BBCF/Platinum the Trinity: Difference between revisions

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====== <span style="visibility:hidden;font-size:0">3C</span> ======
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====== <span style="visibility:hidden;font-size:0">j.A</span> ======
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Unremarkable air jab}}
Unremarkable air jab}}
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====== <span style="visibility:hidden;font-size:0">j.B</span> ======
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====== <span style="visibility:hidden;font-size:0">Piko Hammer</span> ======
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====== <span style="visibility:hidden;font-size:0">Air Piko Hammer</span> ======
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====== <span style="visibility:hidden;font-size:0">Piko Hammer Special</span> ======
====== <span style="visibility:hidden;font-size:0">Piko Hammer Special</span> ======
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====== <span style="visibility:hidden;font-size:0">Air Piko Hammer Special</span> ======
====== <span style="visibility:hidden;font-size:0">Air Piko Hammer Special</span> ======
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====== <span style="visibility:hidden;font-size:0">Magical Bat</span> ======
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====== <span style="visibility:hidden;font-size:0">Magical Bat Special</span> ======
====== <span style="visibility:hidden;font-size:0">Magical Bat Special</span> ======
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====== <span style="visibility:hidden;font-size:0">Magical Cat Hammer</span> ======
====== <span style="visibility:hidden;font-size:0">Magical Cat Hammer</span> ======
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====== <span style="visibility:hidden;font-size:0">Magical Cat Hammer Special</span> ======
====== <span style="visibility:hidden;font-size:0">Magical Cat Hammer Special</span> ======
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====== <span style="visibility:hidden;font-size:0">Magical Frying Pan</span> ======
====== <span style="visibility:hidden;font-size:0">Magical Frying Pan</span> ======
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====== <span style="visibility:hidden;font-size:0">Air Magical Frying Pan</span> ======
====== <span style="visibility:hidden;font-size:0">Air Magical Frying Pan</span> ======
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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}}
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}}
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====== <span style="visibility:hidden;font-size:0">Magical Frying Pan Special</span> ======
====== <span style="visibility:hidden;font-size:0">Magical Frying Pan Special</span> ======
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====== <span style="visibility:hidden;font-size:0">Air Magical Frying Pan Special</span> ======
====== <span style="visibility:hidden;font-size:0">Air Magical Frying Pan Special</span> ======
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====== <span style="visibility:hidden;font-size:0">Magical Missile</span> ======
====== <span style="visibility:hidden;font-size:0">Magical Missile</span> ======
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====== <span style="visibility:hidden;font-size:0">Magical Missile Special</span> ======
====== <span style="visibility:hidden;font-size:0">Magical Missile Special</span> ======
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====== <span style="visibility:hidden;font-size:0">Magical Bomb</span> ======
====== <span style="visibility:hidden;font-size:0">Magical Bomb</span> ======
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====== <span style="visibility:hidden;font-size:0">Magical Bomb Special</span> ======
====== <span style="visibility:hidden;font-size:0">Magical Bomb Special</span> ======
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====== <span style="visibility:hidden;font-size:0">Magical Dreamy Box</span> ======
====== <span style="visibility:hidden;font-size:0">Magical Dreamy Box</span> ======
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====== <span style="visibility:hidden;font-size:0">Magical Dreamy Box Special</span> ======
====== <span style="visibility:hidden;font-size:0">Magical Dreamy Box Special</span> ======
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====== <span style="visibility:hidden;font-size:0">Magical Boomerang</span> ======
====== <span style="visibility:hidden;font-size:0">Magical Boomerang</span> ======
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====== <span style="visibility:hidden;font-size:0">Magical Boomerang Special</span> ======
====== <span style="visibility:hidden;font-size:0">Magical Boomerang Special</span> ======
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Can be special-canceled, combos into AH with Dream Sally}}
Can be special-canceled, combos into AH with Dream Sally}}
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Unremarkable air throw}}
Unremarkable air throw}}
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====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ======
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Uses 5B's animation}}
Uses 5B's animation}}
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====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ======
====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ======
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====== <span style="visibility:hidden;font-size:0">Mami Circular </span> ======
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====== <span style="visibility:hidden;font-size:0">Dream Sally </span> ======
====== <span style="visibility:hidden;font-size:0">Dream Sally </span> ======
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====== <span style="visibility:hidden;font-size:0">Swallow Moon </span> ======
====== <span style="visibility:hidden;font-size:0">Swallow Moon </span> ======
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====== <span style="visibility:hidden;font-size:0">Falling Melody </span> ======
====== <span style="visibility:hidden;font-size:0">Falling Melody </span> ======
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====== <span style="visibility:hidden;font-size:0">Mystique Momo </span> ======
====== <span style="visibility:hidden;font-size:0">Mystique Momo </span> ======
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====== <span style="visibility:hidden;font-size:0">Dramatic Sammy </span> ======
====== <span style="visibility:hidden;font-size:0">Dramatic Sammy </span> ======
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====== <span style="visibility:hidden;font-size:0">Happy Magicka</span> ======
====== <span style="visibility:hidden;font-size:0">Happy Magicka</span> ======
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====== <span style="visibility:hidden;font-size:0">Miracle Jeanne </span> ======
====== <span style="visibility:hidden;font-size:0">Miracle Jeanne </span> ======
{{MoveData
{{MoveData

Revision as of 19:38, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    
Overview
Overview

Platinum's gameplay is mostly rushdown oriented, but is also very dependent on what item she has at the moment via her Random-Number-Generator-based Drive.

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.
Drive: Magical Symphony

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.
Platinum's Overdrive gives her infinite of whatever item she currently holds. No matter how much an item is used in OD, the stock counter will not decrease. This effect can also be stacked with "Miracle Jeanne".


Platinum the Trinity
BBCF Platinum the Trinity Portrait.png

Normal Moves

5A
5A
BBCS Platinum 5A.png
Randomly attacks with one of three Rock-Paper-Scissors animations, the other two being Rock and Scissors.
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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.

5B
5B
BBCS Platinum 5B.png
Longest reach ground normal. Moves Plat forward a bit.
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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.

5C
5C
BBCS Platinum 5C.png
Go-to punish normal. Good damage on hit in corner.
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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.

2A
2A
BBCS Platinum 2A.png
Short range, low hitting poke.
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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.

2B
2B
BBCS Platinum 2B.png
Very low hurtbox, easy to low profile certain attacks.
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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.

2C
2C
BBCS Platinum 2C.png
We /really/ lost loops.
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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
6A
BBCS Platinum 6A.png
Anti-air.
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Plat's go-to anti-air, the head invulnerability kicks in rather quickly. Can be jump canceled on hit and block.

6B
6B
BBCS Platinum 6B.png
Hip Whip attack, Very unsafe on whiff!
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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.

6C
6C
BBCS Platinum 6C.png
Fatal, combo staple. Floats on hit again!
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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.

3C
3C
BBCS Platinum 3C.png
Longest range next to 5B, downs on hit.
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Long reach sweep, can be easily confirmed into 236B. An important combo tool.

j.A
j.A
BBCS Platinum jA.png
Fast, self-cancelable infinitely.
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Unremarkable air jab

j.B
j.B
BBCS Platinum jB.png
Very good for fuzzy guarding, and rising overheads.
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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.

j.C
j.C
BBCS Platinum jC.png
Longest reaching air normal, best normal for spacing.
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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.

j.2C
j.2C
BBCS Platinum j2C.png
Jump cancelable, but very low hitstun.
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This move has pitiful hit-stun, which makes it difficult to hit confirm. It's fairly useful for resetting pressure off a jump cancel.


Drive Moves

No Item
No Item
5D, j.D
BBCS Platinum noItem5D.png
Item GET! 5D and j.D have the same GET sprite.
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Ground
Air

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.

Piko Hammer
Piko Hammer
5D
BBCS Platinum hammer5D.png
Guard Crushes on normal block.
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This move instantly guard crushes if the opponent doesn't Barrier block it.

Air Piko Hammer
Air Piko Hammer
j.D
BBCS Platinum hammerjD.png
Drop the hammer
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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
Piko Hammer Special
5D
BBCS Platinum superHammer5D.png
Loli SMASH.
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Attack
Quake

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
Air Piko Hammer Special
j.D
BBCS Platinum superHammerjD.png
WE GOT LOOPS (AGAIN)! Comboable on any hit.
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Attack
Quake

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.

Magical Bat
Magical Bat
5D, j.D
BBCS Platinum homerun5D.png
Also good in combos!
BBCS Platinum homerunjD.png
Air version is Adachi approved!(it's an overhead!)
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Ground
Air

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
Magical Bat Special
5D/j.jD
BBCS Platinum superHomerun5D.png
Comboable on normal hit for decent damage.
BBCS Platinum superHomerunjD.png
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Ground
Air

The bat gains an increase in size but not much else. Leads to combos even without a CH at least.

Magical Cat Hammer
Magical Cat Hammer
5D
BBCS Platinum CatStick5D.png
ZEA
BBCS Platinum CatStickjD.png
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Ground
Air

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
Magical Cat Hammer Special
5D, j.D
BBCS Platinum superCatStick5D.png
Chill
BBCS Platinum superCatStickjD.png
Longest range jump attack ever!
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Ground
Air

The neutral game belongs to Plat with this item equipped, she dares her opponent to push a button at this time. The only exception to this would be a character with excellent zoning capabilities, such as Rachel. This item has a ridiculous hitbox.

Magical Frying Pan
Magical Frying Pan
5D
BBCS Platinum FryingPan5D.png
Spinning...!
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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
Air Magical Frying Pan
j.D
BBCS Platinum FryingPanjD.png
Instant overheads!
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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
Magical Frying Pan Special
5D
BBCS Platinum Fan5D.png
Pretty good poking and anti-air tool.
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This move has a pretty large hitbox, so it can be used to poke.

Air Magical Frying Pan Special
Air Magical Frying Pan Special
j.D
BBCS Platinum FanjD.png
Instant overhead with amazing reach, use it and abuse it.
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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.

Magical Missile
Magical Missile
5D, j.D
BBCS Platinum Missile.png
Great tool for getting in as well as oki.
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Ground
Air

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
Magical Missile Special
5D, j.D
BBCS Platinum superMissile.png
Decent zoning and combo tool
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Ground
Air

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
Magical Bomb
5D, 4D, 6D, j.D
BBCS Platinum Bomb.png
Decent anti-air and oki tool
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Ground
Air

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
Magical Bomb Special
5D, 4D, 6D, j.D
BBCS Platinum superBomb.png
The bigger, the better!
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Ground
Air

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 Dreamy Box
Magical Do-Re-Mi Box
5D, j.D
BBCP Platinum box.png
It's a trap!
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Ground
Air
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 Dreamy Box Special
Magical Do-Re-Mi Box Special
5D, j.D
BBCP Platinum Jack-in-the-Box.png
It's a tarp!
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Ground
Air
Box

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
Magical Boomerang
5D, j.D
BBCF Platinum Halo.png
Decent zoning tool
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Ground

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.

Air

Similar to the ground version.

Magical Boomerang Special
Magical Boomerang Special
5D, j.D
BBCF Platinum superHalo.png
Sonic Boom
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Ground

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

Air

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
Forward/Back Throw
BBCS Platinum throw.png
Ding Dong Ding Dong!
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Can be special-canceled, combos into AH with Dream Sally

Air Throw
Air Throw
BBCS Platinum AThrow.png
Pretty easy to combo, even midscreen!
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Unremarkable air throw

Counter Assault
Counter Assault
BBCS Platinum 5B.png
Plat's CA. One of her few options for escape.
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Uses 5B's animation

Crush Trigger
Crush Trigger
BBCP Platinum CT.png
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Uncharged
Charged

Unremarkable CT, Causes an wallbounce on midscreen hit, Wallsplats Opponent if it hits them in the air while in the corner


Special Moves

Air Persia
Air Persia
236A
BBCS Platinum AirPersia.png
Fun with pogos. Usually used to end air combos. Has Projectile Invulerable Properties now!
BBCS Platinum AirPersiaA.png
Forward!
BBCS Platinum AirPersiaB.png
Straight down!
BBCS Platinum AirPersiaC.png
Backward!
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Jump

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.

Second Hit
A Finisher
B Finisher
C Finisher

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
Mami Circular
236B or 236C
BBCF Platinum MamiCircular2.png
Mami-san, or better known in America as Heart Car. Go-to combo tool. Fatal Counters!
BBCS Platinum MamiCircular.png
The C version has frame 1-9 body invul!
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236B
236C

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
Dream Sally
214A/B/C
BBCS Platinum DreamSally.png
Excellent oki, catches rolls.
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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
Swallow Moon
j.236C
BBCS Platinum SwallowMoon.png
Broken move.
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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.

Falling Melody
Falling Melody
22C
BBCS Platinum AirPersiaA.png
Can only be used under certain circumstances!
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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).

Mystique Momo
Mystique Momo
214D
BBCS Platinum MystiqueMomo.png
Good for 45 degree angle anti-airing and zoning of all kinds!
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Melee Item
Projectile Item

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
Dramatic Sammy
41236D
BBCS Platinum DramaticSammy.png
Dashing command grab! Refills current item count (or equips new one) on successful hit.
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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.

Happy Magicka
Happy Magicka
[2]8C
BBCP Platinum HappyMagicka1.png
Loli bait
BBCP Platinum HappyMagicka2.png
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Catch
Attack

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
Cure Dot Typhoon
632146C, air OK
BBCS Platinum CureDotTyphoon.png
Invuln until the first hit, but not afterwards. Clashes with many attacks due to the amount of hits in rapid succession.
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Normal
OD Followup

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.

Miracle Jeanne
Miracle Jeanne
236236D
BBCS Platinum MiracleJeanne.png
Invuln during superflash, but has one frame of recovery, so using as a ghetto DP is very discouraged.
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"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.


Exceed Accel

Angelic Blast
ABCD during Overdrive
BBCF Platinum BlastAngel.png
Vroom, Vroom
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  • 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.


Astral Heat

Shining Layered Force
236236C
BBCS Platinum ShiningLayeredForce.png
STARLIGHT BREAKER
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  • 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).


External References


Navigation

To edit frame data, edit values in BBCF/Platinum the Trinity/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.