BBCSE/Platinum the Trinity

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Overview

A young girl with three personalities. One is Luna, a brash girl with a tendency to being rude (particularly towards Ragna). Another is Sena, a timid, kind boy who often tries to pick up after Luna's attitude. Lastly is Trinity, one of the six heroes who's soul is sealed in her Nox Nyctores, and can only surface very briefly at a time. Platinum's gameplay is mostly rushdown oriented, but is also very dependent on what item she currently has via her Random Number Generator (RNG) based Drive.
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 an item listed as NEXT. This item has been generated randomly at the start of the match. 5D or j.D will equip this item, and will assign another item randomly as NEXT. Each item has a number of uses, or "tokens"; once the token counter has been used up, the item will vanish, and pressing either 5D or j.D again will equip the item listed as NEXT again. There is no way for Platinum to choose what item she would like to obtain (outside of Unlimited), but her 214D while equipped will throw her current item at a 45 degree angle, immediately using up all remaining tokens, and will be explained in detail later.

Platinum has a Distortion Drive called "Miracle Jeanne" which immediately throws away her current item for an upgraded version of the item listed as NEXT.
Platinum the Trinity

BBCSE Platinum Portrait.png

Health: 10,500
Guard Primers: 5
Movement Options: 1 Double Jump/Airdash, Run-type Dash

 Platinum the Trinity has a situational playstyle which depends on the item she has on hand

Pros
Cons

Move List

See also: Platinum Full Frame Data

Normal Moves

5A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 6 2 11 -1 Click!

Standard 5A. Lost its +1 frame advantage on block by now having an additional 2 frames of recovery, but it's still a decent pressure tool. Don't be mindless with it. Hits all characters on crouch, and can be a used as a quick anti-air when properly timed. Some characters, however, can go under it with their 2A. Be wary of this.

5A can only gattling into itself up to 3 times due to the system change in CSE, but it is very easy to delay 5A mash on block for frametraps. Baiting reversal options is just as simple, as you can substitute a dash-buffer 5A for a jump barrier block. If they choose to reversal, you will block it, and punish accordingly. If they choose to continue blocking, you can continue pressure. Stay unpredictable with it, as a correctly IB'd 5A into any of her other normals aside from 5A or 2A can be reversal'd.

Combos from 5A generally deal around 3k in the corner. A funfact: Scissors and Paper have a very slightly longer reach than Rock.

5B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560 231 85 89 11 6 16 -5 Click!

Plat's 5B is a very situational normal. It has the longest reach of her ground normals (just barely beating 3C, since it pushes you forward), though it's a frame slower than 5C. There's also a hurtbox on the staff up to where the heart starts, so you'll have to be careful of other normals beating it out. In pressure you'll only want to use it after 5A or 2B (usually 2B), and perhaps if you think they will attempt to chickenblock. Never use directly after 2A, though it combos on crouching there's usually always a better variant. 2A > 5A > 5B (or 2A > 2B > 5B) is a useable example if you wish to chain them. As I mentioned earlier, beware of the gap between 5A > 5B on IB. 5A > 2B > 5B is a much safer blockstring.

That being said, it's still a decent zoning tool. If the range is stretched to the absolute max, it doesn't combo into any move. Closest to would be 3C, as that has the farthest range next to 5B. This is usually what you want to gattling into on block or hit near max range, since everything else will whiff. In CSE, it becomes a frame faster, making it 11 total startup. It also trades two of its recovery frames for active frames, making it a better normal overall.

5C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
660 273 90 92 10 6 19 -6 Click!

Excellent normal. Very fast, jump cancellable, 90 p1, and can reverse gattling into 6B or 6A. Because if its speed, you'll normally want to punish your opponents mistake with it, but like any normal, make proper judgement when throwing it out. Although it's -6 on block, the ability to jump cancel on block negates most disadvantage this move would have. Only standing normal that combos directly into Mami aside from 2C.

5C CH makes hitconfirming easier, as you have enough time to recover and hit with 5A > stuff to continue the combo, but that's about it. 5C becomes 90p1 from CS2's 100, but it's still a very strong starter.

2A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 70 82 8 3 8 -1 Click!

Go-to low jab. Hits low, and can be used up to 3 times in a string. Also reverse gattlingable with 5A for safety and mixup. Mentioned above, but does not combo into 5B although it can chain into it. Not the best combo starter due to its poor P1. Using after 5A on block is the safest option, as it is has a slow startup. It's also -1 on block, so late-cancels could be unsafe.

In a (no hitstun reduction) string that ends off with 22C, you can dash up 2A for a crossunder on their tech. You can also reset certain combos with Mami ender 2A 22C, the 2A forcing them to tech and the 22C hitting them for a very painful starter. Use with proper judgement!

2B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
500 207 80 86 10 3 18 -7 Click!

Plat's 2B is an interesting normal. Due to how low her hitbox is, she's able to go right under many high attacks (Hazama's 5D is a particularly useful one) if timed properly. It's also decent as a starter, in the corner it very easily goes straight into 5C > 236B for a 3.5k combo, and midscreen goes into 5B > 5C > 3C > oki (either bubble, bombs, missiles, or crossunder 2a) or 6A > 6C > j.236C > j.C > 6A > 6C > j.236C > 6A > 236B (moderately strict timing, spacing dependent for the second loop).

2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800 331 100 92 15 8 24 -13 Click!

One of Plat's two staple anti-airs. It's slow and has huge recovery, but it's head invuln from frame 9-37. It's bad on block, but you can cancel it into 5D (depending on the item you have, 5D Item GET is unsafe) or Mystique Momo to make it safe. You can also late-cancel it into Mami if you're feeling gutsy (and have meter for a rapid if the attempt fails) for mind-games. If you have no other safe options, you can try a risky Air Persia or Dream Sally and hope they don't punish you, or hope you confuse them. Just make sure you do something if they block, and never whiff it. You will die.

As a starter, it's excellent, as it retains its 100p1 from CS2. Due to it's repeat proration nerf, however, you'll only be using it once per combo (unless you end with 2C > Mami for oki).

6A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
540 223 80 80 12 4 22 -9 Click!

The other of Platinum's two staple anti-airs. Pretty much the opposite of 2C, it's fast and recovers quickly. Your opponent probably won't be punishing you even if they block this, as you can just jump cancel or gattling into another normal to make it safe. Use this move when 2C would be too slow or wouldn't hit in time to work well.

6B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 256 70 92 20 13 20 +1 Click!

Best ass attack since Marisa 6A, Plat lunges forward with an overhead attack that's +1 on block at point blank range. Since this attack has a whopping 13 active frames, you can hit it at maximum distance for up to ~+12 frames of advantage. An excellent tool in her arsenal, as even if they manage to block it, you will be able to continue pressure. On the other hand, it's very slow, and quite easy to read (and punish, especially for Noel or Hakumen). If you manage to condition your opponent well enough, you'll find this move to be more than helpful.

On max ranges, you can combo anything 12 frames or shorter (with a dash buffer). There are few ways to combo into and out of this without a rapid, and they aren't very practical (5C CH, perfectly spaced 6B, 66 5C > 236B etc), so you shouldn't worry about that. Comboing out of it/continuing pressure on block is the most important.

6C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
760 314 100 94 22 5 28+4(landing) -17 Click!

An incredibly useful move that doesn't get enough credit. Low invuln from frame 3 means it will go over anything with only "foot" property after 3 frames into the move, and it fatal counters. Though, due to its slow startup, their move may recover to the point of not being counter hit status anymore, but they will still be forced to give up pressure. Naturally, don't use it if you feel they won't use a low, as it'll get outright beaten.

It's also very useful in pressure. On whiff, 6C can cancel into j.B, j.C, or j.2C, similar to how Ragna can cancel his 6D into j.D on hit or block. On hit or block, it becomes special and jump cancelable. The safest option is always to jump cancel backwards, but delay j.C is usually the best option for continuing pressure. Since opponent options vary, as always, read the situation before using a move. If fighting against Hakumen, he can simply 6D your j.C, so it's not the best option, right? 6C is also a major staple in Plat's combos, you'll be finding yourself using it a lot. Though 6C loses its repeat proration, it also no longer floats the opponent. Better for combos, worse as a starter. It's near impossible to follow up on a normal hit to a decent combo (If you confirm, you can, however, follow up with j.C > RC > j.C > 66 5A/5C > stuff). Landing recovery also becomes a frame faster in CSE.

3C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 248 70 92 12 3 24 -8 Click!

Plat's second longest range normal, and her longest range low attack. CH is non-emergency techable in CSE. Usually used after ground strings to set up oki, or after a max range 5B. Has a funky hitbox around her head.

j.A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
220(300) 91 (124) 90 84 7 2 9 -- Click!

Plat's j.A. Decent air-to-air if you're right in their face, has 3 different animations. Reverse gattlings infinitely with j.B on hit or block, so j.A > j.B > j.A > j.B > j.A is possible after an airdash. Recovers very quickly, so it's good for burst-safe combos.

j.B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480 198 90 86 8 6 9 -- Click!

Plat turns around in the air, and attacks with her wings downwards. Hits a good distance below her, and due to how she turns, can beat out certain anti-air attempts (like many 5A's). See the hitbox data for a better picture. Pretty fast (only one frame slower than j.A), and recovers quickly, so it's pretty safe to throw out on occasion. Also very good for rising overheads and fuzzy guards, such as on Tager or after a rapided Mami in the corner (Mami > RC > j.B > jc > j.B > j.C > j.2C is my personal favorite) respectively.

j.C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
660 273 90 89 12 7 11 -- Click!

You'll be using Plat's j.C a lot. Great range, and space properly is an excellent footsie tool. On block, you can cancel it into either a jump, or into Swallow Moon for added mixup. Also used quite often in combos. Loses landing recovery in CSE, so it's much easier to throw out.

j.2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300×3 124×3 90 82(once) 12 15 18 -- Click!

A flurry of kicks downwards, very anime. Hits high 3 times, though hitstun is very low. Use after a timed j.B in blockstrings or on hit to follow up with a 5A and continue pressure/comboing. Can be used to set up fuzzy guards with good timing with a jump cancel j.B.

Counter Assault

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0 0 50 92 12 4 29 -14 Click!

Staple Counter Assault. Uses 5B animation. You'll be using this if you find yourself trapped in pressure, as Plat doesn't have many other escape options. Be wary of them baiting it, as they may be more aware knowing Plat has very few other defensive options.

Drive Moves

5D/j.D (No Item)

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground -- -- -- -- -- -- 29 total -- Click!
Air -- -- -- -- -- -- 28 total -- Click!

Equips the item listed as NEXT. Be careful when you use this, as there's a fair amount of recovery.

5D (Piko Hammer)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1100 455 90 92 18 5 19 +1 Click!

Your secret love. Becomes +1 on block from CS2's ±0, and from 5C it's an airtight blockstring unless they instant block. Grounds opponent on normal hit, and it can't be emergency teched. Ground bounces on CH, allowing for a hefty combo in the corner. If it CH's them from their jump, it'll bounce too high for a normal followup.

j.D (Piko Hammer)

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Level 1 600×2 248×2 80 94 12 till landing, 7 after landing 17 after landing +3 Click!
Level 2 700×2 248, 289 80 94 12 till landing, 7 after landing 17 after landing +8 Click!
Level 3 800×2 248, 331 80 94 12 till landing, 7 after landing 17 after landing +8 Click!

Your known love. You'll be using this in combos whenever possible. In strongly prorated combos, you may only be able to get one Lv 3 j.D before going for oki. Also very useful on block, as Lv 1 is +3. IAD j.D is a very strong tool because of this, but use it wisely. On CH, you can follow it up meterless, but loses its 100p1 from CS2, and is now down to 80.

5D (Piko Hammer Special)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1600 662 100 94 17 5 21 +2 Click!

Arguably the scariest of Plat's upgraded items. +2 and breaks three primers on block, creates projectile property unblockable shockwave on whiff (see: slidehead), and has a great hitbox on top of that. Emergency techable on normal hit, but the 1600 damage is worth it. The real meat comes from the counterhit, which is able to be followed up meterless with 5C, and in the corner this will hurt. A lot.

j.D (Piko Hammer Special)

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Hit 900, 950 372, 393 80 94 13 till landing, 1 after landing 26 +4 Click!
Quake 0 0 70 94 21 1 -- -- Click!

For whatever strange reason, the mook seems to think this move is 100p1, but it definitely is not. It's 80, same as normal hammer, but don't let that deter you. Great damage, free followup on normal hit, and huge hitbox. Also generates unblockable quake on whiff.

5D (Magical Bat)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 248 50 92 11 4 26 -11 Click!

Bat is the main reversal tool you'll find yourself using. It's invuln up to the first frame of the attack, and compared to other DPs, isn't terrible on block. That doesn't mean you should spam it, however. Like any DP, careful use will get you out of a tight situation, and reckless use will get you punished, badly. Bat doesn't have a very good hitbox, so it's very easy to make it whiff by simply jumping, something many characters will make use of to make you whiff if you're mashing D out of pressure. Though, due to its limited use, many may not see it coming. Also, due to its single button input, you can get out of a lot others may not be able to as easily. CH hits high midscreen, allowing for a small followup, and a slightly bigger combo in/near the corner with proper timing. Use wisely.

If you decide you don't need the Bat for escaping pressure (or just want the extra damage), you can choose to use it in combos. It's a very good combo tool in CSE, as wallbound was added to corner hits. 10% repeat proration, doesn't count jump version.

j.D (Magical Bat)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 248 50 89 11 8 22 -- Click!

See above. j.D is also used in combos, and you may choose to use this as a safer, faker reversal (due to the jump startup). Wallbounces on counterhit anywhere, can follow up for a bit of damage. Also 10% repeat proration, doesn't count normal version.

5D (Magical Bat Special)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800 331 75 94 11 5 24 -7 Click!

Mostly same as Bat 5D. Safer on block, a bit more damage, better P1, doesn't wallbound but has much more hitstun, and always knocks high. Leads to a 4K combo in the corner.

j.D (Magical Bat Special)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800 331 75 94 11 10 21 -- Click!

Mostly the same Bat j.D. Always wallbounces. Be careful when using j.D when close to the corner as the wallbounce will most likely ruin a chance to follow-up properly.

5D (Magical Cat Hammer)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800 331 60 92 11 8 20 -9 Click!

Insanely good poke with Haku 4C range but it's negative on block so try and not push any buttons when it does get blocked. Starts up in 11 frames, so it's very fast, and you can get a 3k combo on ground CH near the corner. If you CH them while they're in the air, you'll have to pick up the combo with a much less damaging air combo. Has an improved hitbox in CSE, no longer whiffs point blank.

j.D (Magical Cat Hammer)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800 331 60 92 14 5 20 -- Click!

Same insanely good poke but a bit slower, and hits overhead! Same hitbox upgrade, though can whiff if they're slightly higher than you at point blank range.

5D (Magical Cat Hammer Special)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1200 496 70 94 11 8 21 -8 Click!

Mostly the same as Cat 5D, except the hitbox has been upgraded to massive proportions. It's slightly less negative on block. Can get a 4k damage combo near the corner! Can also follow up at max range with a well timed dash.

j.D (Magical Cat Hammer Special)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1200 496 70 94 14 5 20 -- Click!

Mostly the same as Cat j.D, with the same upgrades as the above.

5D (Magical Frying Pan)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
500 207 86 94 10 6 18 -10 Click!

Frying pan loses a lot of damage from CS2, but still keeps it's great ability to add to Plat's midscreen damage and corner carry. 5D isn't a very good tool in neutral since it's pretty slow, it's punishable on block, and lacks range but if you manage to beat out other attacks with it, you'll have a very fair amount of time to follow up for decent damage. It's decent for punishing as the spinning effect will give you plenty of time to bait a Burst and hit-confirm. In corner combos, the 2C repeat proration nerf means you can't combo as well with pan anymore, but she still has fairly decent options to increase damage.

j.D (Magical Frying Pan)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
500 207 86 94 12 4 13 -- Click!

Most of the above attributes to j.D as well, but in neutral, j.D is much more viable. The existence of j.D pan will make people scared of blocking low, as if you use it as close to the ground as possible, you'll have a 16 frame overhead that leads to decent damage and corner carry. Use both of these facts to your advantage, as they're very strong tools. However, you're prone to punishment by characters who have a 6 frame start-up jab (or faster) or if it gets IB'd on block. j.D knocks and bounces the opponent off the ground, that which allows you to use 22C at any time later in the combo.

5D (Magical Frying Pan Special)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800 331 86 94 10 6 18 +2 Click!

With the Miracle Jean upgrade, Frying Pan 5D becomes a pretty good poking and anti-air tool. Its vertical and horizontal range receive a decent upgrade, and because there is no hurt-box near the actual fan, you can use it to beat out a couple of attacks. It's +2 on block, so if you throw it out there and it gets blocked, you'll at least be able to get in and start some pressure. It leads to powerful combos and good screen carriage, which makes this one of Plat's better upgraded items.

j.D (Magical Frying Pan Special)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800 331 86 94 12 4 16 +1 Click!

It has the same fundamental uses as the regular j.D; you'll still be using it primarily as an instant overhead and it still serves to strengthen your combos off almost any hit-confirm. Moreover, the added range makes this a decent anti-air baiting tool. Platinum is suspended in the air for a couple of frames when using this move, couple that with the range on j.D and you'll be beating 5A/2A anti-air attempts like nothing.

5D, j.D (Magical Missile)

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground 400, 600 165, 248 80 86 19 -- 40 +2 Click!
Air 400, 600 165, 248 80 86 19 -- 40 -- Click!

The missiles are a great way to get in on your opponent. They start out slow but pick up the pace a few frames in; think of it as a much better version of Jin's 236C. You'll most commonly be using all three missiles at once through the use of Mystique Momo but if you feel like conserving them for later uses, then try the following: after 3C, you can cancel said move into Mystique Momo, that which works as pretty good oki both mid-screen and in the corner.

The air version is fundamentally the same as the ground version. A great way to use this tool is after scoring a knockdown with 236B mid-screen. What you'll do is use j.D the moment you recover from 236B and chase after it. j.D covers the air while Platinum rushes in from the ground. If they try to jump, then they'll most likely be forced to block the missile. If they stay on the ground, they'll have to deal with Platinum's approach.

Also eats pretty much any and every non-distortion projectile.

Eats but is also eaten by: Tager's Spark Bolt, Makoto's Comet Cannon, Platinum's Magical Missile.

Eats, burps up, and continues through: Lambda's Drive blades, Rachel's Tiny Lobelia (doesn't eat it outright; just knocks it off course), Jin's non-D Ice Blades (Jin's D Ice Blade is a special case--it seems to be eaten completely only if it hits the missile as the missile is winding up. Having the two cross paths midscreen will allow both to keep going), Tao's Kitty Litter Specials (A version doesn't get eaten but gets sent straight up, B version is actually thrown above the missiles hitbox so you'll have to TK missile if you want to eat it, and C version just gets eaten), Hazama's Ouroboros, Tsubaki's D version Aequum Eleison (the orb), Bang's Nails (A, B, C, and D versions behave identically), Arakune's 6D, Carl's/Nirvana's Volante, Mu's lasers (all levels).

Ignores and is also ignored by: Ragna's Dead Spike, Jin's D Ice Blade (to a degree; see above), Noel's Optic Barrel, Tsubaki's Benedictus Rex (A, B, C, and D versions behave identically), Platinum's Magical Bomb.

5D, j.D (Magical Missile Special)

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground 600, 1000 248, 414 100 92, 89 19 -- 40 +2 Click!
Air 600, 1000 248, 414 100 92, 89 19 -- 40 -- Click!

The missiles receive a massive speed and size boost. They travel much faster than the regular missiles and deal a decent amount of damage and will knock the opponent down on hit. This one can be used in mid-screen combos for added damage and screen carriage. You can't use it to get in as well as the regular missiles but you can uses this one to nullify other projectiles as well as to cover space and zone.

Air version's main difference is that you'll be able to pick up a combo from a successful j.D. That and these missiles lead to powerful air combos that can carry the opponent from one side of the screen to the other.

5D, 4D, 6D, j.D (Magical Bomb)

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
5D 280, 800 115, 331 80 82, 89 19 47(7)15 40 +8 Click!
4D 280, 800 115, 331 80 82, 89 19 48(7)15 40 +8 Click!
6D 280, 800 115, 331 80 82, 89 19 48(7)15 40 +8 Click!
Air 280, 800 115, 331 80 82, 89 19 until contact(7)15 40 -- Click!

The bombs can be used as decent anti-air and oki tools due to their parabolic trajectory. You can control the bomb's landing trajectory by using the inputs mentioned above (4D, 5D, and 6D). 4D has the bomb land right in front of Plat. 5D has the bomb land a considerable distance ahead from Plat. 6D has the bomb land all the way across the screen away from Plat. They can also be used as decent oki if you score a 3C knockdown mid-screen and cancel said move into Mystique Momo; all three bombs will be released at once and will cover a good portion of the screen.

5D, 4D, 6D, j.D (Magical Bomb Special)

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
5D 420, 1200 173, 496 85 82, 89 19 47(7)15 40 +13 Click!
4D 280, 800 115, 331 80 82, 89 19 48(7)15 40 +8 Click!
6D 280, 800 115, 331 80 82, 89 19 45(7)15 40 +8 Click!
Air 280, 800 115, 331 80 82, 89 19 until contact(7)15 40 -- Click!

The bombs receive a size and damage boost but other than that, they work in the exact same way as the regular bombs. However, you'll receive 6 bomb tokens as opposed to the regular 3 when you use Miracle Jean to upgrade them.

Throws

Forward/Back Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1500 0, 621 90 100, 55 7 3 19 -- Click!

Plat's throw, encases them in a magical field and hits them with a large bell. Unlike in CS2, it's now special cancelable into Mami midscreen for an extra hit. Forward throw makes them fly incredibly fast across the screen, back throw makes them bounce up before landing. You can also super cancel the forward throw into CDT, but damage wise, Mami > RC > stuff would be better. The back throw has an interesting property, it allows 22C to be used immediately, unlike the forward throw. This allows combos like 4BC into corner > 22C > 5C > 236B > stuff. Due to this property, 4BC > Miracle Jeanne > stuff can be interesting.

Air Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1500 0, 621 100 100, 55 7 3 15 -- Click!

Similar to ground throw, the bell comes from above and knocks down, wallbouncing. Depending on the height, it can combo directly into 22C (at low heights, you'll need special cancel the grab with j.236C and j.C before 22C).

Special Moves

Air Persia

236A

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- -- 40T[till L+6] -- Click!
A Followup 450[300] 186[124] 100 82 9+6[6+6] 6 till L+4 -- Click!
B Followup 450[300] 186[124] 100 82 9+6[6+6] 6 till L+4 -- Click!
C Followup 450[300] 186[124] 100 82 9+6[6+6] 6 till L+4 -- Click!

This move is mainly used as an air combo finisher. 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 8 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 Noel's Counter Assault. The former can be useful for dodging certain, slow projectiles such as Lambda's 214D or Jin's j.236D. The fact that the projectile I-frames don't kick in until frame 8 and the amount of recovery attached to this move means that the situations in which you can use this trait successfully are pretty limited.

236A's damaging follow-up, Fatal Counter. In the air, after 236A, you can push A an additional 3 times and a final A input will knock the opponent down in front of Platinum. A final B input will knock the opponent directly bellow Platinum. A final C input will knock the opponent down behind Platinum.

Mami Circular

236B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1690 699 80 92 18 15 28 -24 Click!

The scrub go-to tool, the "Heart Car". Platinum rides a heart shaped board at an arc which puts her in the air starting on frame 5. This special attack is useful for dodging and punishing certain attacks and projectiles such as Lambda's 5D or 236D but 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.

Dream Sally

214A/B/C

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
A 600 248 100 82 28 301 48T -6 Click!
B 600 248 100 82 28 161 48T -6 Click!
C 600 248 100 82 28 501 48T -6 Click!

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 be free to combo them for a meterless 5000 damage. Chances are they won't be trying that again.

Bubbles can also be used as a way to make your opponent wary to approach; throwing out a B or C bubble from fullscreen will likely make them think twice before running at you, and will give you more time to switch items to whatever you want or to approach the opponent yourself. However, the bubble can be popped by almost any attack so exercise caution when using it as cover.

Swallow Moon

j.236C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- -- 90T Click!

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. In CSE, this move has a bit more recovery. 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

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400 165 100 94 14 8 18 -5 Click!

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

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Melee Item 550 227 100 94 19 -- 40T +14 Click!
Magical Missile (400, 600)*N (165, 248)*N 80 89 19 -- 42T +8 Click!
Magical Missile Special (600, 1000)*N (248, 414)*N 100 92, 89 19 -- refer to notes refer to notes Click!
Magical Bomb (280, 800)*N (115, 331)*N 100 82, 89 19 46(7)15 40T +14 Click!
Magical Bomb Special (420, 1200)*N (173, 496)*N 100 82, 89 19 46(7)15 40T +19 Click!

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 and leads to ridiculous damage on Counter Hit near the corner.


With the missiles equipped, Platinum launches all three missiles at once in an ascending pattern. Great for getting in and even better when used as oki mid-screen and in the corner. If you use it as oki mid-screen after 3C, you can use 236A to cross-the opponent up while they're blocking the first missile and they must block the remaining missiles in the opposite direction lest they want to get hurt. In that same light, if you have the Hammer listed as "NEXT" and you have 50 Heat, you'll want to use Miracle Jean the moment you recover form Mystique Momo and use the Quake for an unblockable setup.


With the super missiles equipped, Platinum rapidly launches her missiles one-by-one. Mainly used to punish stuff from across the screen.


With the bombs or super bombs equipped, Platinum launches all three bombs at once. The primary use for tossing all three bombs at once is for oki mid-screen. You'll want to cancel 3C into this and it will punish late rolls and grant you a huge amount of frame advantage.


Dramatic Sammy

41236D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1500 0, 621 100 100, 89 24~45 3 25 -- Click!

Arguably one of the worst command throws in the game due to its long start-up. This move cannot be canceled even with a Rapid Cancel. It does have its uses when properly setup and 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.

Distortion Drives

Cure Dot Typhoon

632146C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800×2, 260×11 0 70 92 4+7 4(12)4(9)101 44 -- Click!

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

236236D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 7+1T -- Click!

"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 Ragna's Blood Kain or Bang's Furinkazan 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.

Astral Heat

Shining Layered Force

236236C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death 0 -- -- 6+31 3 10 +8 Click!

Strategy

Neutral

Platinum is a rather versatile character, with situational tools that can help her in various situations. Items like the Kitty, Missiles, and Bombs can help you in neutral while the Hammer and the Pan can help with your offense and opening the opponent up. The Kitty, Super Kitty, and Missiles are pretty good zoning tools. The random factor plays a role in which items you'll receive so you'll be praying to whatever deity that you receive an item that can help your neutral game at the start of the match.

During neutral, you'll want to poke with 5A, 2B, 5B, 5D (Kitty), 5D (Super Frying Pan), and j.C. 5A is really quick and hits crouching opponents, 2B has great reach and low profiles under a lot of moves, 5B has an amazing reach and can work as a situational anti air, and j.C has decent vertical and horizontal reach. The Kitty is situational and limited but it covers a pretty good amount of the screen and serves as an instant overhead. The Super Frying Pan is not only situational and limited but it costs 50 Heat to use. However, if you do manage to get your hands on this item, it will help your neutral game tremendously due to its range, hit-box, frame advantage, easy hit-confirms, and ridiculous damage.

If you get lucky and get the Missiles or the Bombs at the start of the match, you can use them for cover and getting in. Alternatively, you can use a Bubble to try and get in but you'll need an opening to use this move as it has quite a bit of start-up and recovery. Not only that but the Bubble can be popped by pretty much everything.

If you feel like zoning and have some meter to spare, you can try using the Super Missiles or the Super Kitty. These two will make the opponent wary of just when to push a button and they will have to act a lot more reserved. You can use that chance to get in and if they do push a button and get hit, then you'll get in anyways.

Offense

Platinum is a character who excels when near her foe and is very momentum based.

Once you manage to get in, you'll mostly be using 5A, 2A, 2B, tick throw, 6B, and Pan Rising j.D for basic pressure and mix-up. 5A staggers, 5B, 5C, Hammer 5D, and 6C for frame traps. TK Swallow, command throw, and IAD Hammer j.D once you condition the opponent into not wanting to mash/jump out.

Using pressure strings like 5A > 2A x N will prevent the opponent from trying to jump out as 2A (low) will tag them the moment they let go off down + back. 5A stagger pressure will help you fish for counter hits from mashy opponents. 6B and Rising j.D are your fast overheads here. Once you condition your opponent, you can use the slower stuff such as TK Swallow j.B or your command throw.

Once you manage to knock your opponent down, you'll have to use whatever oki is available to you in your current situation. If you score a combo from mid-screen and end it with 236B, you can either use a Bubble to provide cover, throw a 6D Bomb at the opponent, or use Mystique Momo Missiles or j.D Missile. If you score a combo from mid-screen and end it with 3C, you can cancel it into a Bubble for cover, use Mystique Momo Bombs, or use Mystique Momo Missiles. With Mystique Momo Bombs/Missiles, if you have the Hammer listed as "NEXT", you can use Miracle Jean the moment you recover from Mystique Momo and use the Quake immediately afterwards for an unblockable setup.

In the corner, you'll want to end your combos with 236B and use the Bubble as oki. You could also end your combo with 236B and do IAD backwards + j.4D Bomb and it will act as a sort of trap; if the opponent pushes a button, they'll get tagged by the Bomb and you can hit-confirm it for a combo.

Defense

Your defensive tools are 5D (Bat), 6A, 2C, 2B, and Cure Dot Typhoon.

Platinum has no real reversals outside of 1F invincible Bat and Cure Dot Typhoon, which means when you're on defense with her you have to be patient and watch for gaps in your opponent's pressure. Learning to Instant Block and Barrier is key for Platinum, and using Counter Assault if you don't feel confident in your execution using Instant Block > Cure Dot Typhoon.

5D Bat can be easily baited with a jump but you can use that to your advantage and have the opponent weaken their pressure with with jump cancels and bait attempts. You'll use that opportunity to escape from their pressure. 6A and 2C are your main anti-airs and 2B is your situational anti-air since it low profiles under quite a few air moves.

Combos

Plat's combos, like her neutral/pressure game, is mostly dependant on the item she currently has available. Midscreen, she needs an item like Pan to capitalize, otherwise she's doing low damage with moderate meter gain. In the corner, she can turn a hit from a decent p1 normal into 3.5-4k+ easily, with or without items. We currently have a very comprehensive combo guide done by Moy_X7 in the Platinum subforum.

Notations
- = normal gatling or perform the move after preceding move's recovery
> = cancel into followups of the special move
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
CU = cross-under (mainly for after 22C midscreen)
(N) = only use the Nth attack of the move (for example, if j.2C(1) is written, you only use the first hit of j.2C)
(text) = whatever's listed in the parentheses is optional
Blue text = opponent must be crouching for combo to work
Red text = requires 50 heat in order to use the combo
Purple text = requires both crouching opponent and 50 heat
Green text = combo is character specific; check the notes to see who it works on
Turquoise text = requires crouching and is character specific
Yellow text = Fatal Counter combo
Orange text = requires Fatal Counter and 50 heat

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