edit]
5B
BBCS Platinum 5B.png
Longest reach ground normal. Moves Plat forward a bit.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
580 SOJR HL 11 6 15 -4 B

Quick start-up, long reach, you'll be using this move to poke quite a bit. Combos into 3C > 236B at max range.


5C[edit]
5C
BBCS Platinum 5C.png
Go-to punish normal. Good damage on hit in corner.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
810 SOJR HL 9 6 19 -8 B

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.


2A[edit]
2A
BBCS Platinum 2A.png
Short range, low hitting poke.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSOJR LA 8 3 10 -1 F

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.


2B[edit]
2B
BBCS Platinum 2B.png
Very low hurtbox, easy to low profile certain attacks.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
560 SOR L 10 3 21 -10 F

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.


2C[edit]
2C
BBCS Platinum 2C.png
We /really/ lost loops.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
870 SOR HL 15 8 24 -13 B

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[edit]
6A
BBCS Platinum 6A.png
Anti-air.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
630 SOJR HL 12 4 22 -9 B

Plat's go-to anti-air, the head invulnerability kicks in rather quickly. Can be jump canceled on hit and block.


6B[edit]
6B
BBCS Platinum 6B.png
Hip Whip attack, Very unsafe on whiff!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
640 R HA 20 12 7(19 on whiff) -3 H

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.


6C[edit]
6C
BBCS Platinum 6C.png
Fatal, combo staple. Floats on hit again!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
950 SOJR all 19 5 21+5L -11 B

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.


3C[edit]
3C
BBCS Platinum 3C.png
Longest range next to 5B, downs on hit.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
850 SOR L 12 3 24 -8 F

Long reach sweep, can be easily confirmed into 236B. An important combo tool.


j.A[edit]
j.A
BBCS Platinum jA.png
Fast, self-cancelable infinitely.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSOJR HA 7 2 9 - H

Unremarkable air jab


j.B[edit]
j.B
BBCS Platinum jB.png
Very good for fuzzy guarding, and rising overheads.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
540 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[edit]
j.C
BBCS Platinum jC.png
Longest reaching air normal, best normal for spacing.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
830 SOJR HA 12 4 13 (4L) - H

Long reach air normal, can be used for jump ins and air to air battles.


j.2C[edit]
j.2C
BBCS Platinum j2C.png
Jump cancelable, but very low hitstun.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
450*3 SOJR HA 12 4,4,4(12) 18(2L) - H

This move has pitiful hit-stun, which makes it difficult to hit confirm. It's fairly useful for resetting pressure off a jump cancel.


Drive Moves[edit]

No Item[edit]
No Item
5D, j.D
BBCS Platinum noItem5D.png
Item GET! 5D and j.D have the same GET sprite.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Ground - - - - - 29T - -
Air - - - - - 28T - -

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.


Piko Hammer[edit]
Piko Hammer
5D
BBCS Platinum hammer5D.png
Guard Crushes on normal block.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1200 SR B 18 5 17 +1 B

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).


Air Piko Hammer[edit]
Air Piko Hammer
j.D
BBCS Platinum hammerjD.png
We lost... even more loops
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Air Hit 700 SR all 12 till L - - H
Ground Hit
Lv 1
800 R all - 3 20 +2 H
Ground Hit
Lv 2
900 R all - 3 20 +4 H
Ground Hit
Lv 3
1000 R all - 3 20 +6 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.


Piko Hammer Special[edit]
Piko Hammer Special
5D
BBCS Platinum superHammer5D.png
Loli SMASH.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Hit 1500 R B 16 5 18 +3 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.


Air Piko Hammer Special[edit]
Air Piko Hammer Special
j.D
BBCS Platinum superHammerjD.png
WE GOT LOOPS (AGAIN)! Comboable on any hit.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Air Hit 900 SR all 12 till L - - H
Ground Hit
Lv 1
1300 R all - 3 20 +4 H
Ground Hit
Lv 2
1500 R all - 3 20 +6 H
Ground Hit
Lv 3
1700 R all - 3 20 +8 H
Quake 0 R UNB 21 1 21 - HBFP*

Massive hitbox, it can still be used for IAD cross-ups and it has the same shockwave properties as the ground version if it whiffs.


Magical Bat[edit]
Magical Bat
5D, j.D
BBCS Platinum homerun5D.png
Also good in combos!
BBCS Platinum homerunjD.png
Essentially the same as ground Magical Bat.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
900 SR HL 11 4 26 -16 B
900 SR HA 11 4 26(9L) - H

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.

Air version has 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.


Magical Bat Special[edit]
Magical Bat Special
5D/j.jD
BBCS Platinum superHomerun5D.png
Comboable on normal hit for decent damage.
BBCS Platinum superHomerunjD.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1200 R HL 11 5 24 -10 B
1200 R HA 11 5 26(9L) - H

The bat gains an increase in size but not much else. Leads to combos even without a CH at least.


Magical Cat Hammer[edit]
Magical Cat Hammer
5D
BBCS Platinum CatStick5D.png
ZEA
BBCS Platinum CatStickjD.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
950 R all 11 8 20 -11 B
950 R HA 16 5 20(9L) - H

Fast and has an amazing hitbox, 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.


Magical Cat Hammer Special[edit]
Magical Cat Hammer Special
5D, j.D
BBCS Platinum superCatStick5D.png
Chill
BBCS Platinum superCatStickjD.png
Longest range jump attack ever!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1200 R all 11 8 21 -10 B
1200 R HA 14 5 20(9L) - H

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 hitbox.


Magical Frying Pan[edit]
Magical Frying Pan
5D
BBCS Platinum FryingPan5D.png
Spinning...!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
850 SR B 10 6 18 -7 B

Hardly any uses for this move as it is punishable on block, can be use for resets as it inflicts spin state on opponents, mostly used as combo filler.


Air Magical Frying Pan[edit]
Air Magical Frying Pan
j.D
BBCS Platinum FryingPanjD.png
Instant overheads!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
850 R HA 14 4 20(9L) -7 H

Using this immediately off the ground makes this a damn near instant overhead. Invaluable mix-up tool.


Magical Frying Pan Special[edit]
Magical Frying Pan Special
5D
BBCS Platinum Fan5D.png
Pretty good poking and anti-air tool.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1300 SR B 10 6 18 -5 B

This move has a pretty large hitbox, so it can be used to poke.


Air Magical Frying Pan Special[edit]
Air Magical Frying Pan Special
j.D
BBCS Platinum FanjD.png
Instant overhead with amazing reach, use it and abuse it.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1300 R HA 13 4 20(9f) - H

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 hitbox.


Magical Missile[edit]
Magical Missile
5D, j.D
BBCS Platinum Missile.png
Great tool for getting in as well as oki.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Ground 550, 600 R all 19 till L 40T +2 HBFP*(2), (1)
Air 550, 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.


Magical Missile Special[edit]
Magical Missile Special
5D, j.D
BBCS Platinum superMissile.png
Decent zoning and combo tool
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Ground 650, 1100 R all 19 till L 40T +2 HBFP*(2), (1)
Air 650, 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.


Magical Bomb[edit]
Magical Bomb
5D, 4D, 6D, j.D
BBCS Platinum Bomb.png
Decent anti-air and oki tool
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Ground 450, 800 R all 19 till L(7)15 40T - HBFP*
Air 450, 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.


Magical Bomb Special[edit]
Magical Bomb Special
5D, 4D, 6D, j.D
BBCS Platinum superBomb.png
The bigger, the better!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Ground 550, 1200 R all 19 till L(7)15 40T - HBFP*
Air 550, 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.


Magical Dreamy Box[edit]
Magical Dreamy Box
5D, j.D
BBCP Platinum box.png
It's a trap!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
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.


Magical Dreamy Box Special[edit]
Magical Dreamy Box Special
5D, j.D
BBCP Platinum Jack-in-the-Box.png
It's a tarp!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
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.


Magical Boomerang[edit]
Magical Boomerang
5D, j.D
BBCF Platinum Halo.png
Decent zoning tool
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Ground 800 R all 21 - 42T -4 -

Plat launches a halo shaped boomerang forward. It has one charge but the charge is restored if you "catch" the boomerang. Causes the opponent to spin on ground hit and launches the opponent slightly upward on air hit.

Air 800 R all 21 - 41T -4 -

Similar to the ground version.


Magical Boomerang Special[edit]
Magical Boomerang Special
5D, j.D
BBCF Platinum superHalo.png
Boomerang
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Ground 1100 R all 21 - 42T -2 -
Air 1100 R all 21 - 42T - -

Halo is larger and it seeks/tracks Platinum on the way back.


Universal Mechanics[edit]

Forward/Back Throw[edit]
Forward/Back Throw
BBCS Platinum throw.png
No longer eats bursts, but it's still a great throw. Wallbound glitch fixed too!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0*2, 1500 --*2, SR T (70) 7 3 23 - T

Can be special-canceled, combos into AH with Dream Sally


Air Throw[edit]
Air Throw
BBCS Platinum AThrow.png
Pretty easy to combo, even midscreen!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0*2, 1500 --*2, R T (100) 7 3 18+3L - T

Unremarkable air throw


Counter Assault[edit]
Counter Assault
BBCS Platinum 5B.png
Plat's CA. One of her few options for escape.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0 R all 13 4 29 -14 B

Uses 5B's animation


Crush Trigger[edit]
Crush Trigger
BBCP Platinum CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1000 R B 30~60 1 25 0 B

Unremarkable CT, Causes an wallbounce on midscreen hit, Wallsplats Opponent if it hits them in the air while in the corner


Special Moves[edit]

Air Persia [edit]
Air Persia
236A
BBCS Platinum AirPersia.png
Fun with pogos. Usually used to end air combos. Has Projectile Invulerable Properties now!
BBCS Platinum AirPersiaA.png
Forward!
BBCS Platinum AirPersiaB.png
Straight down!
BBCS Platinum AirPersiaC.png
Backward!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Movement - - - - - 34+6L - -

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.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Attack 450 R all 6 6 8L - H

In the air, after Air Persia, you can push A/B/C 3 times for 3 attacks. The third attack will knock the opponent down in front/directly below/behind of Platinum.


Mami Circular [edit]
Mami Circular
236B or 236C
BBCF Platinum MamiCircular2.png
Mami-san, or better known in America as Heart Car. Go-to combo tool. Fatal Counters!
BBCS Platinum MamiCircular.png
The C version has frame 1-9 body invul!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
236B 1100 R L 13 15 28 -10 B
236C 1300 R HA 20 10+till L 28 Varies H

The scrub go-to tool, the "Heart Car". Platinum rides a heart shaped board.

The B version flies across the ground, has sliding properties on hit and it hits low.

The C version flies at an arc which puts her in the air starting on frame 5. while it does not have enough body invul to be used as an reversal, This special attack can useful for dodging and punishing ground pokes with long recovery, projectiles such as Nu/Lambda's 5D or 236D, And Exceed Accels. keep in mind these instances are rare and usually require that you read your opponent. It leads to 4.4K+ combos in the corner or near the corner with meter. You don't want to throw this move out randomly as it is highly punishable on block. Mostly used as combo filler but it has repeat proration so use it accordingly.

C heart car frame advantage depends on when the move hits, which is different from character to character due to height.


Dream Sally [edit]
Dream Sally
214A/B/C
BBCS Platinum DreamSally.png
Excellent oki, catches rolls.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
A 800 R all 28 550 48T -6 HBFP*
B 800 R all 28 till offscreen 48T -6 HBFP*
C 800 R all 28 500 48T -6 HBFP*

Platinum's bubbles are one of her most used specials, and for good reason; they're amazing. When used after a Mami Circular in the corner, your opponent cannot roll or quick getup, forcing them to neutral tech and allowing you to pressure them freely. If they do try to roll towards a bubble, they'll get caught in it and you'll get a free combo! Chances are they won't be trying that again.

Bubbles can also be used as a way to make your opponent wary to approach; throwing out a B or C bubble from fullscreen will likely make them think twice before running at you, and will give you more time to switch items to whatever you want or to approach the opponent yourself. However, the bubble can be popped by almost any attack so exercise caution when using it as cover.


Swallow Moon [edit]
Swallow Moon
j.236C
BBCS Platinum SwallowMoon.png
Dawwww.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - - - - -

Platinum summons a balloon to suspend herself in midair for a short period of time. Use this move to bait anti-airs as you're coming down from the air, tiger-knee it to do mixups, or just do it to look cute.

You can cancel the move into barrier, burst, airthrow, or any air normal on frame 14 onwards. In CSE, this move has a bit more recovery. You'll most commonly be doing a tiger-knee motion with this move and immediately cancel it into j.B for a pretty quick overhead. This, however, is very prone to mashing so you have to condition the opponent with frame traps.


Falling Melody [edit]
Falling Melody
22C
BBCS Platinum AirPersiaA.png
Guaranteed 800 unprorated damage. Can only be used under certain circumstances!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
800 R all 14 8 18 - B

This move is mainly used as combo filler. However, you must knock the opponent down before you're allowed to use this move with one of the following: 3C, Air Throw, 236B, j.D (Hammer and Pan), 5D/j.D CH (Kitty Hammer), and Quake (Super Hammer Shockwave).


Mystique Momo [edit]
Mystique Momo
214D
BBCS Platinum MystiqueMomo.png
Good for 45 degree angle anti-airing and zoning of all kinds!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
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*

Platinum gets rid of one of her "melee items" (Hammer, Kitty, Pan, and Bat) by launching her unwanted item upward at a 45 degree angle. It can be used as a decent anti-air tool and leads to ridiculous damage on Counter Hit near the corner.

With the missiles equipped, Platinum launches all three missiles at once in an ascending pattern. Great for getting in and even better when used as oki mid-screen and in the corner. If you use it as oki mid-screen after 3C, you can use 236A to cross-the opponent up while they're blocking the first missile and they must block the remaining missiles in the opposite direction lest they want to get hurt. In that same light, if you have the Hammer listed as "NEXT" and you have 50 Heat, you'll want to use Miracle Jean the moment you recover form Mystique Momo and use the Quake for an unblockable setup.

With the super missiles equipped, Platinum rapidly launches her missiles one-by-one. Mainly used to punish stuff from across the screen.

With the bombs or super bombs equipped, Platinum launches all three bombs at once. The primary use for tossing all three bombs at once is for oki mid-screen. You'll want to cancel 3C into this and it will punish late rolls and grant you a huge amount of frame advantage.


Dramatic Sammy [edit]
Dramatic Sammy
41236D
BBCS Platinum DramaticSammy.png
Dashing command grab! Refills current item count (or equips new one) on successful hit.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0, 1500 --, R c.T (100) 24~45 3 25 - T

Arguably one of the worst command throws in the game due to its long start-up. However, it does have its uses when properly setup; if there's a random bubble floating behind your opponent, then you can throw them into it by using this move. It restores all of your currently equipped items and will equip the item listed as "NEXT" if you've yet to equip any items. It can now be Rapid Cancelled on hit, as well.


Happy Magicka[edit]
Happy Magicka
[2]8C
BBCP Platinum HappyMagicka1.png
Loli bait
BBCP Platinum HappyMagicka2.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Catch - - - - - 135T - -
Attack 100 R all 21 41 71T -33 HBFP*

Platinum taunts her opponent to attack her, and if attacked, launches a doll at the opponent that knocks down on hit. This move is a mixed bag; it blocks all normals and specials, which seems great on paper. However, the doll can be easily dodged by many characters with jump cancels on normals, and due to the long recovery after launching the doll, punishes are easy. Along with this, throws will beat the counter no matter what, so if you throw out the counter randomly, it can be easily punished by that as well. However, this move shines against characters who cannot easily bait it. Overall, it's a situational move that can shine against some characters, and flounders against others. Just don't get into the habit of using it as your only escape.


Distortion Drives[edit]

Cure Dot Typhoon [edit]
Cure Dot Typhoon
632146C, air OK
BBCS Platinum CureDotTyphoon.png
Invuln until the first hit, but not afterwards. Clashes with many attacks due to the amount of hits in rapid succession.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Ground 800*2, 260*11 R all 5+7 4(12)4(9)101 45 -31 B
Air 400*2, 260*11 R all 4+1 4(12)4(9)101 45L - B
Ground (OD) 800*2, 260*11, 200*7 R all 5+7 4(12)4(9)101 45 -31 B*13, HBFP*(2)*7
Air (OD) 400*2, 260*11, 200*7 R all 4+1 4(12)4(9)101 45L - B*13, HBFP*(2)*7

Platinum's reversal super as it has full body invulnerability frames on start-up, mostly used as a combo finisher. If you successfully land this move, it restores all of your currently equipped item's tokens and equips the item listed as "NEXT" if you've yet to equip any items.


Miracle Jeanne [edit]
Miracle Jeanne
236236D
BBCS Platinum MiracleJeanne.png
Invuln during superflash, but has one frame of recovery, so using as a ghetto DP is very discouraged.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - - 8T - -

"Loli Install". This super automatically gets rid of your currently equipped item and/or equips an upgraded version of the item listed as "NEXT". Don't even think of using this "install" super in the same way as you would with Ragna's Blood Kain or Bang's Furinkazan to avoid attacks. While it does have a bit of invulnerability during the superflash, this move has a bit of start-up prior to the superflash and not only that but if the opponent's move was already on its active frames during the super flash, you'll eat a Counter Hit. You can use this super during certain combos for high amounts of damage.

In Overdrive, Platinum upgrades her next two items.


Exceed Accel[edit]

Angelic Blast
ABCD during Overdrive
BBCF Platinum BlastAngel.png
Vroom, Vroom
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 600,800*3 - All Slow: 20
Fast: 10
3 23 0 -
Active Flow 600,800*4,1950 - All Slow: 20
Fast: 10
3 23 0 -
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

Platinum attacks the opponent with a bug net, then hops on her flying staff and rams the opponent several times. Puts Platinum in Active Flow if she hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.


Astral Heat[edit]

Shining Layered Force
236236C
BBCS Platinum ShiningLayeredForce.png
STARLIGHT BREAKER
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
DESTROYED - all 5+31 3 5L +9 B

Platinum ultimate attack, on hit an small cutscene window is shown. Platinum powers up and fires a beam of charged magical energy and Vaporizes her opponent. Like most Astrals, it can be confirmed off a throw. Options unique to Platinum are uses of Magical Pan/Fan (5D), or Bubble (214 A B C).


External References[edit]



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BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

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