BBTag/Platinum the Trinity: Difference between revisions

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{{CharNav-BBTag |Platinum}}
{{BBTag_Construction_Card}}
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{BBTag/CharacterLinks}}
!Platinum the Trinity
<div id="home-content" class="home-grid">
|-
{{card|width=4
||
|header=Overview
[[File:BBTag_Platinum_Portrait.png|350x500px|center]]
|content=Platinum is a versatile point character that can approach and bait out opponents using a combination of rushdown moves and zoning tools. Her normals have solid range and good startup. She has many highs and lows, all her 2'X' are lows, all of her j.'X' normals are highs, and her '{{clr|1|A}}' and '{{clr|2|B}}' versions of Mami Circular are a low and an overhead as well. Her items are not random like in mainline Blazblue series, as such she can use both bombs and missiles at will for block-strings and zoning. Platinum's Miracle Jeanne distortion is an Install, increasing the potency of her moveset by enlarging some of her normals' hitboxes and her projectiles as well as adding a special unblockable shockwave to her {{clr|3|5C}}. This power-up remains even when she is used as an assist while the Install is activated. However, Platinum holds a key flaw in her assists. Her {{clr|5|6P}} and {{clr|5|4P}} each contain a set of three items and are '''randomized''', meaning it is impossible to tell which item you will get when using these two assists.
|-
}}
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{{BBTag/Infobox
{{CharData-BBTagList|Platinum}}
| fastestAttack = [[#4A|4A]] (6F)<br/>[[#2A|2A]] (6F)
;Movement Options
| reversal = [[#Magical Bat|A+D]] (11F)<br/>[[#Cure Dot Typhoon|236B+C]] (8F)
* Double Jump, 1 Airdash, Dash Type: Run
}}
|}
{{ProsAndCons
<div style="float:left; margin-right:25px;">
|intro=
{{TOC limit|2}}
|pros=
* Long reaching normals and has access to a rebeat from {{clr|2|2B}} into {{clr|1|5A}} which is a jump cancelable normal
* Can low-profile under powerful roundstarts such as Mitsuru and Weiss {{clr|1|5A}} using {{clr|2|2B}}.
* Stronger assists and specials with her Miracle Jeanne buff
* Good air buttons with her fast multi-hitting {{clr|2|j.B}} that can cause a crossup, and {{clr|3|j.C}} which is a cancelable IOH
* Has good mixup potential with {{clr|3|j.C}} being hit-confirmable into {{clr|2|236B}}+{{clr|3|C}} on reaction, as well as {{clr|1|j.236A}} creating easy sandwiches with assist
* Very strong movement options consisting of the {{clr|4|j.236X}} series
* Fast high-hitting 4P that has follow-ups allowing for potential mix-up situations on block
* Chaotic nature of her assists can often lead to very advantageous situations in which the opponent is forced to respect you or be interrupted
* While in Miracle Jeanne {{clr|3|5C}} and {{clr|5|4P}} (Hammer Fall ver.) have an unblockable earthquake
|cons=
* Poor anti air and DP making contesting air approaches very difficult outside of A2A
* Higher damage routing can be harder to land on certain characters
* Severe lack of disjoints on long reaching slow normals
* Fully Random {{clr|5|6P}}
* Random 2nd hit on {{clr|5|4P}} can potentially not auto confirm on hit at certain heights
* RNG Assists meaning that your gameplan and neutral has to adapt to what comes out
}}
</div>
</div>
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  &nbsp;
</div>
==Overview==
''"Luna: Hey, isn't this kind of like 3 vs. 2?"''<br>
''"Sena: Y-You think...?"''
===Backstory===
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.
===Strengths/Weaknesses===
===Drive: Magical Symphony===


{{card|width=4
|header=Drive: Magical Symphony
|content=
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.
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==
==Normal Moves==
====== <font style="visibility:hidden" size="0">4A</font> ======
===<big>{{clr|1|4A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Platinum_4A.png |caption=
|input=4A
|name=4A
|description=
|data=
* {{clr|1|4A}} is a fast mashout tool
{{AttackData-BBTag
* It can be linked into itself 3 times and is jump cancelable on block
|damage= 1000|guard=All
----
|startup= |active= |recovery= |frameAdv=
* Platinum will randomly choose to do Rock, Paper, or Scissors.
|description=
* Playing against another Platinum player, Rock beats Scissors, Scissors beats Paper, and Paper beats Rock. This will never be relevant.
* Important points go here
* If both Platinums throw the same move, they'll trade. Otherwise one jab will beat the other.


Detailed description of the usefulness of the move go here
If you ever feel like playing Rock-Paper-Scissors, but with no control over what move you throw out.
}}
 
<small>> <sub>u</sub> <</small>
}}
}}


====== <font style="visibility:hidden" size="0">5A</font> ======
===<big>{{clr|1|5A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Platinum_5A.png |caption=
|input=5A,5AA,5AAA,5AAAA
|image2=BBTag_Platinum_5AA.png |caption2=
|versioned=input
|image3=BBTag_Platinum_5AAA.png |caption3=
|description=
|image4=BBTag_Platinum_5AAAA.png |caption4=
* {{clr|1|5A}} is jump cancelable on block
|name=5A
* Can be rebeated from {{clr|1|2B}} even after being used once in a string
|data=
{{AttackData-BBTag
|version=5A
|damage= 1500|guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here


Really huge normal, good for pressuring at midscreen
Really huge normal, good for pressuring at midscreen.
 
It's frame 11...
Armor's though Gord's normals
----
}}
* {{clr|1|5AA}} knocks down, powered up in Miracle Jeanne
{{AttackData-BBTag
|header=no
|version=5AA
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Knocks down, powered up in Miracle Jeanne


Knocks down on hit which can help stabilize juggles. has a similar animation to universal overhead and is cancelable into lows like 2B or 2C.
Knocks down on hit which can help stabilize juggles, and is cancelable into lows like {{clr|2|2B}} or {{clr|3|2C}}.
In Miracle Jeanne this move is powered up. It does more damage and bounces opponents on hit instead of knocking them down.
In Miracle Jeanne this move is powered up. It does more damage and bounces opponents on hit instead of knocking them down.
}}
----
{{AttackData-BBTag
* {{clr|1|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.
|header=no
* Platinum homes in on opponent
|version=5AAA
* Can only be cancelled into specials and...
|damage= |guard=All
----
|startup= |active= |recovery= |frameAdv=
* {{clr|1|5AAAA}} wall bounces
|description=
* Nearly no use outside of cross raid.
* 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.
}}
{{AttackData-BBTag
|header=no
|version=5AAAA
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Wall bounces
 
Detailed description of the usefulness of the move go here
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|2|5B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Platinum_5B.png |caption=
|input=5B,5BB,5BBB
|image2=BBTag_Platinum_5BB.png |caption2=
|versioned=input
|image3=BBTag_Platinum_5BBB.png |caption3=
|description=
|name=5B
* Can function as a short-ranged anti-air
|data=
* Jump-cancellable on block and hit
{{AttackData-BBTag
* 6-15f head invulnerable
|version=5B
----
|damage= 1500|guard=All
* {{clr|2|5BB}} has a good hitbox allowing for easy followups to {{clr|2|5B}}.
|startup= |active= |recovery= |frameAdv=
----
|description=
* {{clr|2|5BBB}} has lots of hitstun
* Can function as a short-ranged anti-air.
* Jump-cancellable on block and hit.
 
seems to have head invun
}}
{{AttackData-BBTag
|header=no
|version=5BB
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here
 
Detailed description of the usefulness of the move go here
}}
{{AttackData-BBTag
|header=no
|version=5BBB
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Lots of hitstun
* Powered up in Miracle Jeanne
* Powered up in Miracle Jeanne
* Shorter range than {{clr|2|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.
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.
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|3|5C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Platinum_5C.png |caption=
|input=5C,Hammer Quake
|name=5C
|versioned=input
|data=
|description=
{{AttackData-BBTag
* During Miracle Jeanne, hitting the ground with {{clr|3|5C}} will make a fullscreen ground quake that causes hard knockdown, which has a decent amount of recovery before being able to get up.  
|version=Normal
|damage= 800|guard=High
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here
 
Detailed description of the usefulness of the move go here
}}
{{AttackData-BBTag
|header=no
|version=Miracle Jeanne
|damage= 800|guard=High
|startup= |active= |recovery= |frameAdv=
|description=
}}
{{AttackData-BBTag
|header=no
|version=Quake
|damage= 0|guard=
|startup= |active= |recovery= |frameAdv=
|description=
* 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.
* 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.
* 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
}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|1|2A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Platinum_2A.png |caption=
|input=2A
|name=2A
|description=
|data=
Used as a quick combo extender, usually after Mami Circular.
{{AttackData-BBTag
|damage= 1000|guard=Low
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here
 
Detailed description of the usefulness of the move go here
}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|2|2B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Platinum_2B.png |caption=
|input=2B
|name=2B
|description=
|data=
*Rebeats into {{clr|1|5A}}
{{AttackData-BBTag
*Very low hurtbox once fully active
|damage= 1500|guard=Low
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here


Good for confirming meterlessly off of a 5AA when far away.
Good for confirming meterlessly off of a {{clr|1|5AA}} when far away.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|3|2C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Platinum_2C.png |caption=
|input=2C
|name=2C
|description=
|data=
* Has more range than {{clr|1|5A}}
{{AttackData-BBTag
|damage= 1700|guard=Low
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here


Detailed description of the usefulness of the move go here
A quick long range low. Can be thrown out in neutral effectively and is a good combo starter.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|1|j.A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Platinum_jA.png |caption=
|input=j.A,j.AA
|image2=BBTag_Platinum_jAA.png |caption2=
|versioned=input
|name=j.A
|description=
|data=
{{clr|1|j.A}} is a big hitbox.
{{AttackData-BBTag
----
|version=j.A
{{clr|1|j.AA}} is not a big hitbox.
|damage= 1700|guard=High
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here
 
Big hitbox
}}
{{AttackData-BBTag
|header=no
|version=j.AA
|damage= |guard=High
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here
 
Not big hitbox
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
===<big>{{clr|2|j.B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Platinum_jB.png |caption=
|input=j.B
|name=j.B
|description=
|data=
{{AttackData-BBTag
|damage= First: 600 / Other three hits: 307 |guard=High
|startup= |active= |recovery= |frameAdv=
|description=
* Can cross-up
* Can cross-up


Hit four times.
Fast air normal, is your go to for A2A situations
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
Hits four times making for easy hit confirms.  
{{MoveData
|image=BBTag_Platinum_jC.png |caption=
|name=j.C
|data=
{{AttackData-BBTag
|damage= 1800|guard=High
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here


Detailed description of the usefulness of the move go here
Halts your fall when used out of an air dash.
}}
}}
}}


<br clear=all/>
===<big>{{clr|3|j.C}}</big>===
{{BBTag Move Card|game=BBTag
|input=j.C
|description=
* Special and Super cancelable on hit and block
* Can be TK'd for an Instant overhead against most characters
* Can be hit-confirmed into Cure Dot Typhoon ({{clr|2|236B}}+{{clr|3|C}}) due to causing a noticeable bounce on hit
Has surprising vertical and horizontal range allowing it to even catch backdashes
}}
<br style="clear:both;"/>


==Universal Moves==
==Universal Moves==
 
===<big>Ground Throw</big>===
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Platinum_GroundThrow.png |caption=
|input=BC
|name=Ground Throw
|description=
|input=5B+C
* Standard Blazblue throw. Launches them high enough that you'll whiff if you mash, slow enough that you can do almost anything off of it.
|data=
{{AttackData-BBTag
|damage= 2000|guard=Throw
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here
 
Detailed description of the usefulness of the move go here
}}
}}
}}


====== <font style="visibility:hidden" size="0">Magical Bat</font> ======
===<big>Magical Bat</big>===
{{MoveData
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air OK)}}
|image=BBTag_Platinum_MagicalBat.png |caption=
{{BBTag Move Card|game=BBTag
|name=Magical Bat
|input=AD,j.AD
|input=5A+D (air OK)
|versioned=input
|data=
|description=
{{AttackData-BBTag
|version=Ground
|damage= 2000|guard=Air Unblockable
|startup= |active= |recovery= |frameAdv=
|description=
* Hits both in front of her and behind her.
* Hits both in front of her and behind her.
 
* Does not reach any farther than the animation suggests. This is NOT a panic button. This does NOT out range your opponents.
Detailed description of the usefulness of the move go here
}}
{{AttackData-BBTag
|header=no
|version=Air
|damage= 2000|guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Hits both in front of her and behind her.
 
Detailed description of the usefulness of the move go here
}}
}}
}}
 
<br style="clear:both;"/>
<br clear=all/>


==Skills==
==Skills==
====== <font style="visibility:hidden" size="0">Mami Circular</font> ======
===<big>Mami Circular</big>===
{{MoveData
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}
|image=BBTag_Platinum_MamiCircularA.png |caption=
{{BBTag Move Card|game=BBTag
|image2=BBTag_Platinum_MamiCircularB.png |caption2=
|input=236A,236B
|input=236A/B
|versioned=input
|name=Mami Circular
|description=
|data=
* {{clr|1|236A}} hits low
{{AttackData-BBTag
* Goes a bit less than half screen.
|version=A
* Can lead to combos solo
|damage= 2000|guard=Low
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here


Detailed description of the usefulness of the move go here
Useful for Cross Combo loops.
 
----
}}
* {{clr|2|236B}} hits high
{{AttackData-BBTag
* Does not go as far as {{clr|1|236A}} horizontally.
|version=B |header=no
* No combo potential solo.
|damage= 2000|guard=High
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here


Detailed description of the usefulness of the move go here
Useful for Cross Combo loops.


}}
}}
}}


====== <font style="visibility:hidden" size="0">Air Persia</font> ======
===<big>Air Persia</big>===
{{MoveData
{{InputBadge|{{clr|1|j.236A}} -> {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}}}
|image=BBTag_Platinum_AirPersia.png |caption=
{{BBTag Move Card|game=BBTag
|input=j.236A > A/B/C
|input=j.236A,j.236A > X,j.236A > XXX
|name=Air Persia
|versioned=input
|data=
|description=
{{AttackData-BBTag
* Consists of 3 follow-ups that hit at different angles
|version=Movement
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here
 
Detailed description of the usefulness of the move go here
 
}}
{{AttackData-BBTag
|version=Attack |header=no
|damage= First: 1000 / Other two hits: 512 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here


Detailed description of the usefulness of the move go here
Persia is a primary combo tool essential for her high damaging routes and allows for tons of corner carry.


}}
Also very useful as a movement tool, closing the distance or creating quick cross-ups and sandwiches on the opponent.
}}
}}


====== <font style="visibility:hidden" size="0">Swallow Moon</font> ======
===<big>Swallow Moon</big>===
{{MoveData
{{InputBadge|{{clr|2|j.236B}}}}
|image=BBTag_Platinum_SwallowMoon.png |caption=
{{BBTag Move Card|game=BBTag
|input=j.236B
|input=j.236B
|name=Swallow Moon
|description=
|data=
* Greatly slows Platinum's movement
{{AttackData-BBTag
* Grants free movement in any direction
|damage= |guard=All
* Earliest cancel F14
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here


Detailed description of the usefulness of the move go here
Strong movement tool useful for baiting anti airs and looking for a place to land or use persia


}}
Also useful for setting up corner oki
}}
}}


====== <font style="visibility:hidden" size="0">Magical Missile</font> ======
===<big>Magical Missile</big>===
{{MoveData
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}
|image=BBTag_Platinum_MagicalMissile.png |caption=
{{BBTag Move Card|game=BBTag
|input=214A/B
|input=214A,214B
|name=Magical Missile
|versioned=input
|data=
|description=
{{AttackData-BBTag
* The B version of Magical Missile has a small delay before it fires forward, giving Platinum enough time to recover and approach behind it.
|version=A
* Listed frame advantage is the ''minimum'' advantage. Both versions are considerably + at max range.
|damage= Hit: 650 / Explosion: 864 / Total: 1514 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here
 
Detailed description of the usefulness of the move go here


}}
{{AttackData-BBTag
|version=B |header=no
|damage= Hit: 650 / Explosion: 864 / Total: 1514 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* 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
}}
}}
}}


====== <font style="visibility:hidden" size="0">Magical Bomb</font> ======
===<big>Magical Bomb</big>===
{{MoveData
{{InputBadge|{{clr|1|j.214A}}/{{clr|2|B}}}}
|image=BBTag_Platinum_MagicalBomb.png |caption=
{{BBTag Move Card|game=BBTag
|input=j.214A/B
|input=j.214A,j.214B
|name=Magical Bomb
|versioned=input
|data=
|description=
{{AttackData-BBTag
*Projectiles disappear when Platinum is hit
|version=A
Aerial projectiles that travel a further distance depending on what varient you are using.
|damage= Hit: 650 / Explosion: 864 / Total: 1514 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here


Detailed description of the usefulness of the move go here
Useful as a zoning tool for when you wanna keep the opponent away.
 
}}
{{AttackData-BBTag
|version=B |header=no
|damage= Hit: 650 / Explosion: 864 / Total: 1514 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here
 
Detailed description of the usefulness of the move go here
 
}}
}}
}}
 
<br style="clear:both;"/>
<br clear=all/>


==Extra Skills==
==Extra Skills==
====== <font style="visibility:hidden" size="0">EX Mami Circular</font> ======
===<big>EX Mami Circular</big>===
{{MoveData
{{InputBadge|{{clr|3|236C}}}}
|image=BBTag_Platinum_MamiCircularB.png |caption=
{{BBTag Move Card|game=BBTag
|input=236C
|input=236C
|name=EX Mami Circular
|description=
|data=
{{AttackData-BBTag
|damage= 2400|guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Wall Bounces, sticks if close to corner
* Wall Bounces, sticks if close to corner


Detailed description of the usefulness of the move go here
Combo extender and punish from far away.
Its high arc makes it liable to avoid some ground based moves, however this special has no invulnerability.


}}
}}
}}


====== <font style="visibility:hidden" size="0">EX Swallow Moon</font> ======
===<big>EX Swallow Moon</big>===
{{MoveData
{{InputBadge|{{clr|3|j.236C}}}}
|image=BBTag_Platinum_SwallowMoon.png |caption=
{{BBTag Move Card|game=BBTag
|input=j.236C
|input=j.236C
|name=EX Swallow Moon
|description=
|data=
{{AttackData-BBTag
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* The EX version of this move causes Platinum to become '''completely invulnerable''' throughout the entirety of her flight.
* The EX version of this move causes Platinum to become '''completely invulnerable''' throughout the entirety of her flight.
* You can control the direction that Platinum moves while in the air slightly.
* 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.
* Lasts slightly longer than the ordinary version.


Detailed description of the usefulness of the move go here
This is a good EX move for baiting out certain reversal actions, or low active frame supers.


}}
}}
}}


====== <font style="visibility:hidden" size="0">EX Magical Missile</font> ======
===<big>EX Magical Missile</big>===
{{MoveData
{{InputBadge|{{clr|3|214C}}}}
|image=BBTag_Platinum_MagicalMissile.png |caption=
{{BBTag Move Card|game=BBTag
|input=214C
|input=214C
|name=EX Magical Missile
|description=
|data=
* Throws out 3 magical missiles at once. Miracle Jeanne version shoots out 3 in a row
{{AttackData-BBTag
|damage= Total: 3387 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Throws out 3 magical missiles at the same time in a vertical wall formation.


Detailed description of the usefulness of the move go here
Good at clearing space and calling out most assists, the projectiles unfortunately have very little durability.


}}
}}
}}


====== <font style="visibility:hidden" size="0">EX Magical Bomb</font> ======
===<big>EX Magical Bomb</big>===
{{MoveData
{{InputBadge|{{clr|3|j.214C}}}}
|image=BBTag_Platinum_MagicalBomb.png |caption=
{{BBTag Move Card|game=BBTag
|input=j.214C
|input=j.214C
|name=EX Magical Bomb
|description=
|data=
{{AttackData-BBTag
|damage= Total: 3387 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Throws out 3 bombs all at once.
* Throws out 3 bombs all at once.
Detailed description of the usefulness of the move go here
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==


====== <font style="visibility:hidden" size="0">5P</font> ======
===<big>{{clr|5|5P}}</big>===
{{MoveData
{{InputBadge|Air Persia~{{clr|1|A}}}}
|image=BBTag_Platinum_AirPersia.png |caption=
{{BBTag Move Card|game=BBTag
|name=Air Persia |input=5P
|input=5P
|data=
|description=
{{AttackData-BBTag
|damage= 1700|guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* forward moving
* forward moving
* not random
* 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.
This is Platinum's only assist that is not random, making it the most consistent for combo purposes. It's otherwise fairly normal.
}}
 
Pops the opponent up on hit enough to run under and create a sandwich with most characters
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
{{MoveData
|image=BBTag_Platinum_ItemUse1.png |caption=The orb's color determines what attack is done
|input=6P
|name=Item Use 1
|data=
{{AttackData-BBTag
|version= Missile |subtitle=Light Blue
|damage= Hit: 650 / Explosion: 756 / Total: 1406 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here


Detailed description of the usefulness of the move go here
===<big>{{clr|5|6P}}</big>===
{{InputBadge|Item Use 1}}
{{BBTag Move Card|game=BBTag
|input=6P Missile,6P Boomerang,6P Bomb
|versioned=input
|description=
* Fires one missile forward.


}}
Standard Projectile.
{{AttackData-BBTag
----
|header=no
* It comes back, allowing for one hit going forward and one hit coming back.
|version=Boomerang |subtitle=White
* Launches the opponent up if hit.
|damage= Both: 1100|guard=All
* If Platinum is hit, then the boomerang loses its hitbox.
|startup= |active= |recovery= |frameAdv=
|description=
* It comes back


Detailed description of the usefulness of the move go here
Since it's a delayed two hit projectile, it can be used to cover unsafe moves during pressure.
 
----
}}
{{AttackData-BBTag
|header=no
|version=Bombs |subtitle=Yellow
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Throws out 3 bombs at once.  
* Throws out 3 bombs at once.  


Detailed description of the usefulness of the move go here
Can catch people in the air.


}}
}}
}}


====== <font style="visibility:hidden" size="0">4P</font> ======
===<big>{{clr|5|4P}}</big>===
{{MoveData
{{InputBadge|Item Use 2}}
|image=BBTag_Platinum_ItemUse2.png |caption=The orb's color determines what attack is done
{{BBTag Move Card|game=BBTag
|input=4P
|input=4P,4P Cat Hammer,4P Pan,4P Piko Hammer,Hammer Quake
|name=Item Use 2
|versioned=input
|data=
|description=
{{AttackData-BBTag
* The first hit is extremely fast.
|version=Cat Hammer |subtitle=Blue
* Bounces opponent up on hit.
|damage= 1700|guard=All
----
|startup= |active= |recovery= |frameAdv=
* When summoning the Cat Hammer or Pan, Platinum will run up to the opponent's point character before swinging.
|description=
* Staggers the opponent on hit, allowing for ground combo followups.
* Important points go here
----
 
* When summoning Hammer, Platinum jumps up in front of you and does the air version of Piko Hammer from the original BlazBlue.
Detailed description of the usefulness of the move go here
* 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.
{{AttackData-BBTag
|header=no
|version=Pan |subtitle=Green
|damage= 1700 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here
 
Detailed description of the usefulness of the move go here
 
}}
{{AttackData-BBTag
|header=no
|version=Piko Hammer |subtitle=Red
|damage= First: 1500 / Second: 672 / Total: 2172 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Platinum jumps up in front of you and does the air version of Piko Hammer from the original BlazBlue.  


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


}}
}}
}}
<br style="clear:both;"/>


<br clear=all/>
==Distortion Skills==
===<big>Cure Dot Typhoon</big>===
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}} (air OK)}}
{{BBTag Move Card|game=BBTag
|input=236BC,j.236BC
|versioned=input
|description=
* 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.


==Distortion Skills==
A fairly standard short ranged damage superCan be used to deny sandwich cross assault pressure, but it's risky to use this way.
====== <font style="visibility:hidden" size="0">Cure Dot Typhoon</font> ======
{{MoveData
|image=BBTag_Platinum_CureDotTyphoon.png |caption=
|name=Cure Dot Typhoon |input=236B+C (air OK)
|data=
  {{AttackData-BBTag
|damage= Normal: 4484 / Resonance Blaze: 5634|guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here


Detailed description of the usefulness of the move go here
Fast enough to beat some safejumps
}}
}}
}}


====== <font style="visibility:hidden" size="0">Miracle Jeanne</font> ======
===<big>Miracle Jeanne</big>===
{{MoveData
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
|image=BBTag_Platinum_MiracleJeanne.png |caption=
{{BBTag Move Card|game=BBTag
|name=Miracle Jeanne |input=214B+C
|input=214BC
|data=
|description=
{{AttackData-BBTag
|damage= |guard=
|startup= |active= |recovery= |frameAdv=
|description=
* Spend 2 bars to grant a 20-second power-up to most of Platinum's normals and her projectiles.
* 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.
Can be canceled into after a {{clr|1|5AAA}} to continue the combo. Platinum's {{clr|5|4P}} and {{clr|5|6P}} assists will also get powered up.
}}
Say this move does nothing to epically troll your friends.
}}
}}
<br style="clear:both;"/>
==Distortion Skill Duo==
===<big>Cure Dot Typhoon</big>===
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill }}
{{BBTag Move Card|game=BBTag
|input=Distortion Skill Duo
|description=


<br clear=all/>
}}
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Shining Layered Force</big>===
|image=BBTag_Platinum_ShiningLayeredForce.png |caption=
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
|input=222B+C
{{BBTag Move Card|game=BBTag
|name=Shining Layered Force
|input=222BC
|data=
|description=
{{AttackData-BBTag
* extremely thin hitbox
|damage= |guard=All
*whiffs up close.
|startup= |active= |recovery= |frameAdv=
*Try to combo 236a to astral
|description=
* Important points go here


Detailed description of the usefulness of the move go here


}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>
----
 
{{CharLinks-BBTag|Platinum}}
==Colors==
{{Navbar-BBTag}}
*[https://blazblue.wiki/wiki/Platinum_the_Trinity/Gameplay#Palettes Color Palettes on https://blazblue.wiki]
[[Category:Platinum the Trinity]]
 
[[Category:BlazBlue Cross Tag Battle]]
==Navigation==
<center>{{Character Label|BBTag|Platinum the Trinity|size=36px}}</center>
{{BBTag/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{BBTag/Navigation}}

Latest revision as of 05:03, 13 December 2023


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Overview

Overview
Platinum is a versatile point character that can approach and bait out opponents using a combination of rushdown moves and zoning tools. Her normals have solid range and good startup. She has many highs and lows, all her 2'X' are lows, all of her j.'X' normals are highs, and her 'A' and 'B' versions of Mami Circular are a low and an overhead as well. Her items are not random like in mainline Blazblue series, as such she can use both bombs and missiles at will for block-strings and zoning. Platinum's Miracle Jeanne distortion is an Install, increasing the potency of her moveset by enlarging some of her normals' hitboxes and her projectiles as well as adding a special unblockable shockwave to her 5C. This power-up remains even when she is used as an assist 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 and are randomized, meaning it is impossible to tell which item you will get when using these two assists.
Platinum the Trinity


BBTag Platinum Portrait.png
Health
17,000
Prejump
4F
Backdash
22F (1~7F Inv All)
Fastest Attack
4A (6F)
2A (6F)
Reversals
A+D (11F)
236B+C (8F)
Pros
Cons
  • Long reaching normals and has access to a rebeat from 2B into 5A which is a jump cancelable normal
  • Can low-profile under powerful roundstarts such as Mitsuru and Weiss 5A using 2B.
  • Stronger assists and specials with her Miracle Jeanne buff
  • Good air buttons with her fast multi-hitting j.B that can cause a crossup, and j.C which is a cancelable IOH
  • Has good mixup potential with j.C being hit-confirmable into 236B+C on reaction, as well as j.236A creating easy sandwiches with assist
  • Very strong movement options consisting of the j.236X series
  • Fast high-hitting 4P that has follow-ups allowing for potential mix-up situations on block
  • Chaotic nature of her assists can often lead to very advantageous situations in which the opponent is forced to respect you or be interrupted
  • While in Miracle Jeanne 5C and 4P (Hammer Fall ver.) have an unblockable earthquake
  • Poor anti air and DP making contesting air approaches very difficult outside of A2A
  • Higher damage routing can be harder to land on certain characters
  • Severe lack of disjoints on long reaching slow normals
  • Fully Random 6P
  • Random 2nd hit on 4P can potentially not auto confirm on hit at certain heights
  • RNG Assists meaning that your gameplan and neutral has to adapt to what comes out


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

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 2 11 -1 B
  • 4A is a fast mashout tool
  • It can be linked into itself 3 times and is jump cancelable on block

  • 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.

> u <

Level P1 P2
1 100 70

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 11 6 15 -4 B
5AA 1700 [2040] All 11 8 18 -7 B
5AAA 1700 All 14 8 18 -7 B
5AAAA 1700 All 18 4 30 -15 B
  • 5A is jump cancelable on block
  • Can be rebeated from 2B even after being used once in a string

Really huge normal, good for pressuring at midscreen. It's frame 11...


  • 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.
  • Platinum homes in on opponent
  • Can only be cancelled into specials and...

  • 5AAAA wall bounces
  • Nearly no use outside of cross raid.
Version Level P1 P2
5A 3 100 80
5AA 4 100 75 [85]
5AAA 4 100 85
5AAAA 4 100 85

5A:
5AA:

  • Values in [] are for Miracle Jeanne version


5AAA:

  • Platinum can perform moves and block at -7 frame adv, but cannot perform any movement options until -12 frame adv


5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 12 4 22 -9 B 6~15 H
5BB 1500 All 9 6 19 -8 B
5BBB 1700 [2040] All 10 6 20 -7 B
  • 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.

Version Level P1 P2
5B 3 90 80
5BB 3 100 80
5BBB 4 100 75 [85]

5B:
5BB:
5BBB:

  • Values in [] are for Miracle Jeanne version

5C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5C 800 High 22 3 24 -10 B
Hammer Quake 0 Unblockable 1 1 P1
  • During Miracle Jeanne, hitting the ground with 5C will make a fullscreen ground quake that causes hard knockdown, 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.
Version Level P1 P2
5C 3 100 100
Hammer Quake 5 100 100

5C:

  • During Miracle Jeanne and 5C misses opponent, creates a Quake after active frames. See 5C Quake for exact properties


Hammer Quake:

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 6 3 10 -1 F

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

Level P1 P2
1 90 70

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 10 3 21 -7 F
  • Rebeats into 5A
  • Very low hurtbox once fully active

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

Level P1 P2
3 90 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 12 3 24 -8 F
  • Has more range than 5A

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

Level P1 P2
4 90 85

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1700 High 12 4 13 H
j.AA 1500 High 8 6 9 H

j.A is a big hitbox.


j.AA is not a big hitbox.

Version Level P1 P2
j.A 4 80 85
j.AA 3 80 80

j.A:
j.AA:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600×4 High 9 4,4,4,2 24+2L H
  • Can cross-up

Fast air normal, is your go to for A2A situations

Hits four times making for easy hit confirms.

Halts your fall when used out of an air dash.

Level P1 P2
3 100 80

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 [2160] High 14 4 25+11L -8[-12] H
  • Special and Super cancelable on hit and block
  • Can be TK'd for an Instant overhead against most characters
  • Can be hit-confirmed into Cure Dot Typhoon (236B+C) due to causing a noticeable bounce on hit

Has surprising vertical and horizontal range allowing it to even catch backdashes

Level P1 P2
3 80 70 [80]
  • Values in [] are for Miracle Jeanne version


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • Standard Blazblue throw. Launches them high enough that you'll whiff if you mash, slow enough that you can do almost anything off of it.
Level P1 P2
0, 4 100 50
  • Minimum Damage 2000

Magical Bat

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 2000 [2500] Air Unblockable 11 4 43 -30 B 1~11 All
j.AD 2000 [2500] Air Unblockable 11 4 Until L+26 B 1~11 All
  • Hits both in front of her and behind her.
  • Does not reach any farther than the animation suggests. This is NOT a panic button. This does NOT out range your opponents.
Version Level P1 P2
AD 3 80 60
j.AD 3 80 60

AD:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 100 [125]


j.AD:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 100 [125]


Skills

Mami Circular

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 2000 Low 13 15 23+11L -14 F
236B 2000 High 20 15 16+7L -17~-3 H
  • 236A hits low
  • Goes a bit less than half screen.
  • Can lead to combos solo

Useful for Cross Combo loops.


  • 236B hits high
  • Does not go as far as 236A horizontally.
  • No combo potential solo.

Useful for Cross Combo loops.

Version Level P1 P2
236A 5 80 90
236B 5 80 90

236A:

  • Minimum Damage 100
  • Maximum Slide duration 5F


236B:

  • Minimum Damage 100

Air Persia

j.236A -> A/B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236A 13 Until L+13
j.236A > X 1200 All 6 6 Until L+7 H
j.236A > XXX 1200 All 6 6 16+3L H
  • Consists of 3 follow-ups that hit at different angles

Persia is a primary combo tool essential for her high damaging routes and allows for tons of corner carry.

Also very useful as a movement tool, closing the distance or creating quick cross-ups and sandwiches on the opponent.

Version Level P1 P2
j.236A
j.236A > X 3 80 80
j.236A > XXX 3 80 80

j.236A:
j.236A > X:

  • Minimum Damage 60


j.236A > XXX:

  • Values in [] are for the B version
  • Minimum Damage 60
  • Maximum Slide duration 1F

Swallow Moon

j.236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
earliest cancel at frame 14 Total: 90
  • Greatly slows Platinum's movement
  • Grants free movement in any direction
  • Earliest cancel F14

Strong movement tool useful for baiting anti airs and looking for a place to land or use persia

Also useful for setting up corner oki

Level P1 P2

Magical Missile

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 650, 1500
[800, 1800]
All 22 Until Hit,11 Total: 48 -8 P1
214B 650, 1500
[800, 1800]
All 22 Until Hit,11 Total: 48 -8 P1
  • The B version of Magical Missile has a small delay before it fires forward, giving Platinum enough time to recover and approach behind it.
  • Listed frame advantage is the minimum advantage. Both versions are considerably + at max range.
Version Level P1 P2
214A 3 [4, 3] 80 90×2
214B 3 [4, 3] 80 90×2

214A:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 32, 75 (107) [40, 90 (130)]


214B:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 32, 75 (107) [40, 90 (130)]

Magical Bomb

j.214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214A 650, 1500
[800, 1800]
All 19 Until Hit,(2)15 Total: Until L+9 P1
j.214B 650, 1500
[800, 1800]
All 19 Until Hit,(2)15 Total: Until L+9 P1
  • Projectiles disappear when Platinum is hit

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.

Version Level P1 P2
j.214A 1, 3 80 90×2
j.214B 1, 3 80 90×2

j.214A:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 32, 75 (107) [40, 90 (130)]


j.214B:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 32, 75 (107) [40, 90 (130)]


Extra Skills

EX Mami Circular

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2400 All 18 15 18+10L -22 H
  • Wall Bounces, sticks if close to corner

Combo extender and punish from far away. Its high arc makes it liable to avoid some ground based moves, however this special has no invulnerability.

Level P1 P2
5 80 80
  • Minimum Damage 240

EX Swallow Moon

j.236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Level P1 P2

EX Magical Missile

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
(650, 1500)×3
[(800, 1800)×3]
All 19 [14] X(4)X(4)X
[X(21)X(21)X]
Total: 47
[Total: 76]
+10 [+20] P1
  • Throws out 3 magical missiles at once. Miracle Jeanne version shoots out 3 in a row

Good at clearing space and calling out most assists, the projectiles unfortunately have very little durability.

Level P1 P2
3 [4, 3] 80 90×6
  • Values in [] are for Miracle Jeanne version
  • Each Missile has active frames: Until Hit,11
  • Minimum Damage per missile: 32, 75 (107) [40, 90 (130)]

EX Magical Bomb

j.214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
(650, 1500)×3
[(800, 1800)×3]
All 26 X(3)X(3)X Total: Until L+9 P
  • Throws out 3 bombs all at once.
Level P1 P2
1, 3 80 90×6
  • Values in [] are for Miracle Jeanne version
  • Each Bomb has active frames: Until Hit,(2)15
  • Minimum Damage per bomb: 32, 75 (107) [40, 90 (130)]


Partner Skills

5P

Air Persia~A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+18 7 18+9L -15 B
  • forward moving
  • not random

This is Platinum's only assist that is not random, making it the most consistent for combo purposes. It's otherwise fairly normal.

Pops the opponent up on hit enough to run under and create a sandwich with most characters

Level P1 P2
4 70 80
  • Mnimum Damage 85


6P

Item Use 1

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6P Missile 650, 1500
[800, 1800]
All (18)+23 Until Hit,10 Total: (17)+49 P1
6P Boomerang 900×2 [1100×2] All (18)+24 Total: (17)+43 P1
6P Bomb (650, 1500)×3
[(800, 1800)×3]
All (18)+20 X(3)X(3)X Total: (17)+41 P
  • 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.

Version Level P1 P2
6P Missile 3 [4, 3] 70 90×2
6P Boomerang 3 [4] 70 80
6P Bomb 1, 3 70 90×6

6P Missile:

  • Values in [] are for Miracle Jeanne version
  • Mnimum Damage 32, 75 (107) [40, 90 (130)]


6P Boomerang:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 45×2 (90) [55×2 (110)]


6P Bomb:

  • Values in [] are for Miracle Jeanne version
  • Each Bomb has active frames: Until Hit,(2)15
  • Minimum Damage per bomb 32, 75 (107) [40, 90 (130)]

4P

Item Use 2

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Hammer Quake 0 Unblockable 1 1 P1
4P 1200 All (18)+13 4 19 B
4P Cat Hammer 1500 [2550] All 16 8 35 -24 B
4P Pan 1500 [2550] All 18~39 6 30 -17 B
4P Piko Hammer 1000×2 [1200×2] All 18 Until L+4 26 -9 B
  • 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.

Version Level P1 P2
Hammer Quake 5 100 100
4P 4 70 80
4P Cat Hammer 4 70 85
4P Pan 4 70 85
4P Piko Hammer 5 70 90

Hammer Quake:
4P:

  • Automatically goes into followup attack after recovery
  • Minimum Damage 60


4P Cat Hammer:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 75 [127]


4P Pan:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 75 [127]
  • Crumple Duration: 40F [50F], Crumple Fall 50F


4P Piko Hammer:

  • Values in [] are for Miracle Jeanne version
  • During Miracle Jeanne, if attack misses, then after active frames creates an unblockable quake. See 5C Quake for exact properties
  • Minimum Damage 50×2 (100) [60×2 (120)]


Distortion Skills

Cure Dot Typhoon

236B+C (air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 990×13 [800×3, 670×20] All 5+(76 Flash)+3 4(12)4(9)6,9×9,5
[4(12)4(9)6,7,6×19,4]
47 -33 B 1~24 All
j.236BC 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 B 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.

Fast enough to beat some safejumps

Version Level P1 P2
236BC 4 80 60
j.236BC 4 80 60

236BC:

  • Values in [] are for Enhanced version
  • Minimum damage 138×13 (1794) [104×3, 87×20 (2052)]


j.236BC:

  • Values in [] are for Enhanced version
  • Minimum damage 138×13 (1794) [104×3, 87×20 (2052)]

Miracle Jeanne

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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. Say this move does nothing to epically troll your friends.

Level P1 P2
  • Values in [] are for Enhanced version
  • Platinum gains powerup on superflash for ???F [???F]


Distortion Skill Duo

Cure Dot Typhoon

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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] B 1~2 All
Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]


Astral Heat

Shining Layered Force

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 10+(69 Flash)+15 3 Until L +4 P3 1~27 All
  • extremely thin hitbox
  • whiffs up close.
  • Try to combo 236a to astral
Level P1 P2
5


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