Platinum the Trinity |
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Overview
A young girl with two (formerly three) personalities. One is Luna, a brash girl with a tendency to being rude (particularly towards Ragna). The other is Sena, a timid, kind boy who often tries to pick up after Luna's attitude. 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
Magical Symphony is the aforementioned RNG based Drive which allows Platinum to "equip" an item to use in battle. When the battle starts, Platinum will have an item listed as NEXT. This item has been generated randomly at the start of the match. 5D or j.D will equip this item, and will assign another item randomly as NEXT. Each item has a number of uses, or "tokens"; once the token counter has been used up, the item will vanish, and pressing either 5D or j.D again will equip the item listed as NEXT. There is no way for Platinum to choose what item she would like to obtain (outside of Unlimited), but while she has an item equipped, her 214D will throw her current item away with various different properties dependent on the item itself.
Platinum's Distortion Drive "Miracle Jeanne" replaces her current item for an upgraded version of the item listed as NEXT.
Overdrive: Magical Heart Catch
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".
Strengths/Weaknesses
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Normal Moves
5A
5A |
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Plat's fastest normal, it hits most crouching opponents but it can be low-profiled by a handful of attacks. Great tool for pressuring the opponent and has decent range which makes it an adequate choice to use during neutral. Can be jump-canceled on hit and block. |
5B
5B |
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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. |
5C
5C |
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It has a decent start-up but it has a lot of recovery on whiff and not much horizontal range. Mostly used as combo filler. Can be jump-canceled on hit and block. |
2A
2A |
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One of the few 2As that hit low, this move is great for pressuring the opponent along with 5A since they can be canceled into one another. This move will keep your opponents from up-backing for free. |
2B
2B |
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This move has a quick start-up and has quite a bit of range to it. This move can be used to low profile under a handful of attacks. |
2C
2C |
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This move is great for intercepting cross-up attempts since it hits both front and behind Plat. Other than that, this move is a situational anti-air that is negative on block and can only be canceled into Drives and specials. As the sprite suggests, the horizontal range is a bit terrible. |
6A
6A |
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Plat's go-to anti-air, the head invulnerability kicks in rather quickly. Can be jump canceled on hit and block. |
6B
6B |
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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. |
6C
6C |
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It has foot invincibility, so it can be used to bait and punish 2A mash, Can be jump canceled on hit and block, You can also whiff cancel the move with every jump normal besides j.A. whiff canceling to j.B will give you access to air opitons after the j.b recovers, Mostly used as combo filler. |
3C
3C |
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Long reach sweep, can be easily confirmed into 236B. An important combo tool. |
j.A
j.A |
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Unremarkable air jab |
j.B
j.B |
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Pretty versatile move, it's quick start-up makes it a decent jump-in and can sometimes be used as an air to air tool. This move truly shines when used together with TK Swallow Moon, more on that on the Swallow Moon section. |
j.C
j.C |
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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. |
j.2C
j.2C |
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This move has pitiful hit-stun, which makes it difficult to hit confirm. It's fairly useful for resetting pressure off a jump cancel. |
Drive Moves
No Item
No Item 5D, j.D |
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Piko Hammer
Piko Hammer 5D |
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This move instantly guard crushes if the opponent doesn't Barrier block it. |
Air Piko Hammer
Air Piko Hammer j.D |
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The 2nd hit guard crushes if the opponent doesn't Barrier block it. This move can be used for cross-ups by performing an IAD and using the move the moment you're behind the opponent. The higher off the ground you use this move, the more hit-stun it gains. At level 3 the move will cause a ground bounce on hit. |
Piko Hammer Special
Piko Hammer Special 5D |
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Air Piko Hammer Special
Air Piko Hammer Special j.D |
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Magical Bat
Magical Bat 5D, j.D |
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Magical Bat Special
Magical Bat Special 5D/j.jD |
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Magical Cat Hammer
Magical Cat Hammer 5D |
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Magical Cat Hammer Special
Magical Cat Hammer Special 5D, j.D |
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Magical Frying Pan
Magical Frying Pan 5D |
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Hardly any uses for this move as it is punishable on block, it inflicts spin state on opponents so it be can be use for resets or to fish for favorable trades against strong footsie buttons (I.e. susanoo 5B), mostly used as combo filler. |
Air Magical Frying Pan
Air Magical Frying Pan j.D |
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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 |
Magical Frying Pan Special
Magical Frying Pan Special 5D |
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Air Magical Frying Pan Special
Air Magical Frying Pan Special j.D |
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Magical Missile
Magical Missile 5D, j.D |
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Magical Missile Special
Magical Missile Special 5D, j.D |
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Magical Bomb
Magical Bomb 5D, 4D, 6D, j.D |
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Magical Bomb Special
Magical Bomb Special 5D, 4D, 6D, j.D |
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Magical Dreamy Box
Magical Do-Re-Mi Box 5D, j.D |
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Magical Dreamy Box Special
Magical Do-Re-Mi Box Special 5D, j.D |
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Magical Boomerang
Magical Boomerang 5D, j.D |
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Magical Boomerang Special
Magical Boomerang Special 5D, j.D |
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Universal Mechanics
Forward/Back Throw
Forward/Back Throw | Template:AttackDataHeader-BBCF |
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Air Throw
Air Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault | Template:AttackDataHeader-BBCF |
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Crush Trigger
Crush Trigger | Template:AttackDataHeader-BBCF |
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Special Moves
Air Persia
Air Persia 236A |
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Mami Circular
Mami Circular 236B or 236C |
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Dream Sally
Dream Sally 214A/B/C |
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Platinum's bubbles are one of her most used specials, and for good reason; they're amazing. When used after a Mami Circular in the corner, your opponent cannot roll or quick getup, forcing them to neutral tech and allowing you to pressure them freely. If they do try to roll towards a bubble, they'll get caught in it and you'll get a free combo! Chances are they won't be trying that again. Bubbles can also be used as a way to make your opponent wary to approach; throwing out a B or C bubble from fullscreen will likely make them think twice before running at you, and will give you more time to switch items to whatever you want or to approach the opponent yourself. However, the bubble can be popped by almost any attack so exercise caution when using it as cover. |
Swallow Moon
Swallow Moon j.236C |
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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. |
Falling Melody
Falling Melody 22C |
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This move is mainly used as combo filler. However, you must knock the opponent down before you're allowed to use this move with one of the following: 3C, Air Throw, 236B, j.D (Hammer and Pan), 5D/j.D CH (Kitty Hammer), and Quake (Super Hammer Shockwave). |
Mystique Momo
Mystique Momo 214D |
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Dramatic Sammy
Dramatic Sammy 41236D |
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Arguably one of the worst command throws in the game due to its long start-up. However, it does have its uses when properly setup; if there's a random bubble floating behind your opponent, then you can throw them into it by using this move. It restores all of your currently equipped items and will equip the item listed as "NEXT" if you've yet to equip any items. It can now be Rapid Cancelled on hit, as well. |
Happy Magicka
Happy Magicka [2]8C |
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Distortion Drives
Cure Dot Typhoon
Cure Dot Typhoon 632146C, air OK |
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Miracle Jeanne
Miracle Jeanne 236236D |
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"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. |
Exceed Accel
Angelic Blast ABCD during Overdrive |
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Astral Heat
Shining Layered Force 236236C |
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External References
- Japanese Name: プラチナ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
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Click [★] for character's full frame data
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