BBCP/Platinum the Trinity/Frame Data 1.0

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System Data

Health: 10,500

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 22

Backdash Invincibility: 1-7

Movement Options: Double Jump, 1 Airdash, Dash type: Run

Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Health 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F

Normal Moves

5A
300 CSOJR 100 77 S - all 1 B 6 2 11 -1 11 12 16 11 14 -
5B
560 SOJR 100 89 N - HL 3 B 11 6 16 -5 16 17 22 17 31 -
5C
600 SOJR 100 92 N - HL 4 B 10 6 19 -6 18 19 24 19 34 -
2A
300 CSOJR 85 75 S - LA 0 F 8 3 8 -1 9 10 14 12 23 -
2B
500 SOR 90 85 N - L 2 F 10 3 21 -10 13 14 18 14 26 -
2C
800 SOR 90 82 N 2 HL 4 B 15 8 24 -13 18 F50 F84 50 84 9-22H
6A
540 SOJR 80 89 N - HL 3 B 12 4 22 -9 16 17 22 26 45 6-15H
6B
580 R 80 92 N 2 HA 4 H 20 12 20 -7 24 34 42 Wb30 Wb52 -
6C
760 SOJR 100 94 N 2 all 5 B 21 5 31+5L -20 20 F40 F68 40 68 3-56F
  • Fatal counter
3C
600 SOR 90 92 N - L 4 F 12 3 24 -8 18 F30 D52 30 52 -
j.A
300 CSOJR 90 77 S - HA 1 H 7 2 9 - 11 12 16 14 26 -
j.B
480 SOJR 90 85 N - HA 2 H 8 6 9 - 13 14 18 17 31 -
j.C
660 SOJR 90 89 N - HA 3 H 12 4 13 (4L) - 16 17 22 23 34 -
j.2C
300*3 SOJR 90 75(once) N - HA 0 H 12 15 18 - 9 10 14 12 23 -
Counter Assault
0 R 50 92 VS - all 4 B 13 4 29 -14 18 F14 F26 14 26 1-20 All
  • 180F Heat Gauge Cooldown
Crush Trigger
1000 R 80 100 N 3 B 3 B 30~60 1 20 +2 21 S60 S120 Wb*80 Wb*132 -
  • Possible to charge
  • 180F Heat Gauge Cooldown
  • Ignores character combo rate

Drive Moves

5D
- - - - - - - - - - - 29T - - - - - - -
j.D
- - - - - - - - - - - 28T - - - - - - -
Magical Piko Hammer
1600 R 80 92 N - B 4 B 18 5 19 -4 20 D19 D40 G19 B40 -
Magical Piko Hammer (air Lv1)
600 R 90 94 N - all 5 H 12 till L - - 25 21 27 GD30 GD52 -
Magical Piko Hammer (air Lv2)
700 R 100 94 N - all 5 H - till L - - 25 GD30 GD52 GD30 GD52 -
Magical Piko Hammer (air Lv3)
800 R 100 94 N - all 5 H - till L - - 25 GD30 GD52 GD30 GD52 -
Magical Piko Hammer (air Lv1) (2)
600 R 90 94 N - all 5 H - 6 17 +3 25 GD21 GD52 GD30 GD52 -
Magical Piko Hammer (air Lv2) (2)
700 R 100 94 N - all 5 H - 6 17 +6 25 GD21 GD52 GD30 GD52 -
Magical Piko Hammer (air Lv3) (2)
800 R 100 94 N - all 5 H - 6 17 +8 25 GD21 GD52 GD30 GD52 -
Magical Piko Hammer Special
2400 R 80 94 N - B 5 B 17 5 21 +5 20 B21 GD37 G21 GB37 -
Magical Piko Hammer Special (quake)
0 R 70 94 Sp - UNB 5 HBFP* 21 1 21 - - D21 D37 - - -
Magical Piko Hammer Special (air)
900, 950 R 90 94 N - all 5 H 13 till L, 1 25 +4 20, 25 21, GD30 27, GD52 GD30 GD52 -
  • 2nd attack is unblockable if 1st attack whiffs
Magical Cat Hammer
800 R 70 92 S - all 4 B 11 8 20 -9 18 G19 B46 G19 B46 -
Magical Cat Hammer (air)
800 R 70 92 S - HA 4 H 16 5 9L - 18 G19 B50 G19 B50 -
Magical Cat Hammer Special
1200 R 80 94 S - all 5 B 11 8 21 -8 20 G21 B50 G21 B50 -
Magical Cat Hammer Special (air)
1200 R 80 94 S - HA 5 H 14 5 9L - 20 G21 B60 G21 B60 -
Magical Frying Pan
500 R 86 94 N 2 HL 2 B 10 6 18 -10 13 Sp Sp 60 100 -
Magical Frying Pan (air)
500 R 80 94 N 2 HA 2 H 15 4 9L +1 13 B60 B100 GB60 GB100 -
  • Frame advantage is calculated off of being performed immediately after jump
Magical Frying Pan Special
800 R 86 94 N 2 HL 5 B 10 6 18 -3 20 Sp Sp 55 92 -
  • Fatal counter
Magical Frying Pan Special (air)
800 R 80 94 N 2 HA 5 H 13 4 9L +6 20 B65 B108 GB65 GB108 -
  • Fatal counter
  • Frame advantage is calculated off of being performed immediately after jump
Magical Bat
600 R 50 92 S 2 HL 4 B 11 4 26 -11 18 Ws19 (F50) Ws48 (F50) Ws19 (F50) Ws48 (F50) 1-11 All
Magical Bat (air)
600 R 50 89 S 2 HA 3 H 11 8 9L - 18 Ws17 (F50) Wb*31 Ws17 (F50) Wb*31 1-11 All
Magical Bat Special
800 R 75 94 N 2 HL 5 B 11 5 24 -7 21 F48 F80 48 80 1-15 All
Magical Bat Special (air)
800 R 75 94 N 2 HA 5 H 11 10 9L - 21 Wb*30 Wb*52 Wb*30 Wb*52 1-11 All
Magical Bomb
280, 800 R 80 75, 89 N - all 0, 3 HBFP* 19 till L(7)15 40T - 9, 16 10, F40 14, F68 12, 40 23, 68 -
Magical Bomb (air)
280, 800 R 80 75, 89 N - all 0, 3 HBFP* 19 till L(7)15 40T - 9, 16 10, F40 14, F68 12, 40 23, 68 -
Magical Bomb Special
420, 1200 R 85 75, 89 N - all 0, 3 HBFP* 19 till L(7)15 40T - 9, 16 10, F40 14, F68 12, 40 23, 68 -
Magical Bomb Special (air)
420, 1200 R 85 75, 89 N - all 0, 3 HBFP* 19 till L(7)15 40T - 9, 16 10, F40 14, F68 12, 40 23, 68 -
Magical Missile
400, 600 R 80 89 N - all 3 HBFP*(2), (1) 19 till L 40T +2 16 17, F40 22, -- 17, 40 31, 40 -
Magical Missile (air)
400, 600 R 80 89 N - all 3 HBFP*(2), (1) 19 till L 40T - 16 17, F40 22, -- 17, 40 31, 40 -
Magical Missile Special
600, 1000 R 100 92, 89 N - all 4, 3 HBFP*(2), (1) 19 till L 40T +2 18, 16 19, F55 24, -- 19, 55 34, 55 -
Magical Missile Special (air)
600, 1000 R 100 92, 89 N - all 4, 3 HBFP*(2), (1) 19 till L 40T - 18, 16 19, F55 24, -- 19, 55 34, 55 -
Magical Dreamy Box
1000 - 100 89 N - HL 3 HBFP* 3 20 41T - 16 F55 F92 55 92 -
  • Starts up if opponent crosses the box's x-coordinate regardless of height
Magical Dreamy Box (air)
1000 - 100 89 N - HL 3 HBFP* 3 20 47T - 16 F55 F92 55 92 -
  • Starts up if opponent crosses the box's x-coordinate regardless of height
Magical Dreamy Box Special
800*2 - 100 89 N - HL, all 3 HBFP* 5 25, till offscreen 41T - 16 F55 F92 55 92 -
  • Starts up if opponent crosses the box's x-coordinate regardless of height
Magical Dreamy Box Special
800*2 - 100 89 N - HL, all 3 HBFP* 5 25, till offscreen 47T - 16 F55 F92 55 92 -
  • Starts up if opponent crosses the box's x-coordinate regardless of height

Throws

Forward Throw
0*2, 1500 --*2, SOR 100 100, 60, 100 --, Sp, S - T (70) 0*2, 4 T 7 3 19 - - --*2, FWb100 - --*2, Wb100 - -
  • 100% minimum damage (1500)
Back Throw
0*2, 1500 --*2, SR 100 100, 60, 100 --, Sp, S - T (70) 0*2, 4 T 7 3 18 - - --*2, FWb100 - --*2, Wb100 - -
  • 100% minimum damage (1500)
Air Throw
0*2, 1500 --*2, R 100 100, 60, 100 --, Sp, S - T (100) 0*2, 4 T 7 3 18+3L - - - - --*2, GB100 - -
  • 100% minimum damage (1500)

Specials

Air Persia
236A
- - - - - - - - - - - 34+6L - - - - - - 8-34P
Air Persia (1, 2)
Air Persia > A/B/C
450 R 90 94 N - all 0 H 6 6 8L - 9 23 29 22 39 -
  • Fatal counter
Air Persia (3A)
Air Persia (2) > A
450 R 90 94 N 2 all 0 H 6 6 8L - 9 S20 S40 Sd34 Sd58 -
  • Fatal counter
Air Persia (3B)
Air Persia (2) > B
450 R 90 94 N 2 all 0 H 6 6 8L - 9 S20 S40 GB48 GB80 -
  • Fatal counter
Air Persia (3C)
Air Persia (2) > C
450 R 90 94 N 2 all 0 H 6 6 8L - 9 S20 S40 Sd30 Sd52 -
  • Fatal counter
Air Persia (air)
j.236A
- - - - - - - - - - - till L+7 - - - - - - -
Air Persia (1, 2) (air)
Air Persia (air) > A/B/C
300 R 90 94 N - all 0 H 6 6 8L - 9 23 29 22 39 -
  • Fatal counter
Air Persia (3) (air)
Air Persia (air) (2) > A/B/C
300 R 90 94 N - all 0 H 6 6 8L - 9 23 29 G30 G52 -
  • Fatal counter
Mami Circular
236B
1690 R 80 82 N 3 all 4 B 18 15 28 -24 18 SdWsD60 (F30) SdWsD100 (F30) SdWsD60 (F30) SdWsD100 (F30) -
Swallow Moon
j.236C
- - - - - - - - - - - - - - - - - - -
Dream Sally A
214A
600 R 100 75 N 2A all 0 HBFP* 28 550 48T -6 9 76 80 78 89 -
Dream Sally B
214B
600 R 100 75 N 2A all 0 HBFP* 28 till offscreen 48T -6 9 76 80 78 89 -
Dream Sally C
214C
600 R 100 75 N 2A all 0 HBFP* 28 500 48T -6 9 76 80 78 89 -
Mystique Momo (weapon)
214D
550 R 100 94 N - all 5 HBFP* 19 till offscreen 40T +12 20 F30 F52 30 52 -
  • “Weapon” pertains to Magical Piko Hammer, Magical Cat Hammer, Magical Frying Pan, Magical Bat, and their respective special versions
  • Magical Piko Hammer Special has 1050 damage
Mystique Momo (Magical Missile)
400, 600 R 80 89 N - all 3 HBFP*(2), (1) 19, 23, 27 till corner 42T +8 16 F30 22, -- 17, 40 31, 40 -
  • Startups are listed as follows: 1st projectile, 2nd, 3rd
Mystique Momo (Magical Missile Special)
600, 1000 R 100 92, 89 N - all 4, 3 HBFP*(2), (1) 19, 55, 91 till corner 114T +3 18, 16 17, F40 24, -- 19, 55 34, 55 -
  • Startups are listed as follows: 1st projectile, 2nd, 3rd
Mystique Momo (Magical Bomb)
280, 800 R 80 75, 89 N - all 0, 3 HBFP* 19, 22, 25 till L(7)15 40T - 9, 16 19, F55 14, F68 12, 40 23, 68 -
  • Startups are listed as follows: 1st projectile, 2nd, 3rd
Mystique Momo (Magical Bomb Special)
420, 1200 R 85 75, 89 N - all 0, 3 HBFP* 19, 22, 25 till L(7)15 40T - 9, 16 10, F40 14, F68 12, 40 23, 68 -
  • Startups are listed as follows: 1st projectile, 2nd, 3rd
Mystique Momo (Magical Dreamy Box)
1000 - 100 89 N - HL 3 HBFP* 3 20 41T - 16 10, F40 F92 55 92 -
  • Guaranteed hitbox startups: 1st attack 76F~, 2nd attack 88F~
  • Starts up if opponent crosses the box's x-coordinate regardless of height
Mystique Momo (Magical Dreamy Box)
800*2, - 100 89 N - HL, all 3 HBFP* 5 25, till offscreen 41T - 16 F55 F92 55 92 -
  • Guaranteed hitbox startups: 1st attack 74F~, 2nd attack 83F~
  • Starts up if opponent crosses the box's x-coordinate regardless of height
Dramatic Sammy
41236D
0, 1500 --, R 100 100, 60 S 2 c.T (100) 0, 3 T 24~45 3 25 - - F55 - - - -
  • Restores item count on hit
Falling Melody
22C
300 R 100 84 N 2 all 5 B 14 8 18 - 20 - - B30 - -
  • 100% minimum damage (300)
  • Startup for aerial version is 2L
Happy Magica (catch)
[2]8C
- - - - - - - - - - - 135T - - - - - - 1-105C
  • Catches everything except throws and unblockable attacks
Happy Magica (attack)
100 R 100 75 S - all 0 HBFP* 21 41 71T -33 9 D100 D164 D100 D164 1-34 All

Distortion Drives

Cure Dot Typhoon
632146C
800*2, 260*11 R 70 92(once) N - all 4 B 5+7 4(12)4(9)101 45 -31 18 F100*12, D150 F164*12, D244 100*12, D150 164*12, D244 1-12 All
  • 20% minimum damage (892)
  • Possible to move Platinum around using joystick
  • 180F Heat Gauge Cooldown
  • Restores item count on hit
Cure Dot Typhoon (air)
j.632146C
400*2, 260*11 R 70 92(once) N - all 4 B 4+1 4(12)4(9)101 45L - 18 F100*12, D150 F164*12, D244 100*12, D150 164*12, D244 1-4 All
  • 20% minimum damage (892)
  • Possible to move Platinum around using joystick
  • 180F Heat Gauge Cooldown
  • Restores item count on hit
Cure Dot Typhoon (OD)
800*2, 260*11, 200*7 R 70, 80 92(once)*13, 99*7 N - all 4*13, 0*7 B*13, HBFP*(2)*7 5+7 4(12)4(9)101 45 -31 18 F100*12, D150, 10*7 F164*12, D244, 14*7 100*12, D150, 100*7 164*12, D244, 164*7 1-12 All
  • 20% minimum damage (1172)
  • Possible to move Platinum around using joystick
  • 180F Heat Gauge Cooldown
  • Restores item count on hit
Cure Dot Typhoon (air) (OD)
400*2, 260*11, 200*7 R 70, 80 92(once)*13, 99*7 N - all 4 B*13, HBFP*(2)*7 4+1 4(12)4(9)101 45L - 18 F100*12, D150, 10*7 F164*12, D244, 14*7 100*12, D150, 100*7 164*12, D244, 164*7 1-4 All
  • 20% minimum damage (1012)
  • Possible to move Platinum around using joystick
  • 180F Heat Gauge Cooldown
  • Restores item count on hit
Miracle Jeanne
236236D
- - - - - - - - - - - 8T - - - - - - SF All
  • 180F Heat Gauge Cooldown
  • Transforms item listed on NEXT into Special form and equips it

Astral Heat

Shining Layered Force
236236C
Death - - - - - all 5 B 5+31 3 5L +8 20 - - - - 1-36 All
  • 180F Heat Gauge Cooldown

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A 3 times, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
5B 6A 2B, 6B 5C, 2C, 6C, 3C 5D Special
5C 6A 6B 2C, 6C, 3C 5D Jump, Special
5D - - - - -
2A 5A, 2A 3 times, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Special
2B 6A 5B, 6B 5C, 2C, 6C, 3C 5D Special
2C - - - 5D Special
6A - 6B 5C, 2C, 6C 5D Jump, Special
6B - - - - -
6C* j.A j.B j.C, j.2C - Special, Jump
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Jump, Special
j.B j.A - j.C, j.2C j.D Jump, Special
j.C - - j.2C j.D Jump, Special
j.2C - - - - Jump, Special
j.D - - - - -
  • 6C puts Platinum airborne and can cancel into j.B, j.C, j.2C


Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only

BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc