BBCSE/Platinum the Trinity/Frame Data

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System Data[edit]

Health: 10500

Combo Rate: 70%

Guard Primers: 5

Movement Options: Double Jump, 1 Airdash, Dash type: Run

Jump Startup: 4

Backdash Time: 22

Backdash Startup Invincibility: 7

Normals[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 300 124 80 84 all 1 HB 6 2 11 -1 10 14 Click!
5B SR 560 231 85 89 HL 3 HB 11 6 16 -5 27 17 Click!
  • Hitbox is at the tip of the staff on last 2 active frames (15-16F)
5C SJR 660 273 90 92 HL 4 HB 10 6 19 -6 28 19 Click!
2A SR 300 124 70 82 LA 0 F 8 3 8 -1 12 12 Click!
2B SR 500 207 80 86 L 2 F 10 3 18 -7 21 14 Click!
2C SR 800 331 100 92* HL 4 HB 15 8 24 -13 40 50 Click!
  • 9~37F Head attribute invincible
  • floats opponent on hit
  • 70% repeat proration
6A SJR 540 223 80 80 HL 3 HB 12 4 22 -9 33 26 Click!
  • 7~15F Head attribute invincible
  • floats opponent on hit
6B R 620 256 70 92 HA 4 HB 20 13 20 +1 48 19 Click!
  • 20~32F in the air
  • 34F hitstun
  • 33F blockstun
6C SJR 760 314 100 94* all 5 HB 22 5 28 + 4F after landing -17 56 40 Click!
  • 3~54F Foot attribute invincible
  • 22F~ in the air
  • floats opponent on hit
  • fatal possible
  • can cancel into j.B, j.C, j.2C from 26F~
  • can jump or special cancel 30F~ on hit or block
3C SR 600 248 70 92 L 4 F 12 3 24 -8 33 30 Click!
  • Downs opponenton hit
j.A CSJR 220 (300) 91 (124) 90 84 HA 1 H 7 2 9 - 11 14 Click!
j.B SJR 480 198 90 86 HA 2 H 8 6 9 - 16 17 Click!
j.C SJR 660 273 90 89 HA 3 H 12 7 11 - 22 23 Click!
  • higher hitbox on last 3 active frames (17-19F)
j.2C SJR 300x3 124x3 90 82(once) HA 0 H 12 15 18 - 38 12 Click!
Forward Throw -, SR 0, 1500 0, 621 90, 100 100, 55 100 0, 4 ground throw 7 3 19 - during move 12, 100 Click!
  • 2nd attack blows opponent back
  • wall bounces in corner; adds 40F of untechable time
  • 100% minimum damage
Back Throw -, SR 0, 1500 0, 621 90, 100 100, 55 100 0, 4 ground throw 7 3 18 - during move 12, 100 Click!
  • 2nd attack blows opponent back
  • wall bounces in corner; adds 40F of untechable time
  • 100% minimum damage
Air Throw -, R 0, 1500 0, 621 100 100, 55 100 0, 4 air throw 7 3 18 - during move 12, 100 Click!
  • 2nd attack ground bounces opponent
  • 100% minimum damage
Counter Assault R 0 0 50 92 all 4 HB 12 4 29 -14 27 19 Click!
  • 1~20F fully invincible
  • blows back opponent on hit
  • 180F Heat gain cooldown

Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5D (Get Item) - - - - - - - - - - total 29F - 24 - Click!
  • Gets item on 9F
j.D (Get Item) - - - - - - - - - - total 28F - 23 - Click!
  • Gets item on 9F
Magical Bat R 600 248 50 92* HL 3 HB 11 4 26 -11 30 17 Click!
  • 1~11F fully invincible
  • blows back opponent on hit
  • 18F blockstun
  • 10% repeat proration
  • uses up 1 item token on 11F
Magical Bat (air) R 600 248 50 89 HA 3 H 11 8 22 - 34 17 Click!
  • 1~11F fully invul
  • blows back on hit
  • wallbounces in corner; adds 50F untechable
  • 10% repeat proration
  • uses up 1 item token on 11F
Magical Bat Special R 800 331 75 94 HL 5 HB 11 5 24 -7 30 48 Click!
  • 1~11F fully invincible
  • blows back opponent on hit
  • 21F blockstun
  • uses up 1 item token on 11F
  • 10% repeat proration
Magical Bat Special (air) R 800 331 75 94 HA 5 H 11 10 21 - 35 30 Click!
  • 1~11F fully invincible
  • blows back opponent on hit
  • wallbounces in corner; adds 50F untech on wallbounce
  • uses up 1 item token on 11F
  • 10% repeat proration
Magic Missile R 400, 600 165, 248 80 89 all 3 HBP 19 - total 40F +2 during move 17, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile: 1st attack Lv 2, 2nd attack Lv 1
  • 1st attack has 6F hitstop, 2nd attack 0F hitstop
  • 4% chip damage
  • uses up 1 item token on 19F
  • 2nd attack starts up either when 1st attack touches opponent or clashes with other projectile; 2nd attack active for 9F
Magic Missile (air) R 400, 600 165, 248 80 89 all 3 HBP 19 - total 40F - during move 17, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile: 1st attack Lv 2, 2nd attack Lv 1
  • 1st attack has 6F hitstop, 2nd attack 0F hitstop
  • 4% chip damage
  • uses up 1 item token on 19F
  • 2nd attack starts up either when 1st attack touches opponent or clashes with other projectile; 2nd attack active for 9F
Magic Missile Special R 600, 1000 248, 414 100 92, 89 all 4, 3 HBP 19 - total 40F +2 during move 19, 55 Click!
  • 2nd attack floats opponent on hit
  • projectile: 1st attack Lv 2, 2nd attack Lv 1
  • 1st attack has 6F hitstop, 2nd attack 0F hitstop
  • 4% chip damage
  • uses up 1 item token on 19F
  • 2nd attack starts up either when 1st attack touches opponent or clashes with other projectile; 2nd attack active for 9F
Magic Missile Special (air) R 600, 1000 248, 414 100 92, 89 all 4, 3 HBP 19 - total 40F - during move 19, 55 Click!
  • 2nd attack floats opponent on hit
  • projectile: 1st attack Lv 2, 2nd attack Lv 1
  • 1st attack has 6F hitstop, 2nd attack 0F hitstop
  • 4% chip damage
  • uses up 1 item token on 19F
  • 2nd attack starts up either when 1st attack touches opponent or clashes with other projectile; 2nd attack active for 9F
Magical Bomb (5D) R 280, 800 115, 331 80 82, 89 all 0, 3 HBP 19 47(7)15 total 40F +8 during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 5F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Bomb (4D) R 280, 800 115, 331 80 82, 89 all 0, 3 HBP 19 48(7)15 total 40F +8 during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 5F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Bomb (6D) R 280, 800 115, 331 80 82, 89 all 0, 3 HBP 19 48(7)15 total 40F +8 during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 5F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Bomb (air) R 280, 800 115, 331 80 82, 89 all 0, 3 HBP 19 till contact(7)15 total 48F - during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 5F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Bomb Special (5D) R 420, 1200 173, 496 85 82, 89 all 0, 3 HBP 19 47(7)15 total 40F +13 during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 10F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Bomb Special (4D) R 420, 1200 173, 496 85 82, 89 all 0, 3 HBP 19 48(7)15 total 40F +13 during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 10F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Bomb Special (6D) R 420, 1200 173, 496 85 82, 89 all 0, 3 HBP 19 45(7)15 total 40F +13 during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 10F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Bomb Special (air) R 420, 1200 173, 496 85 82, 89 all 0, 3 HBP 19 until contact (7)15 total 40F +13 during move 12, 40 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • 1st attack has 10F hitstop, 2nd attack 0F hitstop
  • attack hitbox guaranteed to startup after projectile startup
  • 4% chip damage
  • uses up 1 item token on 19F
Magical Cat Hammer R 800 331 60 92 all 4 HB 11 8 20 -9 34 19 Click!
  • Grounds opponent on hit
  • Ground bounces opponent on CH
  • uses up 1 item token on 4F
Magical Cat Hammer (air) R 800 331 60 92 HA 4 H 14 5 20 - 32 19 Click!
  • Grounds opponent on hit
  • Ground bounces opponent on CH
  • uses up 1 item token on 10F
Magical Cat Hammer Special R 1200 496 70 94 all 5 HB 11 8 21 -8 33 21 Click!
  • Grounds opponent on hit
  • Ground bounces opponent on CH
  • uses up 1 item token on 4F
Magical Cat Hammer Special (air) R 1200 496 70 94 HL 5 H 14 5 20 - 32 21 Click!
  • Grounds opponent on hit
  • Ground bounces opponent on CH
  • uses up 1 item token on 10F
Magical Frying Pan R 500 207 86 94* HL 2 HB 10 6 18 -10 27 60 Click!
  • Spins opponent for 56F (then downs them) on hit
  • 10% repeat proration (aerial and special versions don't count)
  • uses up 1 item token on 10F
Magical Frying Pan (air) R 500 207 70 94* HA 2 H 12 4 16 -6* 25 40 Click!
  • Ground bounces opponent on hit
  • 10% repeat proration (ground and special versions don't count)
  • uses up 1 item token on 10F
  • frame advantage is off of lowest jump possible (17F startup)
  • no landing recovery
Magical Frying Pan Special R 800 331 86 94* HL 5 HB 10 6 18 +2 27 55 Click!
  • Spins opponent for 71F (then downs them) on hit
  • 10% repeat proration (aerial and special versions don't count)
  • uses up 1 item token on 10F
Magical Frying Pan Special (air) R 800 331 86 94* HA 5 H 12 4 16 +1* 25 55 Click!
  • Ground bounces opponent on hit
  • 10% repeat proration (ground and special versions don't count)
  • uses up 1 item token on 10F
  • frame advantage is off of lowest jump possible (17F startup)
  • no landing recovery
Magical Piko Hammer R 1100 455 90 92 HL 4 HB 18 5 19 +1 36 19 Click!
  • Grounds opponent on hit
  • cannot emergency tech
  • ground bounces opponent on CH
  • breaks 2 guard primers
  • uses up 1 item token on 7F
Magical Piko Hammer (air Lv 1) R 600x2 248x2 80 94 all 5 H 12 till landing, 7F after landing 17F after landing +3* 15F after landing 30 Click!
  • Grounds opponent either when 1st attack hits in air or 2nd attack hits
  • cannot emergency tech
  • 2nd attack has 25F blockstun
  • 2nd attack breaks 2 guard primers
  • uses up 1 item token on 6F
  • attack level depends on how high Platinum is when attack is performed
Magical Piko Hammer (air Lv 2) R 700x2 248, 289 80 94 all 5 H 12 till landing, 7F after landing 17F after landing +6* 15F after landing 30 Click!
  • Grounds opponent on hit
  • cannot emergency tech
  • 15F hitstop for Platinum, 18F hitstop on opponent
  • 2nd attack has 25F blockstun
  • 2nd attack breaks 2 guard primers
  • uses up 1 item token on 6F
  • attack level depends on how high Platinum is when attack is performed
Magical Piko Hammer (air Lv 3) R 800x2 248, 331 80 94 all 5 H 12 till landing, 7F after 17F after landing +8* 15F after landing 30 Click!
  • Grounds opponent on hit
  • cannot emergency tech
  • 15F hitstop for Platinum, 18F hitstop on opponent
  • 2nd attack has 25F blockstun
  • 2nd attack breaks 2 guard primers
  • uses up 1 item token on 6F
  • attack level depends on how high Platinum is when attack is performed
Magical Piko Hammer Special R 1600 662 100 94 HL 5 HB 17 5 21 +2 33 21 Click!
  • Grounds opponent on hit
  • cannot emergency tech on CH
  • Breaks 3 guard primers
  • uses up 1 item token on 7F
Magical Piko Hammer Special (air) R 900, 950 372, 393 80 94 all 5 H 13 till landing, 1F after 26 +4* 18F after landing 30x2 Click!
  • 1st attack grounds opponent on air hit, 2nd attack grounds opponent on hit
  • cannot emergency tech
  • 2nd attack has 25F blockstun
  • 1st attack breaks 1 guard primer, 2nd attack breaks 2 guard primers
  • uses up 1 item token on 7F
Magical Piko Hammer Special (quake) R 0 0 70 94 unblockable 5 HBP 21 1 - - - 21
  • only starts up when hammer whiffs
  • Downs opponent on hit
  • cannot emergency tech
  • projectile Lv 1
  • 0F hitstop
  • aerial version has 2F startup after landing

Specials[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Dream Sally
214A/B/C
R 600 248 100 82* all 0 HBP 28 refer to notes* total 48F -6 during move 12 Click!
  • opponent cannot burst on hit
  • projectile
  • 10% repeat proration (same with A - C versions)
  • 5F hitstop on guard
  • 65F hitstun
  • active frames relating to version: A: 301; B: 161; C: 501
Swallow Moon
j.236C
refer to note* - - - - - - - - - total 90F - during move - Click!
  • Can move Platinum in whatever direction you move left or right
  • can cancel move by pressing a button 14F~
Mami Circular
236B
R 1690 699 80 92* all 4 HB 18 15 28 -24 53 60 Click!
  • 5~50F in the air
  • slides opponent on hit
  • breaks 1 guard primer
  • 20% repeat proration
Air Persia (animation)
236A
- - - - - - - - - - total 40F[6F after landing] - 36[2F after landing] - Click!
  • 3~34F in the air
  • 8~40F projectile invulnerable
  • 10F~[7F~] can cancel into Air Persia (attack)
  • values in [ ] are for aerial version
Air Persia (attack)
j.236A/B/C
R 450[300] 186[124] 100 82 all 0 H 9+6 [6+6] 6 4F after landing - during move 22 Click!
  • 23F [22F] hitstun
  • fatal counter possible
  • can cancel into followup on hit or guard (total 3 attacks)
  • 3rd attack has 0 landing recovery
  • A version has no landing recovery for all attacks on CH
  • values in [ ] are for aerial version
Dramatic Sally
41236D
- 0, 1500 0, 621 100 100, 89 100 0, 3 ground throw 24~45 3 25 - 21F of recovery 12, 100 Click!
  • 2nd attack blows opponent back on hit
  • 100% minimum damage
  • startup changes depending on distance between Platinum and opponent
  • refills item tokens to respective max amount upon success (if there is no item equipped, gets next item)
Mystique Momo
214D
R 550 227 100 94 all 5 HBP 19 - total 40F +14 during move 30 Click!
  • 2nd attack blows opponent back on hit
  • projectile Lv 1
  • consumes all remaining tokens on 19F
  • using Momo with Magical Hammer Special equipped deals 1050 damage and adds 434 Heat gauge
Mystique Momo (Magical Missile)
214D
R (400, 600)xN (165, 248)xN 80 89 all 3 HBP 19 - total 42F +8* during move 17, 40 Click!
  • fires up to 3 missiles, uses up 1 item token when each missile starts up
  • startups: 2nd missile = 23F; 3rd missile = 27F
  • for each misile 1st hit is Lv2 projectile, 2nd hit is Lv 1 projectile
  • for each missile 1st attack has 6F hitstop, 2nd attack 0F hitstop
  • for each missile 2nd hit has 9 active frames
  • for each missile 2nd hit launches opponent on hit
  • 4% chip damage
  • frame advantage listed is off of 3 missiles
  • 2nd attack starts up either when it touches opponent or gets canceled out; 2nd attack has 9 active frames
Mystique Momo (Magical Missile Special)
214D
R (600, 1000)xN (248, 414)xN 100 92, 89 all 4, 3 HBP 19 - refer to notes* refer to notes* during move 19, 55 Click!
  • fires up to 3 missiles, uses up 1 item token when each missile starts up
  • startups: 2nd missile = 23F; 3rd missile = 27F
  • for each misile 1st hit is Lv2 projectile, 2nd hit is Lv 1 projectile
  • for each missile 1st attack has 6F hitstop, 2nd attack 0F hitstop
  • for each missile 2nd hit has 9 active frames
  • for each missile 2nd hit launches opponent on hit
  • 4% chip damage
  • frame advantage listed is off of 3 missiles
  • 2nd attack starts up either when it touches opponent or gets canceled out; 2nd attack has 9 active frames
  • Total active frames (frame adv): 1st missile = 36F (+6); 2nd missile = 72F (+6); 3rd missile = 114F (0)
Mystique Momo (Magical Bomb)
214D
R (280, 800)xN (115, 331)xN 100 82, 89 all 0, 3 HBP 19 46(7)15 total 40F +14* during move 12, 40 Click!
  • can throw out up to 3 bombs, uses up 1 item token when each bomb starts up
  • startups: 2nd bomb = 22F; 3rd bomb = 25F
  • Projectile Lv 1
  • 1st attack has 5F hitstop, 2nd attack 0F hitstop
  • 2nd attack floats opponent on hit
  • attack guaranteed to be active after projectile startup
  • 4% chip damage
  • frame advantage off of 3 bombs
Mystique Momo (Magical Bomb Special)
214D
R 420, 1200 173, 496 100 82, 89 all 0, 3 HBP 19 46(7)15 total 40F +19* during move 12, 40 Click!
  • can throw out up to 3 bombs, uses up 1 item token when each bomb starts up
  • startups: 2nd bomb = 22F; 3rd bomb = 25F
  • Projectile Lv 1
  • 1st attack has 10F hitstop, 2nd attack 0F hitstop
  • 2nd attack floats opponent on hit
  • attack guaranteed to be active after projectile startup
  • 4% chip damage
  • frame advantage off of 3 bombs
Falling Melody
22C
R 400 165 100 94 all 5 HB 14 8 18 -5 34 30 Click!
  • Ground bounces opponent on hit
  • 100% minimum damage
  • aerial version has 2F landing recovery

Distortion Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Miracle Jeanne
236236D
- - - - - - - - - - total 7+1F - during move - Click!
  • Invincible during superflash
  • 180F Heat Gauge Cooldown
  • powers up item that is in NEXT slot to its Special form
Cure Dot Typhoon
632146C
R 800x2, 260x11 0 70 92 all 4 HB 4+7 4(12)4(9)101 44 - during move 100 Click!
  • 1~7F after superflash fully invincible
  • attacks 1~12 pull opponent in and float opponent on hit
  • 13th attack blows opponent back, cannot emergency tech
  • counter carries
  • 20% minimum damage
  • 180F Heat gain cooldown
  • on hit, restores item token to max amount (if there is no item equipped, gets next item)


Astral[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Shining Layered Force
236236C
- death 0 - - all 5 HBP 6+31 3 10 +8 during move - Click!
  • 1~33F after superflash fully invincible
  • projectile Lv 3
  • 180F Heat Gauge Cooldown


Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A 5A 3 times, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
5B 6A 2B, 6B 5C, 2C, 6C, 3C 5D Special
5C 6A 6B 2C, 6C, 3C 5D Jump, Special
5D - - - - -
2A 5A, 2A 3 times, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Special
2B 6A 5B, 6B 5C, 2C, 6C, 3C 5D Special
2C - - - 5D Special
6A - 6B 5C, 2C, 6C 5D Jump, Special
6B - - - - -
6C* - - - - Special, Jump
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Jump, Special
j.B j.A - j.C, j.2C j.D Jump, Special
j.C - - j.2C j.D Jump, Special
j.2C - - - - Jump, Special
j.D - - - - -
  • 6C puts Platinum airborne and can cancel into j.B, j.C, j.2C


Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only
BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc