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* {{clr|1|4A}} is a fast mashout tool | |||
* It can be linked into itself 3 times and is jump cancelable on block | |||
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* Platinum will randomly choose to do Rock, Paper, or Scissors. | * 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. | * Playing against another Platinum player, Rock beats Scissors, Scissors beats Paper, and Paper beats Rock. This will never be relevant. | ||
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===<big>{{clr|1|5A}}</big>=== | ===<big>{{clr|1|5A}}</big>=== | ||
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Revision as of 23:38, 26 April 2022
Platinum is a very versatile point character that can approach and bait out opponents using a combination of 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.
- Can low-profile under powerful roundstarts such as Mitsuru and Weiss 5A using 2B.
- Has good mixup potential with j.236C (EX Swallow Moon) which is fully invul
- Stronger assists and specials with her Miracle Jeanne buff
- While in Miracle Jeanne 5C and 4P (Hammer Fall ver.) have an unblockable earthquake
- Good air buttons with her j.B that can cause a crossups and j.C which is a cancellable IOH
- Her Miracle Jeanne buff costs 2 bar, isn't safe, and is required to make her as strong as an average character
- Poor anti air and DP
- Character specific routings for her higher damage combos
- Difficult, mediocre bnb
- RNG Assists can interfere with specific synergy plans
- Fully Random 6P
- Random 2nd hit on 4P
Normal Moves
4A
- 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 <
5A
- 5A is jump cancelable.
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.
5B
- 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
- 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.
2A
Used as a quick combo extender, usually after Mami Circular.
2B
Good for confirming meterlessly off of a 5AA when far away.
2C
- 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
j.A is a big hitbox.
j.AA is not a big hitbox.
j.B
- Can cross-up
Hit four times. Halts your fall when used out of an air dash
j.C
- 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
Ground Throw
5B+C
- Standard Blazblue throw. High enough that you'll whiff if you mash, slow enough that you can do almost anything off of it.
Magical Bat
5A+D (Air OK)
- 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.
Skills
Mami Circular
236A/B
- 236A hits low
- Goes a bit less than half screen.
Useful for Cross Combo loops.
- 236B hits high
- Does not go as far as 236A horizontally.
Useful for Cross Combo loops.
Air Persia
j.236A -> A/B/C
- Follow up buttons are the damage part of the move. Pressing 236A ... will not do damage or hit anything but your mental sanity.
Swallow Moon
j.236B
- Greatly slows Platinum's movement
- Grants free movement in any direction
- Earliest cancel F14
Magical Missile
214A/B
- 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.
Magical Bomb
j.214A/B
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
EX Mami Circular
236C
- 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
j.236C
- 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
214C
- 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
j.214C
- Throws out 3 bombs all at once.
Detailed description of the usefulness of the move go here
Partner Skills
5P
Air Persia
- 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
Item Use 1
- 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
Item Use 2
- 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
Cure Dot Typhoon
236B+C (air OK)
- 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
214B+C
- 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.
Distortion Skill Duo
Cure Dot Typhoon
P during Partner's Distortion Skill
Astral Heat
Shining Layered Force
222B+C
- extremely thin hitbox
- whiffs up close.
- Try to combo 236a to astral
External References
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •
- Active Change
- Air Recovery
- Astral Heat
- Clash
- Clash Assault
- Cross Burst
- Cross Combo
- Cross Gauge
- Cross Raid
- Cross Gauge Cooldown
- Delayed Down Entrance
- Distortion Skills
- Distortion Skill Duo
- Duo Change
- Extra Assault
- Extra Skills
- Ground Recovery
- Guard Bonus
- Health
- Minimum Damage
- P1, P2
- Partner Skills
- Rampage Time
- Reject Guard
- Reversal Action
- Resonance Blaze
- Resonance Gauge
- Skill Gauge
- Skills
- Smart Combo
- Throw
- Throw Reject
- Throw Counter
- Throw Reject Miss