BBCPE/Platinum the Trinity: Difference between revisions

From Dustloop Wiki
Line 2,502: Line 2,502:
===Near Corner===
===Near Corner===
'''B Starter'''
'''B Starter'''
*5b-3c-236aab-5c-6c-22c-(microdash?)-5c-6a-236b-3c-214a/b/c
*5b-3c-236abbb-5c-6c-22c-(microdash?)-5c-6a-236b-3c-214a/b/c
*2b-3c-236aab-2c-214c-CT-run-6a-6c-j.236c-j.5c-6a-236b-3c-214a/b/c
*2b-3c-236abbb-2c-214b-CT-run-6a-6c-j.236c-j.5c-6a-236b-3c-214a/b/c
*(Hammer)5b-5c-3c-236b-5c-6a-6c-j.236c-j.5c-6a-2c-214c-j.5c-jc-j.5c-j.5d
*(Hammer)5b-5c-3c-236b-5c-6a-6c-j.236c-j.5c-6a-2c-214c-j.5c-jc-j.5c-j.5d
*(Cat)5b-5c-3c-236b-5c-6c-j.236c-j.5c-6a-22c-5c-6a-5d-6a-6b-3c-214a/b/c
*(Cat)5b-5c-3c-236b-5c-6c-j.236c-j.5c-6a-22c-5c-6a-5d-6a-6b-3c-214a/b/c
   
   
'''C Starter'''
'''C Starter'''
*(CO)j.5c-5b-3c-236b-5c-6a-22c-6a-6c-j.236c-j.5c-j.236aab-6a-6b-3c
*(CO)j.5c-5b-3c-236b-5c-6a-22c-6a-6c-j.236c-j.5c-j.236abbb-6a-6b-3c


===Corner Only===
===Corner Only===

Revision as of 19:03, 29 April 2015

Platinum the Trinity
BBCP Platinum Portrait.png

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
Play-style
Balanced, Situational (Item dependent)
Full Frame Data
Platinum_Frame_Data_(BBCPE)

Overview

A young girl with three personalities. One is Luna, a brash girl with a tendency to being rude (particularly towards Ragna). Another is Sena, a timid, kind boy who often tries to pick up after Luna's attitude. Lastly is Trinity, one of the six heroes who's soul is sealed in her Nox Nyctores, and can only surface very briefly at a time. Platinum's gameplay is mostly rushdown oriented, but is also very dependent on what item she has of the moment via her Random Number Generator (RNG) based Drive.

Drive: Magical Symphony
Magical Symphony is the aforementioned RNG based Drive which allows Platinum to "equip" an item to use in battle. When the battle starts, Platinum will have an item listed as NEXT. This item has been generated randomly at the start of the match. 5D or j.D will equip this item, and will assign another item randomly as NEXT. Each item has a number of uses, or "tokens"; once the token counter has been used up, the item will vanish, and pressing either 5D or j.D again will equip the item listed as NEXT again. There is no way for Platinum to choose what item she would like to obtain (outside of Unlimited), but her 214D while equipped will throw her current item away with various different properties dependent on the item itself, and will be explained in detail later. Platinum has a Distortion Drive called "Miracle Jeanne" which immediately throws away her current item for an upgraded version of the item listed as NEXT.

Overdrive: Magical HeartCatch
Plat's overdrive gives her infinite of whatever item she currently holds. Whenever using an item in OD, the stock counter does not decrease. Since 214D with bombs or missiles would normally take a stock as each item is released instead of ridding the token counter all at once (as with melee items), spamming infinitely until OD is over becomes a reality. A common use of Plat's OD is do activate with super bombs on as oki, and 214D them until OD is over. Other uses are possible, such as in combos.

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


Pros/Strengths:

  • Good mobility, long airdash duration
  • Strong mixup tools
  • Great variation in Drive tools
  • Swallow Moon


Cons/Weaknesses:

  • Extremely situational gameplay due to RNG Drive, may be difficult to adjust
  • Lacks strong defensive tools
  • Below average damage output (may change as more about the character is discovered)


External References:


Move List

Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCS Platinum 5A.png
Randomly attacks with one of three Rock-Paper-Scissors animations, the other two being Rock and Scissors.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 6 2 11 -1 - -
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5B
5B
BBCS Platinum 5B.png
Longest reach ground normal. Moves Plat forward a bit.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
560 SOJR HL 11 6 16 -5 B -
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5C
5C
BBCS Platinum 5C.png
Go-to punish normal. Good damage on hit in corner.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOJR HL 10 6 19 -6 B -
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2A
2A
BBCS Platinum 2A.png
Short range, low hitting poke.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR LA 8 3 8 -1 F -
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2B
2B
BBCS Platinum 2B.png
Very low hurtbox, easy to low profile certain attacks.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOR L 10 3 21 -10 - -
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2C
2C
BBCS Platinum 2C.png
We /really/ lost loops.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SOR HL 15 8 24 -13 B 9-22H
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6A
6A
BBCS Platinum 6A.png
Anti-air.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
540 SOJR HL 12 4 22 -9 B 6-15H
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6B
6B
BBCS Platinum 6B.png
ass attack
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
580 R HA 20 12 20 -7 H -
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6C
6C
BBCS Platinum 6C.png
Fatal, combo staple. Floats on hit again!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
760 SOJR all 21 5 31+5L -20 B 3-56F
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3C
3C
BBCS Platinum 3C.png
Longest range next to 5B, downs on hit.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOR L 12 3 24 -8 F -
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j.A
j.A
BBCS Platinum jA.png
Fast, self-cancelable infinitely.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 7 2 9 - H -
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j.B
j.B
BBCS Platinum jB.png
Very good for fuzzy guarding, and rising overheads.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOJR HA 8 6 9 - H -
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j.C
j.C
BBCS Platinum jC.png
Longest reach air-normal, best normal for spacing.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SOJR HA 12 4 13 (4L) - H -
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j.2C
j.2C
BBCS Platinum j2C.png
Jump cancelable, but very low hitstun.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*3 SOJR HA 12 15 18 - H -
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Drive Moves

5D/j.D
5D/j.D
No Item
BBCS Platinum noItem5D.png
Item GET! 5D and j.D have the same GET sprite.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground - - - - - 29T - - -
Air - - - - - 28T - - -
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5D
5D
Piko Hammer
BBCS Platinum hammer5D.png
Guardcrushes on normal block.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1600 R B 18 5 19 -4 B -
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j.D
j.D
Piko Hammer
BBCS Platinum hammerjD.png
We lost.. even more loops
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 600 R all 12 till L - - H -
Level 1 (2) 600 R all - 6 17 +3 H -
Level 2 700 R all - till L - - H -
Level 2 (2) 700 R all - 6 17 +6 H -
Level 3 800 R all - till L - - H -
Level 3 (2) 800 R all - 6 17 +8 H -
Quake 0 R UNB 21 1 21 - HBFP* -
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5D
5D
Piko Hammer Special
BBCS Platinum superHammer5D.png
Loli SMASH.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Hit 2400 R B 17 5 21 +5 B -
Quake 0 R UNB 21 1 21 - HBFP* -
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j.D
j.D
Piko Hammer Special
BBCS Platinum superHammerjD.png
WE GOT LOOPS (AGAIN). Comboable on any hit.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Hit 900, 950 R all 13 till L, 1 25 +4 H -
Quake 0 R UNB 21 1 21 - HBFP* -
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5D
5D
Magical Bat
BBCS Platinum homerun5D.png
Also good in combos!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 R HL 11 4 26 -11 B 1-11 All
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j.D
j.D
Magical Bat
BBCS Platinum homerunjD.png
Same as ground Magical Bat, but has double the active frames.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 R HA 11 8 9L - H 1-11 All
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5D
5D
Magical Bat Special
BBCS Platinum superHomerun5D.png
Comboable on normal hit for decent damage.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R HL 11 5 24 -7 B 1-15 All
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j.D
j.D
Magical Bat Special
BBCS Platinum superHomerunjD.png
Comboable anywhere on normal hit.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R HA 11 10 9L - H 1-11 All
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5D
5D
Magical Cat Hammer
BBCS Platinum CatStick5D.png
ZEA
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R all 11 8 20 -9 B -
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j.D
j.D
Magical Cat Hammer
BBCS Platinum CatStickjD.png
ZEEA
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R HA 16 5 9L - H -
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5D
5D
Magical Cat Hammer Special
BBCS Platinum superCatStick5D.png
Chill
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 R all 11 8 21 -8 B -
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j.D
j.D
Magical Cat Hammer Special
BBCS Platinum superCatStickjD.png
Longest range overhead ever!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 R HA 14 5 9L - H -
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5D
5D
Magical Frying Pan
BBCS Platinum FryingPan5D.png
Spinning..!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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j.D
j.D
Magical Frying Pan
BBCS Platinum FryingPanjD.png
Instant overheads!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R HA 15 4 9L +1 - -
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5D
5D
Magical Frying Pan Special
BBCS Platinum Fan5D.png
Pretty good poking and anti-air tool.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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j.D
j.D
Magical Frying Pan Special
BBCS Platinum FanjD.png
Instant overhead with amazing reach, use it and abuse it.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
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5D, j.D
5D, j.D
Magical Missile
BBCS Platinum Missile.png
Great tool for getting in as well as oki
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 400, 600 R all 19 till L 40T +2 HBFP*(2), (1) -
Air 400, 600 R all 19 till L 40T - HBFP*(2), (1) -
  • List what the move is used for
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5D, j.D
5D, j.D
Magical Missile Special
BBCS Platinum superMissile.png
Decent zoning and combo tool
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 600, 1000 R all 19 till L 40T +2 HBFP*(2), (1) -
Air 600, 1000 R all 19 till L 40T - HBFP*(2), (1) -
  • List what the move is used for
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5D, 4D, 6D, j.D
5D, 4D, 6D, j.D
Magical Bomb
BBCS Platinum Bomb.png
Decent anti-air and oki tool
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 280, 800 R all 19 till L(7)15 40T - HBFP* -
Air 280, 800 R all 19 till L(7)15 40T - HBFP* -
  • List what the move is used for
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5D, 4D, 6D, j.D
5D, 4D, 6D, j.D
Magical Bomb Special
BBCS Platinum superBomb.png
The bigger, the better!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 420, 1200 R all 19 till L(7)15 40T - HBFP* -
Air 420, 1200 R all 19 till L(7)15 40T - HBFP* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5D, j.D
5D, j.D
Magical Dreamy Box
BBCP Platinum box.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 1000 - HL 3 20 41T - HBFP* -
Air 1000 - HL 3 20 47T - HBFP* -
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5D, j.D
5D, j.D
Magical Dreamy Box Special
BBCP Platinum Jack-in-the-Box.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 800*2 - HL, all 5 25, till offscreen 41T - HBFP* -
Air 800*2 - HL, all 5 25, till offscreen 47T - HBFP* -
  • List what the move is used for
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Universal Mechanics

Forward/Back Throw
Forward/Back Throw
BBCS Platinum throw.png
No longer eats bursts, but it's still a great throw. Wallbound glitch fixed too!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0*2, 1500 --*2, SR T (70) 7 3 19 - T -
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Air Throw
Air Throw
BBCS Platinum AThrow.png
Pretty easy to combo, even midscreen!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0*2, 1500 --*2, R T (100) 7 3 18+3L - T -
  • List what the move is used for
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Counter Assault
Counter Assault
BBCS Platinum 5B.png
Plat's CA. One of her few options for escape.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 13 4 29 -14 B 1-20 All
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Crush Trigger
Crush Trigger
BBCP Platinum CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~60 1 20 +2 B -
  • List what the move is used for
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Special Moves

Air Persia
Air Persia
236A
BBCS Platinum AirPersia.png
Fun with pogos. Usually used to end air combos. Has Fatal Counter and Projectile Invulerable Properties now!
BBCS Platinum AirPersiaA.png
Forward!
BBCS Platinum AirPersiaB.png
Straight down!
BBCS Platinum AirPersiaC.png
Backward!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Movement - - - - - 34+6L - - 8-34P

This move is mainly used as an air combo finisher. By pushing A, B, or C after 236A, you'll be able to use its actual, damaging follow-ups. The interesting thing about this move is that it has projectile invulnerability starting on frame 8 and all the way until you land if you don't cancel it into any of the follow-ups and that it can be used to pass through the opponent in a similar way as Noel's Counter Assault. The former can be useful for dodging certain, slow projectiles such as Lambda's 214D or Jin's j.236D. The fact that the projectile I-frames don't kick in until frame 8 and the amount of recovery attached to this move means that the situations in which you can use this trait successfully are pretty limited.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Attack 450 R all 6 6 8L - H -
  • List what the move is used for
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Mami Circular
Mami Circular
236B
BBCS Platinum MamiCircular.png
Mami-san, or better known in America as Heart Car. Go-to combo tool.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1690 R all 18 15 28 -24 B -
  • List what the move is used for
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Dream Sally
Dream Sally
214A/B/C
BBCS Platinum DreamSally.png
Excellent oki, catches rolls.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 600 R all 28 550 48T -6 HBFP* -
B 600 R all 28 till offscreen 48T -6 HBFP* -
C 600 R all 28 500 48T -6 HBFP* -
  • List what the move is used for
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Swallow Moon
Swallow Moon
j.236C
BBCS Platinum SwallowMoon.png
Dawwww.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
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Falling Melody
Falling Melody
22C
BBCS Platinum AirPersiaA.png
Guaranteed 300 unprorated damage. Can only be used under certain circumstances!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 R all 14 8 18 - B -
  • List what the move is used for
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Mystique Momo
Mystique Momo
214D
BBCS Platinum MystiqueMomo.png
Good for 45 degree angle anti-airing and zoning of all kinds!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Melee Item 550 R all 19 till offscreen 40T +12 HBFP* -
Magical Missile 400, 600 R all 19, 23, 27 till corner 42T +8 HBFP*(2), (1) -
Magical Missile Special 600, 1000 R all 19, 55, 91 till corner 114T +3 HBFP*(2), (1) -
Magical Bomb 280, 800 R all 19, 22, 25 till L(7)15 40T - HBFP* -
Magical Bomb Special 420, 1200 R all 19, 22, 25 till L(7)15 40T - HBFP* -
Magical Dreamy Box 1000 - HL 3 20 41T - HBFP* -
Magical Dreamy Box Special 800*2 - HL, all 5 25, till offscreen 41T - HBFP* -
  • List what the move is used for
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Dramatic Sammy
Dramatic Sammy
41236D
BBCS Platinum DramaticSammy.png
Dashing command grab! Refills current item count (or equips new one) on successful hit.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1500 --, R c.T (100) 24~45 3 25 - T -
  • List what the move is used for
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Happy Magicka
Happy Magicka
[2]8C
BBCP Platinum HappyMagicka1.png
BBCP Platinum HappyMagicka2.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Catch - - - - - 135T - - 1-105C
Attack 100 R all 21 41 71T -33 HBFP* 1-34 All
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Distortion Drives

Cure Dot Typhoon
Cure Dot Typhoon
632146C, air OK
BBCS Platinum CureDotTyphoon.png
Invuln until the first hit, but not afterwards. Clashes with many attacks due to the amount of hits in rapid succession.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 800*2, 260*11 R all 5+7 4(12)4(9)101 45 -31 B 1-12 All
Air 400*2, 260*11 R all 4+1 4(12)4(9)101 45L - B 1-4 All
Ground (OD) 800*2, 260*11, 200*7 R all 5+7 4(12)4(9)101 45 -31 B*13, HBFP*(2)*7 1-12 All
Air (OD) 400*2, 260*11, 200*7 R all 4+1 4(12)4(9)101 45L - B*13, HBFP*(2)*7 1-4 All
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Miracle Jeanne
Miracle Jeanne
236236D
BBCS Platinum MiracleJeanne.png
Invuln during superflash, but has one frame of recovery, so using as a ghetto DP is very discouraged.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 8T - - superflash All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Shining Layered Force
236236C
BBCS Platinum ShiningLayeredForce.png
STARLIGHT BREAKER
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - all 5+31 3 5L +8 B 1-36 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Strategy

Offense

Platinums offensive game without weapons is obviously subpar and opening people up and controlling space will obviously be considerably more difficult. That is not to say that she’s hopeless without items however.

Your 5A, 5B, 2B, 5C, 6B are all tools to use as far as normals go. 5A and 5C are all just cancellable, which means you have access to TK Swallow Moon if you get respect from your opponents.

5B is long and chains into 3C for little confirms at close to max range.

2B is a mid-ranged low that can low profile some moves.

6B is your overhead, done from a certain range gives good frame advantage and the ability to combo.

As far as items go, every single one of your items sans Bat can be used as an offensive tool. Pan is an instant overhead with J.D, Hammer guard crushes, Cat Hammer is a very long and fast overhead, Missiles and Bombs give you chances to go in and presents can be used to control space and movement options.


Defense

Platinum shrivels when it comes down to defensive options. Her options are as follows

Happy Magika

Counter-Assault

Bat

That is all.

Happy Magika is a counter that activates against everything but grabs. It has a huge amount of active frames. Problem is that I feel it’s only good when you know your opponent is trying to frametrap you. I don’t reccomend doing this move on wake-up or every whiffing this move in general because you can honestly be killed for it depending on your opponents resources.

Counter Assault is Counter Assault. Gets you outta blockstun for 50 meter and puts things back into neutral if it isn’t baited.

Bat is your limited DP, wallsticks on corner hit and floats on CH midscreen. Unsafe on block at -11. This is your best option, but you have a 1/7 chance to ever get it and you only have 3 at a time. Though, it’s frame 1-11 invuln, so it’s godlike as a reversal.


Neutral

Your neutral will often consist of trying to control whatever space your opponent wants to occupy and trying to score a clean hit to move them to the corner. The tools you want to use will normally change between match-ups.

For example: If you’re fighting Nu, Bubbles may not get as much use as they’d get against anyone with less range behind their attacks.

Against Ragna for example, Bubbles are pretty nice for limiting movement options. Your neutral tools: 2B 5B 3C

Bubbles

Cat Hammer

Bombs/Missiles

Presents

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
SS = SideSwap Combo
Discard = Discard Item Combo (for pan, hammer, cat, bat)
(item) = That item is used in the combo
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

A Starter

  • 2a-2b-3c-236b-22c
  • 2a-5b-5c-3c-236abbb-5c-6a-236b
  • 2a-2b-3c-236abbb-2c-214c-Astral
  • 5a-5b-3c-236abbb-5c-6a-236b(can SS after 236abbb)

B Starter

  • 2b-3c-236abbb-5c-2c-214c-66-6a-6c-j.236c-j.5c-6a-236b (Can switch sides while theyre caught in bubble)
  • 5b-3c-22c-RC-214c-CT-run-6a-6c-j.236c-j.5c-66a-236b-3c-22c
  • 2b-5c-3c-22c-RC-214c-665c-6c-j.236c-j.5c-66a-IAD-j.5b-j.236abbb-3c-236b
  • 5b-3c-22c-RC-214c-CT-run-6a-6c-j.236c-j.5c-66a-236b-3c-22c
  • 2b-3c-236abbb-2c-214c-6c-j.236c-j.5c-66a-22c-665c-6a-236b
  • (SS)2b-5b-5c-236abbb-5c-6a-6c-j.236c-j.5c-66a-236b

C Starter

  • 2c-236abbb-5c-6a-6c-j.236c-j.5c-66a-236b-3c-214a/b/c
  • (CH)6c-j.236c-j.5c-6a-214c-CT-run-6a-IAD-j.5c-j.236c-j.5c-6a-j.5c-jc-j.236aab-6a-2c-236b(3c-oki if in corner)

Item Starter

  • (Pan)j.5d-j.236c-j.5c-66a-6c-j.236c-j.5c-66a-j.5c-jc-j.5c-j.5d-665c-6a-236b-3c-214a/b/c
  • (Pan)j.5d-665c-6a-6c-j.5c-66a-j.5c-jc-j.5c-j.5d-5c-6a-236b
  • (ch)(bat)5d-run-5c-6a-236b
  • (ch)(cat)5d-5c-6a-6c-j.236c-j.5c-6a-236b


Throw Starter

  • throw-236b
  • backthrow-236aab-6a-6c-j.236c-j.5c-66a-236b
  • airthrow-5c-2c-214c-6c-j.236c-j.5c-66a-236b
  • backthrow-236aab-6a-6c-j.236c-j.5c-6a-236b-22c

Special Starter

  • (CH)[2]8c-5c-6a-22c-5c-6a-236b

Near Corner

B Starter

  • 5b-3c-236abbb-5c-6c-22c-(microdash?)-5c-6a-236b-3c-214a/b/c
  • 2b-3c-236abbb-2c-214b-CT-run-6a-6c-j.236c-j.5c-6a-236b-3c-214a/b/c
  • (Hammer)5b-5c-3c-236b-5c-6a-6c-j.236c-j.5c-6a-2c-214c-j.5c-jc-j.5c-j.5d
  • (Cat)5b-5c-3c-236b-5c-6c-j.236c-j.5c-6a-22c-5c-6a-5d-6a-6b-3c-214a/b/c

C Starter

  • (CO)j.5c-5b-3c-236b-5c-6a-22c-6a-6c-j.236c-j.5c-j.236abbb-6a-6b-3c

Corner Only

A Starter

  • 2a-2b-3c-236aaa-5c-6a-236b-3c-214a/b/c
  • 5a-5b-3c-236b-6a-6b-3c-214a/b/c
  • (ObtainItem)2a-2b-3c-236aaa-5c-2c-214c-5d-236b-3c-214a/b/c

B Starter

  • 5b-5c-3c-236b-5c-6a-6c-22c-5c-6a-j.5c-jc-236aaa
  • j.5b-2a-5a-5b-3c-236aab-5c-6a-236b-3c-214a/b/c
  • 2b-3c-236aaa-5c-6a-6c-j.236c-j.5c-j.236aab-5c-2c-214c-5d
  • 5b-5c-3c-236aaa-5c-6a-6c-22c-5c-6a-236b-3c-214a/b/c
  • (Discard)5b-5c-3c-236aaa-5c-214d-6c-22c-5c-2c-214c-5d-236b-3c-214a/b/c
  • 5b-5c-3c-236b-5c-6a-22c-5c-6c-j.236c-j.5c-j.236aab-6a-6b-3c-214a/b/c
  • (hammer)5b-5c-3c-236b-5c-6c-j.236c-j.5c-6a-22c-5b-6a-6b-3c-5d

C Starter

  • (pan)5c-5d-CT-6c-j.5c-6a-236b-5c-6a-6b-5c-6a-j.5d-3c-214a/b/c

Item Starter

  • (pan)j.5d-3c-236aab-5c-6a-6c-j.236c-j.5c-5c-6a-236b-3c-214a/b/c

Special Starter

  • 236b-5c-6a-6c-j.236c-j.5c-2c-214c-22c-5c-6a-j.5c-j.236aaa
  • 236b-5c-2c-214c-22c-5c-6a-j.5c-j.5c-j.236aaa

Throw Starter

  • throw-214c-6c-j.236c-j.5c-6a-2c-236b-214a/b/c
  • throw-214c-6c-j.236c-j.5c-6a-6b-5c-6a-236b-214a/b/c

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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc