BBTag/Platinum the Trinity/Frame Data

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System Data[edit]

Health: 17,000
Prejump: 4F
Backdash Time 22F / Invul: 1-7F All


Normal Moves[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
4A 1000 - 100 70 B All 6 2 11 -1 1 11 12 12 9 - -
5A 1500 - 100 80 B - 11 6 15 -4 3 16 17 17 11 - -
5AA 1700 [2040] - 100 75 [85] B All 11 8 18 -7 4 18 Launch 60 + GBounce 12 - -
  • Values in [] are for Miracle Jeanne version
5AAA 1700 - 100 85 B All 14 8 18 -7 4 18 Launch 60 + GBounce 12 - -
  • Platinum can perform moves and block at -7 frame adv, but cannot perform any movement options until -12 frame adv
5AAAA 1700 - 100 85 B All 18 4 30 -15 4 18 19 60 12 - -
2A 1000 - 90 70 F Low 6 3 10 -1 1 11 12 12 9 - -
5B 1500 - 90 80 B All 12 4 22 -9 3 16 17 24 11 6-15 H -
5BB 1500 - 100 80 B All 9 6 19 -8 3 16 17 20 11 - -
5BBB 1700 [2040] - 100 75 [85] B All 10 6 20 -7 4 18 Launch 40 15 - -
  • Values in [] are for Miracle Jeanne version
2B 1500 - 90 80 F Low 10 3 21 -7 3 16 17 17 11 - -
5C 800 - 100 100 B High 22 3 24 -10 3 16 - - 11 - -
5C Quake
Miracle Jeanne
0 - 100 100 - Unblockable 25 1 - - 5 - Down 44 Down 44 0 - -
2C 1700 - 90 85 F Low 12 3 24 -8 4 18 19 30 12 - -
j.A 1700 - 80 85 H High 12 4 13 - 4 18 19 19 12 - -
j.AA 1500 - 80 80 H High 8 6 9 - 3 16 17 19 11 - -
j.B 600*4 - 80 80 (Once) H High 9 4,4,4,2 24+2L - 3 16 17 17 4 - -
j.C 1800 [2160] - 80 70 [80] H High 14 4 25+11L - 3 16 Launch 50 + GBounce 15 [20] - -
  • Values in [] are for Miracle Jeanne version

Universal Mechanics[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ground Throw 0, 2000 - 100 50 (once) T Throw 7~30 3 23 - 0, 4 - Launch 60 + WBounce 0, 20 - -
  • Minimum Damage 100%
Magical Bat
Reversal Action
2000 [2500] - 80 60 B Air Unblockable 11 4 43 - 3 16 Launch 60 22 1-11 All -
  • Values in [] are for Miracle Jeanne version
Magical Bat (air)
Reversal Action
2000 [2500] - 80 60 B Air Unblockable 11 4 Until L+26 - 3 16 Launch 60 22 1-11 All -
  • Values in [] are for Miracle Jeanne version
Cross Burst Attack - - - - - - - - - - - - - - - - -

Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
A Mami Circular
236A
2000 - 80 90 F Low 13 15 23+11L -14 5 20 Launch 26 + Slide 24 13 - -
B Mami Circular
236B
2000 - 80 90 H High 20 15 16+7L -17~-3 5 20 Launch 60 + GBounce 13 - -
Air Persia
j.236A
- - - - - - 13 - - - - - - - - - -
Air Persia Followups
Persia > A/B/C
1200 - 80 80 H All 6 6 Until L+7 [16+3L] - 3 16 20 20 [40 + Slide 19] 11 - -
Swallow Moon
j.236B
- - - - - - earliest cancel at frame 14 - Total: 90 - - - - - - - -
A Magical Missile
214A
650, 1500
[800, 1800]
- 80 90 P All 22 Until Hit,11 Total: 48 -8 3 16 17, Launch 30 0/+1, 0 - -
  • Values in [] are for Miracle Jeanne version
B Magical Missile
214B
650, 1500
[800, 1800]
- 80 90 P All 22 Until Hit,11 Total: 48 -8 3 16 17, Launch 30 0/+1, 0 - -
  • Values in [] are for Miracle Jeanne version
A Magical Bomb
j.214A
650, 1500
[800, 1800]
- 80 90 P All 19 Until Hit,(2)15 Total: Until L+9 - 1, 3 11, 16 17, Launch 14, 30 0/+1, 0 - -
  • Values in [] are for Miracle Jeanne version
B Magical Bomb
j.214B
650, 1500
[800, 1800]
- 80 90 P All 19 Until Hit,(2)15 Total: Until L+9 - 1, 3 11, 16 17, Launch 14, 30 0/+1, 0 - -
  • Values in [] are for Miracle Jeanne version

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
EX Mami Circular
236C
2400 - 80 80 H All 18 15 18+10L -22 5 20 Launch 60 + WBounce 60 + WStick 40 13 - -
EX Swallow Moon
j.236C
- - - - - - Earliest cancel at frame 9 - Total: 90 - - - - - - 4-End HBFP -
EX Magical Missile
214C
(650, 1500)*3
[(800, 1800)*3]
- 80 90 P All 19 [14] X(4)X(4)X
[X(21)X(21)X]
Total: 47
[Total: 76]
+10 [+20] 3 16 17, Launch 30 0/+1, 0 - -
  • Values in [] are for Miracle Jeanne version
  • Each Missile has active frames: Until Hit,11
EX Magical Bomb
j.214C
(650, 1500)*3
[(800, 1800)*3]
- - - P All 26 X(3)X(3)X Total: Until L+9 - 1, 3 11, 16 17, Launch 14, 30 0/+1, 0 - -
  • Values in [] are for Miracle Jeanne version
  • Each Bomb has active frames: Until Hit,(2)15

Partner Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5P
Air Persia
1700 - 70 80 B All (18)+18 7 18+9L -15 4 18 Launch 60 + GBounce 12 - -
6P
Missile
650, 1500
[800, 1800]
- 70 90 P All (18)+23 Until Hit,10 Total: (17)+49 - 3 16 17, Launch 30 0/+1, 0 - -
  • Values in [] are for Miracle Jeanne version
6P
Boomerang
900*2 [1100*2] - 70 80 (once) P All (18)+24 - Total: (17)+43 - 3 16 Launch 55 0/+7/+1 - -
  • Values in [] are for Miracle Jeanne version
6P
Bomb
(650, 1500)*3
[(800, 1800)*3]
- 70 90 P All (18)+20 X(3)X(3)X Total: (17)+41 - 1, 3 16 17, Launch 30 0/+1, 0 - -
  • Values in [] are for Miracle Jeanne version
  • Each Bomb has active frames: Until Hit,(2)15
4P
Summon
1200 - 70 80 B All (18)+13 4 19 - 4 18 Launch 60 + GBounce 12 - -
  • Automatically cancels into followup attack after recovery
4P
Cat Hammer
1500 [2550] - 70 85 B All 16 8 35 -24 4 18 Launch 70 + GBounce [80 + GBounce] 12 - -
  • Values in [] are for Miracle Jeanne version
4P
Pan
1500 [2550] - 70 85 B All 18~39 6 30 -17 4 18 Stagger 30 [Stagger 40] 60 15 [20] - -
  • Values in [] are for Miracle Jeanne version
4P
Piko Hammer
1000*2 [1200*2] - 70 90 (Once) B All 18 Until L+4 26 -9 5 20 Launch 30 + Down 24 13 - -
  • Values in [] are for Miracle Jeanne version
  • During Miracle Jeanne, if Platinum does not hit the opponent, then on landing creates a quake that is unblockable, does 0 damage, P1=100, P2=100

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Cure Dot Typhoon
236B+C
990*13 [800*3, 670*20] - 80 60 (Once) B All 5+3 4(12)4(9)6,9*9,5
[4(12)4(9)6,7,6*19,4]
47 -33 4*13 18*13 100*13 100*12, 150 + Down 50 12*3, 0*10 1-24 All -
  • Values in [] are for Enhanced version
  • Listed Frame adv assumes all hits make contact with opponent as fast as possible
  • Minimum damage 138*13 (1794) [104*3, 87*20 (2052)]
Cure Dot Typhoon (air)
j.236B+C
990*13 [800*3, 670*20] - 80*13 60*13 (Once) H All 5+3 4(12)4(9)6,9*9,5
[4(12)4(9)6,7,6*19,4]
Until L+47 - 4*13 18*13 100*13 100*12, 150 + Down 50 12*3, 0*10 1-24 All -
  • Values in [] are for Enhanced version
  • Minimum damage 138*13 (1794) [104*3, 87*20 (2052)]
Miracle Jeanne
214B+C
- - - - - - 1+0 - Total: 1+10 - - - - - - 1-1 All
[1-1 All]
[2-11 P]
-
  • Values in [] are for Enhanced version
  • Platinum gains powerup on superflash for ???F [???F]
Cure Dot Typhoon
Distortion Skill Duo
164*13 [167*2, 166, 100*20] - 100 100 B All 1+1 4(12)4(9)6,9*10,5
[4(12)4(9)6,7,6*19,4]
53 -39 [-38] 4 18 Launch 100*12, 150 + Down 50
[100*22, 150 + Down 50]
12*3, 0*10
[12*3, 0*20]
1-2 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Shining Layered Force
222B+C
- - - - P2 All 10+17 3 Until L +4 5 20 21 21 13/+0/+525 1-27 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3] 4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A 5AA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAA 5AAAA - - Special, Super
5AAAA - - - Special, Super
2A[2] 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5B[1] 5A, 2A 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BBB 5C, 2C Jump, Special, Super
5BBB - - - -
2B[1] 5A 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B j.A - j.C Jump, Special, Super
j.C - - - Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string

Sources[edit]

https://docs.google.com/spreadsheets/d/1ZURVCsR_HSxNRXcIgZmFhSf7Ymh9tZxoIWtcO64329I/edit#gid=699842955

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