BBTag/Platinum the Trinity

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Platinum the Trinity
BBTag Platinum Portrait.png

Health: 16,000

Jump Startup: 4F

Backdash Time 22F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run

Overview[edit]

"Luna: Hey, isn't this kind of like 3 vs. 2?"
"Sena: Y-You think...?"

Backstory[edit]

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[edit]

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.

Strengths/Weaknesses[edit]

Drive: Magical Symphony[edit]

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 Guard Startup Active Recovery Frame Adv.
1000 All 6 - - -1
  • Important points go here

Detailed description of the usefulness of the move go here


5A[edit]
5A
BBCS Platinum 5B.png
BBCS Platinum CatStick5D.png
BBCS Platinum AirPersiaA.png
BBCP Platinum CT.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 11 - - -4
  • Jump cancelable.

Really huge normal, good for pressuring at midscreen.

5AA - All - - - -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 - All - - - -
  • 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 - All - - - -15
  • Wall bounces

Detailed description of the usefulness of the move go here


5B[edit]
5B
BBCS Platinum 6A.png
BBCS Platinum 5C.png
BBCS Platinum FryingPan5D.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 12 4 - -9
  • Can function as a short-ranged anti-air
  • Jump-cancellable on block and hit
  • 6-15f head invulnerable
5BB - All - - - -8
  • Has a good hitbox allowing for easy followups to 5B.

Detailed description of the usefulness of the move go here

5BBB - All - - - -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 Guard Startup Active Recovery Frame Adv.
Normal 800 High 22 - - -10
  • Important points go here

Detailed description of the usefulness of the move go here

Miracle Jeanne 800 High - - - -
Quake 0 - - - - -
  • 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
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 8 - - -1
  • Important points go here

Detailed description of the usefulness of the move go here


2B[edit]
2B
BBCS Platinum 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1500 Low 10 - - -7

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


2C[edit]
2C
BBCS Platinum 3C.png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 12 - - -8
  • Important points go here

Detailed description of the usefulness of the move go here


j.A[edit]
j.A
BBCS Platinum jC.png
BBCS Platinum jB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1700 High 12 - - -
  • Important points go here

Big hitbox

j.AA - High - - - -
  • Important points go here

Not big hitbox


j.B[edit]
j.B
BBCS Platinum j2C.png
Damage Guard Startup Active Recovery Frame Adv.
First: 600 / Other three hits: 307 High 9 - - -
  • Can cross-up

Hit four times.


j.C[edit]
j.C
BBCS Platinum FryingPanjD.png
BOOOOOOOONGGGGGGG...
Damage Guard Startup Active Recovery Frame Adv.
1800 High 14 - - -
  • Important points go here

Detailed description of the usefulness of the move go here



Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCS Platinum throw.png
Damage Guard Startup Active Recovery Frame Adv.
2000 Throw 7 - - -
  • 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
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2000 Air Unblockable 11 - - -30
  • Hits both in front of her and behind her.

Detailed description of the usefulness of the move go here

Air 2000 All 11 - - -
  • 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
Version Damage Guard Startup Active Recovery Frame Adv.
A 2000 Low 13 - - -14
  • Hits low
  • Goes a bit less than half screen.

Useful for Cross Combo loops.

B 2000 High 21 - - -16~-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 Guard Startup Active Recovery Frame Adv.
Movement - All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here

Attack First: 1000 / Other two hits: 512 All 6 - - -
  • 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
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • 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
Version Damage Guard Startup Active Recovery Frame Adv.
A Hit: 650 / Explosion: 864 / Total: 1514 All 22 - - -8~+29
  • Important points go here

Detailed description of the usefulness of the move go here

B Hit: 650 / Explosion: 864 / Total: 1514 All 22 - - -8~+45
  • 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
Version Damage Guard Startup Active Recovery Frame Adv.
A Hit: 650 / Explosion: 864 / Total: 1514 All 19 - - -
  • Important points go here

Detailed description of the usefulness of the move go here

B Hit: 650 / Explosion: 864 / Total: 1514 All 19 - - -
  • Important points go here

Detailed description of the usefulness of the move go here



Extra Skills[edit]

EX Mami Circular[edit]
EX Mami Circular
236C
BBCS Platinum MamiCircular.png
Damage Guard Startup Active Recovery Frame Adv.
2400 All - - - -22~-9
  • Wall Bounces, sticks if close to corner

Detailed description of the usefulness of the move go here


EX Swallow Moon[edit]
EX Swallow Moon
j.236C
BBCS Platinum SwallowMoon.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • 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
Damage Guard Startup Active Recovery Frame Adv.
Total: 3387 All 19 - - +10~+37 vs standing, -6~+33 vs crouching
  • Throws out 3 magical missiles at the same time in a vertical wall formation.

Detailed description of the usefulness of the move go here


EX Magical Bomb[edit]
EX Magical Bomb
j.214C
BBCS Platinum Bomb.png
Damage Guard Startup Active Recovery Frame Adv.
Total: 3387 All 23 - - -
  • 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 Guard Startup Active Recovery Frame Adv.
1700 All 37 N/A N/A +29
  • 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 Guard Startup Active Recovery Frame Adv.
Missile Hit: 650 / Explosion: 756 / Total: 1406 All - - - -
  • Fires one missile forward.

Standard Projectile.

Boomerang Both: 1100 All - - - -
  • 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 - All - - - -
  • Throws out 3 bombs at once.

Can catch people in the air.


4P[edit]
4P
Item Use 2
BBCS Platinum CatStick5D.png
She does a random melee attack
BBCS Platinum FryingPan5D.png
BBCS Platinum hammerjD.png
Version Damage Guard Startup Active Recovery Frame Adv.
Cat Hammer 1700 All - - - -
  • Extremely fast.
  • Bounces opponent up on hit.
Pan 1700 All - - - -
  • Platinum will run up to the opponent's point character before swinging.
  • Staggers the opponent on hit, allowing for ground combo followups.
Piko Hammer First: 1500 / Second: 672 / Total: 2172 All - - - -
  • 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
Damage Guard Startup Active Recovery Frame Adv.
Normal: 4484 / Resonance Blaze: 5634 All 5+3 - - -
  • 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
BBCS Platinum MiracleJeanne.png
Damage Guard Startup Active Recovery Frame Adv.
- - 1+10 - - -
  • 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 Guard Startup Active Recovery Frame Adv.
- 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
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here



BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Click [*] for character's frame data
System Explanations

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