BBCF/Platinum the Trinity/Frame Data

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System Data

Health:11,000
Prejump:4F
Backdash:22F (1-7F Inv All)
Unique Movements:Swallow Moon


Normal Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCS Platinum 5A.png 300 All 6 2 11 -1 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCS Platinum 5B.png 580 Mid 11 6 15 -4 B - SR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCS Platinum 5C.png 810 Mid 9 6 19 -8 B - SJR 100 89 Long 3 16 17 19 22 33 11 +0 +2 Click!
2ABBCS Platinum 2A.png 300 Low/Air 8 3 10 -1 F - CSR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCS Platinum 2B.png 560 Low 10 3 21 -10 F - SR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCS Platinum 2C.png 870 Mid 15 8 24 -13 B 9~22 H SR 90 82 Long 4 18 Launch 44 Launch 59 12 +0 +20 Click!
6ABBCS Platinum 6A.png 630 Mid 12 4 22 -9 B 6~15 H SJR 90 89 Long 3 16 17 26 Launch 40 11 +0 +2 Click!
6BBBCS Platinum 6B.png 640 High/Air 20 13 23 [7] -3 H - SR 90 79 Normal 3 16 20 33 25 47 11 +0 +2 Click!
  • recovery in [] are on block/hit
  • Bonus Proration 110%
6CBBCS Platinum 6C.png 950 Mid 19 5 21+5L -11 B 3~26 F SJR 90 84 Long 5 20 Launch 40 Launch 59 13 +0 +8 Click!
  • Fatal Counter
3CBBCS Platinum 3C.png 850 Low 12 3 24 -8 F - SR 90 92 Long 4 18 Launch 30 Launch 45 + Down 23 12 +0 +5 Click!
j.ABBCS Platinum jA.png 300 High/Air 7 2 9 - H - SJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.AABBCS Platinum jA.png 300 High/Air 6 2 9 - H - SJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCS Platinum jB.png 540 High/Air 8 6 9 - H - SJR 80 85 Long 2 13 14 17 18 29 10 +0 +1 Click!
j.CBBCS Platinum jC.png 830 High/Air 12 4 13+4L - H - SJR 80 89 Long 3 16 19 23 24 37 11 +0 +2 Click!
j.2CBBCS Platinum j2C.png 450*3 High/Air 12 4,4,4 18+2L - H - SJR 80 80 (Once) Long 1 11 12 12 16 23 3 +0 +0 Click!

Drive Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCS Platinum noItem5D.png
No Item
- - - - 29 - - - - - - - - - - - - - - - - Click!
j.DBBCS Platinum noItem5D.png
No Item
- - - - 28 - - - - - - - - - - - - - - - - Click!
Piko HammerBBCS Platinum hammer5D.png
5D
1200 Guard Break 37/Barrier 16 5 17 +6 B - SR 80 82 Long 4 22 Launch 28 + GBounce + Down 23 Launch 43 + GBounce + Down 23 12/+4 +4 +12 Click!
Air Piko HammerBBCS Platinum hammerjD.png
j.D
700, see notes All, Guard Break 37/Barrier 12 Until L, 3 20 +2/+4/+6 H - SR 80 82 Long 4 18 19, Launch 30 + Down 23 24, Launch 45 + Down 23 12, See Notes +0, +2/+4/+6 +5, +10/+12/+14 Click!
  • 2nd hit damage is 800/900/1000 depending on height
  • At tall height, second hit also ground bounces opponent
Piko Hammer SpecialBBCS Platinum superHammer5D.png
5D
1500 Guard Break 48/Barrier 16 5 18 3 B - SR 80 84 Long 5 25 Launch 28 + GBounce + Down 23 Launch 44 + GBounce + Down 23 13/+4 +4 +12 Click!
Air Piko Hammer SpecialBBCS Platinum superHammerjD.png
j.D
900, see notes All, Guard Break 48/Barrier 12 Until L, 3 19 +4/+6/+8 H - SR 80 84 Long 5 20 19, Launch 30 + Down 33 24, Launch 45 + Down 33 13, See Notes +0, +5/+7/+9 +5, +10/+12/+14 Click!
  • 2nd hit damage is 800/900/1000 depending on height
  • At tall height, second hit also ground bounces opponent
Piko Hammer Special Quake 0 Unblockable 21 1 - - P2 - SR 70 84 Long 5 - Launch 21 + Down 33 - - 0 +0 +8 Click!
  • Quake only appears if hammer strike whiffs
Magical Cat HammerBBCS Platinum CatStick5D.png
5D
950 All 11 8 20 -11 B - SR 80 79 Long 3 16 Launch 40 + GBounce Launch 54 + GBounce + Down 23 11 +0 +2 Click!
Air Magical Cat HammerBBCS Platinum CatStickjD.png
j.D
950 All 16 5 20 - H - SR 80 89 Long 3 16 Launch 40 + Down 23 Launch 54 + GBounce + Down 23 11 +0 +2 Click!
Magical Cat Hammer SpecialBBCS Platinum superCatStick5D.png
5D
1200 All 16 8 21 -10 B - SR 80 84 Long 4 18 Launch 50 + GBounce Launch 65 + GBounce + Down 23 12 +0 +5 Click!
  • Bonus Proration 110%
Air Magical Cat Hammer SpecialBBCS Platinum superCatStickjD.png
j.D
1200 All 11 5 20 - H - SR 80 94 Long 4 18 Launch 40 + Down 23 Launch 55 + GBounce + Down 23 12 +0 +5 Click!
  • Bonus Proration 110%
Magical Frying PanBBCS Platinum FryingPan5D.png
5D
850 Mid 10 6 18 -7 B - SR 100 79 Long 3 16 Spin Fall 46 40 Spin Fall 51 54 15 +0 +2 Click!
Air Magical Frying PanBBCS Platinum FryingPanjD.png
j.D
850 High/Air 14 4 20 - H - SR 80 79 Normal 3 16 Launch 50 + GBounce Launch 64 + GBounce 15 +0 +2 Click!
Magical Frying Pan SpecialBBCS Platinum Fan5D.png
5D
1300 Mid 10 6 18 -5 B - SR 100 82 Long 4 18 Spin Fall 56 60 Spin Fall 64 78 20 +0 +5 Click!
  • Bonus Proration 110%
Air Magical Frying Pan SpecialBBCS Platinum FanjD.png
j.D
1300 High/Air 13 4 20 - H - SR 80 82 Normal 4 18 Launch 65 + GBounce Launch 83 + GBounce 20 +0 +5 Click!
  • Fatal Counter
  • Bonus Proration 110%
Magical BatBBCS Platinum homerun5D.png
5D
900 Mid 11 4 26 -16 B 1~11 All (S)R 60 75 Very Short 2 13 Launch 30 + WStick 25 Launch 42 + WBounce 40 + WStick 25 22 +0 +1 Click!
Air Magical BatBBCS Platinum homerunjD.png
j.D
900 High/Air 11 4 26 - H 1~11 All (S)R 60 75 Very Short 2 13 Launch 30 + WStick 20 Launch 42 + WBounce 40 + WStick 20 22 +0 +1 Click!
Magical Bat SpecialBBCS Platinum superHomerun5D.png
5D
1200 Mid 11 5 24 -10 B 1~15 All (S)R 60 82 Very Short 4 18 Launch 30 + WStick 30 Launch 45 + WBounce 40 + WStick 30 26 +0 +5 Click!
  • Bonus Proration 110%
Air Magical Bat SpecialBBCS Platinum superHomerunjD.png
j.D
1200 High/Air 11 5 26 - H 1~15 All (S)R 60 82 Very Short 4 18 Launch 30 + WStick 30 Launch 45 + WBounce 40 + WStick 30 26 +0 +5 Click!
  • Bonus Proration 110%
Magical BombBBCS Platinum Bomb.png
5D/j.D
450, 800 All 19 Until Hit (7) 15 Total 40 - P1 - - 80 80 (Once) Normal 1,3 11, 15 14, Launch 14, 40 18, Launch 25, 54 0/+5, +0 +12, +0 +12, +2 Click!
Magical Bomb SpecialBBCS Platinum superBomb.png
5D/j.D
550, 1200 All 19 Until Hit (7) 15 Total 40 - P1 - - 80 80 (Once) Normal 1,3 14, 15 14, Launch 14, 40 18, Launch 25, 54 0/+9, +0 +16, +0 +16, +2 Click!
  • Bonus Proration 110%
Magical MissileBBCS Platinum Missile.png
5D/j.D
550, 600 All 19 Until Hit, 10 Total 40 - P2 - R 80 80 (Once) Normal 3 16 17, Launch 17, 40 22, Launch 31, 54 0/+6, 0 +6, +0 +8, +2 Click!
Magical Missile SpecialBBCS Platinum superMissile.png
5D/j.D
650, 1100 All 19 Until Hit, 10 Total 40 - P2 - R 80 80 (Once) Normal 4, 3 18, 16 17, Launch 18, 55 22, Launch 33, 69 0/+6, 0 +6, +0 +11, +2 Click!
  • Bonus Proration 110%
Magical Dreamy Box Summon200x200px
BBCP Platinum superBox.png

5D
- - 20 - Total 33 - - - - - - - - - - - - - - - - Click!
Air Magical Dreamy Box Summon200x200px
BBCP Platinum superBox.png

j.D
- - 22 - Total 47 - - - - - - - - - - - - - - - - Click!
Magical Dreamy Box200x200px 1000 Mid 7? 15 - - P1 - - 70 89 Normal 3 16 Launch 55 Launch 69 0 +0 +2 Click!
Magical Dreamy Box SpecialBBCP Platinum superBox.png 900, 800 Mid, All 8? 20, 72 - - P2 - - 80, 70 89 Normal 3 16 Launch 55 Launch 69 0 +0 +2 Click!
  • Bonus Proration 110%
Magical BoomerangBBCF Platinum Halo.png
5D/j.D
800 All 21 Until Hit Total 42 -4 P1 - R 90 79 Normal 3 16 Spin Fall 46 55 Spin Fall 51 69 0/+7 +1 +2 Click!
Magical Boomerang SpecialBBCF Platinum superHalo.png
5D/j.D
1100 All 21 Until Hit Total 42 -2 P2 - R 90 82 Normal 4 16 Spin Fall 56 60 Spin Fall 61 75 0/+7 +1 +6 Click!
  • Bonus Proration 110%

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCS Platinum throw.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 Normal 0, 4 - Crumple 38 - - - - 0, 20 +0 Click!
Back ThrowBBCS Platinum throw.png 0*2, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0*2, 4 - Crumple 38 - - - - 0, 20 +0 Click!
Air ThrowBBCS Platinum AThrow.png 0, 1500 Throw(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0, 4 - - 100 + WBounce + Down 23 - - - 0, 12 +0 Click!
Counter AssaultBBCS Platinum 5B.png 0 All 13 4 29 -14 - 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Platinum CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - - Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 - - - Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - - Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 - - - Click!

Specials

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Dream SallyBBCS Platinum DreamSally.png
214A/B/C
800 All 28 Until Hit Total 48 -6 P0 - R 80 95 Normal 0 9 Launch 12 Launch 23 0/+5 +65 +65 Click!
Air PersiaBBCS Platinum AirPersia.png
236A
- - - - 31+6L - - 5~31 P - - - - - - - - - - - - - Click!
  • Can cancel into folloups 12F until landing
Air PersiaBBCS Platinum AirPersia.png
j.236A
- - - - Until L+6 - - - - - - - - - - - - - - - - Click!
  • Can cancel into folloups 7F until landing
Air Persia AttackBBCS Platinum AirPersiaA.png
Persia > X
450 All 6 6 Until L - H - R 90 94 Long 2 13 20 20 Launch 32 10 +0 +1 Click!
A Air Persia FinisherBBCS Platinum AirPersiaA.png
Persia > A
500 [1000] All 6 6 Until L - H - R 90 94 Long 2 13 Stagger 22 [20] 20 + Slide 22 [20] Stagger 44 [24] 32 + Slide 22 [32] 10 +0 +1 Click!
  • Values in [] are when done from j.236A
B Air Persia FinisherBBCS Platinum AirPersiaB.png
Persia > B
500 All 6 6 Until L - H - R 90 94 Long 2 13 Launch 40 + GBounce [45 + GBounce] Launch 52 [57 + GBounce] 10 +0 +1 Click!
  • Values in [] are when done from j.236A
C Air Persia FinisherBBCS Platinum AirPersiaC.png
Persia > C
500 [1000] All 6 6 Until L - H - R 90 94 Long 2 13 Crumple 22 [20] 20 + Slide 15 [30] Crumple 44 [24] 32 + Slide 15 [42] 10 +0 +1 Click!
  • Values in [] are when done from j.236A
Mami Circular (Horizontal)BBCF Platinum MamiCircular2.png
236B
1100 Low/Air 13 15 28 -10 F - R 90 82 Long 4 18 Launch 40 + Slide 9 Launch 58 + Slide 9 12 +0 +5 Click!
  • Fatal Counter
  • On hit/block, transitions into recovery animation (28F)
Mami Circular (Vertical)BBCS Platinum MamiCircular.png
236C
1300 High/Air 20 19 16+6L - H 1~9 B R 90 92 Normal 4 18 Launch + Down 23 60 + GBounce Launch + Down 23 78 + GBounce 12 +0 +5 Click!
  • Fatal Counter
  • Frame Adv listed is tested on standing Ragna
Dramatic SammyBBCS Platinum DramaticSammy.png
41236D
0, 1500 Throw(100) 24~45 3 25 - T - R 100 60 Normal 0, 3 - Launch 100 - - - 0, 11 +0 Click!
  • Minimum Damage 100%
Falling MelodyBBCS Platinum AirPersiaA.png
22C
800 All - 8 - - B - R 100 94 Long 5 20 Launch 33 + GBounce Launch 49 + GBounce 13 +0 +8 Click!
Swallow MoonBBCS Platinum SwallowMoon.png
j.236C
- - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 14F
Happy Magicka (Catch)BBCP Platinum HappyMagicka1.png
[2]8C
- - - - 135 - - 1~105 Guard HBFP - - - - - - - - - - - - - Click!

On Guard Point, hitstop for Platinum is 0F. Opponent hitstop is 7F

Happy Magicka (Attack)BBCP Platinum HappyMagicka2.png 100 All 17 ?? Total 70 -52 P1 1~29 All R 100 - Normal 0 9 Launch 100 + Down 23 Launch 111 + 23 0/+8 +0 +0 Click!
Mystique MomoBBCS Platinum MystiqueMomo.png
214D
See notes All 19 - Total 40 12 P1 - - 80 94 Normal 5 20 Launch 30 Launch 46 0/+13 +13 +21 Click!
  • Damage depends on item thrown
  • Halo or Frying Pan: 850, Bat: 900, Cat Stick 950, Hammer: 1200, Fan: 1300, Super Cat Stick: 1500, Super Bat: 1400, Super Hammer 1800.
Mystique Momo (Bomb/Missile/Box)BBCS Platinum MystiqueMomo.png
214D
See notes - 19 - Total 40 - - - - - - - - - - - - - - - - Click!
  • Projectiles appear on 19, 22, 25
  • Damage, P1, P2, etc are equal to the individual items thrown

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Cure Dot TyphoonBBCS Platinum CureDotTyphoon.png
632146C (air OK)
440*13 All 4+(70 Flash)+12 4 (12) 9*11,5 44 -30 B 1~16 All R 80 82 Normal 4 18 Launch 100*12, 150 + Down 49 Launch 100*12, 150 + Down 49 12*3, 0*10 +0 +5 Click!
  • Minimum Damage 20%: 1144
Cure Dot TyphoonBBCS Platinum CureDotTyphoon.png
OD Followup
200*7 - - - - - - - R 80 99 Normal - - - 100 - - 0 0 - Click!
  • Minimum Damage 20%: 280
Miracle JeanneBBCS Platinum noItem5D.png
236236D
- - - - 7+(128 Flash)+1 - - 7~7 All - - - - - - - - - - - - - Click!
  • Powers up the next item
  • OD Version powers up the next 2 items

Exceed Accel

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Angelic BlastBBCF Platinum BlastAngel.png
ABCD during OD
600, 800*3
{600, 800*4, 1950}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 60 - - 20 20, 11*2, 12
{20, 11*4, 30}
+0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {575+57}

Astral Heat

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Shining Layered ForceBBCS Platinum ShiningLayeredForce.png
236236C (air OK)
0, 9999 All 10+(53 Flash)+31 3 Until L +4 B 1~43 All - - - Long 5 20 - - - - 13 - - Click!

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D Special
5C 6A 6B 6C, 3C 5D Jump, Special
5D - - - - Special
2A[3] 5A, 2A[+] 5B, 2B, 6B 5C, 2C, 3C 5D Special
2B[1] 6A 5B, 6B 5C, 2C, 6C, 3C 5D Special
2C - - - 5D Special
6A - 6B 5C, 2C, 6C 5D Jump, Special
6B - - - - -
6C - j.B j.C, j.2C j.D Special
3C - - - 5D Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Jump, Special
j.B j.A j.C, j.2C j.D Jump, Special
j.C - - j.2C j.D Jump, Special
j.D - - - - Special
j.2C - - - - Jump, Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation

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