BBTag/Platinum the Trinity

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Overview

Overview

Platinum is a versatile point character that can approach and bait out opponents using a combination of rushdown moves and zoning tools. Her normals have solid range, good startup. She has many highs and lows, all her 2'X' are lows, all of her j.'X' normals are highs, and her 'A' and 'B' versions of Mami Circular are a low and an overhead as well. Her items are not random like in mainline Blazblue series, as such she can use both bombs and missiles at will for block-strings and zoning. Platinum's Miracle Jeanne distortion is an Install, increasing the potency of her moveset by enlarging some of her normals' hitboxes and her projectiles as well as adding a special knockdown quality to her 5C. This power-up also applies to her bomb, missile, and boomerang assists if you swap her for your second character while the Install is activated. However, Platinum holds a key flaw in her assists. Her 6P and 4P each contain a set of three items and are randomized, meaning it is impossible to tell which item you will get when using these two assists.
Playstyle
Platinum the Trinity
Pros Cons
  • Long reaching normals and has access to a rebeat from 2B into 5A which is a jump cancelable normal
  • Can low-profile under powerful roundstarts such as Mitsuru and Weiss 5A using 2B.
  • Stronger assists and specials with her Miracle Jeanne buff
  • Good air buttons with her fast multi-hitting j.B that can cause a crossup, and j.C which is a cancelable IOH
  • Has good mixup potential with j.C being hit-confirmable into 236B+C on reaction, as well as j.236A creating easy sandwiches with assist
  • Very strong movement options consisting of the j.236X series
  • Fast high-hitting 4P that has follow-ups allowing for potential mix-up situations on block
  • Chaotic nature of her assists can often lead to very advantageous situations in which the opponent is forced to respect you or be interrupted
  • While in Miracle Jeanne 5C and 4P (Hammer Fall ver.) have an unblockable earthquake
  • Poor anti air and DP making contesting air approaches very difficult outside of A2A
  • Higher damage routing can be harder to land on certain characters
  • Severe lack of disjoints on long reaching slow normals
  • Fully Random 6P
  • Random 2nd hit on 4P can potentially not auto confirm on hit at certain heights
  • RNG Assists meaning that your gameplan and neutral has to adapt to what comes out

Drive: Magical Symphony

In the original BlazBlue series, Platinum had the ability to equip magical items that she would use in gameplay. She could only equip one item at a time and which item she would be able to equip next was random but could be seen on the HUD. In BlazBlue Cross Tag Battle, these magical items return as various normals, mechanics and specials that Platinum uses in her moveset.

Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 2 11 -1 B
  • 4A is a fast mashout tool
  • It can be linked into itself 3 times and is jump cancelable on block

  • Platinum will randomly choose to do Rock, Paper, or Scissors.
  • Playing against another Platinum player, Rock beats Scissors, Scissors beats Paper, and Paper beats Rock. This will never be relevant.
  • If both Platinums throw the same move, they'll trade. Otherwise one jab will beat the other.

If you ever feel like playing Rock-Paper-Scissors, but with no control over what move you throw out.

> u <

Level P1 P2
1 100 70

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 11 6 15 -4 B
5AA 1700 [2040] All 11 8 18 -7 B
5AAA 1700 All 14 8 18 -7 B
5AAAA 1700 All 18 4 30 -15 B
  • 5A is jump cancelable on block
  • Can be rebeated from 2B even after being used once in a string

Really huge normal, good for pressuring at midscreen. It's frame 11...


  • 5AA knocks down, powered up in Miracle Jeanne

Knocks down on hit which can help stabilize juggles, and is cancelable into lows like 2B or 2C. In Miracle Jeanne this move is powered up. It does more damage and bounces opponents on hit instead of knocking them down.


  • 5AAA immediately after the hit when the pogo touches ground you can cancel into grounded specials. If you wait a bit for the pogo to bounce you can cancel into air specials.
  • Platinum homes in on opponent
  • Can only be cancelled into specials and...

  • 5AAAA wall bounces
  • Nearly no use outside of cross raid.
Version Level P1 P2
5A 3 100 80
5AA 4 100 75 [85]
5AAA 4 100 85
5AAAA 4 100 85

5A:
5AA:

  • Values in [] are for Miracle Jeanne version


5AAA:

  • Platinum can perform moves and block at -7 frame adv, but cannot perform any movement options until -12 frame adv


5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 12 4 22 -9 B 6~15 H
5BB 1500 All 9 6 19 -8 B
5BBB 1700 [2040] All 10 6 20 -7 B
  • Can function as a short-ranged anti-air
  • Jump-cancellable on block and hit
  • 6-15f head invulnerable

  • 5BB has a good hitbox allowing for easy followups to 5B.

  • 5BBB has lots of hitstun
  • Powered up in Miracle Jeanne
  • Shorter range than 5BB, so may not connect at certain distances.

This move will keep opponents in hitstun until they hit the ground unless the combo is extremely porated. This lets the move enable TK swallow moon loops or rejump loops.

In Miracle Jeanne the frying pan is upgraded to a fan, doing more damage and with a bigger hitbox, making connecting it off of an air hit or juggle much easier.

Version Level P1 P2
5B 3 90 80
5BB 3 100 80
5BBB 4 100 75 [85]

5B:
5BB:
5BBB:

  • Values in [] are for Miracle Jeanne version

5C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5C 800 High 22 3 24 -10 B
Hammer Quake 0 Unblockable 1 1 P1
  • During Miracle Jeanne, hitting the ground with 5C will make a fullscreen ground quake that causes hard knockdown, which has a decent amount of recovery before being able to get up.
  • This trait will take effect only when your opponent is standing on the ground, not while in the air.
  • You cannot block the knockdown effect of this move, you must dodge it by jumping.
Version Level P1 P2
5C 3 100 100
Hammer Quake 5 100 100

5C:

  • During Miracle Jeanne and 5C misses opponent, creates a Quake after active frames. See 5C Quake for exact properties


Hammer Quake:

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 6 3 10 -1 F

Used as a quick combo extender, usually after Mami Circular.

Level P1 P2
1 90 70

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 10 3 21 -7 F
  • Rebeats into 5A
  • Very low hurtbox once fully active

Good for confirming meterlessly off of a 5AA when far away.

Level P1 P2
3 90 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 12 3 24 -8 F
  • Has more range than 5A

A quick long range low. Can be thrown out in neutral effectively and is a good combo starter.

Level P1 P2
4 90 85

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1700 High 12 4 13 H
j.AA 1500 High 8 6 9 H

j.A is a big hitbox.


j.AA is not a big hitbox.

Version Level P1 P2
j.A 4 80 85
j.AA 3 80 80

j.A:
j.AA:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600×4 High 9 4,4,4,2 24+2L H
  • Can cross-up

Fast air normal, is your go to for A2A situations

Hits four times making for easy hit confirms.

Halts your fall when used out of an air dash.

Level P1 P2
3 100 80

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 [2160] High 14 4 25+11L -8[-12] H
  • Special and Super cancelable on hit and block
  • Can be TK'd for an Instant overhead against most characters
  • Can be hit-confirmed into Cure Dot Typhoon (236B+C) due to causing a noticeable bounce on hit

Has surprising vertical and horizontal range allowing it to even catch backdashes

Level P1 P2
3 80 70 [80]
  • Values in [] are for Miracle Jeanne version


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • Standard Blazblue throw. Launches them high enough that you'll whiff if you mash, slow enough that you can do almost anything off of it.
Level P1 P2
0, 4 100 50
  • Minimum Damage 2000

Magical Bat

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 2000 [2500] Air Unblockable 11 4 43 -30 B 1~11 All
j.AD 2000 [2500] Air Unblockable 11 4 Until L+26 B 1~11 All
  • Hits both in front of her and behind her.
  • Does not reach any farther than the animation suggests. This is NOT a panic button. This does NOT out range your opponents.
Version Level P1 P2
AD 3 80 60
j.AD 3 80 60

AD:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 100 [125]


j.AD:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 100 [125]


Skills

Mami Circular

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 2000 Low 13 15 23+11L -14 F
236B 2000 High 20 15 16+7L -17~-3 H
  • 236A hits low
  • Goes a bit less than half screen.
  • Can lead to combos solo

Useful for Cross Combo loops.


  • 236B hits high
  • Does not go as far as 236A horizontally.
  • No combo potential solo.

Useful for Cross Combo loops.

Version Level P1 P2
236A 5 80 90
236B 5 80 90

236A:

  • Minimum Damage 100


236B:

  • Minimum Damage 100

Air Persia

j.236A -> A/B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236A 13 Until L+13
j.236A > X 1200 All 6 6 Until L+7 [16+3L] H
  • Consists of 3 follow-ups that hit at different angles

Persia is a primary combo tool essential for her high damaging routes and allows for tons of corner carry.

Also very useful as a movement tool, closing the distance or creating quick cross-ups and sandwiches on the opponent.

Version Level P1 P2
j.236A
j.236A > X 3 80 80

j.236A:
j.236A > X:

  • Minimum Damage 60

Swallow Moon

j.236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
earliest cancel at frame 14 Total: 90
  • Greatly slows Platinum's movement
  • Grants free movement in any direction
  • Earliest cancel F14

Strong movement tool useful for baiting anti airs and looking for a place to land or use persia

Also useful for setting up corner oki

Level P1 P2

Magical Missile

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 650, 1500
[800, 1800]
All 22 Until Hit,11 Total: 48 -8 P1
214B 650, 1500
[800, 1800]
All 22 Until Hit,11 Total: 48 -8 P1
  • The B version of Magical Missile has a small delay before it fires forward, giving Platinum enough time to recover and approach behind it.
  • Listed frame advantage is the minimum advantage. Both versions are considerably + at max range.
Version Level P1 P2
214A 3 [4, 3] 80 90×2
214B 3 [4, 3] 80 90×2

214A:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 32, 75 (107) [40, 90 (130)]


214B:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 32, 75 (107) [40, 90 (130)]

Magical Bomb

j.214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214A 650, 1500
[800, 1800]
All 19 Until Hit,(2)15 Total: Until L+9 P1
j.214B 650, 1500
[800, 1800]
All 19 Until Hit,(2)15 Total: Until L+9 P1
  • Projectiles disappear when Platinum is hit

Aerial projectiles that travel a further distance depending on what varient you are using.

Useful as a zoning tool for when you wanna keep the opponent away.

Version Level P1 P2
j.214A 1, 3 80 90×2
j.214B 1, 3 80 90×2

j.214A:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 32, 75 (107) [40, 90 (130)]


j.214B:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 32, 75 (107) [40, 90 (130)]


Extra Skills

EX Mami Circular

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2400 All 18 15 18+10L -22 H
  • Wall Bounces, sticks if close to corner

Combo extender and punish from far away. Its high arc makes it liable to avoid some ground based moves, however this special has no invulnerability.

Level P1 P2
5 80 80
  • Minimum Damage 240

EX Swallow Moon

j.236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
Earliest cancel at frame 9 Total: 90 4~End HBFP
  • The EX version of this move causes Platinum to become completely invulnerable throughout the entirety of her flight.
  • Unfortunately, Platinum can not block out of EX Swallowmoon, so a smart opponent will be able to meaty appropriately.
  • You can control the direction that Platinum moves while in the air slightly.
  • Lasts slightly longer than the ordinary version.

This is a good EX move for baiting out certain reversal actions, or low active frame supers.

Level P1 P2

EX Magical Missile

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
(650, 1500)×3
[(800, 1800)×3]
All 19 [14] X(4)X(4)X
[X(21)X(21)X]
Total: 47
[Total: 76]
+10 [+20] P1
  • Throws out 3 magical missiles at once. Miracle Jeanne version shoots out 3 in a row

Good at clearing space and calling out most assists, the projectiles unfortunately have very little durability.

Level P1 P2
3 [4, 3] 80 90×6
  • Values in [] are for Miracle Jeanne version
  • Each Missile has active frames: Until Hit,11
  • Minimum Damage per missile: 32, 75 (107) [40, 90 (130)]

EX Magical Bomb

j.214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
(650, 1500)×3
[(800, 1800)×3]
All 26 X(3)X(3)X Total: Until L+9 P
  • Throws out 3 bombs all at once.
Level P1 P2
1, 3 80 90×6
  • Values in [] are for Miracle Jeanne version
  • Each Bomb has active frames: Until Hit,(2)15
  • Minimum Damage per bomb: 32, 75 (107) [40, 90 (130)]


Partner Skills

5P

Air Persia~A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+18 7 18+9L -15 B
  • forward moving
  • not random

This is Platinum's only assist that is not random, making it the most consistent for combo purposes. It's otherwise fairly normal.

Pops the opponent up on hit enough to run under and create a sandwich with most characters

Level P1 P2
4 70 80
  • Mnimum Damage 85


6P

Item Use 1

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6P Missile 650, 1500
[800, 1800]
All (18)+23 Until Hit,10 Total: (17)+49 P1
6P Boomerang 900×2 [1100×2] All (18)+24 Total: (17)+43 P1
6P Bomb (650, 1500)×3
[(800, 1800)×3]
All (18)+20 X(3)X(3)X Total: (17)+41 P
  • Fires one missile forward.

Standard Projectile.


  • It comes back, allowing for one hit going forward and one hit coming back.
  • Launches the opponent up if hit.
  • If Platinum is hit, then the boomerang loses its hitbox.

Since it's a delayed two hit projectile, it can be used to cover unsafe moves during pressure.


  • Throws out 3 bombs at once.

Can catch people in the air.

Version Level P1 P2
6P Missile 3 [4, 3] 70 90×2
6P Boomerang 3 [4] 70 80
6P Bomb 1, 3 70 90×6

6P Missile:

  • Values in [] are for Miracle Jeanne version
  • Mnimum Damage 32, 75 (107) [40, 90 (130)]


6P Boomerang:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 45×2 (90) [55×2 (110)]


6P Bomb:

  • Values in [] are for Miracle Jeanne version
  • Each Bomb has active frames: Until Hit,(2)15
  • Minimum Damage per bomb 32, 75 (107) [40, 90 (130)]

4P

Item Use 2

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Hammer Quake 0 Unblockable 1 1 P1
4P 1200 All (18)+13 4 19 B
4P Cat Hammer 1500 [2550] All 16 8 35 -24 B
4P Pan 1500 [2550] All 18~39 6 30 -17 B
4P Piko Hammer 1000×2 [1200×2] All 18 Until L+4 26 -9 B
  • The first hit is extremely fast.
  • Bounces opponent up on hit.

  • When summoning the Cat Hammer or Pan, Platinum will run up to the opponent's point character before swinging.
  • Staggers the opponent on hit, allowing for ground combo followups.

  • When summoning Hammer, Platinum jumps up in front of you and does the air version of Piko Hammer from the original BlazBlue.
  • If the second hit connects, allows for OTG pickup.
  • Rarely, the second hit on the way down will not always connect.
  • Scales the best in combos.

In Miracle Jeanne, has the quake effect upon hitting the ground.

Version Level P1 P2
Hammer Quake 5 100 100
4P 4 70 80
4P Cat Hammer 4 70 85
4P Pan 4 70 85
4P Piko Hammer 5 70 90

Hammer Quake:
4P:

  • Automatically goes into followup attack after recovery
  • Minimum Damage 60


4P Cat Hammer:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 75 [127]


4P Pan:

  • Values in [] are for Miracle Jeanne version
  • Minimum Damage 75 [127]


4P Piko Hammer:

  • Values in [] are for Miracle Jeanne version
  • During Miracle Jeanne, if attack misses, then after active frames creates an unblockable quake. See 5C Quake for exact properties
  • Minimum Damage 50×2 (100) [60×2 (120)]


Distortion Skills

Cure Dot Typhoon

236B+C (air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 990×13 [800×3, 670×20] All 5+(76 Flash)+3 4(12)4(9)6,9×9,5
[4(12)4(9)6,7,6×19,4]
47 -33 B 1~24 All
j.236BC 990×13 [800×3, 670×20] All 5+(70 Flash)+3 4(12)4(9)6,9×9,5
[4(12)4(9)6,7,6×19,4]
47 -33 B 1~24 All
  • Platinum will track the opponent horizontally.
  • Can be used in the air to end combos
  • Occasionally will drop if used as an air combo ender.
  • Hits in front and behind of Platinum.
  • Sends the opponent flying fullscreen.

A fairly standard short ranged damage super. Can be used to deny sandwich cross assault pressure, but it's risky to use this way.

Fast enough to beat some safejumps

Version Level P1 P2
236BC 4 80 60
j.236BC 4 80 60

236BC:

  • Values in [] are for Enhanced version
  • Minimum damage 138×13 (1794) [104×3, 87×20 (2052)]


j.236BC:

  • Values in [] are for Enhanced version
  • Minimum damage 138×13 (1794) [104×3, 87×20 (2052)]

Miracle Jeanne

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
Total: 1+(125 Flash)+10 1~1 All
[1~1 All]
[2~11 P]
  • Spend 2 bars to grant a 20-second power-up to most of Platinum's normals and her projectiles.

Can be canceled into after a 5AAA to continue the combo. Platinum's 4P and 6P assists will also get powered up. Say this move does nothing to epically troll your friends.

Level P1 P2
  • Values in [] are for Enhanced version
  • Platinum gains powerup on superflash for ???F [???F]


Distortion Skill Duo

Cure Dot Typhoon

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
164×13 [167×2, 166, 100×20] All 1+(106 Flash)+1 4(12)4(9)6,9×10,5
[4(12)4(9)6,7,6×19,4]
53 -39 [-38] B 1~2 All
Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]


Astral Heat

Shining Layered Force

222B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 10+(69 Flash)+15 3 Until L +4 P3 1~27 All
  • extremely thin hitbox
  • whiffs up close.
  • Try to combo 236a to astral
Level P1 P2
5


External References

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