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==Overview== | |||
= | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{Overview | <div id="home-content" class="home-grid"> | ||
| | {{card|width=4 | ||
| | |header=Overview | ||
| | |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, 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 knockdown quality to her {{clr|3|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 {{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. | ||
| | }} | ||
| | {{BBTag/Infobox | ||
| fastestAttack = [[#4A|4A]] (6F)<br/>[[#2A|2A]] (6F) | |||
| reversal = [[#Magical Bat|A+D]] (11F)<br/>[[#Cure Dot Typhoon|236B+C]] (8F) | |||
}} | |||
{{ProsAndCons | |||
|intro= | |||
|pros= | |pros= | ||
* Can low-profile under powerful roundstarts such as Mitsuru and Weiss {{clr|1|5A}} using {{clr|2|2B}}. | * 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 | * 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 | * While in Miracle Jeanne {{clr|3|5C}} and {{clr|5|4P}} (Hammer Fall ver.) have an unblockable earthquake | ||
|cons= | |cons= | ||
* Poor anti air and DP making contesting air approaches very difficult outside of A2A | |||
* Poor anti air and DP | * 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}} | * Fully Random {{clr|5|6P}} | ||
* Random 2nd hit on {{clr|5|4P}} | * 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> | |||
{{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. | ||
}} | }} | ||
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==Normal Moves== | ==Normal Moves== | ||
===<big>{{clr|1|4A}}</big>=== | ===<big>{{clr|1|4A}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=4A | |||
|description= | |||
* {{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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<small>> <sub>u</sub> <</small> | <small>> <sub>u</sub> <</small> | ||
}} | |||
===<big>{{clr|1|5A}}</big>=== | ===<big>{{clr|1|5A}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=5A,5AA,5AAA,5AAAA | |||
|versioned=input | |||
|description= | |||
* {{clr|1|5A}} is jump cancelable on block | |||
* Can be rebeated from {{clr|1|2B}} even after being used once in a string | |||
{ | |||
{ | |||
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* {{clr|1| | |||
Really huge normal, good for pressuring at midscreen. | Really huge normal, good for pressuring at midscreen. | ||
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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. | ||
}} | |||
===<big>{{clr|2|5B}}</big>=== | ===<big>{{clr|2|5B}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=5B,5BB,5BBB | |||
|versioned=input | |||
|description= | |||
{{ | |||
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* Can function as a short-ranged anti-air | * Can function as a short-ranged anti-air | ||
* Jump-cancellable on block and hit | * Jump-cancellable on block and hit | ||
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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. | ||
}} | |||
===<big>{{clr|3|5C}}</big>=== | ===<big>{{clr|3|5C}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=5C,Hammer Quake | |||
|versioned=input | |||
|description= | |||
{{ | |||
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* 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. | * 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. | ||
* 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. | ||
}} | |||
===<big>{{clr|1|2A}}</big>=== | ===<big>{{clr|1|2A}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=2A | |||
|description= | |||
Used as a quick combo extender, usually after Mami Circular. | |||
{{ | |||
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}} | }} | ||
===<big>{{clr|2|2B}}</big>=== | ===<big>{{clr|2|2B}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=2B | |||
|description= | |||
*Rebeats into {{clr|1|5A}} | |||
*Very low hurtbox once fully active | |||
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>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=2C | |||
|description= | |||
{ | |||
{ | |||
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* Has more range than {{clr|1|5A}} | * Has more range than {{clr|1|5A}} | ||
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. | ||
}} | |||
===<big>{{clr|1|j.A}}</big>=== | ===<big>{{clr|1|j.A}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=j.A,j.AA | |||
|versioned=input | |||
|description= | |||
| | |||
| | |||
| | |||
{{clr|1|j.A}} is a big hitbox. | {{clr|1|j.A}} is a big hitbox. | ||
---- | ---- | ||
{{clr|1|j.AA}} is not a big hitbox. | {{clr|1|j.AA}} is not a big hitbox. | ||
}} | |||
===<big>{{clr|2|j.B}}</big>=== | ===<big>{{clr|2|j.B}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=j.B | |||
|description= | |||
{ | |||
{ | |||
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* Can cross-up | * 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. | |||
}} | |||
===<big>{{clr|3|j.C}}</big>=== | ===<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 | |||
{| | |||
{{ | |||
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}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Universal Moves== | ==Universal Moves== | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=BC | |||
|description= | |||
* 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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}} | }} | ||
===<big>Magical Bat</big>=== | ===<big>Magical Bat</big>=== | ||
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air OK)}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=AD,j.AD | |||
|versioned=input | |||
|description= | |||
{{ | |||
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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. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
===<big>Mami Circular</big>=== | ===<big>Mami Circular</big>=== | ||
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=236A,236B | |||
|versioned=input | |||
|description= | |||
{{ | |||
| | |||
| | |||
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| | |||
* {{clr|1|236A}} hits low | * {{clr|1|236A}} hits low | ||
* Goes a bit less than half screen. | * Goes a bit less than half screen. | ||
* Can lead to combos solo | |||
Useful for Cross Combo loops. | Useful for Cross Combo loops. | ||
Line 496: | Line 204: | ||
* {{clr|2|236B}} hits high | * {{clr|2|236B}} hits high | ||
* Does not go as far as {{clr|1|236A}} horizontally. | * Does not go as far as {{clr|1|236A}} horizontally. | ||
* No combo potential solo. | |||
Useful for Cross Combo loops. | Useful for Cross Combo loops. | ||
}} | |||
===<big>Air Persia</big>=== | ===<big>Air Persia</big>=== | ||
{{InputBadge|{{clr|1|j.236A}} -> {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=j.236A,j.236A > X | |||
|versioned=input | |||
|description= | |||
* 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. | |||
}} | }} | ||
===<big>Swallow Moon</big>=== | ===<big>Swallow Moon</big>=== | ||
{{InputBadge|{{clr|2|j.236B}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=j.236B | |||
|description= | |||
* 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 | |||
{{ | |||
| | |||
| | |||
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}} | }} | ||
===<big>Magical Missile</big>=== | ===<big>Magical Missile</big>=== | ||
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=214A,214B | |||
|versioned=input | |||
|description= | |||
{{ | |||
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* The B version of Magical Missile has a small delay before it fires forward, giving Platinum enough time to recover and approach behind it. | * 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. | * Listed frame advantage is the ''minimum'' advantage. Both versions are considerably + at max range. | ||
}} | |||
===<big>Magical Bomb</big>=== | ===<big>Magical Bomb</big>=== | ||
{{InputBadge|{{clr|1|j.214A}}/{{clr|2|B}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=j.214A,j.214B | |||
|versioned=input | |||
|description= | |||
*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. | |||
{{ | |||
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}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Extra Skills== | ==Extra Skills== | ||
===<big>EX Mami Circular</big>=== | ===<big>EX Mami Circular</big>=== | ||
{{InputBadge|{{clr|3|236C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=236C | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Wall Bounces, sticks if close to corner | * Wall Bounces, sticks if close to corner | ||
Combo extender and punish from far away. | 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. | |||
}} | |||
===<big>EX Swallow Moon</big>=== | ===<big>EX Swallow Moon</big>=== | ||
{{InputBadge|{{clr|3|j.236C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=j.236C | |||
|description= | |||
{{ | |||
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* 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. | ||
* Unfortunately, Platinum can not block out of EX Swallowmoon, so a smart opponent will be able to meaty appropriately. | * Unfortunately, Platinum can not block out of EX Swallowmoon, so a smart opponent will be able to meaty appropriately. | ||
Line 712: | Line 286: | ||
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. | ||
}} | |||
===<big>EX Magical Missile</big>=== | ===<big>EX Magical Missile</big>=== | ||
{{InputBadge|{{clr|3|214C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=214C | |||
|description= | |||
{{ | |||
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* Throws out 3 magical missiles at once. Miracle Jeanne version shoots out 3 in a row | * 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. | |||
}} | |||
===<big>EX Magical Bomb</big>=== | ===<big>EX Magical Bomb</big>=== | ||
{{InputBadge|{{clr|3|j.214C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=j.214C | |||
|description= | |||
* Throws out 3 bombs all at once. | |||
{{ | |||
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}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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===<big>{{clr|5|5P}}</big>=== | ===<big>{{clr|5|5P}}</big>=== | ||
{{InputBadge|Air Persia~{{clr|1|A}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=5P | |||
|description= | |||
| | |||
{{ | |||
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* forward moving | * forward moving | ||
* not random | * 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 | |||
}} | |||
===<big>{{clr|5|6P}}</big>=== | ===<big>{{clr|5|6P}}</big>=== | ||
{{InputBadge|Item Use 1}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=6P Missile,6P Boomerang,6P Bomb | |||
|versioned=input | |||
|description= | |||
{{ | |||
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* Fires one missile forward. | * Fires one missile forward. | ||
Line 880: | Line 344: | ||
Can catch people in the air. | Can catch people in the air. | ||
}} | |||
===<big>{{clr|5|4P}}</big>=== | ===<big>{{clr|5|4P}}</big>=== | ||
{{InputBadge|Item Use 2}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=4P,4P Cat Hammer,4P Pan,4P Piko Hammer,Hammer Quake | |||
|versioned=input | |||
|description= | |||
{{ | |||
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* The first hit is extremely fast. | * The first hit is extremely fast. | ||
* Bounces opponent up on hit. | * Bounces opponent up on hit. | ||
Line 957: | Line 365: | ||
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 style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
===<big>Cure Dot Typhoon</big>=== | ===<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= | |||
{{ | |||
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* Platinum will track the opponent horizontally. | * Platinum will track the opponent horizontally. | ||
* Can be used in the air to end combos | * Can be used in the air to end combos | ||
Line 998: | Line 382: | ||
A fairly standard short ranged damage super. Can be used to deny sandwich cross assault pressure, but it's risky to use this way. | 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 | |||
}} | |||
===<big>Miracle Jeanne</big>=== | ===<big>Miracle Jeanne</big>=== | ||
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=214BC | |||
|description= | |||
{{ | |||
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* 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 {{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. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
===<big>Cure Dot Typhoon</big>=== | ===<big>Cure Dot Typhoon</big>=== | ||
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill }} | |||
{{BBTag Move Card|game=BBTag | |||
|input=Distortion Skill Duo | |||
|description= | |||
{{ | |||
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}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
===<big>Shining Layered Force</big>=== | ===<big>Shining Layered Force</big>=== | ||
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=222BC | |||
|description= | |||
{{ | |||
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* extremely thin hitbox | * extremely thin hitbox | ||
*whiffs up close. | *whiffs up close. | ||
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}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Colors== | |||
== | |||
*[https://blazblue.wiki/wiki/Platinum_the_Trinity/Gameplay#Palettes Color Palettes on https://blazblue.wiki] | *[https://blazblue.wiki/wiki/Platinum_the_Trinity/Gameplay#Palettes Color Palettes on https://blazblue.wiki] | ||
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{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{ | {{BBTag/Navigation}} |
Revision as of 08:10, 13 January 2023
Overview
Health |
17,000 |
Prejump |
4F |
Backdash |
22F (1~7F Inv All) |
Fastest Attack |
4A (6F) 2A (6F) |
Reversals |
A+D (11F) 236B+C (8F) |
- 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
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 |
- 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:
j.236A > X:
- Minimum Damage 60
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
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 |