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{ | ==Overview== | ||
{{BBCF/CharacterLinks}} | |||
<div id="home-content" class="home-grid"> | |||
{{card|width=4 | |||
|header=Overview | |||
|content=Platinum is a well-rounded character that can also be played as a setup or rushdown oriented character. Platinum's Drive lets her summon an item. Since the summon is random, it will often dictate how she can approach situations, and setup very dangerous mixup and offense. She is '''beginner friendly''' but also has one of the steepest learning curves in Blazblue due to her combo theory, the random nature of her drive and gameplay '''requiring the player to be flexible and adaptive''' to utilize it to its full potential. This makes her perfect for new players and experienced players. | |||
Her drive offers her a variety of tools from long range buttons, projectiles, traps, overheads, guard breaks, and even a reversal. Being able to power them up with her super Miracle Jeanne gives even more power and can be devastating in the right hands. | |||
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}} | }} | ||
{{BBCF/Infobox | |||
| fastestAttack = [[#5A|5A]] (6F) | |||
| reversal = [[#Magical Bat|Magical Bat]] (11F)<br/>[[#Cure Dot Typhoon|632146C]] (11F) | |||
| fatalStarter = [[#6C|6C]]<br/>[[#Mami Circular|236B/C]] | |||
|} | }} | ||
{{ | {{card|width=4 | ||
| | |header=Drive: Magical Symphony | ||
| | |content= | ||
Platinum's drive involves equipping and using one of 8 items temporarily, with each item having various different properties, use cases and properties. Pressing {{clr|D|D}} without any item equipped will equip the item shown as NEXT above Platinum's heat meter. Once equipped, that item will show a number next to its icon, indicating the number of times it can be used once it is lost as well as the next item waiting to be equipped once Platinum is done with the current one. | |||
The NEXT item isn't completely random; it's essentially a "deck" of 8 cards that get shuffled. Once all 8 items are used, this list is reshuffled and starts over, with the minor caveat that the game will never allow the same item to appear twice in a row as a result of this. | |||
Platinum's Distortion Drive "Miracle Jeanne" replaces her current item for an upgraded version of the NEXT item. | |||
|header2= Overdrive: Magical Heart Catch | |||
|content2= | |||
Platinum no longer uses up stocks with her drive. No matter how much an item is used in OD, the stock counter will not decrease. Items become self cancellable. | |||
'''Items that are self cancellable on whiff, block, and hit:''' | |||
*Magical Boomerang | |||
*Magical Do-Re-Mi Box | |||
*Magical Bomb | |||
'''Items that are self cancellable on block and on hit:''' | |||
*Magical Cat Hammer | |||
*Magical Piko Hammer | |||
*Magical Bat | |||
Magical Heart Catch can also be stacked with [[#Miracle Jeanne|Miracle Jeanne]]. | |||
}} | }} | ||
</div> | </div> | ||
=== | ==Normal Moves== | ||
===<big>{{clr|A|5A}}</big>=== | |||
{{BBCF Move Card | |||
|input=5A | |||
|description= | |||
Plat's fastest normal. While it hits all crouching opponents, 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. As the move is jump cancellable on block, it can lead into an instant overhead with TK Swallow Moon or Magical Frying Pan. | |||
The animation for Rock, Paper, Scissors is randomly selected and ''actually affects mirror matches!'' If you are both using 5A at the same time and the opponent uses the wrong animation (Rock when you're using Paper, for example), you will gain 7 frames of full invulnerability. | |||
*Can Jump Cancel on block/hit | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}} | |||
}} | |||
===<big>{{clr|B|5B}}</big>=== | |||
{{BBCF Move Card | |||
{{ | |input=5B | ||
| | |description= | ||
| | Quick start-up and long reach, you'll be using this move to poke quite a bit, although with its rather large hurtbox on the staff you should take caution when throwing it out against characters with strong footsie tools. Combos into {{clr|C|3C}} > {{clr|B|236B}} and sometimes {{clr|A|236A}} at max range. | ||
| | [[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}} | ||
}} | }} | ||
===<big>{{clr|C|5C}}</big>=== | |||
{{BBCF Move Card | |||
|input=5C | |||
|description= | |||
This move's quick start-up and good proration make it a great move to punish the opponent's mistakes, while its unimpressive horizontal range make it an impractical poke. As the move is jump cancellable on block, it can lead into an instant overhead with TK Swallow Moon or Magical Frying Pan. | |||
*Can Jump Cancel on block/hit | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}} | |||
}} | }} | ||
===<big>{{clr|A|2A}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=2A | ||
| | |description= | ||
| | One of the few {{clr|A|2A}}'s that hit low, this button can be used for pressuring the opponent along with {{clr|A|5A}}, as they can be canceled into one another. Because of it's short range even though it's a low it can whiff early in pressure if the opponent is barrier blocking. | ||
{{ | It's important to note that while this {{clr|A|2A}} is a low, it is also slower than most of the casts being 8f and is also short in it's range, making abare out a little more difficult. | ||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}} | |||
}} | }} | ||
===<big>{{clr|B|2B}}</big>=== | |||
{{BBCF Move Card | |||
|input=2B | |||
|description= | |||
This move has a quick start-up and decent range, useful as a poke. The lowered hurtbox lets the move low profile under many high-hitting attacks including jump-ins. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}} | |||
}} | }} | ||
===<big>{{clr|C|2C}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=2C | ||
| | |description= | ||
This move is great for intercepting crossup attempts since it hits both in 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. As the sprite suggests, the horizontal range is a bit terrible. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}} | |||
}} | }} | ||
===<big>{{clr|A|6A}}</big>=== | |||
{{BBCF Move Card | |||
|input=6A | |||
|description= | |||
Plat's go-to anti-air, the head invulnerability kicks in rather quickly. Also is jump cancellable on hit/block. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}} | |||
}} | }} | ||
===<big>{{clr|B|6B}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=6B | ||
| | |description= | ||
| | A very fast, far-reaching overhead that also serves a pressure reset button. At minimum distance, {{clr|B|6B}} can't be combo'd and is -3, but its advance and lengthy actives make it great for countering Barrier Block — For example, {{clr|A|5A}} → {{clr|A|5A}} → {{clr|B|6B}} ranges from +3 to +6; {{clr|A|5A}} → {{clr|C|5C}} → {{clr|B|6B}} can be +10. Platinum will press this to regain ground and get back into the opponent's face. | ||
As an overhead, it becomes more reactable the further out it is, but in exchange can link into her normals for decent reward. | |||
*At minimum distance, +3 on hit. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None | |||
}} | }} | ||
===<big>{{clr|C|6C}}</big>=== | |||
{{BBCF Move Card | |||
|input=6C | |||
|description= | |||
Frame trap move to beat out {{clr|A|2A}} mashes with its F invul. Also a key move for pressure resets since it cancels into air normals while also having a jump-cancel to bait anti-airs with. | |||
Often used in combo fillter | |||
*Fatal Counter. | |||
*Airborne on Frame 19 | |||
*Can Jump Cancel and cancel into some air normals on block/hit, but can only cancel after the active frames end (so you need to delay cancelling slightly) | |||
*Launches on hit. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}} | |||
}} | }} | ||
===<big>{{clr|C|3C}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=3C | ||
| | |description= | ||
Long reach sweep, can be easily confirmed into {{clr|B|236B}}. An important combo tool. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None | |||
}} | }} | ||
===<big>{{clr|A|j.A}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=j.A,j.AA |versioned=input | ||
|description= | |||
Unremarkable air jab. | |||
| | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}} | |||
{{ | |||
| | |||
| | |||
}} | |||
}} | }} | ||
===<big>{{clr|B|j.B}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=j.B | ||
| | |description= | ||
Pretty versatile move, its 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. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}} | |||
{{ | |||
| | |||
| | |||
}} | |||
}} | }} | ||
=== | ===<big>{{clr|C|j.C}}</big>=== | ||
{{ | {{BBCF Move Card | ||
| | |input=j.C | ||
| | |description= | ||
Long reach air normal, the downward hitbox makes the move better for jump-ins than moves that are similar to it such as Jin's {{clr|C|j.C}}, unreliable air to air at times because of the hurtbox on the staff. | |||
Long reach | |||
}} | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.2C}}, {{clr|D|j.D}} | |||
{{ | |||
| | |||
}} | |||
}} | }} | ||
===<big>{{clr|C|j.2C}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=j.2C | ||
| | |description= | ||
One of Platinum's strangest moves, {{clr|C|j.2C}} is a relatively quick air button with a sizeable hitbox, but the move has such pitifully low hitstun and blockstun it is difficult to convert off of. Ideally, this move should be jump or landing cancelled on the final hit, otherwise it will leave you minus even on hit (such performing {{clr|C|j.2C}} in the early part of an airdash). The extremely low hitstun allows Platinum to green throw the opponent after landing from a {{clr|C|j.2C}} with only a very slight delay. Can also be used to reset pressure by jump cancelling it. Otherwise the move is mostly useful for disrupting enemy attacks by just being a big hitbox for a reasonable active time. | |||
}} | |||
}} | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None | |||
| | |||
}} | }} | ||
<br style="clear:both;"/> | |||
==Drive Moves== | ==Drive Moves== | ||
{{ | ===<big>No Item</big>=== | ||
{{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}} | |||
|input=5D, j.D | {{BBCF Move Card | ||
| | |input=5D,j.D |versioned=input | ||
| | |description= | ||
Platinum stands in place and equips her next item. Very vulnerable during animation, so it is best done mid-combo, in a blockstring once the opponent is respecting her pressure, or at a range the opponent cannot challenge. | |||
Can used to bait certain Counter Assaults if you're crazy. | |||
Item draw is based on a similar principle to a tetris grab bag or deck of cards. Think of Platinum as starting each round with a "bag" of her 8 items. When the round starts, she takes one random item out and places it in the next slot. Each time she presses {{clr|D|5D}}/{{clr|D|j.D}} without an item equipped, she equips the item in the NEXT slot, then takes another item out of the bag to fill in the slot. When the bag is empty and she tries to pull out another item, she will refill the bag and draw a random item, with the exception that the item drawn into the NEXT slot cannot be the same as the one equipped. Essentially, each item must be drawn once before there can be a repeat, and no item can appear twice in a row. | |||
*Equips your next item and draws a random one into the NEXT slot. | |||
*Stops all momentum when used in air. | |||
*The item Platinum has equipped can be identified by the colour of the orb at the end of Platinum's staff (as well as a few other effects): | |||
**None: Depends on colour palette. | |||
**Piko Hammer: Red | |||
**Cat Hammer: Blue | |||
**Frying Pan: Green | |||
**Bat: Orange | |||
**Boomerang: White | |||
**Box: Purple | |||
**Missile: Cyan | |||
**Bomb: Yellow | |||
*The special versions of each of the above have an extra orb-like effect around the staff head. | |||
}} | }} | ||
===<big>Piko Hammer</big>=== | |||
{{InputBadge|{{clr|D|5D}}}} | |||
{{BBCF Move Card | |||
|input=5D Hammer | |||
|description= | |||
This move guard crushes for a combo if the opponent doesn't Barrier it, and is plus on block if they do. | |||
* 2 uses. | |||
}} | }} | ||
===<big>Air Piko Hammer</big>=== | |||
{{ | {{InputBadge|{{clr|D|j.D}} }} | ||
| | {{BBCF Move Card | ||
| | |input=j.D Hammer | ||
| | |description= | ||
The 2nd hit guard crushes if the opponent doesn't Barrier it. This move can be used for crossups 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 hitstun it gains. At level 3 the move will cause a ground bounce on hit. | |||
}} | }} | ||
===<big>Piko Hammer Special</big>=== | |||
{{InputBadge|{{clr|D|5D}}}} | |||
{{BBCF Move Card | |||
|input=5D Hammer Special,Quake |versioned=input | |||
|description= | |||
Massive hitbox, apart from guard crushing the opponent if they don't Barrier Guard, this move creates an unblockable shockwave if it whiffs. The shockwave can only be avoided by jumping or by using a move that is completely invulnerable. | |||
*Bonus Proration 110%. | |||
}} | }} | ||
===<big>Air Piko Hammer Special</big>=== | |||
{{ | {{InputBadge|{{clr|D|j.D}}}} | ||
{{BBCF Move Card | |||
| | |input=j.D Hammer Special,Air Quake |versioned=input | ||
|description= | |||
Massive hitbox, it can still be used for IAD crossups and it has the same shockwave properties as the ground version if it whiffs. | |||
*Bonus Proration 110%. | |||
{{ | |||
}} | }} | ||
===<big>Magical Bat</big>=== | |||
{{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}} | |||
{{BBCF Move Card | |||
|input=5D Bat,j.D Bat |versioned=input | |||
|description= | |||
* 3 uses. | |||
*Wall splats in the corner. | |||
*Wall bounces at midscreen on CH. | |||
----'''Ground Version''' | |||
Platinum's meterless reversal that can be used as a regular normal. Just as punishable as most reversals. {{clr|D|214D}} sends this item flying upward, same as the hammer. At midscreen on non CH, can be followed up with {{clr|C|236C}}. During OD, because it can be cancelled into itself on block, you can potentially stuff opponents attempting to punish this on block if you have another bat left. | |||
*Floats opponent. | |||
----'''Air Version''' | |||
The air version is fully invuln 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. | |||
*Overhead. | |||
}} | }} | ||
===<big>Magical Bat Special</big>=== | |||
{{InputBadge|{{clr|D|5D}}/{{clr|D|j.D}}}} | |||
{{BBCF Move Card | |||
|input=5D Bat Special,j.D Bat Special |versioned=input | |||
The | |description= | ||
The bat increases in size and damage. Wall splats in the corner for longer. | |||
*Bonus Proration 110%. | |||
}} | }} | ||
===<big>Magical Cat Hammer</big>=== | |||
{{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}} | |||
{{BBCF Move Card | |||
|input=5D Cat Stick,j.D Cat Stick |versioned=input | |||
|description= | |||
Fast and has an amazing hitbox at the tip of the hammer and skinnier hitboxes at the handle area, great item to draw during neutral. Can be special canceled. {{clr|D|214D}} sends this item flying upward, just like all "melee" (bat, hammer, cat hammer, pan) items. | |||
* 5 uses. | |||
}} | }} | ||
===<big>Magical Cat Hammer Special</big>=== | |||
{{ | {{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}} | ||
| | {{BBCF Move Card | ||
| | |input=5D Cat Hammer Special,j.D Cat Hammer Special |versioned=input | ||
|description= | |||
The neutral game belongs to Plat with this item equipped. This item's ridiculous hitbox and fast startup means Plat can react to most anything and immediately punish. A godsend against rushdown characters. | |||
*Bonus Proration 110%. | |||
}} | }} | ||
===<big>Magical Frying Pan</big>=== | |||
{{InputBadge|{{clr|D|5D}}}} | |||
{{BBCF Move Card | |||
|input=5D Pan | |||
|description= | |||
Hardly any uses for this move as it is punishable on block, it inflicts spin state on opponents so it be can be used for resets or to fish for favorable trades against strong footsie buttons (I.e. Susano'o {{clr|B|5B}}), mostly used as combo filler. | |||
* 4 uses. | |||
}} | }} | ||
===<big>Air Magical Frying Pan</big>=== | |||
{{ | {{InputBadge|{{clr|D|j.D}}}} | ||
{{BBCF Move Card | |||
|input=j.D Pan | |||
|description= | |||
Using this immediately off the ground makes this a damn near instant overhead. Invaluable mix-up tool. Keep in mind that's -1 on block if it's used this way. | |||
| | |||
*Ground bounces. | |||
{{ | |||
}} | }} | ||
===<big>Magical Frying Pan Special</big>=== | |||
{{ | {{InputBadge|{{clr|D|5D}}}} | ||
{{BBCF Move Card | |||
|input=5D Pan Special | |||
|description= | |||
This move has a pretty large hitbox, so it can be used to poke and start off impressively damaging combo. Generally can be used in any combo the normal version can be used, just with better damage and scaling properties. | |||
| | |||
}} | |||
}} | }} | ||
===<big>Air Magical Frying Pan Special</big>=== | |||
{{ | {{InputBadge|{{clr|D|j.D}}}} | ||
| | {{BBCF Move Card | ||
| | |input=j.D Pan Special | ||
|description= | |||
Used in the same way as the regular {{clr|D|j.D}} but it has a bigger hitbox. Can be used to bait and punish certain anti-airs due to its hitbox. | |||
*Fatal Counter. | |||
*Bonus Proration 110%. | |||
}} | }} | ||
===<big>Magical Missile</big>=== | |||
{{ | {{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}} | ||
| | {{BBCF Move Card | ||
| | |input=5D Missile,j.D Missile |versioned=input | ||
| | |description= | ||
| | 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 {{clr|D|214D}}. Specially useful to use after knockdown in the corner for oki. | ||
| | * 3 uses. | ||
*{{clr|D|214D}} consumes remaining missiles and fires them at once. | |||
**Fires them all at once stacked above each other. | |||
}} | |||
}} | }} | ||
===<big>Magical Missile Special</big>=== | |||
{{ | {{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}} | ||
| | {{BBCF Move Card | ||
| | |input=5D Missile Special,j.D Missile Special |versioned=input | ||
| | |description= | ||
| | 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 {{clr|D|214D}} will fire all 3 missiles in quick succession. | ||
*Bonus Proration 110%. | |||
*Can cancel into itself on Frame 23, to a maximum of 3 missiles launched. | |||
}} | |||
}} | }} | ||
===<big>Magical Bomb</big>=== | |||
{{ | {{InputBadge|{{clr|D|5D}}, {{clr|D|4D}}, {{clr|D|6D}}, {{clr|D|j.D}}}} | ||
| | {{BBCF Move Card | ||
| | |input=5D Bomb,j.D Bomb |versioned=input | ||
| | |description= | ||
| | Plat can control where the bomb will land the moment before she fires it by pushing {{clr|D|4D}}, {{clr|D|5D}}, {{clr|D|6D}}. As you might have guessed, {{clr|D|4D}} sends the bomb flying near Plat, {{clr|D|5D}} sends the bomb flying a bit ahead of Plat, while {{clr|D|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. | ||
| | |||
* 3 uses. | |||
*Only uses alternate arcs if direction is held. | |||
*{{clr|D|214D}} launches up to 3 remaining bombs in close arcs to {{clr|D|4D}} | |||
}} | |||
}} | }} | ||
===<big>Magical Bomb Special</big>=== | |||
{{ | {{InputBadge|{{clr|D|5D}}, {{clr|D|4D}}, {{clr|D|6D}}, {{clr|D|j.D}}}} | ||
| | {{BBCF Move Card | ||
| | |input=5D Bomb Special,j.D Bomb Special |versioned=input | ||
|description= | |||
*Bonus Proration 110%. | |||
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 {{clr|D|214D}} animation as the regular version. | |||
Super sized | |||
}} | |||
}} | }} | ||
===<big>Magical Do-Re-Mi Box</big>=== | |||
{{ | {{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}} | ||
| | {{BBCF Move Card | ||
| | |input=5D Summon Box,j.D Summon Box,Summoned Box |versioned=input | ||
|description= | |||
Plat drops a present trap box thing that springs out when the opponent gets near it. The present has 700 health and can be destroyed with a strong enough hit, though since it sits on the ground most characters' only decent option to break it will be their {{clr|C|3C}}. A decent move to keep an area of the screen in check but can be disarmed in various ways. The boxes disappear after 12 seconds. Summoning a box while 2 boxes on screen will cause the oldest box to disappear. | |||
Plat | |||
* 2 uses. | |||
*Maximum of 2 presents at any time. | |||
}} | }} | ||
===<big>Magical Do-Re-Mi Box Special</big>=== | |||
{{ | {{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}} | ||
| | {{BBCF Move Card | ||
| | |input=5D Summon Box Special,j.D Summon Box Special,Summoned Box Special |versioned=input | ||
|description= | |||
The super box has 1000 health, making it much harder for opponent's to destroy, and you get 4 uses as opposed to 2 (but the limit of 2 active at once remains). It will spring out a cat rocket vertically if the opponent gets near it, launching a projectile upwards as a second hit that may whiff on some crouchers. The chest vanishes after 17 seconds. Neither the chest nor any rockets disappear if Platinum is hit. This item shines in neutral but also in her corner oki. | |||
*Bonus Proration 110%. | |||
}} | }} | ||
===<big>Magical Boomerang</big>=== | |||
{{ | {{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}} | ||
| | {{BBCF Move Card | ||
| | |input=5D Boomerang,j.D Boomerang |versioned=input | ||
|description= | |||
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. | 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. | ||
* 1 use. | |||
*Restores charge if boomerang is caught. | |||
*Air CH causes untech until landing | |||
}} | }} | ||
===<big>Magical Boomerang Special</big>=== | |||
{{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}} | |||
{{BBCF Move Card | |||
|input=5D Boomerang Special,j.D Boomerang Special |versioned=input | |||
|description= | |||
Halo is larger and seeks/tracks Platinum on the way back. | |||
Air version is slower and travels in an elliptical path (you know like a boomerang). Combining this move with a upback or backward air dash makes it really hard for the opponent to approach | |||
and enables Platinum to take space by running behind the halo. | |||
*Bonus Proration 110%. | |||
}} | }} | ||
<br style="clear:both;"/> | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | |||
{{ | {{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}} | ||
| | {{BBCF Move Card | ||
|input=B+C | |||
| | |description= | ||
| | Can be special-canceled, combos into AH with Dream Sally. | ||
*100% minimum damage: 1500 | |||
*Crumple stuns opponent. | |||
Can be special-canceled, combos into AH with Dream Sally | |||
}} | }} | ||
===<big>Air Throw</big>=== | |||
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}} | |||
{{BBCF Move Card | |||
|input=j.B+C | |||
|description= | |||
Standard air throw. | |||
*100% minimum damage: 1500 | |||
}} | }} | ||
===<big>Counter Assault</big>=== | |||
{{ | {{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}} | ||
| | {{BBCF Move Card | ||
| | |input=6A+B | ||
| | |description= | ||
| | Uses {{clr|B|5B}}'s animation. | ||
}} | |||
}} | }} | ||
===<big>Crush Trigger</big>=== | |||
{{ | {{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}} | ||
| | {{BBCF Move Card | ||
| | |input=5A+B,5[A+B] |versioned=input | ||
| | |description= | ||
| | Standard Crush Trigger with some nice properties on air hit. | ||
*Air hit wall bounces at midscreen. | |||
*Air hit wall splats in corner. | |||
}} | }} | ||
<br style="clear:both;"/> | |||
==Special Moves== | ==Special Moves== | ||
{{ | ===<big>Air Persia</big>=== | ||
| | {{InputBadge|{{clr|A|236A}} (Air OK)}} | ||
|input=236A | {{BBCF Move Card | ||
|input=236A,j.236A,236A~A/B/C,A Finisher,B Finisher, C Finisher |versioned=input | |||
| | |description= | ||
| | Platinum leaps forward on her pogo stick and performs up to 3 follow-up attacks. This move is mainly used as combo filler, though it has varying applications in pressure and neutral. Using the {{clr|A|A}} or {{clr|C|C}} follow-ups will change Platinum's forward momentum, allowing easier management of her spacing. Can be used to end corner combos with {{clr|C|3C}} > {{clr|A|236A}}~{{clr|B|B}}{{clr|C|C}}{{clr|A|A}} for safe oki (see notes in [[/Strategy|Strategy]] section). Can be used to pass through or over the opponent to confuse them on defense. The projectile invulnerability on the ground version can be useful for dodging certain slow projectiles such as Lambda's {{clr|D|214D}} or Tsubaki's {{clr|A|421A}}. | ||
| | The air version lacks the ground version's projectile invulnerability, but sends Platinum significantly higher. This additional height is useful for stabilizing juggle combos or crossing over standing opponents. The main visual difference between the air and ground versions is that the ground version has a seal below Platinum, while the air version does not. | ||
| | |||
| | *Stance that lasts until Platinum lands. | ||
| | *After activation, pressing {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} will perform a follow-up attack. | ||
*The {{clr|A|A}} follow-up hits in front, {{clr|B|B}} hits directly below, and {{clr|C|C}} hits behind Platinum. | |||
*The third attack will knock the opponent down in the same direction as the button used. | |||
*Ground version has projectile invulnerability from frame 5 until landing or activating a follow-up attack. | |||
}} | }} | ||
===<big>Mami Circular</big>=== | |||
{{ | {{InputBadge|{{clr|B|236B}}/{{clr|C|C}}}} | ||
{{BBCF Move Card | |||
|input=236B,236C |versioned=input | |||
|description= | |||
| | |||
{{ | |||
}} | |||
The scrub go-to tool, the "Heart Car". Platinum rides a heart shaped board. | 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 B version flies across the ground, has sliding properties on hit and it hits low. A staple combo filler in the corner. | ||
The C version flies at an arc which puts her in the air starting on frame 5. | 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 a reversal, this special attack can useful for dodging and punishing ground pokes with long recovery, projectiles such as Nu/Lambda's {{clr|D|5D}} or {{clr|D|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. | C heart car frame advantage depends on when the move hits, which is different from character to character due to height. Depending on character, hits crouchers between 25-28F. It does not combo on air hit unless it was a counterhit, in which case a microdash {{clr|A|5A}} can be linked. | ||
}} | |||
*Both moves can Fatal Counter. | |||
}} | }} | ||
===<big>Dream Sally</big>=== | |||
{{ | {{InputBadge|{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}}} | ||
{{BBCF Move Card | |||
|input=214A/B/C | |input=214A/B/C | ||
| | |description= | ||
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. | 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. | 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. | ||
}} | |||
*Traps opponent in a bubble for about 1 second. | |||
*Bubbles can be popped by all non-throw attacks. | |||
<table class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="Open" data-collapsetext="Close" width:100%; max-width: 500px;"> | |||
<tr><th colspan="4"; style="text-align: center>214X OTG Table (Face down KD)</th></tr> | |||
<tr><th colspan="2"; style="text-align: center>214X</th><th style="text-align: center>214B Only</th><th style="text-align: center>Whiffs</th></tr> | |||
<tr><td style="vertical-align:top> | |||
{{CLabel|BBCF|Arakune|label=Arakune}}<br> | |||
{{CLabel|BBCF|Azrael|label=Azrael}}<br> | |||
{{CLabel|BBCF|Bang Shishigami|label=Bang}}<br> | |||
{{CLabel|BBCF|Celica A. Mercury|label=Celica}}<br> | |||
{{CLabel|BBCF|Hakumen|label=Hakumen}}<br> | |||
{{CLabel|BBCF|Izanami|label=Izanami}}<br> | |||
{{CLabel|BBCF|Jubei|label=Jubei}}<br> | |||
{{CLabel|BBCF|Kagura Mutsuki|label=Kagura}}<br> | |||
{{CLabel|BBCF|Litchi Faye Ling|label=Litchi}}<br> | |||
{{CLabel|BBCF|Mai Natsume|label=Mai}}<br> | |||
</td><td style="vertical-align:top> | |||
{{CLabel|BBCF|Nine the Phantom|label=Nine}}<br> | |||
{{CLabel|BBCF|Naoto Kurogane|label=Naoto}}<br> | |||
{{CLabel|BBCF|Rachel Alucard|label=Rachel}}<br> | |||
{{CLabel|BBCF|Ragna the Bloodedge|label=Ragna}}<br> | |||
{{CLabel|BBCF|Susano'o|label=Susanoo}}<br> | |||
{{CLabel|BBCF|Iron Tager|label=Tager}}<br> | |||
{{CLabel|BBCF|Taokaka|label=Taokaka}}<br> | |||
{{CLabel|BBCF|Tsubaki Yayoi|label=Tsubaki}}<br> | |||
{{CLabel|BBCF|Valkenhayn R. Hellsing|label=Valkenhayn}}<br> | |||
</td><td style="vertical-align:top> | |||
{{CLabel|BBCF|Carl Clover|label=Carl}}<br> | |||
{{CLabel|BBCF|Es|label=Es}}<br> | |||
{{CLabel|BBCF|Hazama|label=Hazama}}<br> | |||
{{CLabel|BBCF|Jin Kisaragi|label=Jin}}<br> | |||
{{CLabel|BBCF|Relius Clover|label=Relius}}<br> | |||
{{CLabel|BBCF|Yuuki Terumi|label=Terumi}}<br> | |||
</td><td style="vertical-align:top> | |||
{{CLabel|BBCF|Amane Nishiki|label=Amane}}<br> | |||
{{CLabel|BBCF|Bullet|label=Bullet}}<br> | |||
{{CLabel|BBCF|Hibiki Kohaku|label=Hibiki}}<br> | |||
{{CLabel|BBCF|Izayoi|label=Izayoi}}<br> | |||
{{CLabel|BBCF|Lambda-11|label=Lambda}}<br> | |||
{{CLabel|BBCF|Makoto Nanaya|label=Makoto}}<br> | |||
{{CLabel|BBCF|Mu|label=Mu}}<br> | |||
{{CLabel|BBCF|Noel Vermillion|label=Noel}}<br> | |||
{{CLabel|BBCF|Nu-13|label=Nu}}<br> | |||
{{CLabel|BBCF|Kokonoe|label=Kokonoe}}<br> | |||
{{CLabel|BBCF|Platinum the Trinity|label=Platinum}}<br> | |||
</td></tr> | |||
</table> | |||
}} | }} | ||
===<big>Swallow Moon</big>=== | |||
{{ | {{InputBadge|{{clr|C|j.236C}}}} | ||
{{BBCF Move Card | |||
|input=j.236C | |input=j.236C | ||
|description= | |||
Platinum summons a balloon to suspend herself in midair for a short period of time. Pops on Frame 79. 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 mess with people. TK j.236C pressure is very prone to mashing, so make sure to mix it up with frame traps to keep the opponent guessing. | |||
*Can move with any directional input. | |||
*Maintains air dash momentum. | |||
*Cancellable with any air move or with barrier on frame 14 onwards. | |||
*Can be TK'd from 5A and 5C into a j.B overhead, j.4A+B > 2A/B low, or j.4A+B > 4/6B+C throw. | |||
}} | }} | ||
===<big>Dramatic Sammy</big>=== | |||
{{InputBadge|{{clr|D|41236D}}}} | |||
{{BBCF Move Card | |||
|input=41236D | |||
|description= | |||
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. | |||
*Runs about 3/4 screen. | |||
*Refreshes current item counter or equips "NEXT" item if nothing is equipped. | |||
*Rapid Cancellable on hit. | |||
}} | }} | ||
===<big>Mystic Momo</big>=== | |||
{{ | {{InputBadge|{{clr|D|214D}} With any item equipped}} | ||
| | {{BBCF Move Card | ||
|input | |input=214D Melee,214D Projectile |versioned=input | ||
| | |description= | ||
Platinum performs an attack with her currently equipped weapon consuming all remaining charges. The attack varies based on what she has equipped: | |||
For her melee items (i.e. Piko Hammer, Cat Hammer, Pan and Bat), Platinum launches it 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. | |||
Melee items boosted with {{MMC|input=236236D|label=Miracle Jeanne}} will be launched in an arc to hit the bottom corner instead of 45 degrees up. The exception being if it is one of the aforementioned items, where it will follow its stated pattern. | |||
With the missiles equipped, Platinum launches all remaining missiles at once in an ascending pattern, with each missile briefly remaining stationary before zooming forwards and the lowest one moving away first. Great for getting in and even better when used as oki mid-screen and in the corner since it creates an extremely active wall of pain that is difficult to avoid having to block. If you use it as oki mid-screen after {{clr|C|3C}}, you can use {{clr|A|236A}} to crossup the opponent 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 from Mystique Momo and use the Quake for an unblockable setup. | |||
With the super missiles equipped, Platinum rapidly launches her missiles one-by-one as if she fired them normally (To a maximum of three). Mainly used to punish stuff from across the screen but also deals a significant amount of chip and barrier damage. | |||
With | With presents or super presents equipped, both are launched equidistant from each other. If only one remains, it is launched to the further position from Platinum. | ||
With the super | With the bombs or super bombs equipped, Platinum launches all remaining bombs at once. The primary use for tossing all three bombs at once is for oki mid-screen since it covers a huge amount of space vertically and horizontally. You'll want to cancel {{clr|C|3C}} into this and it will punish late rolls and grant you a huge amount of frame advantage. | ||
If Magical Boomerang is equipped, this move functions no differently to just pressing {{clr|D|5D}}. | |||
}} | }} | ||
===<big>Happy Magika</big>=== | |||
{{InputBadge|{{clr|C|[2]8C}}}} | |||
{{BBCF Move Card | |||
|input=[2]8C,[2]8C Attack |versioned=input | |||
|description= | |||
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 or simply waiting 105 frames 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. | |||
*30F charge | |||
*Damage from the projectile cannot end the round | |||
}} | }} | ||
===<big>Fallen Melody</big>=== | |||
{{ | {{InputBadge|{{clr|C|22C}} near downed opponent (Air OK)}} | ||
{{BBCF Move Card | |||
|input= | |input=22C | ||
| | |description= | ||
| | Platinum leaps forward on her pogo stick halfscreen and attempts to hit the opponent OTG. {{clr|C|22C}} is only available after the opponent has been put in a knockdown state, and as such sees limited use outside of combos. Interestingly, if Platinum OTGs the opponent with another attack, {{clr|C|22C}} remains available until the opponent recovers, which allows combos such as corner {{clr|C|3C}} > {{clr|B|236B}} > {{clr|C|5C}} > {{clr|A|6A}} > {{clr|C|6C}} > {{clr|C|22C}} to be a viable route. Most commonly, this move is used to convert after a midscreen {{clr|B|236B}} or Quake (Super Hammer Shockwave), though on starters with good scaling it can be used as above to extend an air combo. Moves that naturally combo into {{clr|C|22C}} include {{clr|C|3C}}, Air Throw, {{clr|B|236B}}, {{clr|D|j.D}} (Hammer and Pan), {{clr|D|5D}}/{{clr|D|j.D}} CH (Kitty Hammer), and Quake (Super Hammer Shockwave). | ||
*Combo Filler and Ender. | |||
*Only available after the opponent is put in a knockdown state. | |||
*Can be Rapid Cancelled for 50% meter to extend long-range confirms. | |||
}} | }} | ||
<br style="clear:both;"/> | |||
==Distortion Drives== | ==Distortion Drives== | ||
===<big>Cure Dot Typhoon</big>=== | |||
{{ | {{InputBadge|{{clr|C|632146C}} (air OK)}} | ||
{{BBCF Move Card | |||
| | |input=632146C,j.632146C,632146C OD Followup |versioned=input | ||
|description= | |||
Platinum spins around like a spinning top and deals repeating damage on contact. During the move, you can control Platinum's movement in all directions with direction inputs. If the final hit lands (Which it basically will if any of the preceding hits land), your opponent will be launched away, and platinum will perform an ending pose that restores currently equipped item's tokens (Including special versions!), or equips the item listed as "NEXT" if you have none equipped. During overdrive, the final hit is also the trigger for the followup attack. | |||
This move has full startup invulnerability and good damage, with the air version having notably less startup (but landing recovery). As a combo ender, the ability to move around during the move is useful for creating more or less distance afterwards if it wasn't used to end the round. | |||
*Though the air version hits just before the superflash ends, the opponent will be able to block even if they were not blocking before the flash. However, they will not be able to attempt any other actions, such as a reversal or OD activation. | |||
Platinum's | |||
}} | }} | ||
===<big>Miracle Jeanne </big>=== | |||
{{ | {{InputBadge|{{clr|D|236236D}}}} | ||
{{BBCF Move Card | |||
|input=236236D | |input=236236D | ||
|description= | |||
An upgrade super. This automatically gets rid of the currently equipped item and moves onto an enhanced form of the next one. The effects vary wildly depending on the item, but is overall a very powerful and versatile super for neutral, okizeme, and high damage routes. It has little recovery and can be used relatively safely in neutral, or even in combos. | |||
In Overdrive, Platinum upgrades her next two items. | In Overdrive, Platinum upgrades her next two items which is extremely useful considering she has unlimited item use until the timer runs out. | ||
*Upgrades and equips NEXT item, discarding her current item. | |||
*In Overdrive, Upgrades NEXT item and whichever item replaced its slot. | |||
*Using this move while an upgraded Item is the first slot will still replace it. | |||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Exceed Accel== | ==Exceed Accel== | ||
===<big>Angelic Blast</big>=== | |||
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}} | |||
{{BBCF Move Card | |||
|input=A+B+C+D | |||
|description= | |||
| | *[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]] | ||
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 been in it already. Has full invul and is relatively unsafe on block. The pushback on block is solid, but characters with fast pokes can microdash and punish, and there are even less requirements on Instant Block. This move's vertical hitbox is deceptively small. | |||
*300/632 Minimum Damage | |||
*Switches sides with opponent. | |||
}} | }} | ||
<br style="clear:both;"/> | |||
<br clear | |||
==Astral Heat== | ==Astral Heat== | ||
===<big>Shining Layered Force </big>=== | |||
{{InputBadge|{{clr|C|236236C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}} | |||
{{BBCF Move Card | |||
|input=236236C | |input=236236C | ||
|description= | |||
Platinum's Astral has one of the nicer hitboxes to work with, albeit with a deadzone directly in front of her. On hit, Platinum powers up and fires a beam of charged magical energy and vaporizes her opponent. Like most Astrals, it can be confirmed from a throw. Options unique to Platinum are uses of Magical Pan/Fan ({{clr|D|5D}}), or Bubble ({{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}). Performed grounded, leaves Platinum in the air for four frames after recovery. | |||
*Fires a fullscreen beam projectile. | |||
Platinum | |||
}} | }} | ||
== | <br style="clear:both;"/> | ||
==Colors== | |||
{{BBCFColors|Size=120|Character=Platinum}} | |||
< | ==Navigation== | ||
<center>{{Character Label|BBCF|Platinum the Trinity|size=42px}}</center> | |||
{{ | {{BBCF/CharacterLinks}} | ||
| | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
| | |||
| | {{BBCF/Navigation}} | ||
}} | |||
{{ | |||
Latest revision as of 02:15, 14 December 2023
Overview
Platinum is a well-rounded character that can also be played as a setup or rushdown oriented character. Platinum's Drive lets her summon an item. Since the summon is random, it will often dictate how she can approach situations, and setup very dangerous mixup and offense. She is beginner friendly but also has one of the steepest learning curves in Blazblue due to her combo theory, the random nature of her drive and gameplay requiring the player to be flexible and adaptive to utilize it to its full potential. This makes her perfect for new players and experienced players.
Her drive offers her a variety of tools from long range buttons, projectiles, traps, overheads, guard breaks, and even a reversal. Being able to power them up with her super Miracle Jeanne gives even more power and can be devastating in the right hands.Health |
11,000 |
Prejump |
4F |
Backdash |
22F (1~7F Inv All, 2~15 airborne) |
Unique Movement Options |
Swallow Moon |
Fastest Attack |
5A (6F) |
Reversals |
Magical Bat (11F) 632146C (11F) |
Fatal Starters |
6C 236B/C |
Platinum's drive involves equipping and using one of 8 items temporarily, with each item having various different properties, use cases and properties. Pressing D without any item equipped will equip the item shown as NEXT above Platinum's heat meter. Once equipped, that item will show a number next to its icon, indicating the number of times it can be used once it is lost as well as the next item waiting to be equipped once Platinum is done with the current one.
The NEXT item isn't completely random; it's essentially a "deck" of 8 cards that get shuffled. Once all 8 items are used, this list is reshuffled and starts over, with the minor caveat that the game will never allow the same item to appear twice in a row as a result of this.
Platinum's Distortion Drive "Miracle Jeanne" replaces her current item for an upgraded version of the NEXT item.Platinum no longer uses up stocks with her drive. No matter how much an item is used in OD, the stock counter will not decrease. Items become self cancellable. Items that are self cancellable on whiff, block, and hit:
- Magical Boomerang
- Magical Do-Re-Mi Box
- Magical Bomb
Items that are self cancellable on block and on hit:
- Magical Cat Hammer
- Magical Piko Hammer
- Magical Bat
Normal Moves
5A
Plat's fastest normal. While it hits all crouching opponents, 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. As the move is jump cancellable on block, it can lead into an instant overhead with TK Swallow Moon or Magical Frying Pan.
The animation for Rock, Paper, Scissors is randomly selected and actually affects mirror matches! If you are both using 5A at the same time and the opponent uses the wrong animation (Rock when you're using Paper, for example), you will gain 7 frames of full invulnerability.
- Can Jump Cancel on block/hit
Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D
5B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
580 | Mid | 11 | 6 | 15 | -4 | -5 | B |
Quick start-up and long reach, you'll be using this move to poke quite a bit, although with its rather large hurtbox on the staff you should take caution when throwing it out against characters with strong footsie tools. Combos into 3C > 236B and sometimes 236A at max range.
Gatling options: 6A, 2B, 6B, 5C, 2C, 6C, 3C, 5D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
5C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
810 | Mid | 9 | 6 | 19 | -8 | -7 | B |
This move's quick start-up and good proration make it a great move to punish the opponent's mistakes, while its unimpressive horizontal range make it an impractical poke. As the move is jump cancellable on block, it can lead into an instant overhead with TK Swallow Moon or Magical Frying Pan.
- Can Jump Cancel on block/hit
Gatling options: 6A, 6B, 2C, 6C, 3C, 5D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
2A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
300 | Low/Air | 8 | 3 | 10 | -1 | +6 | F |
One of the few 2A's that hit low, this button can be used for pressuring the opponent along with 5A, as they can be canceled into one another. Because of it's short range even though it's a low it can whiff early in pressure if the opponent is barrier blocking.
It's important to note that while this 2A is a low, it is also slower than most of the casts being 8f and is also short in it's range, making abare out a little more difficult.
Gatling options: 5A, 2A, 5B, 2B, 6B, 5C, 2C, 3C, 5D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 80 | 1 |
2B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
560 | Low | 10 | 3 | 21 | -10 | -7 | F |
This move has a quick start-up and decent range, useful as a poke. The lowered hurtbox lets the move low profile under many high-hitting attacks including jump-ins.
Gatling options: 6A, 5B, 6B, 5C, 2C, 6C, 3C, 5D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 85 | 2 |
2C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
870 | Mid | 15 | 8 | 24 | -13 | -20 | B | 9~22 H |
This move is great for intercepting crossup attempts since it hits both in 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. As the sprite suggests, the horizontal range is a bit terrible.
Gatling options: 5D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 82 | 4 |
6A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
630 | Mid | 12 | 4 | 22 | -9 | -11 | B | 6~15 H |
Plat's go-to anti-air, the head invulnerability kicks in rather quickly. Also is jump cancellable on hit/block.
Gatling options: 6B, 5C, 2C, 3C, 5D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 89 | 3 |
6B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
640 | High/Air | 20 | Until L | 23 (7) | -3 | H |
A very fast, far-reaching overhead that also serves a pressure reset button. At minimum distance, 6B can't be combo'd and is -3, but its advance and lengthy actives make it great for countering Barrier Block — For example, 5A → 5A → 6B ranges from +3 to +6; 5A → 5C → 6B can be +10. Platinum will press this to regain ground and get back into the opponent's face.
As an overhead, it becomes more reactable the further out it is, but in exchange can link into her normals for decent reward.
- At minimum distance, +3 on hit.
Gatling options: None
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 90 | 79 | 3 |
- Bonus Proration 110%
- Has shortened landing recovery animation (7) on hit/block
- Airborne from frame 20, active until landing
- Active frames can be altered by external forces
6C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
950 | Mid | 19 | 5 | 27+5L | -16 | B | 3~26 F |
Frame trap move to beat out 2A mashes with its F invul. Also a key move for pressure resets since it cancels into air normals while also having a jump-cancel to bait anti-airs with.
Often used in combo fillter
- Fatal Counter.
- Airborne on Frame 19
- Can Jump Cancel and cancel into some air normals on block/hit, but can only cancel after the active frames end (so you need to delay cancelling slightly)
- Launches on hit.
Gatling options: j.B, j.C, j.2C, j.D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 84 | 5 |
- Fatal Counter
- Jump/special cancellable on hit/block, or whiff cancellable into j.B/j.C/j.2C, from frame 24
- Airborne from Frame 19
- Recovery duration can be altered by external forces
3C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
850 | Low | 12 | 3 | 24 | -8 | -12 | F |
Long reach sweep, can be easily confirmed into 236B. An important combo tool.
Gatling options: None
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 92 | 4 |
j.A
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
j.A | 300 | High/Air | 7 | 2 | 9 | H | |||
j.AA | 300 | High/Air | 6 | 2 | 9 | H |
Unremarkable air jab.
Gatling options: j.A, j.B, j.C, j.2C, j.D
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.A | Normal | 80 | 80 | 1 | |||||||||||||||||||||||||||||||||||
j.AA | Normal | 80 | 80 | 1 |
j.AA:
- Cancels into j.AAA, which is identical to j.AA except that it loops back to j.A instead, i.e. the fourth j.A (and each third j.A following) has 7-frame startup
j.B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
540 | High/Air | 8 | 6 | 9 | H |
Pretty versatile move, its 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.
Gatling options: j.A, j.C, j.2C, j.D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 85 | 2 |
j.C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
830 | High/Air | 12 | 4 | 13+4L | H |
Long reach air normal, the downward hitbox makes the move better for jump-ins than moves that are similar to it such as Jin's j.C, unreliable air to air at times because of the hurtbox on the staff.
Gatling options: j.2C, j.D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
- Counterhit state ends late, frames 16-17 (first 2 frames of recovery) are still CH state
j.2C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
450×3 | High/Air | 12 | 4,4,4 | 18+2L | H |
One of Platinum's strangest moves, j.2C is a relatively quick air button with a sizeable hitbox, but the move has such pitifully low hitstun and blockstun it is difficult to convert off of. Ideally, this move should be jump or landing cancelled on the final hit, otherwise it will leave you minus even on hit (such performing j.2C in the early part of an airdash). The extremely low hitstun allows Platinum to green throw the opponent after landing from a j.2C with only a very slight delay. Can also be used to reset pressure by jump cancelling it. Otherwise the move is mostly useful for disrupting enemy attacks by just being a big hitbox for a reasonable active time.
Gatling options: None
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 80 | 1 |
- Landing recovery only applies if move reaches active frames
Drive Moves
No Item
5D, j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D | 29 | ||||||||
j.D | 28 |
Platinum stands in place and equips her next item. Very vulnerable during animation, so it is best done mid-combo, in a blockstring once the opponent is respecting her pressure, or at a range the opponent cannot challenge. Can used to bait certain Counter Assaults if you're crazy.
Item draw is based on a similar principle to a tetris grab bag or deck of cards. Think of Platinum as starting each round with a "bag" of her 8 items. When the round starts, she takes one random item out and places it in the next slot. Each time she presses 5D/j.D without an item equipped, she equips the item in the NEXT slot, then takes another item out of the bag to fill in the slot. When the bag is empty and she tries to pull out another item, she will refill the bag and draw a random item, with the exception that the item drawn into the NEXT slot cannot be the same as the one equipped. Essentially, each item must be drawn once before there can be a repeat, and no item can appear twice in a row.
- Equips your next item and draws a random one into the NEXT slot.
- Stops all momentum when used in air.
- The item Platinum has equipped can be identified by the colour of the orb at the end of Platinum's staff (as well as a few other effects):
- None: Depends on colour palette.
- Piko Hammer: Red
- Cat Hammer: Blue
- Frying Pan: Green
- Bat: Orange
- Boomerang: White
- Box: Purple
- Missile: Cyan
- Bomb: Yellow
- The special versions of each of the above have an extra orb-like effect around the staff head.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D | |||||||||||||||||||||||||||||||||||||||
j.D |
5D:
- Draws item on Frame 9
- Counter Hit state for entire move
j.D:
- Draws item on Frame 9
- Counter Hit state for entire move
Piko Hammer
5D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
1200 | Guard Break 37/Barrier | 16 | 5 | 17 | +6 | -11 | B |
This move guard crushes for a combo if the opponent doesn't Barrier it, and is plus on block if they do.
- 2 uses.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 82 | 4 |
Air Piko Hammer
j.D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
700, see notes | All, Guard Break 37/Barrier | 12 | Until L, 3 | 20 | +2/+4/+6 | H |
The 2nd hit guard crushes if the opponent doesn't Barrier it. This move can be used for crossups 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 hitstun it gains. At level 3 the move will cause a ground bounce on hit.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 82×2 | 4 |
- 2nd hit damage is 800/900/1000 depending on height
- At tall height, second hit also ground bounces opponent
Piko Hammer Special
5D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D Hammer Special | 1500 | Guard Break 48/Barrier | 16 | 5 | 18 | +8 | -11 | B | |
Quake | 0 | Unblockable | 21 | 1 | P2 |
Massive hitbox, apart from guard crushing the opponent if they don't Barrier Guard, this move creates an unblockable shockwave if it whiffs. The shockwave can only be avoided by jumping or by using a move that is completely invulnerable.
- Bonus Proration 110%.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Hammer Special | Long | 80 | 84 | 5 | |||||||||||||||||||||||||||||||||||
Quake | Long | 70 | 94 | 5 |
5D Hammer Special:
- Bonus Proration 110%
Quake:
- Quake only appears if hammer strike whiffs
Air Piko Hammer Special
j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
j.D Hammer Special | 900, see notes | All, Guard Break 48/Barrier | 12 | Until L, 3 | 20 | +4/+6/+8 | H | ||
Air Quake | 0 | Unblockable | After L, 4 | 1 | P2 |
Massive hitbox, it can still be used for IAD crossups and it has the same shockwave properties as the ground version if it whiffs.
- Bonus Proration 110%.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.D Hammer Special | Long | 80 | 84×2 | 5 | |||||||||||||||||||||||||||||||||||
Air Quake | Long | 70 | 94 | 5 |
j.D Hammer Special:
- 2nd hit damage is 1300/1500/1700 depending on height
- At tall height, second hit also ground bounces opponent
- Bonus Proration 110%
Air Quake:
- Quake only appears if hammer strike whiffs
Magical Bat
5D, j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D Bat | 900 | Mid | 11 | 4 | 26 | -16 | -14 | B | 1~11 All |
j.D Bat | 900 | High/Air | 11 | 8 | 22+6L | H | 1~11 All |
- 3 uses.
- Wall splats in the corner.
- Wall bounces at midscreen on CH.
Ground Version
Platinum's meterless reversal that can be used as a regular normal. Just as punishable as most reversals. 214D sends this item flying upward, same as the hammer. At midscreen on non CH, can be followed up with 236C. During OD, because it can be cancelled into itself on block, you can potentially stuff opponents attempting to punish this on block if you have another bat left.
- Floats opponent.
Air Version
The air version is fully invuln 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.
- Overhead.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Bat | Very Short | 60 | 75 | 2 | |||||||||||||||||||||||||||||||||||
j.D Bat | Very Short | 60 | 75 | 2 |
5D Bat:
- Counter Hit state for entire move
- Reversal
j.D Bat:
- Counter Hit state for entire move
- Landing recovery only applied if move reaches frame 5
- Reversal
Magical Bat Special
5D/j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D Bat Special | 1200 | Mid | 11 | 5 | 24 | -10 | -13 | B | 1~15 All |
j.D Bat Special | 1200 | High/Air | 11 | 10 | 21+6L | H | 1~15 All |
The bat increases in size and damage. Wall splats in the corner for longer.
- Bonus Proration 110%.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Bat Special | Very Short | 60 | 82 | 4 | |||||||||||||||||||||||||||||||||||
j.D Bat Special | Very Short | 60 | 82 | 4 |
5D Bat Special:
- Bonus Proration 110%
- Counter Hit state for entire move
- Reversal
j.D Bat Special:
- Bonus Proration 110%
- Counter Hit state for entire move
- Landing recovery only applies if move reaches frame 5
- Reversal
Magical Cat Hammer
5D, j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D Cat Stick | 950 | All | 11 | 8 | 20 | -11 | -12 | B | |
j.D Cat Stick | 950 | All | 16 | 5 | 20+4L | H |
Fast and has an amazing hitbox at the tip of the hammer and skinnier hitboxes at the handle area, great item to draw during neutral. Can be special canceled. 214D sends this item flying upward, just like all "melee" (bat, hammer, cat hammer, pan) items.
- 5 uses.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Cat Stick | Long | 80 | 79 | 3 | |||||||||||||||||||||||||||||||||||
j.D Cat Stick | Long | 80 | 89 | 3 |
j.D Cat Stick:
- Landing recovery applies when move reaches frame 4
Magical Cat Hammer Special
5D, j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D Cat Hammer Special | 1200 | All | 11 | 8 | 21 | -10 | -13 | B | |
j.D Cat Hammer Special | 1200 | All | 14 | 5 | 20+4L | H |
The neutral game belongs to Plat with this item equipped. This item's ridiculous hitbox and fast startup means Plat can react to most anything and immediately punish. A godsend against rushdown characters.
- Bonus Proration 110%.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Cat Hammer Special | Long | 80 | 82 | 4 | |||||||||||||||||||||||||||||||||||
j.D Cat Hammer Special | Long | 80 | 92 | 4 |
5D Cat Hammer Special:
- Bonus Proration 110%
j.D Cat Hammer Special:
- Bonus Proration 110%
- Landing recovery applies when move reaches frame 4
Magical Frying Pan
5D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
850 | Mid | 10 | 6 | 18 | -7 | -7 | B |
Hardly any uses for this move as it is punishable on block, it inflicts spin state on opponents so it be can be used for resets or to fish for favorable trades against strong footsie buttons (I.e. Susano'o 5B), mostly used as combo filler.
- 4 uses.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 79 | 3 |
Air Magical Frying Pan
j.D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
850 | High/Air | 15 | 4 | 20 | H |
Using this immediately off the ground makes this a damn near instant overhead. Invaluable mix-up tool. Keep in mind that's -1 on block if it's used this way.
- Ground bounces.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 79 | 3 |
Magical Frying Pan Special
5D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
1300 | Mid | 10 | 6 | 18 | -5 | -7 | B |
This move has a pretty large hitbox, so it can be used to poke and start off impressively damaging combo. Generally can be used in any combo the normal version can be used, just with better damage and scaling properties.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 82 | 4 |
- Fatal Counter
- Bonus Proration 110%
Air Magical Frying Pan Special
j.D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
1300 | High/Air | 13 | 4 | 20 | H |
Used in the same way as the regular j.D but it has a bigger hitbox. Can be used to bait and punish certain anti-airs due to its hitbox.
- Fatal Counter.
- Bonus Proration 110%.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 82 | 4 |
- Fatal Counter
- Bonus Proration 110%
Magical Missile
5D, j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D Missile | 550, 600 | All | 19 | Until Hit, 10 | Total: 40 | +2 | P2 | ||
j.D Missile | 550, 600 | All | 19 | Until Hit, 10 | Total: 40 | P2 |
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.
- 3 uses.
- 214D consumes remaining missiles and fires them at once.
- Fires them all at once stacked above each other.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Missile | Normal | 80 | 80 | 3 | |||||||||||||||||||||||||||||||||||
j.D Missile | Normal | 80 | 80 | 3 |
5D Missile:
- During OD, cancellable into another missile from frame 24
- Chip Damage 0%, 10%: 60
- Counter Hit state for entire move
j.D Missile:
- During OD, cancellable into another missile from frame 24
- Chip Damage 0%, 10%: 60
- Counter Hit state for entire move
Magical Missile Special
5D, j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D Missile Special | 650, 1100 | All | 19 | Until Hit, 10 | Total: 40 | +10 | P2 | ||
j.D Missile Special | 650, 1100 | All | 19 | Until Hit, 10 | Total: 40 | P2 |
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.
- Bonus Proration 110%.
- Can cancel into itself on Frame 23, to a maximum of 3 missiles launched.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Missile Special | Normal | 80 | 80 | 4, 3 | |||||||||||||||||||||||||||||||||||
j.D Missile Special | Normal | 80 | 80 | 4, 3 |
5D Missile Special:
- Bonus Proration 110%
- During OD, cancellable into another missile from frame 24 onwards
- Chip Damage 0%, 10%: 110
- Counter Hit state for entire move
j.D Missile Special:
- Bonus Proration 110%
- During OD, cancellable into another missile from frame 24
- Chip Damage 0%, 10%: 110
- Counter Hit state for entire move
Magical Bomb
5D, 4D, 6D, j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D Bomb | 450, 800 | All | 19 | Until Hit (7) 15 | Total: 40 | +8 | P1 | ||
j.D Bomb | 450, 800 | All | 19 | Until Hit (7) 15 | Total: 40 | P1 |
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.
- 3 uses.
- Only uses alternate arcs if direction is held.
- 214D launches up to 3 remaining bombs in close arcs to 4D
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Bomb | Normal | 80 | 80 | 1, 3 | |||||||||||||||||||||||||||||||||||
j.D Bomb | Normal | 80 | 80 | 1,3 |
5D Bomb:
- During OD, cancellable into another bomb from frame 25 onwards
- Chip Damage 0%, 10%: 80
- Counter Hit state for entire move
j.D Bomb:
- During OD, cancellable into another bomb from frame 24 onwards
- Chip Damage 0%, 10%: 80
- Counter Hit state for entire move
Magical Bomb Special
5D, 4D, 6D, j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D Bomb Special | 550, 1200 | All | 19 | Until Hit (7) 15 | Total: 40 | +12 | P1 | ||
j.D Bomb Special | 550, 1200 | All | 19 | Until Contact (7) 15 | Total: 40 | P1 |
- Bonus Proration 110%.
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.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Bomb Special | Normal | 80 | 80 | 1, 3 | |||||||||||||||||||||||||||||||||||
j.D Bomb Special | Normal | 80 | 80 | 1,3 |
5D Bomb Special:
- Bonus Proration 110%
- During OD, cancellable into another bomb from frame 25 onwards
- Chip Damage 0%, 10%: 120
- Counter Hit state for entire move
j.D Bomb Special:
- Bonus Proration 110%
- During OD, cancellable into another bomb from frame 24 onwards
- Chip Damage 0%, 10%: 120
- Counter Hit state for entire move
Magical Do-Re-Mi Box
5D, j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D Summon Box | See notes | Total: 33 | |||||||
j.D Summon Box | See notes | Total: 47 | |||||||
Summoned Box | 1000 | Mid | 3 | 20 | P1 |
Plat drops a present trap box thing that springs out when the opponent gets near it. The present has 700 health and can be destroyed with a strong enough hit, though since it sits on the ground most characters' only decent option to break it will be their 3C. A decent move to keep an area of the screen in check but can be disarmed in various ways. The boxes disappear after 12 seconds. Summoning a box while 2 boxes on screen will cause the oldest box to disappear.
- 2 uses.
- Maximum of 2 presents at any time.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Summon Box | |||||||||||||||||||||||||||||||||||||||
j.D Summon Box | |||||||||||||||||||||||||||||||||||||||
Summoned Box | Normal | 70 | 89 | 3 |
5D Summon Box:
- Box is spawned on frame 20, lands on frame 47, takes 9 frames to arm after landing
- Fastest possible activation hits on frame 58
- During OD, cancellable into another box from frame 24 onwards
- Counter Hit state for entire move
j.D Summon Box:
- Box is spawned on frame 22, takes 9 frames to arm after landing
- During OD, cancellable into another box from frame 36 onwards
- Counter Hit state for entire move
Summoned Box:
- Startup is from activation (opponent within range after arm time)
- Chip Damage 10%: 100
Magical Do-Re-Mi Box Special
5D, j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D Summon Box Special | See notes | Total: 33 | |||||||
j.D Summon Box Special | See notes | Total: 47 | |||||||
Summoned Box Special | 900, 800 | Mid, All | 3 | 25, 72 | P2 |
The super box has 1000 health, making it much harder for opponent's to destroy, and you get 4 uses as opposed to 2 (but the limit of 2 active at once remains). It will spring out a cat rocket vertically if the opponent gets near it, launching a projectile upwards as a second hit that may whiff on some crouchers. The chest vanishes after 17 seconds. Neither the chest nor any rockets disappear if Platinum is hit. This item shines in neutral but also in her corner oki.
- Bonus Proration 110%.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Summon Box Special | |||||||||||||||||||||||||||||||||||||||
j.D Summon Box Special | |||||||||||||||||||||||||||||||||||||||
Summoned Box Special | Normal | 70 | 89×2 | 3 |
5D Summon Box Special:
- Box Special is spawned on frame 24, lands on frame 52, takes 9 frames to arm after landing
- Fastest possible activation hits on frame 62
- During OD, cancellable into another box from frame 29
- Counter Hit state for entire move
j.D Summon Box Special:
- Box Special spawned on frame 27, takes 9 frames to arm after landing
- During OD, cancellable into another box from frame 36
- Counter Hit state for entire move
Summoned Box Special:
- Startup is from activation (opponent within range after arm time)
- Bonus Proration 110%
- Chip Damage 10%, 0%: 90
- Minimum Damage 20%: 340
Magical Boomerang
5D, j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D Boomerang | 800 | All | 21 | Until Hit | Total: 42 | +2 | P1 | ||
j.D Boomerang | 800 | All | 21 | Until Hit | Total: 42 | P1 |
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.
- 1 use.
- Restores charge if boomerang is caught.
- Air CH causes untech until landing
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Boomerang | Normal | 90 | 79 | 3 | |||||||||||||||||||||||||||||||||||
j.D Boomerang | Normal | 90 | 79 | 3 |
5D Boomerang:
- During OD, cancellable into another boomerang from frame 27 onwards
- Chip Damage 10%: 80
- Counter Hit state for entire move
j.D Boomerang:
- During OD, cancellable into another boomerang from frame 28 onwards
- Chip Damage 10%: 80
- Counter Hit state for entire move
Magical Boomerang Special
5D, j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D Boomerang Special | 1100 | All | 21 | Until Hit | Total: 42 | +4 | P2 | ||
j.D Boomerang Special | 1100 | All | 21 | Until Hit | Total: 42 | P2 |
Halo is larger and seeks/tracks Platinum on the way back.
Air version is slower and travels in an elliptical path (you know like a boomerang). Combining this move with a upback or backward air dash makes it really hard for the opponent to approach and enables Platinum to take space by running behind the halo.
- Bonus Proration 110%.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Boomerang Special | Normal | 90 | 82 | 4 | |||||||||||||||||||||||||||||||||||
j.D Boomerang Special | Normal | 90 | 82 | 4 |
5D Boomerang Special:
- During OD, cancellable into another boomerange from frame 27 onwards
- Bonus Proration 110%
- Chip Damage 10%: 110
- Counter Hit state for entire move
j.D Boomerang Special:
- During OD, cancellable into another boomerang from frame 28 onwards
- Bonus Proration 110%
- Chip Damage 10%: 110
- Counter Hit state for entire move
Universal Mechanics
Ground Throw
5B+C 4B+C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 1500 | Throw(70) | 7 | 3 | 23 | -6 | T |
Can be special-canceled, combos into AH with Dream Sally.
- 100% minimum damage: 1500
- Crumple stuns opponent.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
- Counter Hit state for entire move
- Crumple Duration 38F, Crumple Fall 71F
Air Throw
j.B+C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 1500 | Throw(120) | 7 | 3 | 23+3L | T |
Standard air throw.
- 100% minimum damage: 1500
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
- Counter Hit state for entire move
Counter Assault
6A+B while Blocking
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0 | All | 13 | 4 | 29 | -14 | 1~20 All |
Uses 5B's animation.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 50 | 92 | 4 |
- Counter Hit state for entire move
Crush Trigger
5A+B (Chargeable)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5A+B | 1000 | Guard Break 32/Barrier | 20 | 1 | 25 | 0 | -19 | B | |
5[A+B] | 1000 | Guard Break 60/Barrier | 30~60 | 1 | 25 | 0 | B |
Standard Crush Trigger with some nice properties on air hit.
- Air hit wall bounces at midscreen.
- Air hit wall splats in corner.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A+B | Normal | 80 | 60 | ||||||||||||||||||||||||||||||||||||
5[A+B] | Long | 80 | 100 |
5A+B:
- Counter Hit state for entire move
- Maximum Slide duration 15F
- Crumple Duration 50F, Crumple Fall 83F
5[A+B]:
- Counter Hit state for entire move
- Maximum Slide duration 15F
- Crumple Duration 50F, Crumple Fall 83F
Special Moves
Air Persia
236A (Air OK)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
236A | 31+6 | 5~31 P | |||||||
j.236A | Until L+6 | ||||||||
236A~A/B/C | 450 | All | 6 | 6 | Until L+7 (B: 41) |
H | |||
A Finisher | 500 [1000] | All | 6 | 6 | Until L | H | |||
B Finisher | 500 | All | 6 | 6 | Until L | H | |||
C Finisher | 500 [1000] | All | 6 | 6 | Until L | H |
Platinum leaps forward on her pogo stick and performs up to 3 follow-up attacks. This move is mainly used as combo filler, though it has varying applications in pressure and neutral. Using the A or C follow-ups will change Platinum's forward momentum, allowing easier management of her spacing. Can be used to end corner combos with 3C > 236A~BCA for safe oki (see notes in Strategy section). Can be used to pass through or over the opponent to confuse them on defense. The projectile invulnerability on the ground version can be useful for dodging certain slow projectiles such as Lambda's 214D or Tsubaki's 421A.
The air version lacks the ground version's projectile invulnerability, but sends Platinum significantly higher. This additional height is useful for stabilizing juggle combos or crossing over standing opponents. The main visual difference between the air and ground versions is that the ground version has a seal below Platinum, while the air version does not.
- Stance that lasts until Platinum lands.
- After activation, pressing A/B/C will perform a follow-up attack.
- The A follow-up hits in front, B hits directly below, and C hits behind Platinum.
- The third attack will knock the opponent down in the same direction as the button used.
- Ground version has projectile invulnerability from frame 5 until landing or activating a follow-up attack.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236A | |||||||||||||||||||||||||||||||||||||||
j.236A | |||||||||||||||||||||||||||||||||||||||
236A~A/B/C | Long | 90 | 94 | 2 | |||||||||||||||||||||||||||||||||||
A Finisher | Long | 90 | 84 | 2 | |||||||||||||||||||||||||||||||||||
B Finisher | Long | 90 | 84 | 2 | |||||||||||||||||||||||||||||||||||
C Finisher | Long | 90 | 84 | 2 |
236A:
- Airborne from frame 5, invuln until landing (5~30F in the air)
- Can cancel into follow-ups from 12F until landing
- Counter Hit state for entire move
j.236A:
- Can cancel into follow-ups from 7F until landing
- Counter Hit state for entire move
236A~A/B/C:
- Cancellable into further Air Persia Attacks on hit/block
- (If performed high enough, the B version specifically will enter the landing recovery animation mid-air after 34 frames of recovery and recover airborne)
A Finisher:
- Values in [] are when done from j.236A
- Maximum Slide duration 10F
- Crumple Duration 22F, Crumple Fall 57F
B Finisher:
- Values in [] are when done from j.236A
C Finisher:
- Values in [] are when done from j.236A
- Maximum Slide duration 15F
- Crumple Duration 22F, Crumple Fall 57F
Mami Circular
236B/C
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
236B | 1100 | Low/Air | 13 | 15 | 28 | -10 | F | ||
236C | 1300 | High/Air | 20 | 15 | 15+8 | H | 1~9 B |
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. A staple combo filler in the corner.
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 a 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. Depending on character, hits crouchers between 25-28F. It does not combo on air hit unless it was a counterhit, in which case a microdash 5A can be linked.
- Both moves can Fatal Counter.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236B | Long | 90 | 92 | 4 | |||||||||||||||||||||||||||||||||||
236C | Normal | 90 | 92 | 4 |
236B:
- Fatal Counter
- 4~13F and 34~46F in the air
- On hit/block, goes immediately into recovery animation (28F)
- Maximum Slide duration 9F
236C:
- Fatal Counter
- 5~33F and 38~48F in the air
Dream Sally
214A/B/C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
800 | All | 28 | Until Hit | Total 48 | -6 | P0 |
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.
- Traps opponent in a bubble for about 1 second.
- Bubbles can be popped by all non-throw attacks.
214X OTG Table (Face down KD) | |||
---|---|---|---|
214X | 214B Only | Whiffs | |
Arakune |
Nine |
Amane |
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 95 | 0 |
- Counter Hit state for entire move
Swallow Moon
j.236C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
Total 90 |
Platinum summons a balloon to suspend herself in midair for a short period of time. Pops on Frame 79. 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 mess with people. TK j.236C pressure is very prone to mashing, so make sure to mix it up with frame traps to keep the opponent guessing.
- Can move with any directional input.
- Maintains air dash momentum.
- Cancellable with any air move or with barrier on frame 14 onwards.
- Can be TK'd from 5A and 5C into a j.B overhead, j.4A+B > 2A/B low, or j.4A+B > 4/6B+C throw.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Can cancel into attacks on from frame 14 onwards
- Counter Hit state for entire move
Dramatic Sammy
41236D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 1500 | Throw(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.
- Runs about 3/4 screen.
- Refreshes current item counter or equips "NEXT" item if nothing is equipped.
- Rapid Cancellable on hit.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 60 | 0, 3 |
- Minimum Damage 100%: 1500
- Counter Hit state for entire move
Mystic Momo
214D With any item equipped
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
214D Melee | See notes | All | 19 | Total 40 | +12 | P1 | |||
214D Projectile | See notes | 19 | Total 40 |
Platinum performs an attack with her currently equipped weapon consuming all remaining charges. The attack varies based on what she has equipped:
For her melee items (i.e. Piko Hammer, Cat Hammer, Pan and Bat), Platinum launches it 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.
Melee items boosted with Miracle JeanneGuardStartupRecovery7+(120 Flash)+1Advantage- will be launched in an arc to hit the bottom corner instead of 45 degrees up. The exception being if it is one of the aforementioned items, where it will follow its stated pattern.
With the missiles equipped, Platinum launches all remaining missiles at once in an ascending pattern, with each missile briefly remaining stationary before zooming forwards and the lowest one moving away first. Great for getting in and even better when used as oki mid-screen and in the corner since it creates an extremely active wall of pain that is difficult to avoid having to block. If you use it as oki mid-screen after 3C, you can use 236A to crossup the opponent 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 from Mystique Momo and use the Quake for an unblockable setup.
With the super missiles equipped, Platinum rapidly launches her missiles one-by-one as if she fired them normally (To a maximum of three). Mainly used to punish stuff from across the screen but also deals a significant amount of chip and barrier damage.
With presents or super presents equipped, both are launched equidistant from each other. If only one remains, it is launched to the further position from Platinum.
With the bombs or super bombs equipped, Platinum launches all remaining bombs at once. The primary use for tossing all three bombs at once is for oki mid-screen since it covers a huge amount of space vertically and horizontally. You'll want to cancel 3C into this and it will punish late rolls and grant you a huge amount of frame advantage.
If Magical Boomerang is equipped, this move functions no differently to just pressing 5D.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214D Melee | Normal | 80 | 94 | 5 | |||||||||||||||||||||||||||||||||||
214D Projectile |
214D Melee:
- Damage depends on item used
- Boomerang: 700, Frying Pan: 850, Bat: 900, Cat Stick 950, Super Boomerang: 1000, Hammer: 1200, Fan: 1300, Super Cat Stick: 1500, Super Bat: 1400, Super Hammer 1800
- Counter Hit state for entire move
214D Projectile:
- Projectiles appear on 19, 22, 25
- Damage, P1, P2, blockstun, hitstun, etc are equal to the individual items thrown
- Counter Hit state for entire move
Happy Magika
[2]8C
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
[2]8C | 135 | 1~105 Guard HBFP | |||||||
[2]8C Attack | 100 | All | 17 | 43 | Total 70 | -36 | P1 | 1~29 All |
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 or simply waiting 105 frames 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.
- 30F charge
- Damage from the projectile cannot end the round
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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[2]8C | |||||||||||||||||||||||||||||||||||||||
[2]8C Attack | Normal | 100 | 45 | 0 |
[2]8C:
- On Guard Point, hitstop for Platinum is 0F. Opponent hitstop is 7F
- Counter Hit state for entire move
[2]8C Attack:
- Counter Hit state for entire move
Fallen Melody
22C near downed opponent (Air OK)
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
800 | All | 8 | B |
Platinum leaps forward on her pogo stick halfscreen and attempts to hit the opponent OTG. 22C is only available after the opponent has been put in a knockdown state, and as such sees limited use outside of combos. Interestingly, if Platinum OTGs the opponent with another attack, 22C remains available until the opponent recovers, which allows combos such as corner 3C > 236B > 5C > 6A > 6C > 22C to be a viable route. Most commonly, this move is used to convert after a midscreen 236B or Quake (Super Hammer Shockwave), though on starters with good scaling it can be used as above to extend an air combo. Moves that naturally combo into 22C include 3C, Air Throw, 236B, j.D (Hammer and Pan), 5D/j.D CH (Kitty Hammer), and Quake (Super Hammer Shockwave).
- Combo Filler and Ender.
- Only available after the opponent is put in a knockdown state.
- Can be Rapid Cancelled for 50% meter to extend long-range confirms.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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Long | 100 | 94 | 5 |
Distortion Drives
Cure Dot Typhoon
632146C (air OK)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
632146C | 440×13 | All | 5+(70 Flash)+7 | 4 (12) 9×11,5 | 44 | -30 | B | 1~12 All | |
j.632146C | 440×13 | All | 4+(70 Flash)+0 | 4 (12) 9×11,5 | 44 | -30 | B | 1~4 All | |
632146C OD Followup | 200×7 |
Platinum spins around like a spinning top and deals repeating damage on contact. During the move, you can control Platinum's movement in all directions with direction inputs. If the final hit lands (Which it basically will if any of the preceding hits land), your opponent will be launched away, and platinum will perform an ending pose that restores currently equipped item's tokens (Including special versions!), or equips the item listed as "NEXT" if you have none equipped. During overdrive, the final hit is also the trigger for the followup attack.
This move has full startup invulnerability and good damage, with the air version having notably less startup (but landing recovery). As a combo ender, the ability to move around during the move is useful for creating more or less distance afterwards if it wasn't used to end the round.
- Though the air version hits just before the superflash ends, the opponent will be able to block even if they were not blocking before the flash. However, they will not be able to attempt any other actions, such as a reversal or OD activation.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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632146C | Normal | 80 | 82 | 4 | |||||||||||||||||||||||||||||||||||
j.632146C | Normal | 80 | 82 | 4 | |||||||||||||||||||||||||||||||||||
632146C OD Followup | Normal | 80 | 99×7 |
632146C:
- 180F Heat Gauge Cooldown
- Minimum Damage 20%: 1144
- Counter Hit state for entire move
- Reversal
j.632146C:
- 180F Heat Gauge Cooldown
- Minimum Damage 20%: 1144
- Counter Hit state for entire move
632146C OD Followup:
- Minimum Damage 20%: 280
Miracle Jeanne
236236D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
7+(120 Flash)+1 | 7~7 All |
An upgrade super. This automatically gets rid of the currently equipped item and moves onto an enhanced form of the next one. The effects vary wildly depending on the item, but is overall a very powerful and versatile super for neutral, okizeme, and high damage routes. It has little recovery and can be used relatively safely in neutral, or even in combos.
In Overdrive, Platinum upgrades her next two items which is extremely useful considering she has unlimited item use until the timer runs out.
- Upgrades and equips NEXT item, discarding her current item.
- In Overdrive, Upgrades NEXT item and whichever item replaced its slot.
- Using this move while an upgraded Item is the first slot will still replace it.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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- 180F Heat Gauge Cooldown
- Powers up the next item
- OD Version powers up the next 2 items
- Counter Hit state for entire move
Exceed Accel
Angelic Blast
A+B+C+D during Overdrive
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
600, 800×3 {600, 800×4, 1950} |
All | 20 [10] | 3 | 34 | -10 | -30 [-20] | B | 1~22 All [1~12 All] |
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 been in it already. Has full invul and is relatively unsafe on block. The pushback on block is solid, but characters with fast pokes can microdash and punish, and there are even less requirements on Instant Block. This move's vertical hitbox is deceptively small.
- 300/632 Minimum Damage
- Switches sides with opponent.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
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Long | 125 | 80 |
- Values in [] are when canceled into or immediately after activating Overdrive
- Values in {} are during Active Flow
- Minimum Damage 10%: 300 {575+57}
- Counter Hit state for entire move
- Reversal
Astral Heat
Shining Layered Force
236236C when Astral Conditions are met
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 9999 | All | 6+(53 Flash)+31 | 3 | 10 | +8 | P | 1~39 All |
Platinum's Astral has one of the nicer hitboxes to work with, albeit with a deadzone directly in front of her. On hit, Platinum powers up and fires a beam of charged magical energy and vaporizes her opponent. Like most Astrals, it can be confirmed from a throw. Options unique to Platinum are uses of Magical Pan/Fan (5D), or Bubble (214A/B/C). Performed grounded, leaves Platinum in the air for four frames after recovery.
- Fires a fullscreen beam projectile.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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Long | 5 |
- 180F Heat Gauge Cooldown
- 100% minimum damage: 9999
- Counter Hit state for entire move
Colors