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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Piko Hammer is an item that can extend conversions past normal.
5D is comboable on air hit or ground counterhit.
j.D has an interesting quirk where it's hitstun increases the higher you use it from.
- At level 1 height, which is about normal jump height, it will just end the combo allowing for bubble oki.
- At level 2 height, which is about super jump height, it will allow a 5C to link.
- At level 3 height, which is about super jump + double jump height, it will allow bubble to combo.
Level 3 height can be achieved in nearly any combo by doing 6A>sjc.j.B>j.C>jc.j.C>j.D
The powered up version is significantly bigger which can turn impossible conversions into explosive damage. j.D also becomes comboable at any height. Hammer is also part of Platinum's best combos in overdrive.
Magical Bat is best in combos to be looped in the corner.
As a starter midscreen, non-counterhit, it can only combo into 236C on the ground, or 236A in the air. Alternatively it may be better to cancel into bubble midscreen to setup better screen control.
Midscreen Counterhits may link into dash 5B or 3C into a route of your choice. The combo will be very short, so securing a knockdown is most preferable.
The corner is where this item shines. Its wallsplat property allows platinum to cancel into bubbles or Swallow Moon to continue the combo. If done high enough, platinum can land to secure a knockdown or extend the combo further. In overdrive, looping bat can add great damage to any combo.
The powered up version boasts greater damage and untechable time.
Magical Cat Hammer will most likely serve as a starter due to its role in neutral.
On normal hit it can combo into 22C or 236B. If you are close enough, 236A can combo. On counterhit, both air and ground, 5C can be linked. For ground combos, dash 5D can be used to extend combos from 236B, allowing you to reach the corner.
If you manage to launch the opponent, such as with 6C, you can do 6A into j.D then pick them up OTG with a 5C. This is height dependent, but you should try to keep Platinum as low as possible with your opponent as high as possible. This can lead into damaging loops.
The powered up version holds no difference, however it may be harder to combo off of due to the longer range its main hitbox is.
Magical Frying Pan is an item that serves as combo glue.
It serves as a good starter due to its spin state or ground bounce allowing for easy conversions.
In the middle of a combo 5D can serve as a potent relaunch on air hit to extend combos, and j.D always ground bounces allowing for easy conversions.
Ground hit 5D easily links into 5B or 3C. Both air hit 5D and j.D always combos from and into 6A and 5C allowing a route of your choice. Air hit 5D also combos into bubble which may be preferable.
The powered up version has larger untechable time, a larger hitbox, and can serve as one of Platinum's best starters due to its Fatal Counter property.
Magical missile serves as a combo extender or starter.
As a starter, you can follow up with a 6C if you're close enough, j.C, or 3C. If you launch them using 214D you can get the above easier.
After a 3C, launching missile will allow you to get a good conversion from distances you normally can't and allow you to have 2 missiles for oki afterwards. Depending on distance this could be 3C into 236A or 236B
If the opponent is in a bubble, you can launch all the missles with 214D to juggle them upwards. On fatal hit, this can be paired with 236C, this will bring them back down to the missiles and juggle them a second time.
The powered up version boasts huge untechable time, allowing it combo into itself fullscreen, and also be used in air combos, typically after j.C. The time is significant enough that you can land and extend with 3C. It's difficult to get more than one missile late into a combo.
Magical Bomb serves as a decent starter from neutral or to squeeze some more damage from a bubble ender.
You can generally combo into bombs from 6A or bubbles. To combo out of bombs, you can follow up with j.C or 6C depending on height and distance.
Releasing all three bombs with 214D adds a large amount of damage to any combo. This can be followed up with a delay 236C.
Due to how high bombs send an opponent, they can be used to create burst safe combos by simply just launching more bombs.
The powered up version does not differ but should be noted the damage gained is substantially greater.
Presents are great combo extenders and are a serviceable starter.
Generally you will want to hit people into presents using 236B, 236C, or a pogo ender. Present hits can combo'd into nearly any C normal depending on distance or 236C
It is possible to combo presents into themselves however this is generally only applicable in overdrive or with the powered up version.
Mid-combo it is best set up while the opponent is trapped in a bubble using 214D and then using 236C or pogo to hit them back down into it. Note that you have to already have presents equipped to have enough time, as well as not being too late into a combo.
The powered up version is easier to combo into since they don't disappear when Platinum is hit, but they are harder to combo off of due to their increased launch height.
Magical Boomerang is great for leading into a larger conversion.
As a starter, it will inflict spin state on ground hit or launch on air hit allowing for easy follow ups into larger combos.
The launch property can be used to extend combos such as in a long range 3C where pogo will not connect. If it is not too late in a combo, you can use it in the air after a j.C to juggle them, land, and relaunch them to continue the combo. This will likely cost you losing it, however.
If your opponent is in a bubble and its not too late in a combo, you can send the boomerang forward and hit them down into it using 236C allowing for an easy 2C or 6C extension.
The powered up version has larger untechable time and, due to its tracking capabilities, allows it to hit on returning shots more often. This also has the bonus of causing you to lose it less often mid combo.
Base Combos
These combos do not require items. Any combo with (5D >) allows you to draw an item in that spot, provided you do not have an item equipped.
Enders
Combo | Condition | Works on: | Difficulty | Notes | Video |
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... > 66 > 6A > 2C > 214C > (5D >) (2C/6A) > 236C | Everyone | [3] Medium | Standard combo ender. Allows platinum to draw an item provided no item is equipped. | ||
... > 66 > 6A > j.C > dj.C > 632146C | 50% meter | Everyone | [2] Easy | Metered combo ender. If the opponent is not cornered, 632146C will knock the opponent full screen. Refills current item stock or equips next item if an item is equipped. | |
... > 3C > OD > 5C > 6A > j.C > dj.C > 632146C | 50% meter, OD | Everyone | [2] Easy | Metered combo ender with overdrive for additional damage. | |
... > 3C > 236A~BCA | Everyone | [2] Easy | 236A~BCA ender. In the corner, meaty 2A, 6C can be used to catch rolls, or a swallow moon j.B can safe jump certain reversals. See the strategy page for more information | ||
... > 3C > 214C | Corner | Everyone | [1] Very Easy | Bubble oki ender. The bubble will whiff and float above the opponent allowing you to threaten with it as it falls. See the strategy page for more information |
Midscreen
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > (5D >) 2C > dl 236C | Normal starter | 2755 | - | Everyone | [3] Medium | Standard midscreen to corner route. Works anywhere. The B follow-ups to 236A must be delayed to ensure Platinum remains close enough to the ground and does not cross over the opponent. The 6C > j.236A cancel must be delayed to ensure platinum is at the right height (too early and platinum is below the opponent, too late and platinum will be too high). | Link |
5A > 5B > 5C > 3C > 236A~BBB > 66 > 6A > 6C > j.236A~BBB > 3C > 236A~BCA | Normal starter, Corner sideswap. | - | Everyone | [3] Medium | This is one of the side switch routes if you need to repositioned them back into the corner. Very useful since the pogo ender is a KD to use if by they will be put in the corner. | ||
5A > 5B > 5C > 3C > 236A~BCA > 66 > 3C > 236B > 66 > 5C > 6A > 6C > 236A~BBB > 3C > 236A~BCA | Normal Starter, Midscreen to corner carry | - | [3] Medium | Corner carry route. Make sure to delay 236A~BCA in order to be able to 66 3C | |||
5B > 3C > 236B > 22C | Normal starter | 1630 | - | Everyone | [2] Easy | Midscreen conversion of 5B at far ranges where 236A will not reach. | Link |
5B > 3C > 236B > 22C > RC > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > (5D >) 2C > 236C | Normal starter, 50% meter | 4031 | - | Everyone | [4] Hard | Metered extension from far range 5B conversion. Has significant corner carry. | Link |
6A AA > 6C > j.236C > j.C > 66 > 6A > TK j.236A~BAB > 2C > 214C > (5D >) 2C > dl 236C | Normal starter | 2781 | - | Everyone | [4] Hard | 6A Anti-Air starter. | Link |
Throw > 214B > (5D >) 236C > 66 > 5C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C | Throw starter | 3198 | - | Everyone | [3] Medium | Midscreen throw combo. Walking backwards after 214B makes it more consistent as sometimes you can cross up your opponents due to the 6 input in 236C. | Link |
Air Throw > 66 > 5C > 6A > 6C > j.236C > j.C > 66 > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C | Air throw starter | 3058 | - | [4] Hard | Midscreen air throw combo | Link |
Corner
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236B > 5C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C | Normal starter | 3115 | - | Everyone | [3] Medium | Corner variation of her main BNB | Link |
5B > 5C > 3C > 236B > 5C > 6A > 6C > j.22C > 6A > 6C > j.236A~BBB > 6A > 2C > 214C > 2C > 236C | Long starter | 4036 | - | [3] Medium | 5B corner combo | Link | |
5B > 5C > 3C > 236B > 5C > 2C > 236C >5C > 6A > 6C > j.236A~BBB > 6A > 2C > 214C > 2C > 236C | Long starter | - | [3] Medium | Another corner combo that you can use in addition to the one above. | |||
5A > 5B > 5C > 3C > 236AB > 66 > 6A > 214D > 6C > 236A~BBB > 2C > 214C > 5D(item summon) > 2C > dl.236C | Corner | Everyone | [3] Medium | A corner carry route to get rid of cat hammer/Bat/Halo/Piko Hammer to swap to the next item. Make sure to delay the 236A~BBB so that 2C will connect | |||
Throw > 214B > (5D >) 236C > 3C > 236B > 6A > 6C > j.236A~BBB > 2C > 214C > 2C > 236C | Throw starter | 3381 | - | Everyone | [3] Medium | Corner throw combo. Delay the B follow ups as much as posible to be able to connect 2C after. | - |
Air Throw > 3C > 236B > 5C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C | Corner air throw combo | 3228 | - | Everyone | [3] Medium | Corner air throw combo | Link |
Item Combos
Combo routes involving various items. Though these combos are not strictly necessary, these combos will have various benefits such as increased damage, corner carry, better oki, and/or reducing item stocks to help with cycling.
Piko Hammer
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 6A > 5D > 5C > 6A >sj.BC > dj.C > j.D > 214C > (5D) 3C > 236A~BCA | Piko Hammer (2 stocks) | 3015 | 21 | Everyone | [2] Easy | Piko hammer combo that works from anywhere on the screen, you can also do 2C 236C ender in place of 3C > 236A~BCA for a better knockdown midscreen | |
5A > 5B > 5C > 3C > 236A~BBB > 6A > 5D > 5C > 6A >sj.BC > dj.C > j.D > 214C > (5D) > 2C > dl.236C | Upgraded Piko hammer (2 stocks) | 3291 | 20 | Everyone | [3] Medium | This is for the upgraded Hammer route since the j.D on the upgraded version bounces them higher. You can still do the previous pogo ender stated by delay the 214C so that it catches them lower. Useful if by the end of the pogo ender they are in the corner. | |
5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 3C > 5D > 66 > 5C > 6A > sj.BC > dj.BD > 214C > (5D >) 2C > 236C | Piko hammer (2 stocks) | 3178 | 22 | Everyone | [3] Medium | Piko hammer midscreen combo. | Link |
Magical Bat
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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... 3C > 236A~BBB > 66 > 6A > j.C > dj.CD > j.236C > j.D > (land) > 5D > 214C > 2C > sl. > 236C | - | Everyone | [2] Easy | Useful for using up stocks completely to be able to use 5D to summon another item . If platinum has 2 or less bat stocks, you can do 6A>j.C>j.D (land)>5D>214C which allows you to still get a item via 5D and you can then end the combo for oki with 236C. You can also used Miracle Jeanne as well. | |||
... > 66 > 6A > j.C > dj.CD > j.236C > j.D > 632146C | Corner | - | Everyone | [2] Easy | Alternate corner combo ender with bat. 632146C will equip the next item. If she has 3 bat stocks or is in overdrive, 632146C will refill bat stocks back to 3. |
Magical Cat Hammer
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 5C > 6A > j.D > 5C > 6A > sj.BC > dj.C > j.236A~BCA | 3072 | - | everyone | [3] Medium | Cat hammer midscreen combo. Ends in a high 236A~BCA ender, allowing a quick dash button to hit meaty. | Link | |
... > 3C > 5D > 214C | Corner | - | everyone | [2] Easy | Alternate corner combo ender with cat hammer for bubble oki. | ||
CH j.D 66 > 5C > 6A > Dl.22C > (66 > 5C > 6A > j.D)x3 > 66 > 5C > 6A > 236C | Midscreen (cat hammer stocks) | 3644 | 26 | Everyone | [3] Medium | Possibly the highest damaging ch Cat hammer combo while also giving the best knockdown possible for oki. |
Magical Frying Pan
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 6A > sj.BC > j.D > airdash > j.C > j.D > 3C > 236A~BCA | Normal starter, Frying pan(3 stocks) | - | [3] Medium | Frying pan combo that works anywhere. if you see an item like Piko hammer, treasure chest or bombs and you want to use all four stocks of Frying pan you can swap out the j.D > 3C > 236A~BCA for j.D > 6A > j.D > 66 > D > 214C > 5D > 236 to summon the next item and get the KD. | |||
5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 3C > 5D > 66 > 5C > 6A > sj.BCD > j.66 > j.D > j.236C > j.D > 632146C | normal starter, frying pan (4 stocks), 50% meter | 4082 (OD: ) | - | [4] Hard | Frying pan metered combo. Uses all 4 frying pan stocks, so this combo is fairly situational outside of overdrive. | Link | |
5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 3C > 5D > 66 > 5C > 6A > sj.BCD > (j.66 > j.D >) 3C > 236A~BCA | normal starter, frying pan (3 stocks) | 2982 (3016) | - | [4] Hard | Frying pan combo extension. If frying pan only has 2 stocks left, the airdash j.D can be ommitted for less damage and corner carry. | Link |
Magical Missile
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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... > 3C > 214D | - | Everyone | [1] Very Easy | Missile oki. With 3 missiles stocked, will lock the opponent down for a significant amount of time. If the next item is Piko Hammer, an immediate 236236D > 5D can be used as an unblockable setup. | |||
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Magical Bomb
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 2C > 214C > 214D > 236C > 5C > 6A > sj.BC > dj.C > j.236A~BCA | 3050 | - | Everyone | [3] Medium | Platinum midscreen bomb combo. Deals more damage with more bomb stocks. | Link | |
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Magical Do-Re-Mi Box
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 2C > 214C > 214D > 6A 236C > Box hits > 214C (5D) > 236C | Midscreen Do-Re-Mi Box (2 stocks) | - | Everyone | [2] Easy | A combo that can be used for getting rid of boxes to be able to use 5D to swap to another item while also being able to end in oki as you wish. | ||
5B > 5C > 3C > 236B > 66 > 5C > 2C > 5D > 5C > 5D > 5C > 5D > 6A > 6C > 236A~BBB > 3C 236A~BCA | Do-Rei-Mi Box (2 stocks) | - | Everyone | [3] Medium | Corner combo to get rid of Do-Rei-Mi Boxes and also be able to summon the next item. you can switch out the 3C Pogo BCA for dash 6a 2c dl.236C for better Swallow moon oki as well. | ||
5A > 5B > 5C > 3C > 236A~BBB > 2C > 214C > 214D > 236C > Box hits > 3C > (5D >) Box hits > 66 > 3C > 236A~BCA | Do-Re-Mi Box (2 stocks) | 3110 | - | Everyone | [3] Medium | Midscreen box combo. The 66 is a full dash. | Link |
Magical Boomerang
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 2C > 214C > 5D (w) > 236C > Boomerang hits > 4 > 3C > 5D > 66 > 3C > 236A~BCA | 2956 | - | [3] Medium | Platinum midscreen boomerang combo. Ender fails to catch the boomerang, so 236A~BCA can be omitted if boomerang is wanted. | Link | ||
5A > 5B > 5C > 3C > 236A~BBB > 2C > 214C > j.D > 66 > 2C > 214C > 5D(item summon) > 236C | - | [3] Medium | Platinum midscreen boomerang combo that also allows you to summon the next item and end in KD. In the corner you can do 2C > dl.236C | ||||
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Old Combo List
Above is a WIP, until I populate the tables this will remain at the bottom. For more examples, check the Translated Evernote Here. (JP Original)
# | Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
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_ | 5B > 3C > 236A BBB > 6A > 6C > 236A BAB > 66 > 6A > 2C > 214C > D (no item) > 236C | Mid Screen | 2565 | Everyone | Easy | ||
_ | 5B > 6C > j.5C > 66 > 6A > 6C > 236A BAB > 66 > 6A > 2C > D (no item) > 236C | Mid Screen | 2571 | Everyone | Intermediate | ||
5B > 3C > 236B > 22C | Mid Screen | 1630 | Everyone(But Nine) | Baby |
Midscreen
5A > 5B > 5C > 3C > 236A BBB > 6A > 6C > j.236A BBB > 6A > 2C > 214C > (6D > 2C) > 236C
- Damage: 2692 (2755)
5A > 5B > 5C > 6C > j.C > microdash 6A > 6C > j.236A BBB > microdash 6A > 2C > 214C > (6D > 2C) > 236C
- Damage: 2694 (2762)
5A > 5B > 3C > 236B > 22C > RC > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Requires: 50 meter
- Damage: 3179
5A > 5B > 5C > 3C > 236A BBB > 6A > 6C > j.236A BBB > microdash 6A > 2C > 214C > OD > j.C > j.C > 632146C
- Requires: 50 meter, Burst
- Damage: 3862 (4142)
5A > 5B > 5C > 3C > 236A BBB > 6A > 6C > j.236A BBB > 3C > OD > 5C > 6A > j.C > j.C > 632146C
- Requires: 50 meter, Burst
- Damage: 4165
5B > 5C > 3C > 236A BBB > 6A > 6C > j.236C > j.C > microdash 6A > 6C > j.236A BBB > 6A > 2C > 214C > (6D > 2C) > 236C
- Damage: 3486 (3539)
5B > 3C > 236B > 22C > RC > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Requires: 50 meter
- Damage: 4031
5B > 5C > 3C > 236A BBB > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > OD > j.C > j.C > 632146C
- Requires: 50 meter
- Damage: 4652 (4932)
Throw > 214B > 236C > 5C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 3198
Air Throw > 5C > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 3058
Corner
5A > 5B > 5C > 3C > 236B > 5C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 3115
5A > 5B > 5C > 3C > 236B > 5C > 6A > 6C > 22C > (3C > OD) > 5C > 6A > sj.BC > j.BC > 632146C
- Requires: 50 meter, Burst
- Damage: 4244 (4645)
5B > 5C > 3C > 236B > 5C > 6A > 6C > 22C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 4036
Throw > 214B > 236C > 3C > 236B > 6A > 6C > j.236A BBB > 2C > 214C > 2C > 236C
- Damage: 3381
Air Throw > 3C > 236B > 5C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 3228
Combo Theory
Video Examples
2.0 COMBOS
BBCF2 Platinum combo collections
1.0 COMBOS (Mostly Applicable to CF2)