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 who's 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 currently has via her Random Number Generator (RNG) based Drive.
Health: 10,500
Guard Primers: 5
Play-style: Offensive, Situatonal (dependent on item)
Movement Options: 1 Double Jump/Airdash, Run-type Dash
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 again. There is no way for Platinum to choose what item she would like to obtain (outside of Unlimited), but her 214D while equipped will throw her current item at a 45 degree angle, immediately using up all remaining tokens, and will be explained in detail later.
Platinum has a Distortion Drive called "Miracle Jeanne" which immediately throws away her current item for an upgraded version of the item listed as NEXT.
Move List
Note for the Guard section in the tables:
- H = can block high (hold back while standing)
- L = can block low (hold back while crouching)
- A = can air block (hold any back direction in the air)
- All = can be blocked however
All blockable moves can be air Barrier Blocked blocked unless stated otherwise.
Normal Moves
5A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Staple pressure, combo, everything tool. It's +1 on block, so you can dash-buffer into itself for frametraps, but due to it having a 6 frame startup, it can trade with certain other characters' jabs. If your opponent is barrier blocking, 5A becomes +2, and is safe from jab trades. Be wary of characters with reversal options, however. Hits all characters on crouch, and can be a used as a quick anti-air when properly timed.
Since you can gattling 5A into itself infinitely, it is very easy to delay 5A mash on block for frametraps. Baiting reversal options is just as simple, as you can substitute a dash-buffer 5A for a jump barrier block. If they choose to reversal, you will block it, and punish accordingly. If they choose to continue blocking, you can continue pressure. Stay unpredictable with it, as a correctly IB'd 5A into any of her other normals aside from 5A or 2A can be 1F reversal'd.
Combos from 5A generally deal decent damage in the corner due to Plat's high proration values. A funfact: Scissors and Paper have a very slightly longer reach than Rock.
5B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Plat's 5B is a very situational normal. Although it has the longest reach of her ground normals (just barely beating 3C, since it pushes you forward), it's on the slower side. There's also a hurtbox on the staff up to where the heart starts, so you'll have to be careful of other normals beating it out. In pressure you'll only want to use it after 5A or 2B (usually 2B), and perhaps if you think they will attempt to chickenblock. Never use directly after 2A, as it does not combo. 2A > 5A > 5B (or 2A > 2B > 5B) is a useable example if you wish to chain them. As I mentioned earlier, beware of the gap between 5A > 5B on IB. 5A > 2B > 5B is a much safer blockstring.
That being said, it's still a decent zoning tool. On max range, it only combos into 3C for a knockdown. This is usually what you want to gattling into on block or hit max range, since everything else will whiff.
5C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
This is where the big damage comes from. Very fast, 100p1, jump cancellable, and can reverse gattling into 6B or 6A. Because if its speed, you'll normally want to punish your opponents mistake with it, but like any normal, make proper judgement when throwing it out. Although it's -6 on block, the ability to jump cancel on block negates most disadvantage this move would have. Only standing normal that combos directly into Mami aside from 2C.
On counterhit, you can combo directly into 6C, although it does not have many uses outside of making midscreen combos a bit more damaging without meter. 5C CH also makes hitconfirming easier, as you have enough time to recover and hit with 5A > stuff to continue the combo.
2A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Go-to low jab. Hits low, and can be used up to 3 times in a string. Also reverse gattlingable with 5A for safety and mixup. Mentioned above, but does not combo into 5B although it can chain into it. Not the best combo starter due to its poor P1. Using after 5A on block is the safest option, as it is has a slow startup. It's also -1 on block, so late-cancels could be unsafe.
In a (no hitstun reduction) string that ends off with 22C, you can dash up for a crossunder. Use with proper judgement!
2B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Plat's 2B is an interesting normal. Due to how low her hitbox is, she's able to go right under many high attacks (Hazama's 5D is a particularly useful one) if timed properly. It's also decent as a starter, in the corner it very easily goes straight into 5C > 236B for a 3.5k combo, and midscreen goes into 5B > 5C > 3C > oki (either bubble, bombs, missiles, or crossunder 2a).
2C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
One of Plat's two staple anti-airs. It's slow and has huge recovery, but it's head invuln from frame 6-37. I'll let that sink in; that's half a second. It's bad on block, but you can cancel it into 5D (depending on the item you have, 5D Item GET is unsafe) or Mystique Momo to make it safe. You can also late-cancel it into Mami if you're feeling gutsy (and have meter for a rapid if the attempt fails) for mind-games. If you have no other safe options, you can try a risky Air Persia or Dream Sally and hope they don't punish you, or hope you confuse them. Just make sure you do something if they block, and never whiff it. You will die.
In combos, you'll be finding yourself using this a lot after 5C > Mami > 5C to float them for a bubble.
6A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
The other of Platinum's two staple anti-airs. Pretty much the opposite of 2C, it's fast and recovers quickly. Your opponent probably won't be punishing you even if they block this, as you can just jump cancel to make it safe. Use this move when 2C would be too slow or wouldn't hit in time to work well.
6B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Best ass attack since Marisa 6A, Plat lunges forward with an overhead attack that's +1 on block at point blank range. Since this attack has a whopping 13 active frames, you can hit it at maximum distance for up to ~+12 frames of advantage. An excellent tool in her arsenal, as even if they manage to block it, you will be able to continue pressure. On the other hand, it's very slow, and quite easy to read (and punish, especially for Noel or Hakumen). If you manage to condition your opponent well enough, you'll find this move to be more than helpful.
On max ranges, you can combo anything 12 frames or shorter (with a dash buffer). There are few ways to combo into and out of this without a rapid, and they aren't very practical (5C CH, perfectly spaced 6B, 66 5C > 236B etc), so you shouldn't worry about that. Comboing out of it/continuing pressure on block is the most important.
6C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
An incredibly useful move that doesn't get enough credit. Low invuln from frame 3 means it will go over anything with only "foot" property after 3 frames into the move, and it fatal counters. Though, due to its slow startup, their move may recover, but they will still be forced to block and give up pressure. Naturally, don't use it if you feel they won't use a low, as it'll get outright beaten.
It's also very useful in pressure. On whiff, 6C can cancel into j.B, j.5C, or j.2C, much like how Ragna can cancel his 6D into j.D on whiff. On hit or block, it becomes special and jump cancelable. The safest option is always to jump cancel backwards, but delay j.5C is usually the best option for continuing pressure. Since options vary, as always, read the situation before using a move. If fighting against Hakumen, he can simply 6D your j.5C, so it's not the best option, right? 6C is also a major staple in Plat's combos, you'll be finding yourself using it a lot. Although it isn't much, 6C still has 84% repeat prorate, so be careful after repeated use.
3C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Plat's second longest range normal, and her longest range low attack. Emergency techable, even on counterhit. Usually used after ground strings to set up oki, or after a max range 5B. Has a funky hitbox, so against some characters she can use Mami (no repeat) > 5C > 3C for oki.
j.A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Plat's j.A. Decent air-to-air if you're right in their face, has 3 different animations. Reverse gattlings infinitely with j.B on hit or block, so j.A > j.B > j.A > j.B > j.A is possible after an airdash.
j.B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Plat turns around in the air, and attacks with her wings downwards. Hits a good distance below her, and due to how she turns, can beat out certain anti-air attempts (like many 5A's). See the hitbox data for a better picture. Pretty fast (only one frame slower than j.A), and recovers quickly, so it's pretty safe to throw out on occasion. Also very good for rising overheads and fuzzy guards, such as on Tager or after a rapided Mami in the corner (Mami > RC > j.B > jc > j.B > j.5C > j.2C is my personal favorite) respectively.
j.C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
You'll be using Plat's j.5C a lot. Great range, and space properly is an excellent footsie tool. On block, you can cancel it into either a jump, or into Swallow Moon for added mixup. Also used quite often in combos. Has 4 frames of landing recovery, so be sure to keep that into account when throwing it out.
j.2C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
A flurry of kicks downwards, very anime. Hits high 3 times, though hitstun is very low. Use after a timed j.B in blockstrings or on hit to follow up with a 5A and continue pressure/comboing. Can be used to set up fuzzy guards with good timing with a jump cancel j.B.
Drive Moves
5D/j.D (No Item) Ground Version
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Aerial Version
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
5D (Piko Hammer)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
j.D (Piko Hammer)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
5D (Piko Hammer Special)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
j.D (Piko Hammer Special)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
5D (Magical Bat)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
j.D (Magical Bat)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
5D (Magical Bat Special)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
j.D (Magical Bat Special)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
Throws
Forward Throw
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Back Throw
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Air Throw
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Special Moves
Air Persia (236A)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
Followup Air Persia (236AA)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
Followup Air Persia (236AB)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
Followup Air Persia (236AC)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
Mami Circular (236B)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
Dream Sally (214A/B/C)
A Version
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
B Version
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
C Version
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
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 be free to combo them for a meterless 5000 damage. 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.
Swallow Moon (j.236C)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
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.
Falling Melody (22C)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
Mystique Momo (214D)
Throwing Items | ||||||||||||||||||||||
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Melee Items | ||||||||||||||||||||||
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Magic Missile | ||||||||||||||||||||||
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Magic Missile Special | ||||||||||||||||||||||
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Magical Bomb | ||||||||||||||||||||||
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Magical Bomb Special | ||||||||||||||||||||||
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desc
Dramatic Sammy (41236C)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
Distortion Drives
Cure Dot Typhoon (632146C)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
Miracle Jeanne (236236D)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
desc
Astral Heat
Shining Layered Force (236236C)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Platinum's astral is among the best in the game. It's fully invulnerable after frame 1 after the superflash, and shoots a full-screen beam that will hit anyone horizontal from Platinum. You can use Platinum's astral to punish fullscreen supers such as Lambda's 236236D, Rachel's Tempest Dahlia, and Hakumen's 632146C to name a few. You can also combo into it off of any bubble hit, making it one of the more accessible astrals in the game.
On the downside, the beam must hit for the astral to begin, and the beam is both easily avoided and can be normal blocked. Still, the full invincibility and full-screen hit make Platinum's astral useful in certain situations.
Strategy
Offense
Platinum is a character who excels when near her foe. While she does have some excellent midscreen options such as bubble, missiles, and bombs, these tools are either unreliable for zoning for an extended period of time or are much better used to approach your opponent. That's not to say that Platinum can't work well at a distance, but she is much more effective at a closer range.
Platinum has a variety of offensive tools at her disposal. Her 5A is +1 on block, meaning that it leaves you at a very slight advantage whenever your opponent blocks it. This is by far her most-used offensive tool, as 5A links into every ground normal, every ground special, and is jump-cancelleable. It also cancels into itself, even on whiff!
Defense
Platinum has no real reversals outside of 1F Invincible Bat and Cure Dot Typhoon, which means when you're on defense with her you have to be patient and watch for gaps in your opponent's pressure. Learning to Instant Block and Barrier is key for Platinum, and using Counter Assault if you don't feel confident in your execution using Instant Block > Cure Dot Typhoon.
Combos
Depending on the starter, Plat's combos can be either low damage but with a really good chance at getting good meter gain, corner carry and okizeme, or high damage and getting a refill/equip from Cure Dot Typhoon finisher. She can also combo from certain items in her arsenal, some of them require counter hit and for the opponent to be in the corner for her to be able to combo off of it.
Midscreen
5A > 5B > 2B > 5C > 236B/3C > 22C (1621 DMG, 14 Heat Gained + oki if pushed to corner) (1608 DMG, 11 Heat Gained + Oki)
5A > 6A > 5C > (j.B > j.C > dj.B > j.C > j.236AXXX)/236B (Damage 1634, 18 Heat Gained) (Damage 1460 , 12 Heat Gained + Oki)
2A > 2B > 5B > 5C > 236B/3C > 22C (Damage 1359, 15 Heat Gained + Oki if pushed to corner) (Damage 1407, 11 Heat Gained + Oki)
6A > 5C > (j.B > j.C > dj.B > j.C > j.236AXXX)/236B (Damage 1884 , 17 Heat Gained) (Damage 1673 , 11 Heat Gained + Oki if pushed to corner)
6A > 6C > j.236C > j.C > Dash > 5C >(j.B > j.C > dj.B > j.C > j.236AXXX)/236B (Damage 2367 , 23 Heat Gained) (Damage 2192, 17 Heat Gained + Oki if pushed to the corner)
6B > Dash > 5A > 5B > 2B > 5C > 236B/3C > 22C (Damage 1858, 17 Heat Gained + Oki if pushed to the corner)(Damage 1926 , 14 Heat Gained + Oki)
5B > 3C > 22C > RC > 2C > 214C > 6C > 22C > 5C > 6A > 236B > 22C (Damage 3960, needs 50 heat for use, 22 Heat Gained)
Frying Pan
j.D > Instant Air Dash > j.C > 22C > 5C > 236B > dash 6C > j.236C > j.C > 22C > 5D > dash 2C > 22C > 5C > (j.B > j.C > j.B > j.C > j.236AXX)/6A > 236B (Damage 5030, 45 Heat Gained) (Damage 4638, 41 Heat Gained + Oki, uses 2 pans)
Hammer
6A > 6C > j.236C > j.C > 6A > sjc > j.B > j.C > j.C > j.D > 5C > j.B > j.C > j.C > j.D > 5C > 6A > 236B (Damage 3148, Heat Gained 50 + Oki, uses 2 hammers.)
Missile
5D > 5C > sjc > j.B > j.C > j.B > j.C > 236AXXX (Damage 2489, 19 Heat Gained)
Bomb
5D > 5C > sjc > j.B > j.C > j.B > j.C > 236AXXX (Damage 2334, Meter Gain 19)
Corner
5C > 236B > 5C > 2C > 214C > (walk back) > 6C > 22C > 5C > 6A > 236B (Damage 4474, Heat Gained 31)
Mystic Momo Combos (Pan, Bat, Cat, Hammer)
5C > 236B > 5C > 214D > 6C > 22C > 5C > 6A > 236B > 5D (Damage 4195, Heat Gained 31 + Item Swap/Oki)
2B > 5C > 236B > 5C > 214D > dash 6C > 22C > 5C > 2C > 5D equip cancel (must have Hammer next) > sjc > j.C > j.C > j.D > j.C > j.C > j.D > 5C > (6A > 236B)/632146C (Damage 4798, Heat Gained 66) (Damage 6065, Heat Gained overall 56)
Hammer
5C > 236B > 5C > 2C > 214C > 6C > 22C > 6A > 22C > 5C > sjc > j.B > J.C > j.C > j.D > 5C > sjc > j.B > j.C > j.C > j.D > 5C > 632146C (Damage 7345, Uses 50 Heat, Heat Gained overall 60)
Revolver Action Table
A | B | C | D | Cancels | |
---|---|---|---|---|---|
5A | 5A, 2A, 6A | 5B, 2B, 6B | 5C, 2C, 6C, 3C | Yes | Throw, Jump, Special |
5B | 6A | 2B, 6B | 5C, 2C, 6C, 3C | Yes | Special |
5C | 6A | 6B | 2C, 6C, 3C | Yes | Jump, Special |
2A | 5A, 2A | 5B, 2B, 6B | 5C, 2C, 3C | Yes | Special |
2B | 6A | 5B, 6B | 5C, 2C, 6C, 3C | Yes | Special |
2C | - | - | - | Yes | Special |
6A | - | 6B | 5C, 2C, 6C | - | Jump, Special |
6B | - | - | - | - | - |
6C | - | - | - | 2D, 6D | Jump on 2nd Hit, Special, Dash |
6D | - | j.B | j.C, j.2C | - | Jump, Special |
3C | - | - | - | - | Special |
A | B | C | D | Cancels | |
---|---|---|---|---|---|
j.A | j.A | j.B | j.C, j.2C | Yes | Jump, Special |
j.B | j.A | - | j.C, j.2C | Yes | Jump, Special |
j.C | - | - | j.2C | Yes | Jump, Special |
j.2C | - | - | - | - | Jump, Special |
- Red = On Hit only
- Green = Available on whiff
- Blue = Only once per spring
- Special = Specials and Supers
- Super = Supers only