BBCF/Platinum the Trinity/Combos

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 Platinum the Trinity


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Combo Theory

Piko HammerGreat extender

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 BatCorner extraordinaire

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 HammerBetter than nothing

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 PanIdeal

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 MissileSomehow works

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 BombNiche

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.


Magical Do-Re-Mi BoxSetplay's favorite

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 BoomerangSurprisingly good

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
... > 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
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
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
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
... 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
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
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
... > 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
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
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
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)

5A starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
_ 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)


Navigation

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