BBCF/Platinum the Trinity

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Overview
Overview

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.


Platinum the Trinity
BBCF Platinum the Trinity Portrait.png


Drive: Magical Symphony

Magical Symphony Platinum's RNG based Drive which allows her 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 have 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.

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.

Normal Moves

5A

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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

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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

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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

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  • Low hitting 2A
  • Slower than most 2As

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

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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

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  • 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

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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

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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

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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

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Long reach sweep, can be easily confirmed into 236B. An important combo tool.

j.A

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Unremarkable air jab

j.B

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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

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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

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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

5D, j.D

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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

5D

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  • 2 uses

This move instantly guard crushes if the opponent doesn't Barrier block it.

Air Piko Hammer

j.D

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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

5D

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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 that is completely invulnerable.

Air Piko Hammer Special

j.D

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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

5D, j.D

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Ground
Air

  • 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

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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

5D

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Ground
Air

  • 5 uses

Fast and has an amazing hitbox, great item to draw during neutral. Can be special canceled. 214D sends this item flying upward, just like all "melee" (bat, hammer, cat hammer, pan) items.

Magical Cat Hammer Special

5D, j.D

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Ground
Air

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

5D

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  • 4 uses

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

j.D

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  • Ground Bounces

Using this immediately off the ground makes this a damn near instant overhead. Invaluable mix-up tool. Keep in mind that's -1 on block if it's used this way

Magical Frying Pan Special

5D

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This move has a pretty large hitbox, so it can be used to poke.

Air Magical Frying Pan Special

j.D

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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

5D, j.D

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Ground
Air

  • 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

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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

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

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Ground
Air

  • 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

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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 Do-Re-Mi Box

5D, j.D

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Ground
Air
Box

  • 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

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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

5D, j.D

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Ground
Air

  • 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

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Ground
Air

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

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Can be special-canceled, combos into AH with Dream Sally

Air Throw

j.B+C

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Unremarkable air throw

Counter Assault

When blocking 6A+B

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Uses 5B's animation

Crush Trigger

5A+B (Chargeable)

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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

236A

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Jump
Second Hit
A Finisher
B Finisher
C Finisher

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

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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

214A/B/C

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  • 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

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  • Can move with any directional input
  • Maintains horizontal 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

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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

214D

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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

41236D

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  • 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

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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

632146C (air OK)

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Normal
OD Followup

  • 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

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  • 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

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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

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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.