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
BBCF Platinum the Trinity Icon.png Platinum the Trinity is a well-rounded character that actively adapts to her Drive's RNG
Pros Cons
  • Various long range normals that have quick start-up times
  • Strong mixup tools
  • Great variation in Drive tools
  • Decent damage output
  • Extremely situational gameplay due to RNG Drive
  • Poor/exploitable defensive options
  • Can struggle with zoning
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 them 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.

There is no way for Platinum to choose a specific item, but she can quickly throw away her current item using 214D to try her luck and get a more desirable 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.
Platinum the Trinity
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

2A

2B

2C

6A

6B

6C

3C

j.A

j.B

j.C

j.2C


Drive Moves

No Item

5D, j.D

Piko Hammer

5D

Air Piko Hammer

j.D

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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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

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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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

Magical Boomerang

5D, j.D

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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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

Forward/Back Throw

5B+C

Air Throw

j.B+C

Counter Assault

When blocking 6A+B

Crush Trigger

5A+B (Chargeable)


Special Moves

Air Persia

236A

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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 -

This move is mainly used as combo filler. By pushing A, B, or C after 236A, you'll be able to use its actual, damaging follow-ups. The interesting thing about this move is that it has projectile invulnerability starting on frame 5 and all the way until you land if you don't cancel it into any of the follow-ups and that it can be used to pass through the opponent in a similar way as Jubei's forward dash. The former can be useful for dodging certain, slow projectiles such as Lambda's 214D or Tsubaki's 421A. The fact that the projectile I-frames don't kick in until frame 5 and the amount of recovery attached to this move means that the situations in which you can use this trait successfully are pretty limited.

In the air, after Air Persia, you can push A/B/C 3 times for 3 attacks. The third attack will knock the opponent down in front/directly below/behind of Platinum.

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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - - - - - - -

  • Can move with any directional input
  • Maintains air dash momentum
  • Breaks upon using any air actions, excluding air dashes and double jumps

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.

You can cancel the move into barrier, burst, airthrow, or any air normal on frame 14 onwards. You'll most commonly be doing a tiger-knee motion with this move and immediately cancel it into j.B for a pretty quick overhead. This, however, is very prone to mashing so you have to condition the opponent with frame traps.

Falling Melody

22C

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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Cure Dot Typhoon 440*13 All 4+(70 Flash)+12 4 (12) 9*11,5 44 -30 B 1~16 All
OD Followup 200*7 - - - - - - -

  • Reversal super and combo ender.
  • 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.

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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 lively 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

ABCD 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. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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]

  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.
  • Behaves like all other Exceed Accels
  • Switches sides with opponent

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


External References


Navigation

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