BBTag/Platinum the Trinity

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Platinum the Trinity
BBTag Platinum Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Mid-range, Neutral-focused
Team role
Point

Overview

"Luna: Hey, isn't this kind of like 3 vs. 2?
Sena: Y-You think...?"
Lore:Platinum the Trinity is a small girl, and a vessel within which used to reside three, now two, souls: the short-tempered and hot-headed young girl, Luna, the laid back and carefree young boy, Sena, and, formerly, one of the Six Heroes, Trinity Glassfille. Since her and his personalities appear and disappear, it’s difficult to determine which action belongs to which; although, the tone of their voice is certainly a strong clue. The one point they have in common, though, is admiration and adoration for their master Jubei. The two also hate conflict of any sort and used to live quietly in the ruins of Ibukido. However, due to a request from Jubei, to whom they owe their lives, they set out on a quest with their Nox Nyctores "Muchorin" in hand to locate and defeat Yuuki Terumi.

Drive: Magical Symphony

In the original BlazBlue series, Platinum had the ability to equip magical items that she would use in gameplay. She could only equip one item at a time and which item she would be able to equip next was random but could be seen on the HUD. In BlazBlue Cross Tag Battle, these magical items return as various normals, mechanics and specials that Platinum uses in her moveset.

Playstyle

 Platinum the Trinity Platinum is a very versatile point character that can approach and bait out opponents using a combination of strong rushdown moves and zoning tools. Her normals have solid range, good startup, and a large number of her moves consist of a wide variety of lows and overheads. For instance, all her 2'X' moves must be blocked low, and her 'A' and 'B' versions of Mami Circular are a low and an overhead, respectively. With the removal of her items being random like in the mainline Blazblue series, she can now swiftly utilize both bombs and missiles at will for both deadly block-strings and zoning. Platinum's Miracle Jeanne distortion is an Install, further increasing the potency of her moveset by enlarging some of her normals' hitboxes and her projectiles as well as adding a special knockdown quality to her 5C. This power-up also applies to her bomb, missile, and boomerang assists if you swap her for your second character while the Install is activated. However, Platinum holds a key flaw in her assists. Her 6P and 4P each contain a set of three items, but are randomized, meaning it is impossible to tell which item you will get when using these two assists.

Pros
Cons
  • Strength
  • Weakness




Normal Moves

4A
4A
BBTag Platinum 4A.png
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  • Platinum will randomly choose to do Rock, Paper, or Scissors.
  • Playing against another Platinum player, Rock beats Scissors, Scissors beats Paper, and Paper beats Rock. This will never be relevant.
  • If both Platinums throw the same move, they'll trade. Otherwise one jab will beat the other.

If you ever feel like playing Rock-Paper-Scissors, but with no control over what move you throw out.

O u O

5A
5A
BBTag Platinum 5A.png
BBTag Platinum 5AA.png
BBTag Platinum 5AAA.png
BBTag Platinum 5AAAA.png
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5A
  • Jump cancelable.

Really huge normal, good for pressuring at midscreen.

5AA
  • Knocks down, powered up in Miracle Jeanne

Knocks down on hit which can help stabilize juggles, and is cancelable into lows like 2B or 2C. In Miracle Jeanne this move is powered up. It does more damage and bounces opponents on hit instead of knocking them down.

5AAA
  • Immediately after the hit when the pogo touches ground you can cancel into grounded specials. If you wait a bit for the pogo to bounce you can cancel into air specials.

This move doesn't cancel into any normals except for 5AAA, but it can be canceled into Miracle Jeanne for combo extension. When following up a Miracle Jeanne 5AA this move will leave the opponent higher up than normal, letting you recover and continue with a link into another normal like 5A, 4A, 5B, etc.

5AAAA
  • Wall bounces

Detailed description of the usefulness of the move go here

5B
5B
BBTag Platinum 5B.png
BBTag Platinum 5BB.png
BBTag Platinum 5BBB.png
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5B
  • Can function as a short-ranged anti-air
  • Jump-cancellable on block and hit
  • 6-15f head invulnerable
5BB
  • Has a good hitbox allowing for easy followups to 5B.

Detailed description of the usefulness of the move go here

5BBB
  • Lots of hitstun
  • Powered up in Miracle Jeanne
  • Shorter range than 5BB, so may not connect at certain distances.

This move will keep opponents in hitstun until they hit the ground unless the combo is extremely porated. This lets the move enable TK swallow moon loops or rejump loops. In Miracle Jeanne the frying pan is upgraded to a fan, doing more damage and with a bigger hitbox, making connecting it off of an air hit or juggle much easier.

5C
5C
BBTag Platinum 5C.png
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Attack
  • Important points go here

Detailed description of the usefulness of the move go here

Quake
Miracle Jeanne
  • Hitting the ground with this move will cause your opponent to fall over and enter a knockdown state, which has a decent amount of recovery before being able to get up.
  • This trait will take effect only when your opponent is standing on the ground, not while in the air.
  • You cannot block the knockdown effect of this move, you must dodge it by jumping.

Detailed description of the usefulness of the move go here

2A
2A
BBTag Platinum 2A.png
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  • Important points go here

Detailed description of the usefulness of the move go here

2B
2B
BBTag Platinum 2B.png
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Good for confirming meterlessly off of a 5AA when far away.

2C
2C
BBTag Platinum 2C.png
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  • Important points go here

Detailed description of the usefulness of the move go here

j.A
j.A
BBTag Platinum jA.png
BBTag Platinum jAA.png
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j.A
  • Important points go here

Big hitbox

j.AA
  • Important points go here

Not big hitbox

j.B
j.B
BBTag Platinum jB.png
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  • Can cross-up

Hit four times.

j.C
j.C
BBTag Platinum jC.png
BOOOOOOOONGGGGGGG...
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  • Important points go here

Can be TK'd for an Instant overhead against most characters. Has surprising vertical and horizontal range. Can Catch Backdashes.


Universal Moves

Ground Throw
Ground Throw
5B+C
BBTag Platinum GroundThrow.png
,,OO,,
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  • Important points go here

Detailed description of the usefulness of the move go here

Magical Bat
Magical Bat
5A+D (air OK)
BBTag Platinum MagicalBat.png
><
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Ground
  • Hits both in front of her and behind her.

Detailed description of the usefulness of the move go here

Air
  • Hits both in front of her and behind her.

Detailed description of the usefulness of the move go here


Skills

Mami Circular
Mami Circular
236A/B
BBTag Platinum MamiCircularA.png
BBTag Platinum MamiCircularB.png
Surfin' USA!
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A
  • Hits low
  • Goes a bit less than half screen.

Useful for Cross Combo loops.

B
  • Hits high
  • Does not go as far as 236A horizontally.

Useful for Cross Combo loops.

Air Persia
Air Persia
j.236A > A/B/C
BBTag Platinum AirPersia.png
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Movement
  • Important points go here

Detailed description of the usefulness of the move go here

Attack
  • Important points go here

Detailed description of the usefulness of the move go here

Swallow Moon
Swallow Moon
j.236B
BBTag Platinum SwallowMoon.png
,,O x O,,
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  • Important points go here

Detailed description of the usefulness of the move go here

Magical Missile
Magical Missile
214A/B
BBTag Platinum MagicalMissile.png
,,>o,,
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A
B
  • The B version of Magical Missile has a small delay before it fires forward, giving Platinum enough time to recover and approach behind it.

Detailed description of the usefulness of the move go here

Magical Bomb
Magical Bomb
j.214A/B
BBTag Platinum MagicalBomb.png
11
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A
B
  • Important points go here

Detailed description of the usefulness of the move go here


Extra Skills

EX Mami Circular
EX Mami Circular
236C
BBTag Platinum MamiCircularB.png
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  • Wall Bounces, sticks if close to corner

Combo extender and punish from far away. It has invincibility to projectiles between 1/4 and 3/4 of the total travel distance.

EX Swallow Moon
EX Swallow Moon
j.236C
BBTag Platinum SwallowMoon.png
,, O x O ,,
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  • The EX version of this move causes Platinum to become completely invulnerable throughout the entirety of her flight.
  • Unfortunately, Platinum can not block out of EX Swallowmoon, so a smart opponent will be able to meaty appropriately.
  • You can control the direction that Platinum moves while in the air slightly.
  • Lasts slightly longer than the ordinary version.

This is a good EX move for baiting out certain reversal actions, or low active frame supers.

EX Magical Missile
EX Magical Missile
214C
BBTag Platinum MagicalMissile.png
>O
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  • Throws out 3 magical missiles at once. Miracle Jeanne version shoots out 3 in a row

Detailed description of the usefulness of the move go here

EX Magical Bomb
EX Magical Bomb
j.214C
BBTag Platinum ItemUseBombs.png
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  • Throws out 3 bombs all at once.

Detailed description of the usefulness of the move go here


Partner Skills

5P
5P
Air Persia
BBTag Platinum AirPersia.png
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  • forward moving
  • not random

hits kind of low, keeps opponents low to the ground. This is Platinum's only assist that is not random, making it the most consistent for combo purposes. It's otherwise fairly normal.

6P
6P
Item Use 1
BBTag Platinum ItemUseMissile.png
She does a random ranged attack
BBTag Platinum ItemUseHalo.png
BBTag Platinum ItemUseBombs.png
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Missile
  • Fires one missile forward.

Standard Projectile.

Boomerang
  • It comes back, allowing for one hit going forward and one hit coming back.
  • Launches the opponent up if hit.
  • If Platinum is hit, then the boomerang loses its hitbox.

Since it's a delayed two hit projectile, it can be used to cover unsafe moves during pressure.

Bombs
  • Throws out 3 bombs at once.

Can catch people in the air.

4P
4P
Item Use 2
BBTag Platinum 4P.png
This part can hit the opponent too
BBTag Platinum ItemUseCatHammer.png
BBTag Platinum ItemUsePan.png
BBTag Platinum ItemUseHammer.png
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First Hit
Cat Hammer
  • Extremely fast.
  • Bounces opponent up on hit.
Pan
  • Platinum will run up to the opponent's point character before swinging.
  • Staggers the opponent on hit, allowing for ground combo followups.
Piko Hammer
  • Platinum jumps up in front of you and does the air version of Piko Hammer from the original BlazBlue.
  • If the second hit connects, allows for OTG pickup.
  • Rarely, the second hit on the way down will not always connect.
  • Scales the best in combos.

In Miracle Jeanne, has the quake effect upon hitting the ground.


Distortion Skills

Cure Dot Typhoon
Cure Dot Typhoon
236B+C (air OK)
BBTag Platinum CureDotTyphoon.png
< >< >
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Ground
Air
  • Platinum will track the opponent horizontally.
  • Can be used in the air to end combos
  • Occasionally will drop if used as an air combo ender.
  • Hits in front and behind of Platinum.
  • Sends the opponent flying fullscreen.

A fairly standard short ranged damage super. Can be used to deny sandwich cross assault pressure, but it's risky to use this way.

Miracle Jeanne
Miracle Jeanne
214B+C
BBTag Platinum MiracleJeanne.png
OO
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  • Spend 2 bars to grant a 20-second power-up to most of Platinum's normals and her projectiles.

Can be canceled into after a 5AAA to continue the combo. Platinum's 4P and 6P assists will also get powered up.


Distortion Skill Duo

Cure Dot Typhoon
P during Main Character's Distortion Skill
BBTag Platinum CureDotTyphoon.png
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  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Shining Layered Force
222B+C
BBTag Platinum ShiningLayeredForce.png
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  • Important points go here

Detailed description of the usefulness of the move go here


Roadmap

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Navigation

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