BBCSE/Platinum the Trinity/Frame Data

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System Data

Health: 10500

Combo Rate: 70%

Guard Primers: 5

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

Jump Startup: 4

Backdash Time: 22

Backdash Startup Invincibility: 7

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 300 124 80 84 all 1 HB 6 2 11 -1 10 14 Click!
5B SR 560 231 85 89 HL 3 HB 11 6 16 -5 27 17 Click!
  • Hitbox is at the tip of the staff on last 2 active frames (15-16F)
5C SJR 660 273 90 92 HL 4 HB 10 6 19 -6 28 19 Click!
2A SR 300 124 70 82 LA 0 F 8 3 8 -1 12 12 Click!
2B SR 500 207 80 86 L 2 F 10 3 18 -7 21 14 Click!
2C SR 800 331 100 92* HL 4 HB 15 8 24 -13 40 50 Click!
  • 9~37F Head attribute invincible
  • floats opponent on hit
  • 70% repeat proration
6A SJR 540 223 80 80 HL 3 HB 12 4 22 -9 33 26 Click!
  • 7~15F Head attribute invincible
  • floats opponent on hit
6B R 620 256 70 92 HA 4 HB 20 13 20 +1 48 19 Click!
  • 20~32F in the air
  • 34F hitstun
  • 33F blockstun
6C SJR 760 314 100 94* all 5 HB 22 5 28 + 4F after landing -17 56 40 Click!
  • 3~54F Foot attribute invincible
  • 22F~ in the air
  • floats opponent on hit
  • fatal possible
  • can cancel into j.B, j.C, j.2C from 26F~
  • can jump or special cancel 30F~ on hit or block
3C SR 600 248 70 92 L 4 F 12 3 24 -8 33 30 Click!
  • Downs opponenton hit
j.A CSJR 220 (300) 91 (124) 90 84 HA 1 H 7 2 9 - 11 14 Click!
j.B SJR 480 198 90 86 HA 2 H 8 6 9 - 16 17 Click!
j.C SJR 660 273 90 89 HA 3 H 12 7 11 - 22 23 Click!
  • higher hitbox on last 3 active frames (17-19F)
j.2C SJR 300x3 124x3 90 82(once) HA 0 H 12 15 18 - 38 12 Click!
Forward Throw -, SR 0, 1500 0, 621 90, 100 100, 55 100 0, 4 ground throw 7 3 19 - during move 12, 100 Click!
  • 2nd attack blows opponent back
  • wall bounces in corner; adds 40F of untechable time
  • 100% minimum damage
Back Throw -, SR 0, 1500 0, 621 90, 100 100, 55 100 0, 4 ground throw 7 3 18 - during move 12, 100 Click!
  • 2nd attack blows opponent back
  • wall bounces in corner; adds 40F of untechable time
  • 100% minimum damage
Air Throw -, R 0, 1500 0, 621 100 100, 55 100 0, 4 air throw 7 3 18 - during move 12, 100 Click!
  • 2nd attack ground bounces opponent
  • 100% minimum damage
Counter Assault R 0 0 50 92 all 4 HB 12 4 29 -14 27 19 Click!
  • 1~20F fully invincible
  • blows back opponent on hit
  • 180F Heat gain cooldown

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5D (Get Item) - - - - - - - - - - total 29F - 24 - Click!
  • Gets item on 9F
j.D (Get Item) - - - - - - - - - - total 28F - 23 - Click!
  • Gets item on 9F
Magical Bat R 600 248 50 92* HL 3 HB 11 4 26 -11 30 17 Click!
  • 1~11F fully invincible
  • blows back opponent on hit
  • 18F blockstun
  • 10% repeat proration
  • uses up 1 item token on 11F
Magical Bat (air) R 600 248 50 89 HA 3 H 11 8 22 - 34 17 Click!
  • 1~11F fully invul
  • blows back on hit
  • wallbounces in corner; adds 50F untechable
  • 10% repeat proration
  • uses up 1 item token on 11F
Magical Bat Special R 800 331 75 94 HL 5 HB 11 5 24 -7 30 48 Click!
  • 1~11F fully invincible
  • blows back opponent on hit
  • 21F blockstun
  • uses up 1 item token on 11F
  • 10% repeat proration
Magical Bat Special (air) R 800 331 75 94 HA 5 H 11 10 21 - 35 30 Click!
  • 1~11F fully invincible
  • blows back opponent on hit
  • wallbounces in corner; adds 50F untech on wallbounce
  • uses up 1 item token on 11F
  • 10% repeat proration
Magic Missile R 400, 600 165, 248 80 89 all 3 HBP 19 - total 40F +2 during move 17, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile: 1st attack Lv 2, 2nd attack Lv 1
  • 1st attack has 6F hitstop, 2nd attack 0F hitstop
  • 4% chip damage
  • uses up 1 item token on 19F
  • 2nd attack starts up either when 1st attack touches opponent or clashes with other projectile; 2nd attack active for 9F
Magic Missile (air) R 400, 600 165, 248 80 89 all 3 HBP 19 - total 40F - during move 17, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile: 1st attack Lv 2, 2nd attack Lv 1
  • 1st attack has 6F hitstop, 2nd attack 0F hitstop
  • 4% chip damage
  • uses up 1 item token on 19F
  • 2nd attack starts up either when 1st attack touches opponent or clashes with other projectile; 2nd attack active for 9F
Magic Missile Special R 600, 1000 248, 414 100 92, 89 all 4, 3 HBP 19 - total 40F +2 during move 19, 55 Click!
  • 2nd attack floats opponent on hit
  • projectile: 1st attack Lv 2, 2nd attack Lv 1
  • 1st attack has 6F hitstop, 2nd attack 0F hitstop
  • 4% chip damage
  • uses up 1 item token on 19F
  • 2nd attack starts up either when 1st attack touches opponent or clashes with other projectile; 2nd attack active for 9F
Magic Missile Special (air) R 600, 1000 248, 414 100 92, 89 all 4, 3 HBP 19 - total 40F - during move 19, 55 Click!
  • 2nd attack floats opponent on hit
  • projectile: 1st attack Lv 2, 2nd attack Lv 1
  • 1st attack has 6F hitstop, 2nd attack 0F hitstop
  • 4% chip damage
  • uses up 1 item token on 19F
  • 2nd attack starts up either when 1st attack touches opponent or clashes with other projectile; 2nd attack active for 9F
Magical Bomb (5D) R 280, 800 115, 331 80 82, 89 all 0, 3 HBP 19 47(7)15 total 40F +8 during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 5F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Bomb (4D) R 280, 800 115, 331 80 82, 89 all 0, 3 HBP 19 48(7)15 total 40F +8 during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 5F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Bomb (6D) R 280, 800 115, 331 80 82, 89 all 0, 3 HBP 19 48(7)15 total 40F +8 during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 5F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Bomb (air) R 280, 800 115, 331 80 82, 89 all 0, 3 HBP 19 till contact(7)15 total 48F - during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 5F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Bomb Special (5D) R 420, 1200 173, 496 85 82, 89 all 0, 3 HBP 19 47(7)15 total 40F +13 during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 10F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Bomb Special (4D) R 420, 1200 173, 496 85 82, 89 all 0, 3 HBP 19 48(7)15 total 40F +13 during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 10F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Bomb Special (6D) R 420, 1200 173, 496 85 82, 89 all 0, 3 HBP 19 45(7)15 total 40F +13 during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 10F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Bomb Special (air) R 420, 1200 173, 496 85 82, 89 all 0, 3 HBP 19 until contact (7)15 total 40F +13 during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 10F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Cat Hammer R 800 331 60 92 all 4 HB 11 8 20 -9 34 19 Click!
  • Grounds opponent on hit
  • Ground bounces opponent on CH
  • uses up 1 item token on 4F
Magical Cat Hammer (air) R 800 331 60 92 HA 4 H 14 5 20 - 32 19 Click!
  • Grounds opponent on hit
  • Ground bounces opponent on CH
  • uses up 1 item token on 10F
Magical Cat Hammer Special R 1200 496 70 94 all 5 HB 11 8 21 -8 33 21 Click!
  • Grounds opponent on hit
  • Ground bounces opponent on CH
  • uses up 1 item token on 4F
Magical Cat Hammer Special (air) R 1200 496 70 94 HL 5 H 14 5 20 - 32 21 Click!
  • Grounds opponent on hit
  • Ground bounces opponent on CH
  • uses up 1 item token on 10F
Magical Frying Pan R 500 207 86 94* HL 2 HB 10 6 18 -10 27 60 Click!
  • Spins opponent for 56F (then downs them) on hit
  • 10% repeat proration (aerial and special versions don't count)
  • uses up 1 item token on 10F
Magical Frying Pan (air) R 500 207 70 94* HA 2 H 12 4 16 -6* 25 40 Click!
  • Ground bounces opponent on hit
  • 10% repeat proration (ground and special versions don't count)
  • uses up 1 item token on 10F
  • frame advantage is off of lowest jump possible (17F startup)
  • no landing recovery
Magical Frying Pan Special R 800 331 86 94* HL 5 HB 10 6 18 +2 27 55 Click!
  • Spins opponent for 71F (then downs them) on hit
  • 10% repeat proration (aerial and special versions don't count)
  • uses up 1 item token on 10F
Magical Frying Pan Special (air) R 800 331 86 94* HA 5 H 12 4 16 +1* 25 55 Click!
  • Ground bounces opponent on hit
  • 10% repeat proration (ground and special versions don't count)
  • uses up 1 item token on 10F
  • frame advantage is off of lowest jump possible (17F startup)
  • no landing recovery
Magical Piko Hammer R 1100 455 90 92 HL 4 HB 18 5 19 +1 36 19 Click!
  • Grounds opponent on hit
  • cannot emergency tech
  • ground bounces opponent on CH
  • breaks 2 guard primers
  • uses up 1 item token on 7F
Magical Piko Hammer (air Lv 1) R 600x2 248x2 80 94 all 5 H 12 till landing, 7F after landing 17F after landing +3* 15F after landing 30 Click!
  • Grounds opponent either when 1st attack hits in air or 2nd attack hits
  • cannot emergency tech
  • 2nd attack has 25F blockstun
  • 2nd attack breaks 2 guard primers
  • uses up 1 item token on 6F
  • attack level depends on how high Platinum is when attack is performed
Magical Piko Hammer (air Lv 2) R 700x2 248, 289 80 94 all 5 H 12 till landing, 7F after landing 17F after landing +6* 15F after landing 30 Click!
  • Grounds opponent on hit
  • cannot emergency tech
  • 15F hitstop for Platinum, 18F hitstop on opponent
  • 2nd attack has 25F blockstun
  • 2nd attack breaks 2 guard primers
  • uses up 1 item token on 6F
  • attack level depends on how high Platinum is when attack is performed
Magical Piko Hammer (air Lv 3) R 800x2 248, 331 80 94 all 5 H 12 till landing, 7F after 17F after landing +8* 15F after landing 30 Click!
  • Grounds opponent on hit
  • cannot emergency tech
  • 15F hitstop for Platinum, 18F hitstop on opponent
  • 2nd attack has 25F blockstun
  • 2nd attack breaks 2 guard primers
  • uses up 1 item token on 6F
  • attack level depends on how high Platinum is when attack is performed
Magical Piko Hammer Special R 1600 662 100 94 HL 5 HB 17 5 21 +2 33 21 Click!
  • Grounds opponent on hit
  • cannot emergency tech on CH
  • Breaks 3 guard primers
  • uses up 1 item token on 7F
Magical Piko Hammer Special (air) R 900, 950 372, 393 80 94 all 5 H 13 till landing, 1F after 26 +4* 18F after landing 30x2 Click!
  • 1st attack grounds opponent on air hit, 2nd attack grounds opponent on hit
  • cannot emergency tech
  • 2nd attack has 25F blockstun
  • 1st attack breaks 1 guard primer, 2nd attack breaks 2 guard primers
  • uses up 1 item token on 7F
Magical Piko Hammer Special (quake) R 0 0 70 94 unblockable 5 HBP 21 1 - - - 21
  • only starts up when hammer whiffs
  • Downs opponent on hit
  • cannot emergency tech
  • projectile Lv 1
  • 0F hitstop
  • aerial version has 2F startup after landing

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Dream Sally
214A/B/C
R 600 248 100 82* all 0 HBP 28 refer to notes* total 48F -6 during move 12 Click!
  • opponent cannot burst on hit
  • projectile
  • 10% repeat proration (same with A - C versions)
  • 5F hitstop on guard
  • 65F hitstun
  • active frames relating to version: A: 301; B: 161; C: 501
Swallow Moon
j.236C
refer to note* - - - - - - - - - total 90F - during move - Click!
  • Can move Platinum in whatever direction you move left or right
  • can cancel move by pressing a button 14F~
Mami Circular
236B
R 1690 699 80 92* all 4 HB 18 15 28 -24 53 60 Click!
  • 5~50F in the air
  • slides opponent on hit
  • breaks 1 guard primer
  • 20% repeat proration
Air Persia (animation)
236A
- - - - - - - - - - total 40F[6F after landing] - 36[2F after landing] - Click!
  • 3~34F in the air
  • 8~40F projectile invulnerable
  • 10F~[7F~] can cancel into Air Persia (attack)
  • values in [ ] are for aerial version
Air Persia (attack)
j.236A/B/C
R 450[300] 186[124] 100 82 all 0 H 9+6 [6+6] 6 4F after landing - during move 22 Click!
  • 23F [22F] hitstun
  • fatal counter possible
  • can cancel into followup on hit or guard (total 3 attacks)
  • 3rd attack has 0 landing recovery
  • A version has no landing recovery for all attacks on CH
  • values in [ ] are for aerial version
Dramatic Sally
41236D
- 0, 1500 0, 621 100 100, 89 100 0, 3 ground throw 24~45 3 25 - 21F of recovery 12, 100 Click!
  • 2nd attack blows opponent back on hit
  • 100% minimum damage
  • startup changes depending on distance between Platinum and opponent
  • refills item tokens to respective max amount upon success (if there is no item equipped, gets next item)
Mystique Momo
214D
R 550 227 100 94 all 5 HBP 19 - total 40F +14 during move 30 Click!
  • 2nd attack blows opponent back on hit
  • projectile Lv 1
  • consumes all remaining tokens on 19F
  • using Momo with Magical Hammer Special equipped deals 1050 damage and adds 434 Heat gauge
Mystique Momo (Magical Missile)
214D
R (400, 600)xN (165, 248)xN 80 89 all 3 HBP 19 - total 42F +8* during move 17, 40 Click!
  • fires up to 3 missiles, uses up 1 item token when each missile starts up
  • startups: 2nd missile = 23F; 3rd missile = 27F
  • for each misile 1st hit is Lv2 projectile, 2nd hit is Lv 1 projectile
  • for each missile 1st attack has 6F hitstop, 2nd attack 0F hitstop
  • for each missile 2nd hit has 9 active frames
  • for each missile 2nd hit launches opponent on hit
  • 4% chip damage
  • frame advantage listed is off of 3 missiles
  • 2nd attack starts up either when it touches opponent or gets canceled out; 2nd attack has 9 active frames
Mystique Momo (Magical Missile Special)
214D
R (600, 1000)xN (248, 414)xN 100 92, 89 all 4, 3 HBP 19 - refer to notes* refer to notes* during move 19, 55 Click!
  • fires up to 3 missiles, uses up 1 item token when each missile starts up
  • startups: 2nd missile = 23F; 3rd missile = 27F
  • for each misile 1st hit is Lv2 projectile, 2nd hit is Lv 1 projectile
  • for each missile 1st attack has 6F hitstop, 2nd attack 0F hitstop
  • for each missile 2nd hit has 9 active frames
  • for each missile 2nd hit launches opponent on hit
  • 4% chip damage
  • frame advantage listed is off of 3 missiles
  • 2nd attack starts up either when it touches opponent or gets canceled out; 2nd attack has 9 active frames
  • Total active frames (frame adv): 1st missile = 36F (+6); 2nd missile = 72F (+6); 3rd missile = 114F (0)
Mystique Momo (Magical Bomb)
214D
R (280, 800)xN (115, 331)xN 100 82, 89 all 0, 3 HBP 19 46(7)15 total 40F +14* during move 12, 40 Click!
  • can throw out up to 3 bombs, uses up 1 item token when each bomb starts up
  • startups: 2nd bomb = 22F; 3rd bomb = 25F
  • Projectile Lv 1
  • 1st attack has 5F hitstop, 2nd attack 0F hitstop
  • 2nd attack floats opponent on hit
  • attack guaranteed to be active after projectile startup
  • 4% chip damage
  • frame advantage off of 3 bombs
Mystique Momo (Magical Bomb Special)
214D
R 420, 1200 173, 496 100 82, 89 all 0, 3 HBP 19 46(7)15 total 40F +19* during move 12, 40 Click!
  • can throw out up to 3 bombs, uses up 1 item token when each bomb starts up
  • startups: 2nd bomb = 22F; 3rd bomb = 25F
  • Projectile Lv 1
  • 1st attack has 10F hitstop, 2nd attack 0F hitstop
  • 2nd attack floats opponent on hit
  • attack guaranteed to be active after projectile startup
  • 4% chip damage
  • frame advantage off of 3 bombs
Falling Melody
22C
R 400 165 100 94 all 5 HB 14 8 18 -5 34 30 Click!
  • Ground bounces opponent on hit
  • 100% minimum damage
  • aerial version has 2F landing recovery

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Miracle Jeanne
236236D
- - - - - - - - - - total 7+1F - during move - Click!
  • Invincible during superflash
  • 180F Heat Gauge Cooldown
  • powers up item that is in NEXT slot to its Special form
Cure Dot Typhoon
632146C
R 800x2, 260x11 0 70 92 all 4 HB 4+7 4(12)4(9)101 44 - during move 100 Click!
  • 1~7F after superflash fully invincible
  • attacks 1~12 pull opponent in and float opponent on hit
  • 13th attack blows opponent back, cannot emergency tech
  • counter carries
  • 20% minimum damage
  • 180F Heat gain cooldown
  • on hit, restores item token to max amount (if there is no item equipped, gets next item)


Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Shining Layered Force
236236C
- death 0 - - all 5 HBP 6+31 3 10 +8 during move - Click!
  • 1~33F after superflash fully invincible
  • projectile Lv 3
  • 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* - - - - 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 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: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc