BBCF/Platinum the Trinity

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< BBCF
Revision as of 22:58, 2 September 2019 by Shtkn (talk | contribs) (→‎Air Persia)
Platinum the Trinity
BBCF Platinum Portrait.png
Play-style
Balanced, Situational (Item dependent)

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

Strengths Weaknesses
  • Various long range normals that have quick start-up times
  • Strong mixup tools
  • Great variation in Drive tools
  • Decent damage output
  • Extremely situational gameplay due to RNG Drive
  • Poor/exploitable defensive options
  • Can struggle with zoning
  • Priority on Normals and specials are lackluster compared to the other "Balanced" characters in the game



Normal Moves

5A
5A
BBCS Platinum 5A.png
Randomly attacks with one of three Rock-Paper-Scissors animations, the other two being Rock and Scissors.
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5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 2 11 -1 +8 B CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0 7~15
BBCS Platinum 5A.png
Randomly attacks with Rock, Paper, or Scissors
BBCF Platinum 5A hitbox.png


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
BBCS Platinum 5B.png
Longest reach ground normal. Moves Plat forward a bit.
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5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
580 Mid 11 6 15 -4 -5 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2 12~24
BBCS Platinum 5B.png
Longest reach ground normal. Moves Platinum forward a bit
BBCF Platinum 5B hitbox 1.pngBBCF Platinum 5B hitbox 2.png
Frames 11-14 • Frames 15-16


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
BBCS Platinum 5C.png
Go-to punish normal. Good damage on hit in corner.
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5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
810 Mid 9 6 19 -8 -7 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 19 22 33 11 +0 +2 10~22
BBCS Platinum 5C.png
BBCF Platinum 5C hitbox.png


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
BBCS Platinum 2A.png
Short range, low hitting poke.
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2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 Low/Air 8 3 10 -1 +6 F CSR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0 9~18
BBCS Platinum 2A.png
Short range,low hitting poke
BBCF Platinum 2A hitbox.png


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
BBCS Platinum 2B.png
Very low hurtbox, easy to low profile certain attacks.
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2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
560 Low 10 3 21 -10 -7 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1 11~20
BBCS Platinum 2B.png
BBCF Platinum 2B hitbox.png


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
BBCS Platinum 2C.png
We /really/ lost loops.
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2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
870 Mid 15 8 24 -13 -20 B 9~22 H SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 Launch 44 Launch 59 12 +0 +20 16~30
BBCS Platinum 2C.png
BBCF Platinum 2C hitbox.png


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
BBCS Platinum 6A.png
Anti-air.
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6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
630 Mid 12 4 22 -9 -11 B 6~15 H SJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 26 Launch 40 11 +0 +2 13~23
BBCS Platinum 6A.png
Anti-air
BBCF Platinum 6A hitbox.png


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

6B
6B
BBCS Platinum 6B.png
Hip Whip attack, Very unsafe on whiff!
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6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
640 High/Air 20 Until L 23 (7) -3 H SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Normal 3 16 20 33 25 47 11 +0 +2
BBCS Platinum 6B.png
Anti-Barrier: The Button
BBCF Platinum 6B hitbox.png
Bonus Proration 110%
Has shortened landing recovery animation (7) on hit/block
Airborne from frame 20, active until landing
Active frames can be altered by external forces


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
BBCS Platinum 6C.png
Fatal, combo staple. Floats on hit again!
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6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
950 Mid 19 5 27+5L -16 B 3~26 F SJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
84 Long 5 20 Launch 40 Launch 59 13 +0 +8 24~50
BBCS Platinum 6C.png
Fatal, combo staple. Floats on hit
BBCF Platinum 6C hitbox.png
Fatal Counter
Jump/special cancellable on hit/block, or whiff cancellable into j.B/j.C/j.2C, from frame 24
Airborne from Frame 19
Recovery duration can be altered by external forces


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
BBCS Platinum 3C.png
Longest range next to 5B, downs on hit.
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3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Low 12 3 24 -8 -12 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 Launch 30 Launch 45 + Down 23 12 +0 +5 13~22
BBCS Platinum 3C.png
Longest range next to 5B
BBCF Platinum 3C hitbox.png


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

j.A
j.A
BBCS Platinum jA.png
Fast, self-cancelable infinitely.
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j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 7 2 9 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0 8~16
BBCS Platinum jA.png
Fast and self-cancellable
BBCF Platinum jA hitbox.png


Unremarkable air jab

j.B
j.B
BBCS Platinum jB.png
Very good for fuzzy guarding, and rising overheads.
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j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
540 High/Air 8 6 9 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 17 18 29 10 +0 +1 9~21
BBCS Platinum jB.png
Very good for f-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.s, and rising overheads
BBCF Platinum jB hitbox 1.pngBBCF Platinum jB hitbox 2.png
Frames 8-10 • Frames 11-13


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
BBCS Platinum jC.png
Longest reaching air normal, best normal for spacing.
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j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
830 High/Air 12 4 13+4L H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 19 23 24 37 11 +0 +2 13~25
BBCS Platinum jC.png
Longest reaching air normal, best normal for spacing
BBCF Platinum jC hitbox 1.pngBBCF Platinum jC hitbox 2.png
Frames 12-14 • Frame 15
Counterhit state ends late, frames 16-17 (first 2 frames of recovery) are still CH state


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
BBCS Platinum j2C.png
Jump cancelable, but very low hitstun.
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j.2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
450×3 High/Air 12 4,4,4 18+2L H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Long 1 11 12 12 16 23 3 +0 +0
BBCS Platinum j2C.png
(Rarely) a landing tool
BBCF Platinum j2C hitbox.png
Landing recovery only applies if move reaches active frames


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
BBCS Platinum noItem5D.png
Item GET! 5D and j.D have the same GET sprite.
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Ground


5D
No Item
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
29
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCS Platinum noItem5D.png
Draws item on Frame 9
Counter Hit state for entire move
Air


j.D
No Item
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
28
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCS Platinum noItem5D.png
Item GET!
Draws item on Frame 9
Counter Hit state for entire move

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. Can used to bait certain counter assaults if you're crazy.

Piko Hammer
Piko Hammer
5D
BBCS Platinum hammer5D.png
Guard Crushes on normal block.
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5D Hammer
Piko Hammer
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 Guard Break 37/Barrier 16 5 17 +6 -11 B SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 22 Launch 28 + GBounce + Down 23 Launch 43 + GBounce + Down 23 12/+4 +4 +12
BBCS Platinum hammer5D.png
Guard Crushes on normal block
BBCF Platinum hammer5D hitbox.png


This move instantly guard crushes if the opponent doesn't Barrier block it.

Air Piko Hammer
Air Piko Hammer
j.D
BBCS Platinum hammerjD.png
Drop the hammer
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j.D Hammer
Air Piko Hammer
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700, see notes All, Guard Break 37/Barrier 12 Until L, 3 20 +2/+4/+6 H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82×2 Long 4 18 19, Launch 30 + Down 23 24, Launch 45 + Down 23 12, 12/(+5/+7/+9) +0, +5/+7/+9 +5, +10/+12/+14
BBCS Platinum hammerjD.png
BBCF Platinum hammerjD hitbox 1.pngBBCF Platinum hammerjD hitbox 2.pngBBCF Platinum hammerjD hitbox 3.png
2nd hit damage is 800/900/1000 depending on height
At tall height, second hit also ground bounces opponent


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
BBCS Platinum superHammer5D.png
Loli SMASH.
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Attack
Quake

Massive hit-box, apart from guard crushing the opponent if they don't Barrier block, this move creates an unblockable "shockwave" if it whiffs. The shockwave can only be avoided by jumping or by using a move with I-frames.

Air Piko Hammer Special
Air Piko Hammer Special
j.D
BBCS Platinum superHammerjD.png
WE GOT LOOPS (AGAIN)! Comboable on any hit.
Template:AttackDataHeader-BBCF
Attack
Quake

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

Magical Bat
Magical Bat
5D, j.D
BBCS Platinum homerun5D.png
Also good in combos!
BBCS Platinum homerunjD.png
Air version is Adachi approved!(it's an overhead!)
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Ground


5D Bat
Magical Bat
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Mid 11 4 26 -16 -14 B 1~11 All (S)R 60
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
75 Very Short 2 13 Launch 30 + WStick 25 Launch 42 + WBounce 40 + WStick 25 22 +0 +1
BBCS Platinum homerun5D.png
Also good in combos
BBCF Platinum homerun5D hitbox 1.pngBBCF Platinum homerun5D hitbox 2.png
Ground, frame 11 • Ground, frames 12-14
Counter Hit state for entire move
Reversal
Air


j.D Bat
Air Magical Bat
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 High/Air 11 8 22+6L H 1~11 All (S)R 60
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
75 Very Short 2 13 Launch 30 + WStick 20 Launch 42 + WBounce 40 + WStick 20 22 +0 +1
BBCS Platinum homerunjD.png
Overhead
BBCF Platinum homerunjD hitbox 1.pngBBCF Platinum homerunjD hitbox 2.png
Air, frames 11-13 • Air, frames 14-18
Counter Hit state for entire move
Landing recovery only applied if move reaches frame 5
Reversal

I-frames starting on frame 1, a godsend at times, this "DP" can be used through the push of a button. Mashing this move during block stun can get you out of a sticky situation by finding gaps on block strings or get you into an even stickier situation if the opponent sees your mash coming and jump cancels a move to bait and punish it. 214D sends this item flying upward, sames as the hammer.

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

Magical Bat Special
Magical Bat Special
5D/j.jD
BBCS Platinum superHomerun5D.png
Comboable on normal hit for decent damage.
BBCS Platinum superHomerunjD.png
Template:AttackDataHeader-BBCF
Ground
Air

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

Magical Cat Hammer
Magical Cat Hammer
5D
BBCS Platinum CatStick5D.png
ZEA
BBCS Platinum CatStickjD.png
Template:AttackDataHeader-BBCF
Ground


5D Cat Stick
Magical Cat Hammer
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
950 All 11 8 20 -11 -12 B SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Long 3 16 Launch 40 + GBounce Launch 54 + GBounce + Down 23 11 +0 +2
BBCS Platinum CatStick5D.png
BBCF Platinum CatStick5D hitbox.png
Air


j.D Cat Stick
Air Magical Cat Hammer
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
950 All 16 5 20+4L H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 40 + Down 23 Launch 54 + GBounce + Down 23 11 +0 +2
BBCS Platinum CatStickjD.png
BBCF Platinum CatStickjD hitbox.png
Landing recovery applies when move reaches frame 4

Fast and has an amazing hitbox, great item to draw during neutral. Can be special canceled. 214D sends this item flying upward, just so that I don't keep repeating myself, all "melee" (bat, hammer, cat hammer, pan) items do this.

Magical Cat Hammer Special
Magical Cat Hammer Special
5D, j.D
BBCS Platinum superCatStick5D.png
Chill
BBCS Platinum superCatStickjD.png
Longest range jump attack ever!
Template:AttackDataHeader-BBCF
Ground
Air

The neutral game belongs to Plat with this item equipped, she dares her opponent to push a button at this time. The only exception to this would be a character with excellent zoning capabilities, such as Rachel. This item has a ridiculous hitbox.

Magical Frying Pan
Magical Frying Pan
5D
BBCS Platinum FryingPan5D.png
Spinning...!
Template:AttackDataHeader-BBCF
5D Pan
Magical Frying Pan
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Mid 10 6 18 -7 -7 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Long 3 16 Spin Fall 46 40 Spin Fall 51 54 15 +0 +2
BBCS Platinum FryingPan5D.png
BBCF Platinum FryingPan5D hitbox.png


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
BBCS Platinum FryingPanjD.png
Instant overheads!
Template:AttackDataHeader-BBCF
j.D Pan
Air Magical Frying Pan
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 High/Air 15 4 20 H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Normal 3 16 Launch 50 + GBounce Launch 64 + GBounce 15 +0 +2
BBCS Platinum FryingPanjD.png
Instand overhead
BBCF Platinum FryingPanjD hitbox.png


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
BBCS Platinum Fan5D.png
Pretty good poking and anti-air tool.
Template:AttackDataHeader-BBCF

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

Air Magical Frying Pan Special
Air Magical Frying Pan Special
j.D
BBCS Platinum FanjD.png
Instant overhead with amazing reach, use it and abuse it.
Template:AttackDataHeader-BBCF

Used in the same way as the regular j.D but it has a bigger hit-box. Can be used to bait and punish certain anti-airs due to its hitbox.

Magical Missile
Magical Missile
5D, j.D
BBCS Platinum Missile.png
Great tool for getting in as well as oki.
Template:AttackDataHeader-BBCF
Ground


5D Missile
Magical Missile
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
550, 600 All 19 Until Hit, 10 Total: 40 +2 P2 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 3 16 17, Launch 17, 40 22, Launch 31, 54 0/+6, 0 +6, +0 +8, +2
BBCS Platinum Missile.png
During OD, cancellable into another missile from frame 24
Chip Damage 0%, 10%: 60
Counter Hit state for entire move
Air


j.D Missile
Magical Missile
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
550, 600 All 19 Until Hit, 10 Total: 40 P2 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 3 16 17, Launch 17, 40 22, Launch 31, 54 0/+6, 0 +6, +0 +8, +2
BBCS Platinum Missile.png
Great tool for getting in as well as oki
BBCF Platinum Missile hitbox.png
During OD, cancellable into another missile from frame 24
Chip Damage 0%, 10%: 60
Counter Hit state for entire move

The missile stays in place for a bit then rockets forward. A great item to draw during neutral since you can use it to cover your approaches, specially if you fire all 3 missiles at once through 214D. Specially useful to use after knockdown in the corner for oki.

Magical Missile Special
Magical Missile Special
5D, j.D
BBCS Platinum superMissile.png
Decent zoning and combo tool
Template:AttackDataHeader-BBCF
Ground
Air

Super sized missiles, sadly they can't be used to cover your approach since they fly towards the opponent rather quickly. On the other hand, it will make your opponent think twice before pushing buttons at long range. Using 214D will fire all 3 missiles in quick succession.

Magical Bomb
Magical Bomb
5D, 4D, 6D, j.D
BBCS Platinum Bomb.png
Decent anti-air and oki tool
Template:AttackDataHeader-BBCF
Ground


5D Bomb
Magical Bomb
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
450, 800 All 19 Until Hit (7) 15 Total: 40 +8 P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1, 3 11, 16 12, Launch 14, 40 18, Launch 25, 54 0/+5, +0 +12, +0 +12, +2
BBCS Platinum Bomb.png
During OD, cancellable into another bomb from frame 25 onwards
Chip Damage 0%, 10%: 80
Counter Hit state for entire move
Air


j.D Bomb
Magical Bomb
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
450, 800 All 19 Until Hit (7) 15 Total: 40 P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1,3 11, 16 12, Launch 14, 40 18, Launch 25, 54 0/+5, +0 +12, +0 +12, +2
BBCS Platinum Bomb.png
Decent anti-air and oki tool
BBCF Platinum Bomb hitbox.png
During OD, cancellable into another bomb from frame 24 onwards
Chip Damage 0%, 10%: 80
Counter Hit state for entire move

Plat can control where the bomb will land the moment before she fires it by pushing 4D, 5D, 6D. As you might have guessed, 4D sends the bomb flying near Plat, 5D sends the bomb flying a bit ahead of Plat, while 6D sends the bomb flying across the screen. Pretty decent tool to cover your approach. It truly shines in the corner where you can use it as an oki setup. 214D gets rid of all 3 bombs at once using those 3 angles mentioned before.

Magical Bomb Special
Magical Bomb Special
5D, 4D, 6D, j.D
BBCS Platinum superBomb.png
The bigger, the better!
Template:AttackDataHeader-BBCF
Ground
Air

Super sized bombs, they work in the exact same way as the regular version but you get 6 of them as opposed to only 3 through a normal equip. Same 214D animation as the regular version.

Magical Dreamy Box
Magical Do-Re-Mi Box
5D, j.D
BBCP Platinum box.png
It's a trap!
Template:AttackDataHeader-BBCF
Ground
Air
Box

Oh, the nerfs, they hurt. Plat drops a present trap box thing that springs out when the opponent gets near it. This move can now be disarmed by your opponents through an attack. A decent move to keep an area of the screen in check but can be disarmed in various ways.

Magical Dreamy Box Special
Magical Do-Re-Mi Box Special
5D, j.D
BBCP Platinum Jack-in-the-Box.png
It's a tarp!
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Ground
Air
Box

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.

Magical Boomerang
Magical Boomerang
5D, j.D
BBCF Platinum Halo.png
Decent zoning tool
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Ground


5D Boomerang
Magical Boomerang
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 21 Until Hit Total: 42 +2 P1 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Normal 3 16 Spin Fall 46 55 Spin Fall 51 69 0/+7 +0 +2
BBCF Platinum Halo.png
During OD, cancellable into another boomerang from frame 27 onwards
Chip Damage 10%: 80
Counter Hit state for entire move

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

Air


j.D Boomerang
Magical Boomerang
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 21 Until Hit Total: 42 P1 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Normal 3 16 Spin Fall 46 55 Spin Fall 51 69 0/+7 +0 +2
BBCF Platinum Halo.png
Decent zoning tool
During OD, cancellable into another boomerang from frame 28 onwards
Chip Damage 10%: 80
Counter Hit state for entire move

Similar to the ground version.

Magical Boomerang Special
Magical Boomerang Special
5D, j.D
BBCF Platinum superHalo.png
Sonic Boom
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Ground

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

Air

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.


Universal Mechanics

Forward/Back Throw
Forward/Back Throw
BBCS Platinum throw.png
Ding Dong Ding Dong!
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Can be special-canceled, combos into AH with Dream Sally

Air Throw
Air Throw
BBCS Platinum AThrow.png
Pretty easy to combo, even midscreen!
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Unremarkable air throw

Counter Assault
Counter Assault
BBCS Platinum 5B.png
Plat's CA. One of her few options for escape.
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Uses 5B's animation

Crush Trigger
Crush Trigger
BBCP Platinum CT.png
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Uncharged
Charged

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


Special Moves

Air Persia
Air Persia
236A
BBCS Platinum AirPersia.png
Fun with pogos. Usually used to end air combos. Has Projectile Invulerable Properties now!
BBCS Platinum AirPersiaA.png
Forward!
BBCS Platinum AirPersiaB.png
Straight down!
BBCS Platinum AirPersiaC.png
Backward!
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Jump


236A
Air Persia
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
31+6 5~31 P
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCS Platinum AirPersia.png
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

This move is mainly used as combo filler. 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 5 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 Jubei's forward dash. The former can be useful for dodging certain, slow projectiles such as Lambda's 214D or Tsubaki's 421A. The fact that the projectile I-frames don't kick in until frame 5 and the amount of recovery attached to this move means that the situations in which you can use this trait successfully are pretty limited.

Second Hit
A Finisher
B Finisher
C Finisher

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

Mami Circular
Mami Circular
236B or 236C
BBCF Platinum MamiCircular2.png
Mami-san, or better known in America as Heart Car. Go-to combo tool. Fatal Counters!
BBCS Platinum MamiCircular.png
The C version has frame 1-9 body invul!
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236B


236B
Mami Circular (Horizontal)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1100 Low/Air 13 15 28 -10 F R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 Launch 40 + Slide Launch 58 + Slide 12 +0 +5
BBCF Platinum MamiCircular2.png
Go-to combo tool, Fatal Counter
Fatal Counter
4~13F and 34~46F in the air
On hit/block, goes immediately into recovery animation (28F)
Maximum Slide duration 9F
236C


236C
Mami Circular (Vertical)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1300 High/Air 20 15 15+8 H 1~9 B R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 Launch + Down 23 60 + GBounce Launch + Down 23 78 + GBounce 12 +0 +5
BBCS Platinum MamiCircular.png
9 frames of body invuln
Fatal Counter
5~33F and 38~48F in the air

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

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

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

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

Dream Sally
Dream Sally
214A/B/C
BBCS Platinum DreamSally.png
Excellent oki, catches rolls.
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214A/B/C
Dream Sally
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 28 Until Hit Total 48 -6 P0 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
95 Normal 0 9 Launch 12 Launch 23 0/+5 +65 +65
BBCS Platinum DreamSally.png
Excellent oki, catches rolls
Counter Hit state for entire move


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
BBCS Platinum SwallowMoon.png
Dawwww.
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j.236C
Swallow Moon
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
Total 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCS Platinum SwallowMoon.png
Air stall and amazing Oki.
Can cancel into attacks on from frame 14 onwards
Counter Hit state for entire move


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
BBCS Platinum AirPersiaA.png
Guaranteed 800 unprorated damage. Can only be used under certain circumstances!
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22C
Fallen Melody
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 8 B R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94 Long 5 20 Launch 33 + GBounce Launch 49 + GBounce 13 +0 +8
BBCS Platinum AirPersiaA.png
OTG Bonk!


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
BBCS Platinum MystiqueMomo.png
Good for 45 degree angle anti-airing and zoning of all kinds!
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Melee Item


214D Melee
Mystic Momo
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
See notes All 19 Total 40 +12 P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94 Normal 5 20 Launch 30 Launch 46 0/+13 +13 +21
BBCS Platinum MystiqueMomo.pngBBCF Platinum 214D Missiles.png
45 degree anti-air • Excellent zoning and oki tool.
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
Projectile Item


214D Projectile
Mystique Momo (Bomb/Missile/Box)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
See notes 19 Total 40
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Platinum 214D Missiles.png
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

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 (take that you flying animals) and leads to ridiculous damage on Counter Hit near the corner.

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

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

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

Dramatic Sammy
Dramatic Sammy
41236D
BBCS Platinum DramaticSammy.png
Dashing command grab! Refills current item count (or equips new one) on successful hit.
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41236D
Dramatic Sammy
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 1500 Throw(100) 24~45 3 25 T R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
60 Normal 0, 3 Launch 100 0, 11 +0
BBCS Platinum DramaticSammy.png
Dashing command grab, refills item (or equips new item) on hit
Minimum Damage 100%: 1500
Counter Hit state for entire move


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
BBCP Platinum HappyMagicka1.png
Loli bait
BBCP Platinum HappyMagicka2.png
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Catch


[2]8C
Happy Magika (Catch)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
135 1~105 Guard HBFP
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCP Platinum HappyMagicka1.png
On Guard Point, hitstop for Platinum is 0F. Opponent hitstop is 7F
Counter Hit state for entire move
Attack


[2]8C Attack
Happy Magicka (Attack)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
100 All 17 43 Total 70 -36 P1 1~29 All R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
45 Normal 0 9 Launch 100 + Down 23 Launch 111 + 23 0/+8 +0 +0
BBCP Platinum HappyMagicka2.png
Buy my merch!
Counter Hit state for entire move

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.


Distortion Drives

Cure Dot Typhoon
Cure Dot Typhoon
632146C, air OK
BBCS Platinum CureDotTyphoon.png
Invuln until the first hit, but not afterwards. Clashes with many attacks due to the amount of hits in rapid succession.
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Normal


632146C
Cure Dot Typhoon
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
440×13 All 5+(70 Flash)+7 4 (12) 9×11,5 44 -30 B 1~12 All R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 100×12, 150 + Down 49 Launch 100×12, 150 + Down 49 12×3, 0×10 +0 +5
BBCS Platinum CureDotTyphoon.png
180F Heat Gauge Cooldown
Minimum Damage 20%: 1144
Counter Hit state for entire move
Reversal
OD Followup


632146C OD Followup
Cure Dot Typhoon OD Followup
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
200×7 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99×7 Normal 100 0 0
BBCS Platinum CureDotTyphoon.png
Minimum Damage 20%: 280

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

Miracle Jeanne
Miracle Jeanne
236236D
BBCS Platinum MiracleJeanne.png
Invuln during superflash, but has one frame of recovery, so using as a ghetto DP is very discouraged.
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236236D
Miracle Jeanne
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
7+(120 Flash)+1 7~7 All
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Platinum 236236D.png
Signals the opponent's imminent death.
180F Heat Gauge Cooldown
Powers up the next item
OD Version powers up the next 2 items
Counter Hit state for entire move


"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
BBCF Platinum BlastAngel.png
Vroom, Vroom
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  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

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


Astral Heat

Shining Layered Force
236236C
BBCS Platinum ShiningLayeredForce.png
STARLIGHT BREAKER
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Platinum ultimate attack, on hit an small cutscene window is shown. Platinum powers up and fires a beam of charged magical energy and Vaporizes her opponent. Like most Astrals, it can be confirmed off a throw. Options unique to Platinum are uses of Magical Pan/Fan (5D), or Bubble (214 A B C).


External References


Navigation


To edit frame data, edit values in BBCF/Platinum the Trinity/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.