Difference between revisions of "BBCF/Platinum the Trinity"
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The neutral game belongs to Plat with this item equipped
The neutral game belongs to Plat with this item equipped. This itemridiculous hitbox .
Revision as of 15:13, 22 November 2020
|Overview||Combos||Strategy/Counter Strategy||Full Frame Data||Discord||Forums||Videos|
Platinum's gameplay is based around her RNG-Based Drive, Magical Symphony. Although she is mostly rushdown oriented, getting certain items in different matchups enable her to change playstyles.
|Lore:||A young girl with two (formerly three) personalities. One is Luna, a brash girl with a tendency to being rude (particularly towards Ragna). The other is Sena, a timid, kind boy who often tries to pick up after Luna's attitude.|
Magical Symphony is the aforementioned 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 number. 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.
Plat's fastest normal, it hits most crouching opponents but it can be low-profiled by a handful of attacks. Great tool for pressuring the opponent and has decent range which makes it an adequate choice to use during neutral. Can be jump-canceled on hit and block.
Quick start-up, long reach, you'll be using this move to poke quite a bit, But with it's rather large hurtbox on the staff you should take caution when throwing it out against characters with strong footsie tools. Combos into 3C > 236B and sometimes 236A at max range.
It has a decent start-up but it has a lot of recovery on whiff and not much horizontal range. Mostly used as combo filler. Can be jump-canceled on hit and block.
One of the few 2As that hit low, this move is great for pressuring the opponent along with 5A since they can be canceled into one another. This move will keep your opponents from up-backing for free.
This move has a quick start-up and has quite a bit of range to it. This move can be used to low profile under a handful of attacks.
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.
Plat's go-to anti-air, the head invulnerability kicks in rather quickly. Can be jump canceled on hit and block.
Plat's unconventional overhead, frame advantage depends on the distance the move travels. Can only be followed-up if spaced correctly with a 5A/5C link. It's pretty fast for what it's worth.
It has foot invincibility, so it can be used to bait and punish 2A mash, Can be jump canceled on hit and block, You can also whiff cancel the move with every jump normal besides j.A. whiff canceling to j.B will give you access to air options after the j.b recovers, Mostly used as combo filler.
Long reach sweep, can be easily confirmed into 236B. An important combo tool.
Unremarkable air jab
Pretty versatile move, it's quick start-up makes it a decent jump-in and can sometimes be used as an air to air tool. This move truly shines when used together with TK Swallow Moon, more on that on the Swallow Moon section.
Long reach air normal, the downward hitbox makes the move better for jump ins than moves that are similar to it such as jin's j.C, Unreliable air to air at times because the hurtbox on the staff.
This move has pitiful hit-stun, which makes it difficult to hit confirm. It's fairly useful for resetting pressure off a jump cancel.
Plat is vulnerable while equipping an item, make sure that you have plenty of space between yourself and your opponent before attempting to equip an item. Can used to bait certain counter assaults if you're crazy.
This move instantly guard crushes if the opponent doesn't Barrier block it.
Air Piko Hammer
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
Massive hit-box, apart from guard crushing the opponent if they don't Barrier block, this move creates an unblockable "shockwave" if it whiffs. The shockwave can only be avoided by jumping or by using a move with I-frames.
Air Piko Hammer Special
Massive hitbox, it can still be used for IAD cross-ups and it has the same shockwave properties as the ground version if it whiffs.
I-frames starting on frame 1, a godsend at times, this "DP" can be used through the push of a button. Mashing this move during block stun can get you out of a sticky situation by finding gaps on block strings or get you into an even stickier situation if the opponent sees your mash coming and jump cancels a move to bait and punish it. 214D sends this item flying upward, sames as the hammer.
Air version has I-frames 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
The bat gains an increase in size but not much else. Leads to combos even without a CH at least.
Magical Cat Hammer
Fast and has an amazing hitbox, great item to draw during neutral. Can be special canceled. 214D sends this item flying upward, just so that I don't keep repeating myself, all "melee" (bat, hammer, cat hammer, pan) items do this.
Magical Cat Hammer Special
The neutral game belongs to Plat with this item equipped. This item's ridiculous hitbox and fast startup means Plat can react to most anything and immediately punish. A godsend against rushdown characters.
Magical Frying Pan
Hardly any uses for this move as it is punishable on block, it inflicts spin state on opponents so it be can be use for resets or to fish for favorable trades against strong footsie buttons (I.e. susanoo 5B), mostly used as combo filler.
Air Magical Frying Pan
Using this immediately off the ground makes this a damn near instant overhead. Invaluable mix-up tool. Keep in mind that's it will be -1 on block if it's used this way
Magical Frying Pan Special
This move has a pretty large hitbox, so it can be used to poke.
Air Magical Frying Pan Special
Used in the same way as the regular j.D but it has a bigger hit-box. Can be used to bait and punish certain anti-airs due to its hitbox.
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
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.
5D, 4D, 6D, j.D
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. 214D gets rid of all 3 bombs at once using those 3 angles mentioned before.
Magical Bomb Special
5D, 4D, 6D, j.D
Super sized bombs, they work in the exact same way as the regular version but you get 6 of them as opposed to only 3 through a normal equip. Same 214D animation as the regular version.
Magical Do-Re-Mi Box
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.
Magical Do-Re-Mi Box Special
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
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
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.
Can be special-canceled, combos into AH with Dream Sally
Unremarkable air throw
When blocking 6A+B
Uses 5B's animation
Unremarkable CT, Causes an wallbounce on midscreen hit, Wallsplats Opponent if it hits them in the air while in the corner
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.
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.
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.
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 look cute.
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.
This move is mainly used as combo filler. However, you must knock the opponent down before you're allowed to use this move with one of the following: 3C, Air Throw, 236B, j.D (Hammer and Pan), 5D/j.D CH (Kitty Hammer), and Quake (Super Hammer Shockwave).
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.
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. It can now be Rapid Cancelled on hit, as well.
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.
Cure Dot Typhoon
632146C (air OK)
Platinum's reversal super as it has full body invulnerability frames on start-up, 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.
"Loli Install". This super automatically gets rid of your currently equipped item and/or equips an upgraded version of the item listed as "NEXT". Don't even think of using this "install" super in the same way as you would with an Overdrive to avoid attacks. While it does have a bit of invulnerability during the superflash, this move has a bit of start-up prior to the superflash and not only that but if the opponent's move was already on its active frames during the super flash, you'll 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.
ABCD during Overdrive
- Does not cost Heat, but inmediately ends Overdrive if used.
- Becomes stronger and flashier with Active Flow.
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 safe on block, but it has no minimal damage and cannot be rapid-canceled.
Shining Layered Force
- Fires a fullscreen beam projectile to initiate the astral cutscene.
Platinum ultimate attack and one of the nicer hitboxes to work with, on hit an small cutscene window is shown. Platinum powers up and fires a beam of charged magical energy and Vaporizes her opponent. Like most Astrals, it can be confirmed off a throw. Options unique to Platinum are uses of Magical Pan/Fan (5D), or Bubble (214 A B C).
|To edit frame data, edit values in BBCF/Platinum the Trinity/Data. Be sure to update both the |
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- Arakune [★]
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- Bang Shishigami [★]
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- Es [★]
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- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
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- Jubei [★]
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- Kokonoe [★]
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- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
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- Platinum the Trinity [★]
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- Susano'o [★]
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- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
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Click [★] for character's full frame data