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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{BBCF/CharacterLinks}}
!Platinum the Trinity
<div id="home-content" class="home-grid">
|-
{{card|width=4
||
|header=Overview
[[File:BBCF_Platinum_Portrait.png|350x500px|center]]
|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.
|-
 
||{{CharData-BBCF
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
|comboRate=60%
|jumpStartup=4
|backdashTime=22
|backdashInv=1-7
}}
}}
;Movement Options
{{BBCF/Infobox
:Double Jump, 1 Airdash, Dash type: Run
| fastestAttack = [[#5A|5A]] (6F)
;Play-style
| reversal = [[#Magical Bat|Magical Bat]] (11F)<br/>[[#Cure Dot Typhoon|632146C]] (11F)
:Balanced, Situational (Item dependent)
| fatalStarter = [[#6C|6C]]<br/>[[#Mami Circular|236B/C]]
|}
}}
{{CharNav |charMainPage=BBCF/Platinum the Trinity
{{card|width=4
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_PT.html
|header=Drive: Magical Symphony
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/147-platinum-the-trinity/
|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 style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
</div>
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:225px; width:1px;">
  &nbsp;
</div>
==Overview==
A young girl with three personalities. One is Luna, a brash girl with a tendency to being rude (particularly towards Ragna). Another is Sena, a timid, kind boy who often tries to pick up after Luna's attitude. Lastly is Trinity, one of the six heroes whose soul is sealed in her Nox Nyctores, and can only surface very briefly at a time. Platinum's gameplay is mostly rushdown oriented, but is also very dependent on what item she has at the moment via her Random-Number-Generator-based Drive.


===Drive: Magical Symphony===
==Normal Moves==
Magical Symphony is the aforementioned RNG based Drive which allows Platinum to "equip" an item to use in battle. When the battle starts, Platinum will have an item listed as NEXT. This item has been generated randomly at the start of the match. 5D or j.D will equip this item, and will assign another item randomly as NEXT. Each item has a number of uses, or "tokens"; once the token counter has been used up, the item will vanish, and pressing either 5D or j.D again will equip the item listed as NEXT. There is no way for Platinum to choose what item she would like to obtain (outside of Unlimited), but while she has an item equipped, her 214D will throw her current item away with various different properties dependent on the item itself.


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


===Overdrive: Magical Heart Catch===
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.
Platinum's Overdrive gives her infinite of whatever item she currently holds. No matter how much an item is used in OD, the stock counter will not decrease. This effect can also be stacked with "Miracle Jeanne".


===Pros/Strengths===
*Can Jump Cancel on block/hit
* Various long range normals that have quick start-up times
* Strong mixup tools
* Great variation in Drive tools
* Decent damage output


===Cons/Weaknesses===
[[/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}}
* Extremely situational gameplay due to RNG Drive
}}
* Poor defensive options
*Can struggle with zoning
*Priority on Normals and specials are lackluster compared to the other "Balanced" characters in the game


==Normal Moves==
===<big>{{clr|B|5B}}</big>===
====== <font style="visibility:hidden" size="0">5A</font> ======
{{BBCF Move Card
{{MoveData
|input=5B
|name=5A
|description=
|image=BBCS_Platinum_5A.png
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.  
|caption=Randomly attacks with one of three Rock-Paper-Scissors animations, the other two being Rock and Scissors.
 
|data=
[[/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}}
{{AttackData-BBCF
|damage=300 |cancel=CSOJR |starter=S |guard=all
|level=1 |startup=6 |active=2 |recovery=11 |frameAdv=-1 |invul= |hitbox=platinum/5A
|description=
Plat's fastest normal, it hits most crouching opponents but it can be low-profiled by a handful of attacks. Great tool for pressuring the opponent and has decent range which makes it an adequate choice to use during neutral. Can be jump-canceled on hit and block.
}}
}}
===<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}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|A|2A}}</big>===
{{MoveData
{{BBCF Move Card
|name=5B
|input=2A
|image=BBCS_Platinum_5B.png
|description=
|caption=Longest reach ground normal. Moves Plat forward a bit.
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.  
|data=
 
  {{AttackData-BBCF
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.
|damage=580 |cancel=SOJR |starter=N |guard=HL
 
|level=3 |attribute=B |startup=11 |active=6 |recovery=15 |frameAdv=-4 |invul= |hitbox=platinum/5B
[[/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}}
|description=
Quick start-up, long reach, you'll be using this move to poke quite a bit, But with it's 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.
}}
}}
===<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}}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|C|2C}}</big>===
{{MoveData
{{BBCF Move Card
|name=5C
|input=2C
|image=BBCS_Platinum_5C.png
|description=
|caption=Go-to punish normal. Good damage on hit in corner.
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.
|data=
 
{{AttackData-BBCF
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}
|damage=810 |cancel=SOJR |starter=N |guard=HL
|level=3 |attribute=B |startup=9 |active=6 |recovery=19 |frameAdv=-8 |invul= |hitbox=platinum/5C
|description=
It has a decent start-up but it has a lot of recovery on whiff and not much horizontal range. Mostly used as combo filler. Can be jump-canceled on hit and block.  
}}
}}
===<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}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|B|6B}}</big>===
{{MoveData
{{BBCF Move Card
|name=2A
|input=6B
|image=BBCS_Platinum_2A.png
|description=
|caption=Short range, low hitting poke.
 
|data=
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.
{{AttackData-BBCF
 
|damage=300 |cancel=CSOJR |starter=S |guard=LA
As an overhead, it becomes more reactable the further out it is, but in exchange can link into her normals for decent reward.
|level=1 |attribute=F |startup=8 |active=3 |recovery=10 |frameAdv=-1 |invul= |hitbox=platinum/2A
 
|description=
*At minimum distance, +3 on hit.
One of the few 2As that hit low, this move is great for pressuring the opponent along with 5A since they can be canceled into one another. This move will keep your opponents from up-backing for free.  
 
[[/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}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|C|3C}}</big>===
{{MoveData
{{BBCF Move Card
|name=2B
|input=3C
|image=BBCS_Platinum_2B.png
|description=
|caption=Very low hurtbox, easy to low profile certain attacks.
Long reach sweep, can be easily confirmed into {{clr|B|236B}}. An important combo tool.
|data=
 
{{AttackData-BBCF
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
|damage=560 |cancel=SOR |starter=N |guard=L
|attribute=F |startup=10 |active=3 |recovery=21 |frameAdv=-10 |invul= |hitbox=platinum/2B
|description=
This move has a quick start-up and has quite a bit of range to it. This move can be used to low profile under a handful of attacks.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|A|j.A}}</big>===
{{MoveData
{{BBCF Move Card
|name=2C
|input=j.A,j.AA |versioned=input
|image=BBCS_Platinum_2C.png
|description=
|caption=We /really/ lost loops.  
Unremarkable air jab.
|data=
{{AttackData-BBCF
|damage=870 |cancel=SOR |starter=N |guard=HL
|level=4 |attribute=B |startup=15 |active=8 |recovery=24 |frameAdv=-13 |invul=9-22H |hitbox=platinum/2C
|description=
This move is great for intercepting cross-up attempts since it hits both front and behind Plat. Other than that, this move is a situational anti-air that is negative on block and can only be canceled into Drives and specials. As the sprite suggests, the horizontal range is a bit terrible.
}}
}}


====== <font style="visibility:hidden" size="0">6A</font> ======
[[/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}}
{{MoveData
|name=6A
|image=BBCS_Platinum_6A.png
|caption=Anti-air.
|data=
{{AttackData-BBCF
|damage=630 |cancel=SOJR |starter=N |guard=HL
|level=3 |attribute=B |startup=12 |active=4 |recovery=22 |frameAdv=-9 |invul=6-15H |hitbox=platinum/6A
|description=
Plat's go-to anti-air, the head invulnerability kicks in rather quickly. Can be jump canceled on hit and block.  
}}
}}
}}


====== <font style="visibility:hidden" size="0">6B</font> ======
===<big>{{clr|B|j.B}}</big>===
{{MoveData
{{BBCF Move Card
|name=6B
|input=j.B
|image=BBCS_Platinum_6B.png
|description=
|caption=Hip Whip attack, Very unsafe on whiff!
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.  
|data=
{{AttackData-BBCF
|damage=640 |cancel=R |starter=N |guard=HA
|level=3 |attribute=H |startup=20 |active=12 |recovery=7(19 on whiff) |frameAdv= Varies(-3 to +7) |invul= |hitbox=platinum/6B
|description=
Plat's unconventional overhead, frame advantage depends on the distance the move travels. Can only be followed-up if spaced correctly with a 5A/5C link. It's pretty fast for what it's worth.  
}}
}}


====== <font style="visibility:hidden" size="0">6C</font> ======
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}
{{MoveData
|name=6C
|image=BBCS_Platinum_6C.png
|caption=Fatal, combo staple. Floats on hit again!
|data=
{{AttackData-BBCF
|damage=950 |cancel=SOJR |starter=N |guard=all
|level=5 |attribute=B |startup=19 |active=5 |recovery=21+5L |frameAdv=-11 |invul=3-26F |hitbox=platinum/6C
|description=
It has foot invincibility, so it can be used to bait and punish 2A mash. Can be jump canceled on hit and block. Mostly used as combo filler.  
}}
}}
}}


====== <font style="visibility:hidden" size="0">3C</font> ======
===<big>{{clr|C|j.C}}</big>===
{{MoveData
{{BBCF Move Card
|name=3C
|input=j.C
|image=BBCS_Platinum_3C.png
|description=
|caption=Longest range next to 5B, downs on hit.
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.
|data=
{{AttackData-BBCF
|damage=850 |cancel=SOR |starter=N |guard=L
|level=4 |attribute=F |startup=12 |active=3 |recovery=24 |frameAdv=-8 |invul= |hitbox=platinum/3C
|description=
Long reach sweep, can be easily confirmed into 236B. An important combo tool.
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.2C}}, {{clr|D|j.D}}
{{MoveData
|name=j.A
|image=BBCS_Platinum_jA.png
|caption=Fast, self-cancelable infinitely.
|data=
{{AttackData-BBCF
|damage=300 |cancel=CSOJR |starter=S |guard=HA
|level=1 |attribute=H |startup=7 |active=2 |recovery=9 |frameAdv= |invul= |hitbox=platinum/j.A
|description=
Unremarkable air jab
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
===<big>{{clr|C|j.2C}}</big>===
{{MoveData
{{BBCF Move Card
|name=j.B
|input=j.2C
|image=BBCS_Platinum_jB.png
|description=
|caption=Very good for fuzzy guarding, and rising overheads.
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.
|data=
{{AttackData-BBCF
|damage=540 |cancel=SOJR |starter=N |guard=HA
|level=2 |attribute=H |startup=8 |active=6 |recovery=9 |frameAdv= |invul= |hitbox=platinum/j.B
|description=
Pretty versatile move, it's quick start-up makes it a decent jump-in and can sometimes be used as an air to air tool. This move truly shines when used together with TK Swallow Moon, more on that on the Swallow Moon section.  
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
{{MoveData
|name=j.C
|image=BBCS_Platinum_jC.png
|caption=Longest reaching air normal, best normal for spacing.
|data=
{{AttackData-BBCF
|damage=830 |cancel=SOJR |starter=N |guard=HA
  |level=3 |attribute=H |startup=12 |active=4 |recovery=13 (4L) |frameAdv= |invul= |hitbox=platinum/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 j.C, Unreliable air to air at times because the hurtbox on the staff.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2C</font> ======
<br style="clear:both;"/>
{{MoveData
|name=j.2C
|image=BBCS_Platinum_j2C.png
|caption=Jump cancelable, but very low hitstun.
|data=
{{AttackData-BBCF
|damage=450*3 |cancel=SOJR |starter=N |guard=HA
|level=1 |attribute=H |startup=12 |active=4,4,4(12) |recovery=18(2L) |frameAdv= |invul= |hitbox=platinum/j.2C
|description=
This move has pitiful hit-stun, which makes it difficult to hit confirm. It's fairly useful for resetting pressure off a jump cancel.
}}
}}
<br clear=all/>


==Drive Moves==
==Drive Moves==
====== <font style="visibility:hidden" size="0">No Item</font> ======
 
{{MoveData
===<big>No Item</big>===
|name=No Item
{{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}}
|input=5D, j.D
{{BBCF Move Card
|image=BBCS_Platinum_noItem5D.png
|input=5D,j.D |versioned=input
|caption=Item GET! 5D and j.D have the same GET sprite.
|description=
|data=
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.
{{AttackData-BBCF
Can used to bait certain Counter Assaults if you're crazy.
|version=Ground |damage= |cancel= |starter= |guard=
 
|startup= |active= |recovery=29T |frameAdv= |invul= |hitbox=platinum/5D
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.
}}
 
{{AttackData-BBCF
*Equips your next item and draws a random one into the NEXT slot.
|header=no
*Stops all momentum when used in air.
|version=Air |damage= |cancel= |starter= |guard=
*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):
|startup= |active= |recovery=28T |frameAdv= |invul= |hitbox=platinum/j.D
**None: Depends on colour palette.
|description=
**Piko Hammer: Red
Plat is vulnerable while equipping an item, make sure that you have plenty of space between yourself and your opponent before attempting to equip an item.  
**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.
}}
}}


====== <font style="visibility:hidden" size="0">Piko Hammer</font> ======
===<big>Air Piko Hammer</big>===
{{MoveData
{{InputBadge|{{clr|D|j.D}} }}
|name=Piko Hammer
{{BBCF Move Card
|input=5D
|input=j.D Hammer
|image=BBCS_Platinum_hammer5D.png
|description=
|caption=Guard Crushes on normal block.
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.  
|data=
{{AttackData-BBCF
|damage=1200 |cancel=SR |starter=N |guard=B
|level=4 |attribute=B |startup=16 |active=5 |recovery=17 |frameAdv=+1 |invul= |hitbox=platinum/5D_hammer
|description=
This move instantly guard crushes if the opponent doesn't Barrier block it. 214D sends this item flying upward, which makes it a situational anti-air (take that you flying animals).  
}}
}}
===<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%.
}}
}}


====== <font style="visibility:hidden" size="0">Air Piko Hammer</font> ======
===<big>Air Piko Hammer Special</big>===
{{MoveData
{{InputBadge|{{clr|D|j.D}}}}
|name=Air Piko Hammer
{{BBCF Move Card
|input=j.D
|input=j.D Hammer Special,Air Quake |versioned=input
|image=BBCS_Platinum_hammerjD.png
|description=
|caption=Drop the hammer
Massive hitbox, it can still be used for IAD crossups and it has the same shockwave properties as the ground version if it whiffs.
|data=
*Bonus Proration 110%.
{{AttackData-BBCF
|version=Air Hit |damage=700 |cancel=SR |starter=N |guard=all
|level=5 |attribute=H |startup=12 |active=till L |recovery= |frameAdv= |invul= |hitbox=platinum/j.D_hammer
}}
{{AttackData-BBCF
|header=no
|version=Ground Hit |subtitle=Lv 1 |damage=800 |cancel=R |starter=N |guard=all
|level=5 |attribute=H |startup= |active=3 |recovery=20 |frameAdv=+2 |invul= |hitbox=platinum/j.D_hammer
|description=
}}
{{AttackData-BBCF
|header=no
|version=Ground Hit |subtitle=Lv 2 |damage=900 |cancel=R |starter=N |guard=all
|level=5 |attribute=H |startup= |active=3 |recovery=20 |frameAdv=+4 |invul= |hitbox=platinum/j.D_hammer
|description=
}}
}}
{{AttackData-BBCF
 
|header=no
===<big>Magical Bat</big>===
|version=Ground Hit |subtitle=Lv 3 |damage=1000 |cancel=R |starter=N |guard=all
{{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}}
|level=5 |attribute=H |startup= |active=3 |recovery=20 |frameAdv=+6 |invul= |hitbox=platinum/j.D_hammer
{{BBCF Move Card
|description=
|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.
}}
}}
{{AttackData-BBCF
 
|header=no
===<big>Magical Bat Special</big>===
|version=Quake |damage=0 |cancel=R |starter=Sp |guard=UNB
{{InputBadge|{{clr|D|5D}}/{{clr|D|j.D}}}}
|level=5 |attribute=HBFP* |startup=21 |active=1 |recovery=21 |frameAdv= |invul= |hitbox=
{{BBCF Move Card
|description=
|input=5D Bat Special,j.D Bat Special |versioned=input
The 2nd hit guard crushes if the opponent doesn't Barrier block it. This move can be used for cross-ups by performing an IAD and using the move the moment you're behind the opponent. The higher off the ground you use this move, the more hit-stun it gains. At level 3 the move will cause a ground bounce on hit.  
|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.
}}
}}


====== <font style="visibility:hidden" size="0">Piko Hammer Special</font> ======
===<big>Magical Cat Hammer Special</big>===
{{MoveData
{{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}}
|name=Piko Hammer Special
{{BBCF Move Card
|input=5D
|input=5D Cat Hammer Special,j.D Cat Hammer Special |versioned=input
|image=BBCS_Platinum_superHammer5D.png
|description=
|caption=Loli SMASH.
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.
|data=
*Bonus Proration 110%.
{{AttackData-BBCF
|version=Hit |damage=1500 |cancel=R |starter=N |guard=B
|level=5 |attribute=B |startup=16 |active=5 |recovery=18 |frameAdv=+3 |invul= |hitbox=platinum/5D_superHammer
|description=
}}
{{AttackData-BBCF
|header=no
|version=Quake |damage=0 |cancel=R |starter=Sp |guard=UNB
|level=5 |attribute=HBFP* |startup=21 |active=1 |recovery=21 |frameAdv= |invul= |hitbox=
|description=
Massive hit-box, apart from guard crushing the opponent if they don't Barrier block, this move creates an unblockable "shockwave" if it whiffs. The shockwave can only be avoided by jumping or by using a move with I-frames.  
}}
}}
===<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.
}}
}}


====== <font style="visibility:hidden" size="0">Air Piko Hammer Special</font> ======
===<big>Air Magical Frying Pan</big>===
{{MoveData
{{InputBadge|{{clr|D|j.D}}}}
|name=Air Piko Hammer Special
{{BBCF Move Card
|input=j.D
|input=j.D Pan
|image=BBCS_Platinum_superHammerjD.png
|description=
|caption=WE GOT LOOPS (AGAIN)! Comboable on any hit.
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.
|data=
 
*Ground bounces.
{{AttackData-BBCF
|version=Air Hit |damage=900 |cancel=SR |starter=N |guard=all
|level=5 |attribute=H |startup=12 |active=till L |recovery= |frameAdv= |invul= |hitbox=platinum/j.D_hammer
}}
{{AttackData-BBCF
|header=no
|version=Ground Hit |subtitle=Lv 1 |damage=1300 |cancel=R |starter=N |guard=all
|level=5 |attribute=H |startup= |active=3 |recovery=20 |frameAdv=+4 |invul= |hitbox=platinum/j.D_hammer
|description=
}}
{{AttackData-BBCF
|header=no
|version=Ground Hit |subtitle=Lv 2 |damage=1500 |cancel=R |starter=N |guard=all
|level=5 |attribute=H |startup= |active=3 |recovery=20 |frameAdv=+6 |invul= |hitbox=platinum/j.D_hammer
|description=
}}
{{AttackData-BBCF
|header=no
|version=Ground Hit |subtitle=Lv 3 |damage=1700 |cancel=R |starter=N |guard=all
|level=5 |attribute=H |startup= |active=3 |recovery=20 |frameAdv=+8 |invul= |hitbox=platinum/j.D_hammer
|description=
}}
{{AttackData-BBCF
|header=no
|version=Quake |damage=0 |cancel=R |starter=Sp |guard=UNB
|level=5 |attribute=HBFP* |startup=21 |active=1 |recovery=21 |frameAdv= |invul= |hitbox=
|description=
Massive hitbox, it can still be used for IAD cross-ups and it has the same shockwave properties as the ground version if it whiffs.  
}}
}}
}}


====== <font style="visibility:hidden" size="0">Magical Bat</font> ======
===<big>Magical Frying Pan Special</big>===
{{MoveData
{{InputBadge|{{clr|D|5D}}}}
|name=Magical Bat
{{BBCF Move Card
|input=5D, j.D
|input=5D Pan Special
|image=BBCS_Platinum_homerun5D.png
|description=
|caption=Also good in combos!
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.
|image2=BBCS_Platinum_homerunjD.png
|caption2=Essentially the same as ground Magical Bat.
|data=
{{AttackData-BBCF
|damage=900 |cancel=SR |starter=S |guard=HL
|level=4 |attribute=B |startup=11 |active=4 |recovery=26 |frameAdv=-16 |invul=1-11 All |hitbox=platinum/5D_bat
|description=
}}
{{AttackData-BBCF
|header=no
|damage=900 |cancel=SR |starter=S |guard=HA
|level=3 |attribute=H |startup=11 |active=4 |recovery=26(9L) |frameAdv= |invul=1-11 All |hitbox=platinum/j.D_bat
|description=
I-frames starting on frame 1, a godsend at times, this "DP" can be used through the push of a button. Mashing this move during block stun can get you out of a sticky situation by finding gaps on block strings or get you into an even stickier situation if the opponent sees your mash coming and jump cancels a move to bait and punish it. 214D sends this item flying upward, sames as the hammer.  


Air version has I-frames starting on frame 1, Plat dares her opponent to push a button when in range. This move is negative on block but can be hard to punish if spaced correctly.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Magical Bat Special</font> ======
===<big>Air Magical Frying Pan Special</big>===
{{MoveData
{{InputBadge|{{clr|D|j.D}}}}
|name=Magical Bat Special
{{BBCF Move Card
|input=5D/j.jD
|input=j.D Pan Special
|image=BBCS_Platinum_superHomerun5D.png
|description=
|caption=Comboable on normal hit for decent damage.
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.
|image2=BBCS_Platinum_superHomerunjD.png
*Fatal Counter.
|data=
{{AttackData-BBCF
|damage=1200 |cancel=R |starter=N |guard=HL
|level=5 |attribute=B |startup=11 |active=5 |recovery=24 |frameAdv=-10 |invul=1-15 All |hitbox=platinum/5D_superBat
|description=
}}
{{AttackData-BBCF
|header=no
|damage=1200 |cancel=R |starter=N |guard=HA
|level=5 |attribute=H |startup=11 |active=5 |recovery=26(9L) |frameAdv= |invul=1-11 All |hitbox=platinum/j.D_superBat
|description=
The bat gains an increase in size but not much else. Leads to combos even without a CH at least.  
}}
}}


====== <font style="visibility:hidden" size="0">Magical Cat Hammer</font> ======
*Bonus Proration 110%.
{{MoveData
|name=Magical Cat Hammer
|input=5D
|image=BBCS_Platinum_CatStick5D.png
|caption=ZEA
|image2=BBCS_Platinum_CatStickjD.png
|data=
{{AttackData-BBCF
|version=Ground |damage=950 |cancel=R |starter=S |guard=all
|level=4 |attribute=B |startup=11 |active=8 |recovery=20 |frameAdv=-11 |invul= |hitbox=platinum/5D_cat
|description=
}}
{{AttackData-BBCF
|header=no
|version=Air |damage=950 |cancel=R |starter=S |guard=HA
|level=4 |attribute=H |startup=16 |active=5 |recovery=20(9L) |frameAdv= |invul= |hitbox=platinum/j.D_cat
|description=
Fast and has an amazing hitbox, great item to draw during neutral. Can be special canceled. 214D sends this item flying upward, just so that I don't keep repeating myself, all "melee" (bat, hammer, cat hammer, pan) items do this.
}}
}}


====== <font style="visibility:hidden" size="0">Magical Cat Hammer Special</font> ======
{{MoveData
|name=Magical Cat Hammer Special
|input=5D, j.D
|image=BBCS_Platinum_superCatStick5D.png
|caption=Chill
|image2=BBCS_Platinum_superCatStickjD.png
|caption2=Longest range jump attack ever!
|data=
{{AttackData-BBCF
|version=Ground |damage=1200 |cancel=R |starter=S |guard=all
|level=5 |attribute=B |startup=11 |active=8 |recovery=21 |frameAdv=-10 |invul= |hitbox=platinum/5D_superCat
|description=
}}
{{AttackData-BBCF
|header=no
|version=Air |damage=1200 |cancel=R |starter=S |guard=HA
|level=5 |attribute=H |startup=14 |active=5 |recovery=20(9L) |frameAdv= |invul= |hitbox=platinum/5D_superCat
|description=
The neutral game belongs to Plat with this item equipped, she dares her opponent to push a button at this time. This item has a ridiculous hitbox.
}}
}}


====== <font style="visibility:hidden" size="0">Magical Frying Pan</font> ======
{{MoveData
|name=Magical Frying Pan
|input=5D
|image=BBCS_Platinum_FryingPan5D.png
|caption=Spinning...!
|data=
{{AttackData-BBCF
|damage=850 |cancel=SR |starter= |guard=B
|level=3 |attribute=B |startup=10 |active=6 |recovery=18 |frameAdv=-7 |invul= |hitbox=platinum/5D_pan
|description=
Hardly any uses for this move as it is punishable on block, can be use for resets as it inflicts spin state on opponents, mostly used as combo filler.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Air Magical Frying Pan</font> ======
===<big>Magical Missile</big>===
{{MoveData
{{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}}
|name=Air Magical Frying Pan
{{BBCF Move Card
|input=j.D
|input=5D Missile,j.D Missile |versioned=input
|image=BBCS_Platinum_FryingPanjD.png
|description=
|caption=Instant overheads!
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.
|data=
* 3 uses.
{{AttackData-BBCF
*{{clr|D|214D}} consumes remaining missiles and fires them at once.
|damage=850 |cancel=R |starter=N |guard=HA
**Fires them all at once stacked above each other.
|level=3 |attribute=H |startup=14 |active=4 |recovery=20(9L) |frameAdv= |invul= |hitbox=platinum/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 it will be -1 on block if it's used this way
}}
}}
}}


====== <font style="visibility:hidden" size="0">Magical Frying Pan Special</font> ======
===<big>Magical Missile Special</big>===
{{MoveData
{{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}}
|name=Magical Frying Pan Special
{{BBCF Move Card
|input=5D
|input=5D Missile Special,j.D Missile Special |versioned=input
|image=BBCS_Platinum_Fan5D.png
|description=
|caption=Pretty good poking and anti-air tool.
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.
|data=
*Bonus Proration 110%.
{{AttackData-BBCF
*Can cancel into itself on Frame 23, to a maximum of 3 missiles launched.
|damage=1300 |cancel=SR |starter= |guard=B
|level=4 |attribute=B |startup=10 |active=6 |recovery=18 |frameAdv=-5 |invul= |hitbox=platinum/5D_superPan
|description=
This move has a pretty large hitbox, so it can be used to poke.  
}}
}}
}}


====== <font style="visibility:hidden" size="0">Air Magical Frying Pan Special</font> ======
===<big>Magical Bomb</big>===
{{MoveData
{{InputBadge|{{clr|D|5D}}, {{clr|D|4D}}, {{clr|D|6D}}, {{clr|D|j.D}}}}
|name=Air Magical Frying Pan Special
{{BBCF Move Card
|input=j.D
|input=5D Bomb,j.D Bomb |versioned=input
|image=BBCS_Platinum_FanjD.png
|description=
|caption=Instant overhead with amazing reach, use it and abuse it.
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.
|data=
{{AttackData-BBCF
|damage=1300 |cancel=R |starter= |guard=HA
|level=4 |attribute=H |startup=13 |active=4 |recovery=20(9f) |frameAdv= |invul= |hitbox=platinum/j.D_superPan
|description=
Used in the same way as the regular j.D but it has a bigger hit-box. Can be used to bait and punish certain anti-airs due to its hitbox.
}}
}}


====== <font style="visibility:hidden" size="0">Magical Missile</font> ======
* 3 uses.
{{MoveData
*Only uses alternate arcs if direction is held.
|name=Magical Missile
*{{clr|D|214D}} launches up to 3 remaining bombs in close arcs to {{clr|D|4D}}
|input=5D, j.D
|image=BBCS_Platinum_Missile.png
|caption=Great tool for getting in as well as oki.
|data=
{{AttackData-BBCF
|version=Ground |damage=550, 600 |cancel=R |starter=N |guard=all
|level=3 |attribute=HBFP*(2), (1) |startup=19 |active=till L |recovery=40T |frameAdv=+2 |invul= |hitbox=platinum/5D_missle
|description=
}}
{{AttackData-BBCF
|header=no
|version=Air |damage=550, 600 |cancel=R |starter=N |guard=all
|level=3 |attribute=HBFP*(2), (1) |startup=19 |active=till L |recovery=40T |frameAdv= |invul= |hitbox=platinum/5D_missle
|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 214D. Specially useful to use after knockdown in the corner for oki.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Magical Missile Special</font> ======
===<big>Magical Bomb Special</big>===
{{MoveData
{{InputBadge|{{clr|D|5D}}, {{clr|D|4D}}, {{clr|D|6D}}, {{clr|D|j.D}}}}
|name=Magical Missile Special
{{BBCF Move Card
|input=5D, j.D
|input=5D Bomb Special,j.D Bomb Special |versioned=input
|image=BBCS_Platinum_superMissile.png
|description=
|caption=Decent zoning and combo tool
*Bonus Proration 110%.
|data=
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.
{{AttackData-BBCF
|version=Ground |damage=650, 1100 |cancel=R |starter=N |guard=all
|level=4, 3 |attribute=HBFP*(2), (1) |startup=19 |active=till L |recovery=40T |frameAdv=+2 |invul= |hitbox=platinum/5D_missle
|description=
}}
{{AttackData-BBCF
|header=no
|version=Air |damage=650, 1000 |cancel=R |starter=N |guard=all
|level=4, 3 |attribute=HBFP*(2), (1) |startup=19 |active=till L |recovery=40T |frameAdv= |invul= |hitbox=platinum/5D_missle
|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 214D will fire all 3 missiles in quick succession.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Magical Bomb</font> ======
===<big>Magical Do-Re-Mi Box</big>===
{{MoveData
{{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}}
|name=Magical Bomb
{{BBCF Move Card
|input=5D, 4D, 6D, j.D
|input=5D Summon Box,j.D Summon Box,Summoned Box |versioned=input
|image=BBCS_Platinum_Bomb.png
|description=
|caption=Decent anti-air and oki tool
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.
|data=
{{AttackData-BBCF
|version=Ground |damage=450, 800 |cancel=R |starter=N |guard=all
|level=0, 3 |attribute=HBFP* |startup=19 |active=till L(7)15 |recovery=40T |frameAdv= |invul= |hitbox=platinum/5D_bomb
|description=
}}
{{AttackData-BBCF
|header=no
|version=Air |damage=450, 800 |cancel=R |starter=N |guard=all
|level=0, 3 |attribute=HBFP* |startup=19 |active=till L(7)15 |recovery=40T |frameAdv= |invul= |hitbox=platinum/5D_bomb
|description=
Plat can control where the bomb will land the moment before she fires it by pushing 4D, 5D, 6D. As you might have guessed, 4D sends the bomb flying near Plat, 5D sends the bomb flying a bit ahead of Plat, while 6D sends the bomb flying across the screen. Pretty decent tool to cover your approach. It truly shines in the corner where you can use it as an oki setup. 214D gets rid of all 3 bombs at once using those 3 angles mentioned before.  
}}
}}


====== <font style="visibility:hidden" size="0">Magical Bomb Special</font> ======
* 2 uses.
{{MoveData
*Maximum of 2 presents at any time.
|name=Magical Bomb Special
|input=5D, 4D, 6D, j.D
|image=BBCS_Platinum_superBomb.png
|caption=The bigger, the better!
|data=
{{AttackData-BBCF
|version=Ground |damage=550, 1200 |cancel=R |starter=N |guard=all
|level=0, 3 |attribute=HBFP* |startup=19 |active=till L(7)15 |recovery=40T |frameAdv= |invul= |hitbox=platinum/5D_superBomb
|description=
}}
{{AttackData-BBCF
|header=no
|version=Air |damage=550, 1200 |cancel=R |starter=N |guard=all
|level=0, 3 |attribute=HBFP* |startup=19 |active=till L(7)15 |recovery=40T |frameAdv= |invul= |hitbox=platinum/5D_superBomb
|description=
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Magical Dreamy Box</font> ======
===<big>Magical Do-Re-Mi Box Special</big>===
{{MoveData
{{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}}
|name=Magical Dreamy Box
{{BBCF Move Card
|input=5D, j.D
|input=5D Summon Box Special,j.D Summon Box Special,Summoned Box Special |versioned=input
|image=BBCP_Platinum_box.png
|description=
|caption=It's a trap!
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.
|data=
{{AttackData-BBCF
|version=Ground |damage=1000 |cancel= |starter=N |guard=HL
|level=3 |attribute=HBFP* |startup=3 |active=20 |recovery=41T |frameAdv= |invul= |hitbox=platinum/5D_box
}}
{{AttackData-BBCF
|header=no
|version=Air |damage=1000 |cancel= |starter=N |guard=HL
|level=3 |attribute=HBFP* |startup=3 |active=20 |recovery=47T |frameAdv= |invul= |hitbox=platinum/5D_box
|description=
Oh, the nerfs, they hurt. Plat drops a present trap box thing that springs out when the opponent gets near it. This move can now be disarmed by your opponents through an attack. A decent move to keep an area of the screen in check but can be disarmed in various ways.  
}}
}}


====== <font style="visibility:hidden" size="0">Magical Dreamy Box Special</font> ======
*Bonus Proration 110%.
{{MoveData
|name=Magical Dreamy Box Special
|input=5D, j.D
|image=BBCP_Platinum_Jack-in-the-Box.png
|caption=It's a tarp!
|data=
{{AttackData-BBCF
|version=Ground |damage=800*2 |cancel= |starter=N |guard=HL, all
|level=3 |attribute=HBFP* |startup=5 |active=25, till offscreen |recovery=41T |frameAdv= |invul= |hitbox=platinum/5D_superBox
}}
{{AttackData-BBCF
|header=no
|version=Air |damage=800*2 |cancel= |starter=N |guard=HL, all
|level=3 |attribute=HBFP* |startup=5 |active=25, till offscreen |recovery=47T |frameAdv= |invul= |hitbox=platinum/5D_superBox
|description=
RIP treasure chest, well not really. This item is not as easy to disarm as the regular version. It will spring out a rocket(?) vertically if the opponent gets near it, and then ascend infinity upward, the 2nd hit tends to whiff on crouchers.  
}}
}}
}}


====== <font style="visibility:hidden" size="0">Magical Boomerang</font> ======
===<big>Magical Boomerang</big>===
{{MoveData
{{InputBadge|{{clr|D|5D}}, {{clr|D|j.D}}}}
|name=Magical Boomerang
{{BBCF Move Card
|input=5D, j.D
|input=5D Boomerang,j.D Boomerang |versioned=input
|image=BBCF_Platinum_Halo.png
|description=
|caption=Decent zoning tool
|data=
{{AttackData-BBCF
|version=Ground |damage=800 |cancel=R |starter= |guard=all
|level=1 |attribute= |startup=21 |active= |recovery=42T |frameAdv=-4 |invul= |hitbox=platinum/5D_Halo
|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.
}}
 
{{AttackData-BBCF
* 1 use.
|header=no
*Restores charge if boomerang is caught.
|version=Air |damage=800 |cancel=R |starter= |guard=all
*Air CH causes untech until landing
|level=2 |attribute= |startup=21 |active= |recovery=41T |frameAdv=-4 |invul= |hitbox=platinum/5D_Halo
|description=
Similar to the ground version.
}}
}}
===<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%.
}}
}}


====== <font style="visibility:hidden" size="0">Magical Boomerang Special</font> ======
<br style="clear:both;"/>
{{MoveData
|name=Magical Boomerang Special
|input=5D, j.D
|image=BBCF_Platinum_superHalo.png
|caption=Boomerang
|data=
{{AttackData-BBCF
|version=Ground |damage=1100 |cancel=R |starter= |guard=all
|level=3 |attribute= |startup=21 |active= |recovery=42T |frameAdv=-2 |invul= |hitbox=platinum/5D_superHalo
|description=
}}
{{AttackData-BBCF
|header=no
|version=Air |damage=1100 |cancel=R |starter= |guard=all
|level=3 |attribute= |startup=21 |active= |recovery=42T |frameAdv= |invul= |hitbox=platinum/5D_superHalo
|description=
Halo is larger and it seeks/tracks Platinum on the way back.
}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward/Back Throw</font> ======
===<big>Ground Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
|name=Forward/Back Throw
{{BBCF Move Card
|image=BBCS_Platinum_throw.png
|input=B+C
|caption=Ding Dong Ding Dong!
|description=
|data=
Can be special-canceled, combos into AH with Dream Sally.
{{AttackData-BBCF
 
|damage=0*2, 1500 |cancel=--*2, SR |starter=--, Sp, S |guard=T (70)
*100% minimum damage: 1500
|level=0*2, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=platinum\groundThrow
*Crumple stuns opponent.
|description=
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
}}
}}


====== <font style="visibility:hidden" size="0">Air Throw</font> ======
===<big>Counter Assault</big>===
{{MoveData
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
|name=Air Throw
{{BBCF Move Card
|image=BBCS_Platinum_AThrow.png
|input=6A+B
|caption=Pretty easy to combo, even midscreen!
|description=
|data=
Uses {{clr|B|5B}}'s animation.
{{AttackData-BBCF
|damage=0*2, 1500 |cancel=--*2, R |starter=--, Sp, S |guard=T (100)
|level=0*2, 4 |attribute=T |startup=7 |active=3 |recovery=18+3L |frameAdv= |invul= |hitbox=platinum\airThrow
|description=
Unremarkable air throw
}}
}}
}}


====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
===<big>Crush Trigger</big>===
{{MoveData
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
|name=Counter Assault
{{BBCF Move Card
|image=BBCS_Platinum_5B.png
|input=5A+B,5[A+B] |versioned=input
|caption=Plat's CA. One of her few options for escape.
|description=
|data=
Standard Crush Trigger with some nice properties on air hit.
{{AttackData-BBCF
 
|damage=0 |cancel=R |starter=VS |guard=all
*Air hit wall bounces at midscreen.
|level=4 |attribute=B |startup=13 |active=4 |recovery=29 |frameAdv=-14 |invul=1-20 All |hitbox=platinum/counterAssault
*Air hit wall splats in corner.
|description=
Uses 5B's animation
}}
}}
}}


====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
<br style="clear:both;"/>
{{MoveData
|name=Crush Trigger
|image=BBCP_Platinum_CT.png
|caption=
|data=
{{AttackData-BBCF
|damage=1000 |cancel=R |starter=N |guard=B
|level=3 |attribute=B |startup=30~60 |active=1 |recovery=25 |frameAdv=0 |invul= |hitbox=platinum/CrushTrigger
|description=
Unremarkable CT, Causes an wallbounce on midscreen hit, Wallsplats Opponent if it hits them in the air while in the corner
}}
}}
<br clear=all/>


==Special Moves==
==Special Moves==
====== <font style="visibility:hidden" size="0">Air Persia </font> ======
 
{{MoveData
===<big>Air Persia</big>===
|name=Air Persia
{{InputBadge|{{clr|A|236A}} (Air OK)}}
|input=236A
{{BBCF Move Card
|image=BBCS_Platinum_AirPersia.png
|input=236A,j.236A,236A~A/B/C,A Finisher,B Finisher, C Finisher |versioned=input
|image2=BBCS_Platinum_AirPersiaA.png
|description=
|caption2=Forward!
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}}.
|image3=BBCS_Platinum_AirPersiaB.png
 
|caption3=Straight down!
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.
|image4=BBCS_Platinum_AirPersiaC.png
 
|caption4=Backward!
*Stance that lasts until Platinum lands.
|caption=Fun with pogos. Usually used to end air combos. Has Projectile Invulerable Properties now!
*After activation, pressing {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} will perform a follow-up attack.
|data=
*The {{clr|A|A}} follow-up hits in front, {{clr|B|B}} hits directly below, and {{clr|C|C}} hits behind Platinum.
{{AttackData-BBCF
*The third attack will knock the opponent down in the same direction as the button used.
|version=Movement |damage= |cancel= |starter= |guard=
*Ground version has projectile invulnerability from frame 5 until landing or activating a follow-up attack.
|level= |attribute= |startup= |active= |recovery=34+6L |frameAdv= |invul=8-34P |hitbox=
|description=
|hitbox=platinum/236A_1
|description=
This move is mainly used as an air combo finisher. By pushing A, B, or C after 236A, you'll be able to use its actual, damaging follow-ups. The interesting thing about this move is that it has projectile invulnerability starting on frame 8 and all the way until you land if you don't cancel it into any of the follow-ups and that it can be used to pass through the opponent in a similar way as Noel's Counter Assault. The former can be useful for dodging certain, slow projectiles such as Lambda's 214D or Jin's j.236D. The fact that the projectile I-frames don't kick in until frame 8 and the amount of recovery attached to this move means that the situations in which you can use this trait successfully are pretty limited.
}}
{{AttackData-BBCF
|version=Attack |damage=450 |cancel=R |guard=all
|level=0 |attribute=H |startup=6 |active=6 |recovery=8L |hitbox=platinum/236A_2
|description=
In the air, after Air Persia, you can push A/B/C 3 times for 3 attacks. The third attack will knock the opponent down in front/directly below/behind of Platinum.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Mami Circular </font> ======
===<big>Mami Circular</big>===
{{MoveData
{{InputBadge|{{clr|B|236B}}/{{clr|C|C}}}}
|name=Mami Circular
{{BBCF Move Card
|input=236B or 236C
|input=236B,236C |versioned=input
|image=BBCF_Platinum_MamiCircular2.png
|description=
|image2=BBCS_Platinum_MamiCircular.png
|caption=Mami-san, or better known in America as Heart Car. Go-to combo tool. Fatal Counters!
|caption2= The C version has frame 1-9 body invul!
|data=
{{AttackData-BBCF
|version=236B |damage=1100 |cancel=R |starter=N |guard=L
|level=4 |attribute=B |startup=13 |active=15 |recovery=28 |frameAdv=-10 |hitbox=platinum/236B
|description=
}}
{{AttackData-BBCF
|header=no
|version=236C |damage=1300 |cancel=R |starter=N |guard=HA
|level=4 |attribute=H |startup=20 |active=10+till L |recovery=28 |frameAdv=Varies |hitbox=platinum/236B
|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. while it does not have enough body invul to be used as an reversal, This special attack can useful for dodging and punishing ground pokes with long recovery, projectiles such as Nu/Lambda's 5D or 236D, And Exceed Accels. keep in mind these instances are rare and usually require that you read your opponent. It leads to 4.4K+ combos in the corner or near the corner with meter. You don't want to throw this move out randomly as it is highly punishable on block. Mostly used as combo filler but it has repeat proration so use it accordingly.
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.
}}
}}


====== <font style="visibility:hidden" size="0">Dream Sally </font> ======
===<big>Dream Sally</big>===
{{MoveData
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}}}
|name=Dream Sally
{{BBCF Move Card
|input=214A/B/C
|input=214A/B/C
|image=BBCS_Platinum_DreamSally.png
|description=
|caption=Excellent oki, catches rolls.
 
|data=
 
{{AttackData-BBCF
|version=A |damage=800 |cancel=R |starter=N |guard=all
|level=0 |attribute=HBFP* |startup=28 |active=550 |recovery=48T |frameAdv=-6 |hitbox=platinum/214A
}}
{{AttackData-BBCF
|header=no
|version=B |damage=800 |cancel=R |starter=N |guard=all
|level=0 |attribute=HBFP* |startup=28 |active=till offscreen |recovery=48T |frameAdv=-6 |hitbox=platinum/214A
}}
{{AttackData-BBCF
|header=no
|version=C |damage=800 |cancel=R |starter=N |guard=all
|level=0 |attribute=HBFP* |startup=28 |active=500 |recovery=48T |frameAdv=-6 |hitbox=platinum/214A
|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>
}}
}}


====== <font style="visibility:hidden" size="0">Swallow Moon </font> ======
===<big>Swallow Moon</big>===
{{MoveData
{{InputBadge|{{clr|C|j.236C}}}}
|name=Swallow Moon
{{BBCF Move Card
|input=j.236C
|input=j.236C
|image=BBCS_Platinum_SwallowMoon.png
|description=
|caption=Dawwww.
|data=
{{AttackData-BBCF
|damage= |cancel= |starter= |guard=
|startup= |active= |recovery= |frameAdv= |invul= |hitbox=platinum/236C
|description=
Platinum summons a balloon to suspend herself in midair for a short period of time. Use this move to bait anti-airs as you're coming down from the air, tiger-knee it to do mixups, or just do it to look cute.


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


====== <font style="visibility:hidden" size="0">Falling Melody </font> ======
===<big>Mystic Momo</big>===
{{MoveData
{{InputBadge|{{clr|D|214D}} With any item equipped}}
|name=Falling Melody
{{BBCF Move Card
|input=22C
|input=214D Melee,214D Projectile |versioned=input
|image=BBCS_Platinum_AirPersiaA.png
|description=
|caption=Guaranteed 800 unprorated damage. Can only be used under certain circumstances!
Platinum performs an attack with her currently equipped weapon consuming all remaining charges. The attack varies based on what she has equipped:
|data=
 
{{AttackData-BBCF
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.
|damage=800 |cancel=R |starter=N |guard=all
 
|level=5 |attribute=B |startup=14 |active=8 |recovery=18 |frameAdv= |invul= |hitbox=
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.
|description=
 
This move is mainly used as combo filler. However, you must knock the opponent down before you're allowed to use this move with one of the following: 3C, Air Throw, 236B, j.D (Hammer and Pan), 5D/j.D CH (Kitty Hammer), and Quake (Super Hammer Shockwave).
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.
}}
}}


====== <font style="visibility:hidden" size="0">Mystique Momo </font> ======
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.
{{MoveData
|name=Mystique Momo
|input=214D
|image=BBCS_Platinum_MystiqueMomo.png
|caption=Good for 45 degree angle anti-airing and zoning of all kinds!
|data=
{{AttackData-BBCF
|version=Melee Item |damage=550 |cancel=R |starter=N |guard=all
|level=5 |attribute=HBFP* |startup=19 |active=till offscreen |recovery=40T |frameAdv=+12 |hitbox=platinum/214D
}}
{{AttackData-BBCF
|header=no
|version=Magical Missile |damage=400, 600 |cancel=R |starter=N |guard=all
|level=3 |attribute=HBFP*(2), (1) |startup=19, 23, 27 |active=till corner |recovery=42T |frameAdv=+8 |hitbox=platinum/5D_missile
}}
{{AttackData-BBCF
|header=no
|version=Magical Missile Special |damage=600, 1000 |cancel=R |starter=N |guard=all
|level=4, 3 |attribute=HBFP*(2), (1) |startup=19, 55, 91 |active=till corner |recovery=114T |frameAdv=+3 |hitbox=platinum/5D_superMissile
}}
{{AttackData-BBCF
|header=no
|version=Magical Bomb |damage=280, 800 |cancel=R |starter=N |guard=all
|level=0, 3 |attribute=HBFP* |startup=19, 22, 25 |active=till L(7)15 |recovery=40T |frameAdv= |hitbox=platinum/5D_bomb
}}
{{AttackData-BBCF
|header=no
|version=Magical Bomb Special |damage=420, 1200 |cancel=R |starter=N |guard=all
|level=0, 3 |attribute=HBFP* |startup=19, 22, 25 |active=till L(7)15 |recovery=40T |frameAdv= |hitbox=platinum/5D_superBomb
}}
{{AttackData-BBCF
|header=no
|version=Magical Dreamy Box |damage=1000 |cancel= |starter=N |guard=HL
|level=3 |attribute=HBFP* |startup=3 |active=20 |recovery=41T |frameAdv= |hitbox=platinum/5D_Jack-in-the-Box
}}
{{AttackData-BBCF
|header=no
|version=Magical Dreamy Box Special |damage=800*2 |cancel= |starter=N |guard=HL, all
|level=3 |attribute=HBFP* |startup=5 |active=25, till offscreen |recovery=41T |frameAdv= |hitbox=platinum/5D_Jack-in-the-Box_Special
|description=
Platinum gets rid of one of her "melee items" (Hammer, Kitty, Pan, and Bat) by launching her unwanted item upward at a 45 degree angle. It can be used as a decent anti-air tool and leads to ridiculous damage on Counter Hit near the corner.


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


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


====== <font style="visibility:hidden" size="0">Dramatic Sammy </font> ======
===<big>Fallen Melody</big>===
{{MoveData
{{InputBadge|{{clr|C|22C}} near downed opponent (Air OK)}}
|name=Dramatic Sammy
{{BBCF Move Card
|input=41236D
|input=22C
|image=BBCS_Platinum_DramaticSammy.png
|description=
|caption=Dashing command grab! Refills current item count (or equips new one) on successful hit.
 
|data=
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).
{{AttackData-BBCF
 
|damage=0, 1500 |cancel=--, R |starter=S |guard=c.T (100)
*Combo Filler and Ender.
|level=0, 3 |attribute=T |startup=24~45 |active=3 |recovery=25 |frameAdv= |hitbox=platinum/41236D
*Only available after the opponent is put in a knockdown state.
|description=
*Can be Rapid Cancelled for 50% meter to extend long-range confirms.
Arguably one of the worst command throws in the game due to its long start-up. However, it does have its uses when properly setup; if there's a random bubble floating behind your opponent, then you can throw them into it by using this move. It restores all of your currently equipped items and will equip the item listed as "NEXT" if you've yet to equip any items. It can now be Rapid Cancelled on hit, as well.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Happy Magicka</font> ======
<br style="clear:both;"/>
{{MoveData
 
|name=Happy Magicka
|input=[2]8C
|image=BBCP_Platinum_HappyMagicka1.png
|image2=BBCP_Platinum_HappyMagicka2.png
|caption=Loli bait
|data=
{{AttackData-BBCF
|version=Catch |damage= |cancel= |starter= |guard=
|level= |attribute= |startup= |active= |recovery=135T |frameAdv= |invul=1-105C |hitbox=platinum/28C
}}
{{AttackData-BBCF
|header=no
|version=Attack |damage=100 |cancel=R |starter=S |guard=all
|level=0 |attribute=HBFP* |startup=21 |active=41 |recovery=71T |frameAdv=-33 |invul=1-34 All |hitbox=platinum/28C
|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 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.
}}
}}
<br clear=all/>
==Distortion Drives==
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Cure Dot Typhoon </font> ======
===<big>Cure Dot Typhoon</big>===
{{MoveData
{{InputBadge|{{clr|C|632146C}} (air OK)}}
|name=Cure Dot Typhoon
{{BBCF Move Card
|input=632146C, air OK
|input=632146C,j.632146C,632146C OD Followup |versioned=input
|image=BBCS_Platinum_CureDotTyphoon.png
|description=
|caption=Invuln until the first hit, but not afterwards. Clashes with many attacks due to the amount of hits in rapid succession.
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.
|data=
 
{{AttackData-BBCF
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.
|version=Ground |damage=800*2, 260*11 |cancel=R |starter=N |guard=all
 
|level=4 |attribute=B |startup=5+7 |active=4(12)4(9)101 |recovery=45 |frameAdv=-31 |invul=1-12 All |hitbox=platinum/632146C
*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.
}}
{{AttackData-BBCF
|header=no
|version=Air |damage=400*2, 260*11 |cancel=R |starter=N |guard=all
|level=4 |attribute=B |startup=4+1 |active=4(12)4(9)101 |recovery=45L |frameAdv= |invul=1-4 All |hitbox=platinum/632146C
}}
{{AttackData-BBCF
|header=no
|version=Ground (OD) |damage=800*2, 260*11, 200*7 |cancel=R |starter=N |guard=all
|level=4*13, 0*7 |attribute=B*13, HBFP*(2)*7 |startup=5+7 |active=4(12)4(9)101 |recovery=45 |frameAdv=-31 |invul=1-12 All }}
{{AttackData-BBCF
|header=no
|version=Air (OD) |damage=400*2, 260*11, 200*7 |cancel=R |starter=N |guard=all
|level=4 |attribute=B*13, HBFP*(2)*7 |startup=4+1 |active=4(12)4(9)101 |recovery=45L |frameAdv= |invul=1-4 All |description=
Platinum's reversal super as it has full body invulnerability frames on start-up, mostly used as a combo finisher. If you successfully land this move, it restores all of your currently equipped item's tokens and equips the item listed as "NEXT" if you've yet to equip any items.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Miracle Jeanne </font> ======
===<big>Miracle Jeanne </big>===
{{MoveData
{{InputBadge|{{clr|D|236236D}}}}
|name=Miracle Jeanne
{{BBCF Move Card
|input=236236D
|input=236236D
|image=BBCS_Platinum_MiracleJeanne.png
|description=
|caption=Invuln during superflash, but has one frame of recovery, so using as a ghetto DP is very discouraged.
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.
|data=
{{AttackData-BBCF
|damage= |cancel= |starter= |guard=
|level= |attribute= |startup= |active= |recovery=8T |frameAdv= |invul=superflash All |hitbox=
|hitbox=platinum/214214D
|description=
"Loli Install". This super automatically gets rid of your currently equipped item and/or equips an upgraded version of the item listed as "NEXT". Don't even think of using this "install" super in the same way as you would with an Overdrive to avoid attacks. While it does have a bit of invulnerability during the superflash, this move has a bit of start-up prior to the superflash and not only that but if the opponent's move was already on its active frames during the super flash, you'll eat a Counter Hit. You can use this super during certain combos for high amounts of damage.


In Overdrive, Platinum upgrades her next two items.
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=all/>
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
===<big>Angelic Blast</big>===
|image=BBCF_Platinum_BlastAngel.png
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
|caption=Vroom, Vroom
{{BBCF Move Card
|name=Angelic Blast
|input=A+B+C+D
|input=ABCD during Overdrive
|description=
|data=
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
{{AttackData-BBCF
 
|version=Normal |damage=600,800*3 |starter= |guard=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.
|attribute= |cancel= |startup=Slow: 20<br/>Fast: 10 |active=3 |recovery=23 |frameAdv=-10|hitbox=nine/ABCD
 
|description=
*300/632 Minimum Damage
*Switches sides with opponent.
}}
}}
{{AttackData-BBCF
|header=no
|version=Active Flow |damage=600,800*4,1950 |starter= |guard=All
|attribute= |cancel= |startup=Slow: 20<br/>Fast: 10 |active=3 |recovery=23 |frameAdv=-10 |hitbox=nine/ABCD
|description=
*Does not cost Heat, but inmediately ends Overdrive if used.
*Becomes stronger and flashier with Active Flow.


Platinum attacks the opponent with a bug net, then hops on her flying staff and rams the opponent several times. Puts Platinum in Active Flow if she hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.
<br style="clear:both;"/>
}}
}}
<br clear=all/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Shining Layered Force </big>===
|name=Shining Layered Force  
{{InputBadge|{{clr|C|236236C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
{{BBCF Move Card
|input=236236C
|input=236236C
|image=BBCS_Platinum_ShiningLayeredForce.png
|description=
|caption=STARLIGHT BREAKER
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.
|data=
 
{{AttackData-BBCF
*Fires a fullscreen beam projectile.
|damage=DESTROYED |cancel= |starter= |guard=all
|level=5 |attribute=B |startup=5+31 |active=3 |recovery=5L |frameAdv=+9 |invul=1-36 All |hitbox=platinum/236236C
|description=
Platinum ultimate attack, on hit an small cutscene window is shown. Platinum powers up and fires a beam of charged magical energy and Vaporizes her opponent. Like most Astrals, it can be confirmed off a throw. Options unique to Platinum are uses of Magical Pan/Fan (5D), or Bubble (214 A B C).
}}
}}
}}
<br clear=all/>


==External References==
<br style="clear:both;"/>
* Japanese Name: プラチナ
 
* [http://wikiwiki.jp/bb_platinum/ Japanese Wiki]
==Colors==
* [http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1378604510/ Japanese BBS]
{{BBCFColors|Size=120|Character=Platinum}}
* [http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=pt&pref=0 Arcade Profile Dan Rankings]
 
<br clear=all/>
==Navigation==
----
<center>{{Character Label|BBCF|Platinum the Trinity|size=42px}}</center>
{{CharLinks
{{BBCF/CharacterLinks}}
|charMainPage=BBCF/Platinum the Trinity
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_PL.html
 
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/147-platinum-the-trinity/
{{BBCF/Navigation}}
}}
{{Navbar-BBCF}}
[[Category:BlazBlue]]
[[Category:BlazBlue Characters]]

Latest revision as of 02:15, 14 December 2023

Overview

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.
BBCF Platinum the Trinity Nameplate.png
BBCF Platinum Portrait.png
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
Drive: Magical Symphony

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.
Overdrive: Magical Heart Catch

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.

Normal Moves

5A

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 All 6 2 11 -1 +8 B

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

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

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

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

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

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

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, 5A5A6B ranges from +3 to +6; 5A5C6B 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

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

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

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

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

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

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


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.

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

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.

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%.

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%.

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.

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%.

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.

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%.

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

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

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

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

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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

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

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

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.


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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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.

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)
214X214B OnlyWhiffs

 Arakune
 Azrael
 Bang
 Celica
 Hakumen
 Izanami
 Jubei
 Kagura
 Litchi
 Mai

 Nine
 Naoto
 Rachel
 Ragna
 Susanoo
 Tager
 Taokaka
 Tsubaki
 Valkenhayn

 Carl
 Es
 Hazama
 Jin
 Relius
 Terumi

 Amane
 Bullet
 Hibiki
 Izayoi
 Lambda
 Makoto
 Mu
 Noel
 Nu
 Kokonoe
 Platinum

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.

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.

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 JeanneBBCF Platinum 236236D.pngGuardStartupRecovery7+(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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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

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.


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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
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.


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.


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.


Colors

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Color 19
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