BBTag/Platinum the Trinity: Difference between revisions

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<small>> <sub>u</sub> <</small>
<small>> <sub>u</sub> <</small>
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===<big>{{clr|1|5A}}</big>===
===<big>{{clr|1|5A}}</big>===
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* {{clr|1|5AAAA}} wall bounces
* {{clr|1|5AAAA}} wall bounces
* Nearly no use outside of cross raid.
* Nearly no use outside of cross raid.
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===<big>{{clr|2|5B}}</big>===
===<big>{{clr|2|5B}}</big>===
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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.
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===<big>{{clr|3|5C}}</big>===
===<big>{{clr|3|5C}}</big>===
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* 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.
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===<big>{{clr|1|2A}}</big>===
===<big>{{clr|1|2A}}</big>===
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Used as a quick combo extender, usually after Mami Circular.
Used as a quick combo extender, usually after Mami Circular.
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===<big>{{clr|2|2B}}</big>===
===<big>{{clr|2|2B}}</big>===
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Good for confirming meterlessly off of a {{clr|1|5AA}} when far away.
Good for confirming meterlessly off of a {{clr|1|5AA}} when far away.
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===<big>{{clr|3|2C}}</big>===
===<big>{{clr|3|2C}}</big>===
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A quick long range low. Can be thrown out in neutral effectively and is a good combo starter.
A quick long range low. Can be thrown out in neutral effectively and is a good combo starter.
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===<big>{{clr|1|j.A}}</big>===
===<big>{{clr|1|j.A}}</big>===
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----
----
{{clr|1|j.AA}} is not a big hitbox.
{{clr|1|j.AA}} is not a big hitbox.
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===<big>{{clr|2|j.B}}</big>===
===<big>{{clr|2|j.B}}</big>===
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Halts your fall when used out of an air dash.
Halts your fall when used out of an air dash.
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===<big>{{clr|3|j.C}}</big>===
===<big>{{clr|3|j.C}}</big>===
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* Can be hit-confirmed into Cure Dot Typhoon ({{clr|2|236B}}+{{clr|3|C}}) due to causing a noticeable bounce on hit
* 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
Has surprising vertical and horizontal range allowing it to even catch backdashes
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* 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.
* 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.
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* 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.
* Does not reach any farther than the animation suggests. This is NOT a panic button. This does NOT out range your opponents.
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Useful for Cross Combo loops.
Useful for Cross Combo loops.


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===<big>Air Persia</big>===
===<big>Air Persia</big>===
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Also very useful as a movement tool, closing the distance or creating quick cross-ups and sandwiches on the opponent.
Also very useful as a movement tool, closing the distance or creating quick cross-ups and sandwiches on the opponent.
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===<big>Swallow Moon</big>===
===<big>Swallow Moon</big>===
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* Greatly slows Platinum's movement
* Greatly slows Platinum's movement
* Grants free movement in any direction
* Grants free movement in any direction
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Also useful for setting up corner oki
Also useful for setting up corner oki
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===<big>Magical Missile</big>===
===<big>Magical Missile</big>===
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* Listed frame advantage is the ''minimum'' advantage. Both versions are considerably + at max range.
* Listed frame advantage is the ''minimum'' advantage. Both versions are considerably + at max range.


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===<big>Magical Bomb</big>===
===<big>Magical Bomb</big>===
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Useful as a zoning tool for when you wanna keep the opponent away.
Useful as a zoning tool for when you wanna keep the opponent away.
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It has invincibility to projectiles between 1/4 and 3/4 of the total travel distance.
It has invincibility to projectiles between 1/4 and 3/4 of the total travel distance.


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===<big>EX Swallow Moon</big>===
===<big>EX Swallow Moon</big>===
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This is a good EX move for baiting out certain reversal actions, or low active frame supers.
This is a good EX move for baiting out certain reversal actions, or low active frame supers.


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===<big>EX Magical Missile</big>===
===<big>EX Magical Missile</big>===
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Good at clearing space and calling out most assists, the projectiles unfortunately have very little durability.
Good at clearing space and calling out most assists, the projectiles unfortunately have very little durability.


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===<big>EX Magical Bomb</big>===
===<big>EX Magical Bomb</big>===
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Pops the opponent up on hit enough to run under and create a sandwich with most characters
Pops the opponent up on hit enough to run under and create a sandwich with most characters
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===<big>{{clr|5|6P}}</big>===
===<big>{{clr|5|6P}}</big>===
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Can catch people in the air.
Can catch people in the air.


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===<big>{{clr|5|4P}}</big>===
===<big>{{clr|5|4P}}</big>===
<span class="input-badge">'''Item Use 2'''</span>
<span class="input-badge">'''Item Use 2'''</span>
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In Miracle Jeanne, has the quake effect upon hitting the ground.
In Miracle Jeanne, has the quake effect upon hitting the ground.


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Fast enough to beat some safejumps
Fast enough to beat some safejumps
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===<big>Miracle Jeanne</big>===
===<big>Miracle Jeanne</big>===
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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.
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.
Say this move does nothing to epically troll your friends.
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Revision as of 02:32, 20 June 2022

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, 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 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 and are randomized, meaning it is impossible to tell which item you will get when using these two assists.

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
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.


Platinum the Trinity
BBTag Platinum Portrait.png
Health
17,000
Prejump
4F
Backdash
22F (1~7F Inv All)
Fastest Attack
Reversals

Normal Moves

4A

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 <


5A

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.


5B

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.


5C


2A


2B


2C


j.A


j.B


j.C



Universal Moves

Ground Throw

5B+C

Magical Bat

5A+D (Air OK)



Skills

Mami Circular

236A/B


Air Persia

j.236A -> A/B/C


Swallow Moon

j.236B


Magical Missile

214A/B


Magical Bomb

j.214A/B



Extra Skills

EX Mami Circular

236C


EX Swallow Moon

j.236C


EX Magical Missile

214C


EX Magical Bomb

j.214C


Partner Skills

5P

Air Persia~A


6P

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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 P1
Boomerang 900×2 [1100×2] All (18)+24 Total: (17)+43 P1
Bombs (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.

4P

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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 B
Cat Hammer 1500 [2550] All 16 8 35 -24 B
Pan 1500 [2550] All 18~39 6 30 -17 B
Piko Hammer 1000×2 [1200×2] All 18 Until L+4 26 -9 B
Piko Hammer Quake

No results

  • 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)

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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


Miracle Jeanne

214B+C



Distortion Skill Duo

Cure Dot Typhoon

P during Partner's Distortion Skill


Astral Heat

Shining Layered Force

222B+C



External References

Navigation

 Platinum the Trinity
To edit frame data, edit values in BBTag/Platinum the Trinity/Data.
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