BBTag/Platinum the Trinity

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Overview[edit]
Overview

"Luna: Hey, isn't this kind of like 3 vs. 2?
Sena: Y-You think...?"
Lore:Platinum the Trinity is a small girl, and a vessel within which used to reside three, now two, souls: the short-tempered and hot-headed young girl, Luna, the laid back and carefree young boy, Sena, and, formerly, one of the Six Heroes, Trinity Glassfille. Since her and his personalities appear and disappear, it’s difficult to determine which action belongs to which; although, the tone of their voice is certainly a strong clue. The one point they have in common, though, is admiration and adoration for their master Jubei. The two also hate conflict of any sort and used to live quietly in the ruins of Ibukido. However, due to a request from Jubei, to whom they owe their lives, they set out on a quest with their Nox Nyctores "Muchorin" in hand to locate and defeat Yuuki Terumi.
Playstyle
Platinum is a very versatile point character that can approach and bait out opponents using a combination of strong rushdown moves and zoning tools. Her normals have solid range, good startup, and a large number of her moves consist of a wide variety of lows and overheads. For instance, all her 2'X' moves must be blocked low, and her 'A' and 'B' versions of Mami Circular are a low and an overhead, respectively. With the removal of her items being random like in the mainline Blazblue series, she can now swiftly utilize both bombs and missiles at will for both deadly block-strings and zoning. Platinum's Miracle Jeanne distortion is an Install, further increasing the potency of her moveset by enlarging some of her normals' hitboxes and her projectiles as well as adding a special knockdown quality to her 5C. This power-up also applies to her bomb, missile, and boomerang assists if you swap her for your second character while the Install is activated. However, Platinum holds a key flaw in her assists. Her 6P and 4P each contain a set of three items, but are randomized, meaning it is impossible to tell which item you will get when using these two assists.
Pros Cons
  • Good point value
  • Can beat other strong character roundstarts like Mitsuru and Weiss 5A's with her 2B thanks to it low profiling them
  • Has good mixup potential with j.236C (EX Swallow Moon) which has invul
  • Stronger assists and specials with her Miracle Jeanne buff on
  • Gets access to unblockable moves while in Miracle Jeanne like 5C and 4P (has to be the hammer fall 4P)
  • Good air buttons with her j.B that can cause a crossups and j.C which is a cancellable IOH
  • RNG Assists except for her 5P and the first part of her 4P
  • Difficult bnb
  • RNG Assists cause it difficult to some specific synergy plans
  • Poor anti air and DP
  • Character specific routings for her highers damage combos
  • Random 6P
Drive: Magical Symphony
In the original BlazBlue series, Platinum had the ability to equip magical items that she would use in gameplay. She could only equip one item at a time and which item she would be able to equip next was random but could be seen on the HUD. In BlazBlue Cross Tag Battle, these magical items return as various normals, mechanics and specials that Platinum uses in her moveset.

Normal Moves[edit]

4A[edit]
4A
BBCS Platinum 5A.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 All 6 2 11 -1 -
  • Platinum will randomly choose to do Rock, Paper, or Scissors.
  • Playing against another Platinum player, Rock beats Scissors, Scissors beats Paper, and Paper beats Rock. This will never be relevant.
  • If both Platinums throw the same move, they'll trade. Otherwise one jab will beat the other.

If you ever feel like playing Rock-Paper-Scissors, but with no control over what move you throw out.

O u O

5A[edit]
5A
BBCS Platinum 5B.png
BBCS Platinum CatStick5D.png
BBCS Platinum AirPersiaA.png
BBCP Platinum CT.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 - 11 6 15 -4 -
  • Jump cancelable.

Really huge normal, good for pressuring at midscreen.

5AA 1700 [2040] All 11 8 18 -7 -
  • Knocks down, powered up in Miracle Jeanne

Knocks down on hit which can help stabilize juggles, and is cancelable into lows like 2B or 2C. In Miracle Jeanne this move is powered up. It does more damage and bounces opponents on hit instead of knocking them down.

5AAA 1700 All 14 8 18 -7 -
  • Immediately after the hit when the pogo touches ground you can cancel into grounded specials. If you wait a bit for the pogo to bounce you can cancel into air specials.

This move doesn't cancel into any normals except for 5AAA, but it can be canceled into Miracle Jeanne for combo extension. When following up a Miracle Jeanne 5AA this move will leave the opponent higher up than normal, letting you recover and continue with a link into another normal like 5A, 4A, 5B, etc.

5AAAA 1700 All 18 4 30 -15 -
  • Wall bounces

Detailed description of the usefulness of the move go here

5B[edit]
5B
BBCS Platinum 6A.png
"Buff me already Mori"
BBCS Platinum 5C.png
BBCS Platinum FryingPan5D.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1500 All 12 4 22 -9 6-15 H
  • Can function as a short-ranged anti-air
  • Jump-cancellable on block and hit
  • 6-15f head invulnerable
5BB 1500 All 9 6 19 -8 -
  • Has a good hitbox allowing for easy followups to 5B.

Detailed description of the usefulness of the move go here

5BBB 1700 [2040] All 10 6 20 -7 -
  • Lots of hitstun
  • Powered up in Miracle Jeanne
  • Shorter range than 5BB, so may not connect at certain distances.

This move will keep opponents in hitstun until they hit the ground unless the combo is extremely porated. This lets the move enable TK swallow moon loops or rejump loops. In Miracle Jeanne the frying pan is upgraded to a fan, doing more damage and with a bigger hitbox, making connecting it off of an air hit or juggle much easier.

5C[edit]
5C
BBCS Platinum hammer5D.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Attack 800 High 22 3 24 -10 -
  • Important points go here

Detailed description of the usefulness of the move go here

Quake
Miracle Jeanne
0 Unblockable 25 1 - - -
  • Hitting the ground with this move will cause your opponent to fall over and enter a knockdown state, which has a decent amount of recovery before being able to get up.
  • This trait will take effect only when your opponent is standing on the ground, not while in the air.
  • You cannot block the knockdown effect of this move, you must dodge it by jumping.

Detailed description of the usefulness of the move go here

2A[edit]
2A
BBCS Platinum 2A.png
Poke!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 Low 6 3 10 -1 -
  • Important points go here

Used as a quick combo extender, usually after Mami Circular.

2B[edit]
2B
BBCS Platinum 2B.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 Low 10 3 21 -7 -

Good for confirming meterlessly off of a 5AA when far away.

2C[edit]
2C
BBCS Platinum 3C.png
Sweepsies!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 Low 12 3 24 -8 -
  • Has more range than 5A

A quick long range low. Can be thrown out in neutral effectively and is a good combo starter.

j.A[edit]
j.A
BBCS Platinum jC.png
BBCS Platinum jB.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1700 High 12 4 13 - -
  • Important points go here

Big hitbox

j.AA 1500 High 8 6 9 - -
  • Important points go here

Not big hitbox

j.B[edit]
j.B
BBCS Platinum j2C.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
600*4 High 9 4,4,4,2 24+2L - -
  • Can cross-up

Hit four times.

j.C[edit]
j.C
BBCS Platinum FryingPanjD.png
BOOOOOOOONGGGGGGG...
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1800 [2160] High 14 4 25+11L - -
  • Important points go here

Can be TK'd for an Instant overhead against most characters. Has surprising vertical and horizontal range. Can Catch Backdashes.


Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCS Platinum throw.png
yo check out my mixup
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 2000 Throw 7~30 3 23 - -
  • Important points go here

Detailed description of the usefulness of the move go here

Magical Bat[edit]
Magical Bat
5A+D (air OK)
BBCS Platinum superHomerun5D.png
haha funny bat go swin- wait they blocked OH GOD OH FUCK
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 2000 [2500] Air Unblockable 11 4 43 -30 1-11 All
  • Hits both in front of her and behind her.

Detailed description of the usefulness of the move go here

Air 2000 [2500] Air Unblockable 11 4 Until L+26 - 1-11 All
  • Hits both in front of her and behind her.

Detailed description of the usefulness of the move go here


Skills[edit]

Mami Circular[edit]
Mami Circular
236A/B
BBCF Platinum MamiCircular2.png
BBCS Platinum MamiCircular.png
Surfin' USA!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 2000 Low 13 15 23+11L -14 -
  • Hits low
  • Goes a bit less than half screen.

Useful for Cross Combo loops.

B 2000 High 20 15 16+7L -17~-3 -
  • Hits high
  • Does not go as far as 236A horizontally.

Useful for Cross Combo loops.

Air Persia[edit]
Air Persia
j.236A > A/B/C
BBCS Platinum AirPersia.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Movement - - 13 - Until L+13 - -
  • Important points go here

Detailed description of the usefulness of the move go here

Attack 1200 All 6 6 Until L+7 [16+3L] - -
  • Important points go here

Detailed description of the usefulness of the move go here

Swallow Moon[edit]
Swallow Moon
j.236B
BBCS Platinum SwallowMoon.png
,,O x O,,
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - earliest cancel at frame 14 - Total: 90 - -
  • Important points go here

Detailed description of the usefulness of the move go here

Magical Missile[edit]
Magical Missile
214A/B
BBCS Platinum Missile.png
,,>o,,
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 650, 1500
[800, 1800]
All 22 Until Hit,11 Total: 48 -8 -
B 650, 1500
[800, 1800]
All 22 Until Hit,11 Total: 48 -8 -
  • The B version of Magical Missile has a small delay before it fires forward, giving Platinum enough time to recover and approach behind it.

Detailed description of the usefulness of the move go here

Magical Bomb[edit]
Magical Bomb
j.214A/B
BBTag Platinum MagicalBomb.png
11
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 650, 1500
[800, 1800]
All 19 Until Hit,(2)15 Total: Until L+9 - -
B 650, 1500
[800, 1800]
All 19 Until Hit,(2)15 Total: Until L+9 - -
  • Important points go here

Aerial projectiles that travel a further distance depending on what varient you are using. Useful as a zoning tool for when you wanna keep the opponent away.


Extra Skills[edit]

EX Mami Circular[edit]
EX Mami Circular
236C
BBCS Platinum MamiCircular.png
your neutral is mine now.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2400 All 18 15 18+10L -22 -
  • Wall Bounces, sticks if close to corner

Combo extender and punish from far away. It has invincibility to projectiles between 1/4 and 3/4 of the total travel distance.

EX Swallow Moon[edit]
EX Swallow Moon
j.236C
BBCS Platinum SwallowMoon.png
,, O x O ,,
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - Earliest cancel at frame 9 - Total: 90 - 4-End HBFP
  • The EX version of this move causes Platinum to become completely invulnerable throughout the entirety of her flight.
  • Unfortunately, Platinum can not block out of EX Swallowmoon, so a smart opponent will be able to meaty appropriately.
  • You can control the direction that Platinum moves while in the air slightly.
  • Lasts slightly longer than the ordinary version.

This is a good EX move for baiting out certain reversal actions, or low active frame supers.

EX Magical Missile[edit]
EX Magical Missile
214C
BBCS Platinum Missile.png
>O
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
(650, 1500)*3
[(800, 1800)x3]
All 19 [14] X(4)X(4)X
[X(21)X(21)X]
Total: 47
[Total: 76]
+10 [+20] -
  • Throws out 3 magical missiles at once. Miracle Jeanne version shoots out 3 in a row

Detailed description of the usefulness of the move go here

EX Magical Bomb[edit]
EX Magical Bomb
j.214C
BBCS Platinum Bomb.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
(650, 1500)*3
[(800, 1800)*3]
All 26 X(3)X(3)X Total: Until L+9 - -
  • Throws out 3 bombs all at once.

Detailed description of the usefulness of the move go here


Partner Skills[edit]

5P[edit]
5P
Air Persia
BBCS Platinum AirPersia.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All (18)+18 7 18+9L -15 -
  • forward moving
  • not random

hits kind of low, keeps opponents low to the ground. This is Platinum's only assist that is not random, making it the most consistent for combo purposes. It's otherwise fairly normal.

6P[edit]
6P
Item Use 1
BBCS Platinum Missile.png
She does a random ranged attack
BBCF Platinum Halo.png
BBCS Platinum Bomb.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Missile 650, 1500
[800, 1800]
All (18)+23 Until Hit,10 Total: (17)+49 - -
  • Fires one missile forward.

Standard Projectile.

Boomerang 900*2 [1100*2] All (18)+24 - Total: (17)+43 - -
  • It comes back, allowing for one hit going forward and one hit coming back.
  • Launches the opponent up if hit.
  • If Platinum is hit, then the boomerang loses its hitbox.

Since it's a delayed two hit projectile, it can be used to cover unsafe moves during pressure.

Bombs (650, 1500)*3
[(800, 1800)*3]
All (18)+20 X(3)X(3)X Total: (17)+41 - -
  • Throws out 3 bombs at once.

Can catch people in the air.

4P[edit]
4P
Item Use 2
BBCS Platinum noItem5D.png
This part can hit the opponent too
BBCS Platinum CatStick5D.png
Did I say you can get up?
BBCS Platinum FryingPan5D.png
alright stay there
BBCS Platinum hammerjD.png
Nvm sit down bro
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
First Hit 1200 All (18)+13 4 19 - -
Cat Hammer 1500 [2550] All 16 8 35 -24 -
  • Extremely fast.
  • Bounces opponent up on hit.
Pan 1500 [2550] All 18~39 6 30 -17 -
  • Platinum will run up to the opponent's point character before swinging.
  • Staggers the opponent on hit, allowing for ground combo followups.
Piko Hammer 1000*2 [1200*2] All 18 Until L+4 26 -9 -
  • Platinum jumps up in front of you and does the air version of Piko Hammer from the original BlazBlue.
  • If the second hit connects, allows for OTG pickup.
  • Rarely, the second hit on the way down will not always connect.
  • Scales the best in combos.

In Miracle Jeanne, has the quake effect upon hitting the ground.


Distortion Skills[edit]

Cure Dot Typhoon[edit]
Cure Dot Typhoon
236B+C (air OK)
BBCS Platinum CureDotTyphoon.png
< >< >
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 990*13 [800*3, 670*20] All 5+3 4(12)4(9)6,9*9,5
[4(12)4(9)6,7,6*19,4]
47 -33 1-24 All
Air 990*13 [800*3, 670*20] All 5+(70 Flash)+3 4(12)4(9)6,9*9,5
[4(12)4(9)6,7,6*19,4]
47 -33 1-24 All
  • Platinum will track the opponent horizontally.
  • Can be used in the air to end combos
  • Occasionally will drop if used as an air combo ender.
  • Hits in front and behind of Platinum.
  • Sends the opponent flying fullscreen.

A fairly standard short ranged damage super. Can be used to deny sandwich cross assault pressure, but it's risky to use this way.

Miracle Jeanne[edit]
Miracle Jeanne
214B+C Mini buff for 2 bars...
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - Total: 1+(125 Flash)+10 - 1-1 All
[1-1 All]
[2-11 P]
  • Spend 2 bars to grant a 20-second power-up to most of Platinum's normals and her projectiles.

Can be canceled into after a 5AAA to continue the combo. Platinum's 4P and 6P assists will also get powered up.


Distortion Skill Duo[edit]

Cure Dot Typhoon
P during Main Character's Distortion Skill
BBCS Platinum CureDotTyphoon.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
164*13 [167*2, 166, 100*20] All 1+(106 Flash)+1 4(12)4(9)6,9*10,5
[4(12)4(9)6,7,6*19,4]
53 -39 [-38] 1-2 All
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat[edit]

Shining Layered Force
222B+C
BBCS Platinum ShiningLayeredForce.png
SUPER LASER PISS
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- All 10+(69 Flash)+15 3 Until L +4 1-27 All
  • extremely thin hitbox
  • whiffs up close.
  • Try to combo 236a to astral



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