BBTag/Platinum the Trinity: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{#lst:{{PAGENAME}}/Data|Links}}
{{Overview
<div id="home-content" class="home-grid">
|overview= 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 '{{clr|1|A}}' and '{{clr|2|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 {{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, but are randomized, meaning it is impossible to tell which item you will get when using these two assists.
{{card|width=4
|lore=Platinum the Trinity is a small girl, and a vessel within which used to reside three, now two, souls: the short-tempered and hot-headed young girl, Luna, the laid back and carefree young boy, Sena, and, formerly, one of the Six Heroes, Trinity Glassfille. Since her and his personalities appear and disappear, it’s difficult to determine which action belongs to which; although, the tone of their voice is certainly a strong clue. The one point they have in common, though, is admiration and adoration for their master Jubei. The two also hate conflict of any sort and used to live quietly in the ruins of Ibukido. However, due to a request from Jubei, to whom they owe their lives, they set out on a quest with their Nox Nyctores "Muchorin" in hand to locate and defeat Yuuki Terumi.
|header=Overview
|voice_actor=  
|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.
|quote= Luna: Hey, isn't this kind of like 3 vs. 2?<br>Sena: Y-You think...?
}}
|summary=  
{{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
* Has good mixup potential with {{clr|3|j.236C}} (EX Swallow Moon) which is fully invul
* 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
* Good air buttons with her {{clr|2|j.B}} that can cause a crossups and {{clr|3|j.C}} which is a cancellable IOH
|cons=
|cons=
* 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 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
* Character specific routings for her higher damage combos
* Severe lack of disjoints on long reaching slow normals
* Difficult, mediocre bnb
* RNG Assists can interfere with specific synergy plans
* 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
|unique_mechanic1_name= Drive: Magical Symphony
* RNG Assists meaning that your gameplan and neutral has to adapt to what comes out
|unique_mechanic1=  
}}
</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>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=4A
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_4A.png | No fair, cheater!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_4A_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="4A"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* {{clr|1|4A}} is a fast mashout tool
* {{clr|1|4A}} is a fast mashout tool
* It can be linked into itself 3 times and is jump cancelable on block
* It can be linked into itself 3 times and is jump cancelable on block
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<small>> <sub>u</sub> <</small>
<small>> <sub>u</sub> <</small>
</div>
}}
</div>


===<big>{{clr|1|5A}}</big>===
===<big>{{clr|1|5A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5A,5AA,5AAA,5AAAA
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_5A.png |
BBTag_Platinum_5AA.png |
BBTag_Platinum_5AAA.png |
BBTag_Platinum_5AAAA.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_5A_Hitbox.png |
BBTAG_Platinum_5AA_Hitbox.png |
BBTAG_Platinum_5AAA_Hitbox.png |
BBTAG_Platinum_5AAAA_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA" or input="5AAAA")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* {{clr|1|5A}} is jump cancelable on block
* {{clr|1|5A}} is jump cancelable on block
* Can be rebeated from {{clr|1|2B}} even after being used once in a string
* Can be rebeated from {{clr|1|2B}} even after being used once in a string
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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.
</div>
}}
</div>


===<big>{{clr|2|5B}}</big>===
===<big>{{clr|2|5B}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5B,5BB,5BBB
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_5B.png |"Buff me already Mori"
BBTag_Platinum_5BB.png |
BBTag_Platinum_5BBB.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_5B_Hitbox.png |
BBTAG_Platinum_5BB_Hitbox.png |
BBTAG_Platinum_5BBB_Hitbox.png |
BBTAG_Platinum_5BBBMJ_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5B" or input="5BB" or input="5BBB")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* 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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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.
</div>
}}
</div>


===<big>{{clr|3|5C}}</big>===
===<big>{{clr|3|5C}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5C,Hammer Quake
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_5C.png |When powered up, it's "Slide Head" in a button.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_5C_Hitbox.png |
BBTAG_Platinum_5CMJ_Hitbox.png |
BBTAG_Platinum_5CMJ1_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5C" or input="5C Quake")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* 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.
</div>
}}
</div>


===<big>{{clr|1|2A}}</big>===
===<big>{{clr|1|2A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=2A
<tabber>
|description=
Images =
Used as a quick combo extender, usually after Mami Circular.
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_2A.png |Poke!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_2A_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2A"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
Used as a quick combo extender, usually after Mami Circular.
</div>
</div>


===<big>{{clr|2|2B}}</big>===
===<big>{{clr|2|2B}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=2B
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_2B.png | 5a...but it hits low!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_2B_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2B"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
*Rebeats into {{clr|1|5A}}
*Rebeats into {{clr|1|5A}}
*Very low hurtbox once fully active


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.
</div>
}}
</div>


===<big>{{clr|3|2C}}</big>===
===<big>{{clr|3|2C}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=2C
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_2C.png |Sweepsies!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_2C_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* 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.
</div>
}}
</div>


===<big>{{clr|1|j.A}}</big>===
===<big>{{clr|1|j.A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.A,j.AA
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_jA.png | Surprised this and {{clr|2|j.B}} aren't the other way around.
BBTag_Platinum_jAA.png | Sena came up with this move and you know it.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_JA_Hitbox.png |
BBTAG_Platinum_JAA_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
{{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.
</div>
}}
</div>


===<big>{{clr|2|j.B}}</big>===
===<big>{{clr|2|j.B}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.B
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_jB.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_JB_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.B"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Can cross-up
* Can cross-up


Line 364: Line 156:


Halts your fall when used out of an air dash.
Halts your fall when used out of an air dash.
</div>
}}
</div>


===<big>{{clr|3|j.C}}</big>===
===<big>{{clr|3|j.C}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.C
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_jC.png |BOOOOOOOONGGGGGGG...
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_JC_Hitbox.png |
BBTAG_Platinum_JCMJ_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Special and Super cancelable on hit and block
* Special and Super cancelable on hit and block
* Can be TK'd for an Instant overhead against most characters
* 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
* 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
</div>
}}
</div>
 
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Moves==
==Universal Moves==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span>
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=BC
<tabber>
|description=
Images =
* 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.
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_GroundThrow.png | yo check out my mixup
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_Throw_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="BC"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the divs-->
</div>
* Standard Blazblue throw. High enough that you'll whiff if you mash, slow enough that you can do almost anything off of it.
</div>


===<big>Magical Bat</big>===
===<big>Magical Bat</big>===
<span class="input-badge">'''{{clr|1|5A}}+{{clr|4|D}} (Air OK)'''</span>
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air OK)}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=AD,j.AD
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_MagicalBat.png | haha funny bat go swin- wait they blocked OH GOD
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_RA_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="AD" or input="j.AD")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* 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.
</div>
}}
</div>
 
<br style="clear:both;"/>
<br style="clear:both;"/>


==Skills==
==Skills==
===<big>Mami Circular</big>===
===<big>Mami Circular</big>===
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236A,236B
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_MamiCircularA.png |Everybody's gone surfin'!
BBTag_Platinum_MamiCircularB.png |Surfin' USA!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_236A_Hitbox.png |
BBTAG_Platinum_236B_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* {{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 509: 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.


</div>
}}
</div>


===<big>Air Persia</big>===
===<big>Air Persia</big>===
<span class="input-badge">'''{{clr|1|j.236A}} -> {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}'''</span>
{{InputBadge|{{clr|1|j.236A}} -> {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.236A,j.236A > X
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_AirPersia.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_J236AA_Hitbox.png |
BBTAG_Platinum_J236AB_Hitbox.png |
BBTAG_Platinum_J236AC_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Movement}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.236A"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Attack}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.236A X"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Consists of 3 follow-ups that hit at different angles
* Consists of 3 follow-ups that hit at different angles


Line 557: Line 221:


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.
</div>
}}
</div>


===<big>Swallow Moon</big>===
===<big>Swallow Moon</big>===
<span class="input-badge">'''{{clr|2|j.236B}}'''</span>
{{InputBadge|{{clr|2|j.236B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.236B
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_SwallowMoon.png | <small><sup>,,</sup></small><sup>O</sup> x <sup>O</sup><small><sup>,,</sup></small>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_J236B_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.236B"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the divs-->
* Greatly slows Platinum's movement
* Greatly slows Platinum's movement
* Grants free movement in any direction
* Grants free movement in any direction
Line 595: Line 235:


Also useful for setting up corner oki
Also useful for setting up corner oki
</div>
}}
</div>


===<big>Magical Missile</big>===
===<big>Magical Missile</big>===
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214A,214B
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_MagicalMissile.png | <sup>,,></sup> ▼ <sup>o,,</sup>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_214A_Hitbox.png |
BBTAG_Platinum_214AMJ_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* 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.


</div>
}}
</div>


===<big>Magical Bomb</big>===
===<big>Magical Bomb</big>===
<span class="input-badge">'''{{clr|1|j.214A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|j.214A}}/{{clr|2|B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.214A,j.214B
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_MagicalBomb.png | <sup>1</sup> ▼ <sup>1</sup>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_J214A_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.214A" or input="j.214B")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Projectiles disappear when Platinum is hit
*Projectiles disappear when Platinum is hit
Aerial projectiles that travel a further distance depending on what varient you are using.  
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.
Useful as a zoning tool for when you wanna keep the opponent away.
</div>
}}
</div>
 
<br style="clear:both;"/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
===<big>EX Mami Circular</big>===
===<big>EX Mami Circular</big>===
<span class="input-badge">'''{{clr|3|236C}}'''</span>
{{InputBadge|{{clr|3|236C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236C
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_MamiCircularB.png |your neutral is mine now.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_236C_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* 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.
It has invincibility to projectiles between 1/4 and 3/4 of the total travel distance.
Its high arc makes it liable to avoid some ground based moves, however this special has no invulnerability.


</div>
}}
</div>


===<big>EX Swallow Moon</big>===
===<big>EX Swallow Moon</big>===
<span class="input-badge">'''{{clr|3|j.236C}}'''</span>
{{InputBadge|{{clr|3|j.236C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.236C
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_SwallowMoon.png | ,, <big><sup>O</sup> x <sup>O</sup></big> ,,
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_J236C.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.236C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* 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 740: 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.


</div>
}}
</div>


===<big>EX Magical Missile</big>===
===<big>EX Magical Missile</big>===
<span class="input-badge">'''{{clr|3|214C}}'''</span>
{{InputBadge|{{clr|3|214C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214C
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_MagicalMissile.png | <sup>></sup> ▼ <sup>O</sup>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_214C_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* 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


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.
 
}}


</div>
</div>
===<big>EX Magical Bomb</big>===
===<big>EX Magical Bomb</big>===
<span class="input-badge">'''{{clr|3|j.214C}}'''</span>
{{InputBadge|{{clr|3|j.214C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.214C
<tabber>
|description=
Images =
* Throws out 3 bombs all at once.
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_ItemUseBombs.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_J214C_Hitbox.png |
BBTAG_Platinum_J214C1MJ_Hitbox.png |
BBTAG_Platinum_J214C2MJ_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.214C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Throws out 3 bombs all at once.
Detailed description of the usefulness of the move go here
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


Line 816: Line 311:


===<big>{{clr|5|5P}}</big>===
===<big>{{clr|5|5P}}</big>===
<span class="input-badge">'''Air Persia'''</span>
{{InputBadge|Air Persia~{{clr|1|A}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_AirPersia.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_5P_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5P"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* 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.
</div>
 
</div>
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>===
<span class="input-badge">'''Item Use 1'''</span>
{{InputBadge|Item Use 1}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=6P Missile,6P Boomerang,6P Bomb
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_ItemUseMissile.png |She does a random ranged attack
BBTag_Platinum_ItemUseHalo.png |
BBTag_Platinum_ItemUseBombs.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_6P_Hitbox.png |
BBTAG_Platinum_6P2_Hitbox.png |
BBTAG_Platinum_6P3_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Missile}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6P Missile"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Boomerang}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6P Boomerang"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Bombs}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6P Bomb"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Fires one missile forward.
* Fires one missile forward.


Line 908: Line 344:
Can catch people in the air.
Can catch people in the air.


</div>
}}
</div>
 
===<big>{{clr|5|4P}}</big>===
===<big>{{clr|5|4P}}</big>===
<span class="input-badge">'''Item Use 2'''</span>
{{InputBadge|Item Use 2}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=4P,4P Cat Hammer,4P Pan,4P Piko Hammer,Hammer Quake
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_4P.png |This part can hit the opponent too
BBTag_Platinum_ItemUseCatHammer.png |Did I say you can get up?
BBTag_Platinum_ItemUsePan.png |alright stay there
BBTag_Platinum_ItemUseHammer.png |Nvm sit down bro
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_4P1_Hitbox.png |
BBTAG_Platinum_4P2_Hitbox.png |
BBTAG_Platinum_4P3_Hitbox.png |
BBTAG_Platinum_4P4_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=First Hit}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="4P"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Cat Hammer}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="4P Cat Hammer"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Pan}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="4P Pan"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Piko Hammer}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="4P Piko Hammer"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Piko Hammer Quake}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5C Quake"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* The first hit is extremely fast.
* The first hit is extremely fast.
* Bounces opponent up on hit.
* Bounces opponent up on hit.
Line 985: Line 365:
In Miracle Jeanne, has the quake effect upon hitting the ground.
In Miracle Jeanne, has the quake effect upon hitting the ground.


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


==Distortion Skills==
==Distortion Skills==
===<big>Cure Dot Typhoon</big>===
===<big>Cure Dot Typhoon</big>===
<span class="input-badge">'''{{clr|2|236B}}+{{clr|3|C}} (air OK)'''</span>
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}} (air OK)}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236BC,j.236BC
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_CureDotTyphoon.png | ▼ <sup><</sup> <sup>></sup> ▼ <sup><</sup> <sup>></sup> ▼
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_236BC_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236BC" or input="j.236BC")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* 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 1,026: 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.
</div>
 
</div>
Fast enough to beat some safejumps
}}
 
===<big>Miracle Jeanne</big>===
===<big>Miracle Jeanne</big>===
<span class="input-badge">'''{{clr|2|214B}}+{{clr|3|C}}'''</span>
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214BC
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_MiracleJeanne.png | Mini buff for 2 bars...
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
WorkInProgress.png | WIP
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214BC"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* 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.
</div>
}}
</div>
 
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skill Duo==
==Distortion Skill Duo==
===<big>Cure Dot Typhoon</big>===
===<big>Cure Dot Typhoon</big>===
<span class="input-badge">'''{{clr|5|P}} during Partner's Distortion Skill '''</span>
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill }}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=Distortion Skill Duo
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_CureDotTyphoon.png |Magical Girl Beyblade
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_DSD_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="Distortion Skill Duo"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the divs-->
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
===<big>Shining Layered Force</big>===
===<big>Shining Layered Force</big>===
<span class="input-badge">'''{{clr|2|222B}}+{{clr|3|C}}'''</span>
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=222BC
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Platinum_ShiningLayeredForce.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Platinum_222BC_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="222BC"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* extremely thin hitbox
* extremely thin hitbox
*whiffs up close.
*whiffs up close.
Line 1,130: Line 419:




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


 
==Colors==
==External References==
*[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]


Line 1,142: Line 429:
{{#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]].}}
{{#lst:BBTag/Navigation}}
{{BBTag/Navigation}}

Revision as of 08:10, 13 January 2023

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.
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
  • 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


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