BBCF/Platinum the Trinity

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Overview

Overview

Platinum is a well-rounded character that can also be played as a setup or rushdown oriented character. Platinum's Drive lets her summon an item. Since the summon is random, it will often dictate how she can approach situations, and setup very dangerous mixup and offense. She is beginner friendly but also has one of the steepest learning curves in Blazblue due to her combo theory, the random nature of her drive and gameplay requiring the player to be flexible and adaptive to utilize it to it's full potential. This makes her perfect for new players and experienced players.

Her drive offers her a variety of tools from long range buttons, projectiles, traps, overheads, guard breaks, and even a reversal. Being able to power them up with her super Miracle Jeanne gives even more power and can be devastating in the right hands.
Lore:A young girl with two (formerly three) personalities. One is Luna, a brash girl with a tendency to be rude (particularly towards Ragna). The other is Sena, a timid, kind boy who often tries to pick up after Luna's attitude.
Playstyle
Platinum the Trinity is a well-rounded character that actively adapts to her Drive's RNG
Pros Cons
  • Powerful Items: Every one of platinum's items is purely beneficial, with each improving a different aspect of her gampelan. Constantly rotating items will keep the opponent on their toes.
  • Solid Neutral: Platinum has a very strong neutral presence with fast pokes, high mobility, bubbles, and items like bombs, boxes, cat hammer, and missiles.
  • Strong mixup tools: Between TK Swallow Moon mixups, frying pan instant overheads, and piko hammer guard crushes/unblockables, Platinum has plenty of mixups in her blockstrings.
  • Situational Gameplay: Item RNG combined with various unique attacks require a good knowledge of many different routes and options to fully make use of all her tools.

Drive: Magical Symphony

As RNG based Drive which allows Platinum to "equip" an item to use in battle. When the battle starts, Platinum will have a random item listed as NEXT. Press 5D/j.D to equip the item, and another random item will be set as NEXT. Each item has a limited number of uses as noted by the stock counter. Each item has a different number of uses. Once the number reaches zero, the item will vanish, and pressing 5D/j.D again will equip the NEXT item. Alternatively, 214D can be used to throw away her current item to quickly cycle through the pool.

Each item must be drawn once before there can be a repeat, and no item can appear twice in a row. Platinum has 8 items and starts with one, which means that the 7th draw is guaranteed to contain the one item that hasn't been drawn yet. Every 8 item draws, the pool resets and a completely random item is drawn, with the exception that the item that enters the NEXT slot cannot be the same as the equipped item.

Platinum's Distortion Drive "Miracle Jeanne" replaces her current item for an upgraded version of the NEXT item.

Overdrive: Magical Heart Catch

Platinum no longer uses up stocks with her drive. No matter how much an item is used in OD, the stock counter will not decrease. Items become self cancellable. Items that are self cancellable on whiff, block, and hit:

  • Magical Boomerang
  • Magical Do-Re-Mi Box
  • Magical Bomb

Items that are self cancellable on block and on hit:

  • Magical Cat Hammer
  • Magical Piko Hammer
  • Magical Bat

Magical Heart Catch can also be stacked with Miracle Jeanne.

BBCF Platinum the Trinity Nameplate.png
BBCF Platinum Portrait.png
Health:11,000
Prejump:4F
Backdash:22F (1-7F Inv All)
Unique Movement Options:Swallow Moon

Normal Moves

5A

5B

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
810 Mid 9 6 19 -8 B -

  • Great normal punish
  • Jump cancellable on hit and block

This move's quick start-up and good proration make it a great move to punish the opponent's mistakes, while its unimpressive horizontal range makes it an impractical poke. As the move is jump cancellable on block, it can lead into an instant overhead with TK Swallow Moon or Magical Frying Pan.

2A

2B

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
870 Mid 15 8 24 -13 B 9~22 H

  • Situational Anti-air
  • Launches on hit

This move is great for intercepting cross-up attempts since it hits both front and behind Plat. Other than that, this move is a situational anti-air that is negative on block and can only be canceled into Drives and specials. As the sprite suggests, the horizontal range is a bit terrible.

6A

6B

6C

3C

j.A

j.B

j.C

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
450×3 High/Air 12 4,4,4 18+2L - H -

  • Abysmally low hitstun and blockstun
  • Jump cancellable on hit and block

One of Platinum's strangest moves, j.2C is a relatively quick air button with a sizeable hitbox, but the move has such pitifully low hitstun and blockstun it is difficult to convert off of. Ideally, this move should be jump or landing cancelled on the final hit, otherwise it will leave you minus even on hit (such performing j.2C in the early part of an airdash). The extremely low hitstun allows Platinum to green throw the opponent after landing from a j.2C with only a very slight delay. Can also be used to reset pressure by jump cancelling it.


Drive Moves

No Item

5D, j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
5D - - - - 29 - - -
j.D - - - - 28 - - -

  • Equips your next item and draws a random one into the NEXT slot
  • Stops all momentum when used in air

Platinum stands in place and equips her next item. Very vulnerable during animation, so it is best done mid-combo, in a blockstring once the opponent is respecting her pressure, or at a range the opponent cannot challenge. Can used to bait certain counter assaults if you're crazy.

Item draw is based on a similar principle to a tetris grab bag or deck of cards. Think of platinum as starting each round with a "bag" of her 8 items. When the round starts, she takes one random item out and places it in the next slot. Each time she presses 5D/j.D without an item equipped, she equips the item in the NEXT slot, then takes another item out of the bag to fill in the slot. When the bag is empty and she tries to pull out another item, she will refill the bag and draw a random item, with the exception that the item drawn into the NEXT slot cannot be the same as the one equipped. Essentially, each item must be drawn once before there can be a repeat, and no item can appear twice in a row.

Piko Hammer

5D

Air Piko Hammer

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
700, see notes All, Guard Break 37/Barrier 12 Until L, 3 20 +2/+4/+6 H -

The 2nd hit guard crushes if the opponent doesn't Barrier block it. This move can be used for cross-ups by performing an IAD and using the move the moment you're behind the opponent. The higher off the ground you use this move, the more hit-stun it gains. At level 3 the move will cause a ground bounce on hit.

Piko Hammer Special

5D

Air Piko Hammer Special

j.D

Magical Bat

5D, j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Ground 900 Mid 11 4 26 -16 B 1~11 All
Air 900 High/Air 11 4 26 - H 1~11 All

  • 3 uses
  • Wall splats in the corner
  • Wallbounces at midscreen on CH

Ground Version
  • Floats opponent
  • Closest thing to a reversal

I-frames starting on frame 1, a godsend at times, this "DP" can be used through the push of a button. Just as punishable as most reversals. 214D sends this item flying upward, same as the hammer. At midscreen on non CH, can be followed up with 236C


Air Version
  • Overhead

The Air version is fully invuln starting on frame 1. Plat dares her opponent to push a button when in range. This move is negative on block but can be hard to punish if spaced correctly.

Magical Bat Special

5D/j.jD

Magical Cat Hammer

5D

Magical Cat Hammer Special

5D, j.D

Magical Frying Pan

5D

Air Magical Frying Pan

j.D

Magical Frying Pan Special

5D

Air Magical Frying Pan Special

j.D

Magical Missile

5D, j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Ground 550, 600 All 19 Until Hit, 10 Total 40 - P2 -
Air 550, 600 All 19 Until Hit, 10 Total 37 - P2 -

  • 3 uses
  • 214D consumes remaining missles and fires them at once
    • Fires them all at once stacked above each other.

The missile stays in place for a bit then rockets forward. A great item to draw during neutral since you can use it to cover your approaches, specially if you fire all 3 missiles at once through 214D. Specially useful to use after knockdown in the corner for oki.

Magical Missile Special

5D, j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Ground 650, 1100 All 19 Until Hit, 10 Total 40 - P2 -
Air 650, 1100 All 19 Until Hit, 10 Total 37 - P2 -

Super sized missiles, sadly they can't be used to cover your approach since they fly towards the opponent rather quickly. On the other hand, it will make your opponent think twice before pushing buttons at long range. Using 214D will fire all 3 missiles in quick succession.

Magical Bomb

5D, 4D, 6D, j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Ground 450, 800 All 19 Until Hit (7) 15 Total 40 - P1 -
Air 450, 800 All 19 Until Hit (7) 15 Total 37 - P1 -

  • 3 uses
  • Only uses alternate arcs if direction is held
  • 214D launches up to 3 remaining bombs in close arcs to 4D

Plat can control where the bomb will land the moment before she fires it by pushing 4D, 5D, 6D. As you might have guessed, 4D sends the bomb flying near Plat, 5D sends the bomb flying a bit ahead of Plat, while 6D sends the bomb flying across the screen. Pretty decent tool to cover your approach. It truly shines in the corner where you can use it as an oki setup.

Magical Bomb Special

5D, 4D, 6D, j.D

Magical Do-Re-Mi Box

5D, j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Ground - - 20 - Total 33 - - -
Air - - 22 - Total 47 - - -
Box 1000 Mid 7? 15 - - P1 -

  • 2 uses
  • Maximum of 2 Presents at any time

Plat drops a present trap box thing that springs out when the opponent gets near it. This move can now be disarmed by your opponents through an attack. A decent move to keep an area of the screen in check but can be disarmed in various ways. the boxes disappear after 12 seconds. Summoning a box while 2 boxes on screen will cause the oldest box to disappear

Magical Do-Re-Mi Box Special

5D, j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Ground - - 20 - Total 33 - - -
- - - - - - - -
Box 900, 800 Mid, All 8? 20, 72 - - P2 -

RIP treasure chest, well not really. This item is not as easy to disarm as the regular version. It will spring out a rocket(?) vertically if the opponent gets near it, and then ascend infinity upward, the 2nd hit tends to whiff on crouchers. The chest vanishes after 17 seconds

Magical Boomerang

5D, j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Ground 800 All 21 Until Hit Total 42 -4 P1 -
Air 800 All 21 Until Hit Total 36 - P1 -

  • 1 use
  • Restores charge if Boomerance is caught
  • Air CH causes untech until ground it

Plat launches a halo shaped boomerang forward. It has one charge but the charge is restored if you "catch" the boomerang. Causes the opponent to spin on ground hit and launches the opponent slightly upward on air hit.

Magical Boomerang Special

5D, j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Ground 1100 All 21 Until Hit Total 42 -2 P2 -
Air 1100 All 21 Until Hit Total 36 - P2 -

Halo is larger and it seeks/tracks Platinum on the way back.

Air version is slower and travels in an elliptical path (you know like a boomerang). Combining this move with a upback or backward air dash makes it really hard for the opponent to approach and enables Platinum to take space by running behind the halo.


Universal Mechanics

Ground Throw

5B+C 4B+C

Air Throw

j.B+C

Counter Assault

6A+B while Blocking

Crush Trigger

5A+B (Chargeable)


Special Moves

Air Persia

236A (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Jump - - - - 31+6L - - 5~31 P
Second Hit 450 All 6 6 Until L - H -
A Finisher 500 [1000] All 6 6 Until L - H -
B Finisher 500 All 6 6 Until L - H -
C Finisher 500 [1000] All 6 6 Until L - H -

  • Stance that lasts until Platinum lands
  • After activation, pressing A/B/C will perform a follow-up attack
  • The A follow-up hits in front, B hits directly below, and C hits behind Platinum
  • The third attack will knock the opponent down in the same direction as the button used.
  • Ground version has projectile invulnerability from frame 5 until landing or activating a follow-up attack

Platinum leaps forward on her pogo stick and performs up to 3 follow-up attacks. This move is mainly used as combo filler, though it has varying applications in pressure and neutral. Using the A or C follow-ups will change Platinum's forward momentum, allowing easier management of her spacing. Can be used to end corner combos with 3c > 236A~BCA for safe oki (see notes in Strategy section). Can be used to pass through or over the opponent to confuse them on defense. The projectile invulnerability on the ground version can be useful for dodging certain slow projectiles such as Lambda's 214D or Tsubaki's 421A.

The air version lacks the ground version's projectile invulnerability, but sends Platinum significantly higher. This additional height is useful for stabilizing juggle combos or crossing over standing opponents. The main visual difference between the air and ground versions is that the ground version has a seal below Platinum, while the air version does not.

Mami Circular

236B/C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
236B 1100 Low/Air 13 15 28 -10 F -
236C 1300 High/Air 20 19 16+6L - H 1~9 B

The scrub go-to tool, the "Heart Car". Platinum rides a heart shaped board.

The B version flies across the ground, has sliding properties on hit and it hits low.

The C version flies at an arc which puts her in the air starting on frame 5. while it does not have enough body invul to be used as an reversal, This special attack can useful for dodging and punishing ground pokes with long recovery, projectiles such as Nu/Lambda's 5D or 236D, And Exceed Accels. keep in mind these instances are rare and usually require that you read your opponent. It leads to 4.4K+ combos in the corner or near the corner with meter. You don't want to throw this move out randomly as it is highly punishable on block. Mostly used as combo filler but it has repeat proration so use it accordingly.

C heart car frame advantage depends on when the move hits, which is different from character to character due to height.

Dream Sally

214A/B/C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
800 All 28 Until Hit Total 48 -6 P0 -

  • Traps opponent in a bubble for about 1 second
  • Bubbles can be popped by all non-throw attacks

Platinum's bubbles are one of her most used specials, and for good reason; they're amazing. When used after a Mami Circular in the corner, your opponent cannot roll or quick getup, forcing them to neutral tech and allowing you to pressure them freely. If they do try to roll towards a bubble, they'll get caught in it and you'll get a free combo! Chances are they won't be trying that again.

Bubbles can also be used as a way to make your opponent wary to approach; throwing out a B or C bubble from fullscreen will likely make them think twice before running at you, and will give you more time to switch items to whatever you want or to approach the opponent yourself. However, the bubble can be popped by almost any attack so exercise caution when using it as cover.

Swallow Moon

j.236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
- - - - - - - -

  • Can move with any directional input
  • Maintains air dash momentum
  • Cancellable with any air move or with barrier on frame 14 onwards.
  • Can be TK'd from 5A and 5C into a j.B overhead, j.4A+B > 2A/B low, or j.4A+B > 4/6B+C throw.

Platinum summons a balloon to suspend herself in midair for a short period of time. Use this move to bait anti-airs as you're coming down from the air, tiger-knee it to do mixups, or just do it to mess with people. TK j.236C pressure is very prone to mashing, so make sure to mix it up with frametraps to keep the opponent guessing.

Falling Melody

22C (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
800 All - 8 - - B -

  • Combo Filler and Ender
  • Only available when the opponent after the opponent is put in a knockdown state
  • Can be Rapid Cancelled for 50% meter to extend long-range confirms

Platinum leaps forward on her pogo stick halfscreen and attempts to hit the opponent OTG. 22C is only available after the opponent has been put in a knockdown state, and as such sees limited use outside of combos. Interestingly, if Platinum OTGs the opponent with another attack, 22C remains available until the opponent recovers, which allows combos such as corner 3C > 236B > 5C > 6A > 6C > 22C to be a viable route. Most commonly, this move is used to convert after a midscreen 236B or Quake (Super Hammer Shockwave), though on starters with good scaling it can be used as above to extend an air combo. Moves that naturally combo into 22C include 3C, Air Throw, 236B, j.D (Hammer and Pan), 5D/j.D CH (Kitty Hammer), and Quake (Super Hammer Shockwave).

Mystique Momo

214D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Melee Item See notes All 19 - Total 40 12 P1 -
Projectile Item See notes - 19 - Total 40 - - -

Platinum gets rid of one of her "melee items" (Hammer, Kitty, Pan, and Bat) by launching her unwanted item upward at a 45 degree angle. It can be used as a decent anti-air tool (take that you flying animals) and leads to ridiculous damage on Counter Hit near the corner.

With the missiles equipped, Platinum launches all three missiles at once in an ascending pattern. Great for getting in and even better when used as oki mid-screen and in the corner. If you use it as oki mid-screen after 3C, you can use 236A to cross-the opponent up while they're blocking the first missile and they must block the remaining missiles in the opposite direction lest they want to get hurt. In that same light, if you have the Hammer listed as "NEXT" and you have 50 Heat, you'll want to use Miracle Jean the moment you recover form Mystique Momo and use the Quake for an unblockable setup.

With the super missiles equipped, Platinum rapidly launches her missiles one-by-one. Mainly used to punish stuff from across the screen.

With Presents or Super presents equipped, both are launched equidistant from each other. If only one remains, it functions the same as just using a normal drive.

With the bombs or super bombs equipped, Platinum launches all three bombs at once. The primary use for tossing all three bombs at once is for oki mid-screen. You'll want to cancel 3C into this and it will punish late rolls and grant you a huge amount of frame advantage.

Dramatic Sammy

41236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
0, 1500 Throw(100) 24~45 3 25 - T -

  • Runs about 3/4 screen
  • Refreshes current item counter or equips "NEXT" item if nothing is equipped.
  • Rapid Cancellable on hit

Arguably one of the worst command throws in the game due to its long start-up. However, it does have its uses when properly setup; if there's a random bubble floating behind your opponent, then you can throw them into it by using this move. It restores all of your currently equipped items and will equip the item listed as "NEXT" if you've yet to equip any items.

Happy Magicka

[2]8C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Catch - - - - 135 - - 1~105 Guard HBFP
Attack 100 All 17 ?? Total 70 -52 P1 1~29 All

  • 30F charge
  • Counter
  • Doll is blockable
  • Can be rapid cancelled when the doll is blocked or hits.
  • Catches all attribute moves except for throws

Platinum taunts her opponent to attack her, and if attacked, launches a doll at the opponent that knocks down on hit. This move is a mixed bag; it blocks all normals and specials, which seems great on paper. However, the doll can be easily dodged by many characters with jump cancels on normals, and due to the long recovery after launching the doll, punishes are easy. Along with this, throws or simply waiting 105 frames will beat the counter no matter what, so if you throw out the counter randomly, it can be easily punished by that as well. However, this move shines against characters who cannot easily bait it. Overall, it's a situational move that can shine against some characters, and flounders against others. Just don't get into the habit of using it as your only escape.


Distortion Drives

Cure Dot Typhoon

632146C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Ground 440×13 All 4+(70 Flash)+8 4 (12) 9×11,5 44 -30 B 1~12 All
Air 440×13 All 3+(70 Flash)+1 4 (12) 9×11,5 44 -30 B 1~4 All
OD Followup 200×7 - - - - - - -

  • Reversal super and combo ender.
  • Air version is significantly faster, allowing it to still combo at the end of long combos
  • Platinum can move in any direction during the active frames
  • Landing the last hit restores the currently equipped item to its max uses.
  • Equips item listed as "NEXT" if no item is equipped.
  • Minimum damage: 1144, OD: 1424

Platinum's reversal super as it has full invulnerability frames on start-up. Otherwise it's mostly used as a combo finisher. If you successfully land this move, it restores all of your currently equipped item's tokens and equips the item listed as "NEXT" if you've yet to equip any items.

As a combo ender, the movement option is useful for staying close. As a reversal, it is not viable to go into the air because it has forced landing recovery.

Miracle Jeanne

236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
- - - - 7+(128 Flash)+1 - - 7~7 All

  • Upgrades and equips NEXT item, discarding her current item.
  • In Overdrive, Upgrades NEXT item and whichever item replaced its slot.
  • Using this move while an upgraded Item is the first slot will still replace it.

This super automatically gets rid of your currently equipped item and/or equips an upgraded version of the item listed as "NEXT". This move does not function as a reversal. While it does have a bit of invulnerability during the superflash, this move has a bit of start-up prior to the superflash. If an opponent used a meaty, you'll likely eat a counter hit. You can use this super during certain combos for high amounts of damage.

In Overdrive, Platinum upgrades her next two items.


Exceed Accel

Angelic Blast

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
600, 800×3
{600, 800×4, 1950}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Platinum attacks the opponent with a bug net, then hops on her flying staff and rams the opponent several times. Puts Platinum in Active Flow if she hasn't already been in it already. Has full invul and is relatively unsafe on block. The pushback on block is solid, but characters with fast pokes can microdash and punish, and there are even less requirements on instant block. This move's vertical hitbox is deceptively small.


Astral Heat

Shining Layered Force

236236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
0, 9999 All 10+(53 Flash)+31 3 Until L +4 P 1~43 All

  • Fires a fullscreen beam projectile

Platinum's astral has one of the nicer hitboxes to work with. On hit, Platinum powers up and fires a beam of charged magical energy and Vaporizes her opponent. Like most Astrals, it can be confirmed from a throw. Options unique to Platinum are uses of Magical Pan/Fan (5D), or Bubble (214 A/B/C).



Colors

BBCF Platinum color 1.png
BBCF Platinum color 2.png
BBCF Platinum color 3.png
BBCF Platinum color 4.png
BBCF Platinum color 5.png
BBCF Platinum color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Platinum color 7.png
BBCF Platinum color 8.png
BBCF Platinum color 9.png
BBCF Platinum color 10.png
BBCF Platinum color 11.png
BBCF Platinum color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Platinum color 13.png
BBCF Platinum color 14.png
BBCF Platinum color 15.png
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BBCF Platinum color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Platinum color 19.png
BBCF Platinum color 20.png
BBCF Platinum color 21.png
BBCF Platinum color 22.png
BBCF Platinum color 23.png
BBCF Platinum color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

External References


Navigation

Platinum the Trinity
Ambox notice.png To edit frame data, edit values in BBCF/Platinum the Trinity/Data.