BBTag/Platinum the Trinity

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Overview

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Normal Moves

4A

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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.

> u <

5A

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5A
5AA
5AAA
5AAAA

  • 5A is jump cancelable.

Really huge normal, good for pressuring at midscreen. It's frame 11...


  • 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.
  • Platinum homes in on opponent
  • Can only be cancelled into specials and...

  • 5AAAA wall bounces
  • Nearly no use outside of cross raid.

5B

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5B
5BB
5BBB

  • 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.

  • 5BBB has 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

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Attack
Quake
Miracle Jeanne

  • During Miracle Jeanne, hitting the ground with 5C will make a fullscreen ground quake that causes hard knockdown, 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.

2A

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Used as a quick combo extender, usually after Mami Circular.

2B

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Good for confirming meterlessly off of a 5AA when far away.

2C

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  • Has more range than 5A

A quick long range low. Can be thrown out in neutral effectively and is a good combo starter.

j.A

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j.A
j.AA

j.A is a big hitbox

j.AA is not big hitbox

j.B

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  • Can cross-up

Hit four times.

j.C

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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

5B+C


taco bell

Magical Bat

5A+D (air OK)

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Ground
Air

  • Hits both in front of her and behind her.
  • Does not reach any farther than the animation suggests. This is NOT a panic button. This does NOT out range your opponents.


Skills

Mami Circular

236A/B

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A
B

  • 236A hits low
  • Goes a bit less than half screen.

Useful for Cross Combo loops.


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

Useful for Cross Combo loops.

Air Persia

j.236A > A/B/C

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Movement
Attack

  • Follow up buttons are the damage part of the move. Pressing 236A ... will not do damage or hit anything but your mental sanity.

Swallow Moon

j.236B

Magical Missile

214A/B

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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.
  • Listed frame advantage is the minimum advantage. Both versions are considerably + at max range.

Magical Bomb

j.214A/B

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A
B

Aerial projectiles that travel a further distance depending on what varient you are using. Useful as a zoning tool for when you wanna keep the opponent away.


Extra Skills

EX Mami Circular

236C

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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

j.236C

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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

214C

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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

j.214C

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  • Throws out 3 bombs all at once.

Detailed description of the usefulness of the move go here


Partner Skills

5P

Air Persia

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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

Item Use 1

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Missile
Boomerang
Bombs

  • Fires one missile forward.

Standard Projectile.


  • 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.


  • Throws out 3 bombs at once.

Can catch people in the air.

4P

Item Use 2

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First Hit
Cat Hammer
Pan
Piko Hammer

  • The first hit is extremely fast.
  • Bounces opponent up on hit.

  • When summoning the Cat Hammer or Pan, Platinum will run up to the opponent's point character before swinging.
  • Staggers the opponent on hit, allowing for ground combo followups.

  • When summoning 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

236B+C (air OK)

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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

214B+C

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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. Say this move does nothing to epically troll your friends.


Distortion Skill Duo

Cure Dot Typhoon

P during Partner's Distortion Skill


Astral Heat

Shining Layered Force

222B+C

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  • extremely thin hitbox
  • whiffs up close.
  • Try to combo 236a to astral




External References

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.