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]

5A[edit]

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 -
5AA 1700 [2040] All 11 8 18 -7 -
5AAA 1700 All 14 8 18 -7 -
5AAAA 1700 All 18 4 30 -15 -

[edit]

  • 5A is jump cancelable.

Really huge normal, good for pressuring at midscreen.


  • 5AA 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 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.

  • 5AAAA wall bounces

5B[edit]

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
5BB 1500 All 9 6 19 -8 -
5BBB 1700 [2040] All 10 6 20 -7 -

[edit]

  • Can function as a short-ranged anti-air
  • Jump-cancellable on block and hit
  • 6-15f head invulnerable

  • 5BB has a good hitbox allowing for easy followups to 5B.

  • 5BBB has 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]

2A[edit]

2B[edit]

2C[edit]

j.A[edit]

j.B[edit]

j.C[edit]


Universal Moves[edit]

Ground Throw[edit]

5B+C

Magical Bat[edit]

5A+D (air OK)


Skills[edit]

Mami Circular[edit]

236A/B

Air Persia[edit]

j.236A > A/B/C

Swallow Moon[edit]

j.236B

Magical Missile[edit]

214A/B

Magical Bomb[edit]

j.214A/B


Extra Skills[edit]

EX Mami Circular[edit]

236C

EX Swallow Moon[edit]

j.236C

EX Magical Missile[edit]

214C

EX Magical Bomb[edit]

j.214C


Partner Skills[edit]

5P[edit]

Air Persia

6P[edit]

Item Use 1

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 - -
Boomerang 900*2 [1100*2] All (18)+24 - Total: (17)+43 - -
Bombs (650, 1500)*3
[(800, 1800)*3]
All (18)+20 X(3)X(3)X Total: (17)+41 - -

[edit]

  • Fires one missile forward.

Standard Projectile.


  • 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.


  • Throws out 3 bombs at once.

Can catch people in the air.

4P[edit]

Item Use 2

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 -
Pan 1500 [2550] All 18~39 6 30 -17 -
Piko Hammer 1000*2 [1200*2] All 18 Until L+4 26 -9 -

[edit]

  • The first hit is extremely fast.
  • Bounces opponent up on hit.

  • When summoning the Cat Hammer or Pan, Platinum will run up to the opponent's point character before swinging.
  • Staggers the opponent on hit, allowing for ground combo followups.

  • When summoning Hammer, 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]

236B+C (air OK)

Miracle Jeanne[edit]

214B+C


Distortion Skill Duo[edit]

Cure Dot Typhoon[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Shining Layered Force[edit]

222B+C



External References[edit]

Navigation[edit]


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