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Platinum the Trinity/Move List

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Health Double Jumps/Airdashes Dash Type
10,500 1 Run
Overdrive Duration (in frames)
100 – 90% 89 – 80% 79 – 70% 69 – 60% 59 – 50% 49 – 40% 39 – 30% 29 – 20% 19 – 10% 9 – 0%
180 210 240 270 300 390 420 450 480 600

Platinum's Overdrive is Magical Heart Catch, which grants temporary unlimited uses of the currently equipped Magical Weapon.

Platinum is a fairly easy character to pick up and play. She is a good all-around character whose claim to fame is her high-damaging, simple combos. She can also play defensively using her Drive attacks, a handful of which act as projectiles to zone opponents from mid-to-long range. Platinum can be summed up best as a character with a lot of variety.

Platinum has a very strong footsie game with her pokes. 5B is an excellent combo starter with good range and utility. Her jumping 5B is also a good jump-in tool thanks to its hitboxes. You will generally want to avoid Platinum's C moves unless comboing off of a B attack however, as they are relatively slow to come out and are easily punished. It is possible to cross the screen in an instant by using Mami Circular. This is Platinum's main special move that, while unsafe if blocked, can be used as a surprise attack.

Platinum's Drive, Magical Symphony, allows her to use a variety of magical items to attack the opponent with. Using these effectively requires luck, as there is no way of knowing what item will come up next. Always remember that there is a possibility that, in a dire situation, the needed item will not be obtained, often causing players to end up severely hindered.

Movelists

Normals

Input Damage Heat Gain
A 300 124
BBCS (Platinum 5A) A small handclap.
Short reach. Hits mid.
Input Damage Heat Gain
B 560 231
BBCS (Platinum 5B) Side swipe with staff
Long reach, seemingly her best poke. Hits mid. In Extend, it had its speed increased as well as its forward movement distance.
Input Damage Heat Gain
C 660 273
BBCS (Platinum 5C) Quick strike with staff.
Looks high but hits mid. Short range, JC on hit and block.
Input Damage Heat Gain
2A 300 124
BBCS (Platinum 2A) Small jab with the end of the staff.
Short-ranged. Hits low.
Input Damage Heat Gain
2B 500 207
BBCS (Platinum 2B) Slide with staff.
Hits low.
Input Damage Heat Gain
2C 800 331
BBCS (Platinum 2C) Thrusts staff into ground and a heart shape comes up and attacks the opponent.
Useful as an anti-air move.
Input Damage Heat Gain
6A 540 223
BBCS (Platinum 6A) Smacks diagonally upwards with staff’s handle.
Good anti-air. Jump cancellable. Launches opponent. Useful in combos.
Input Damage Heat Gain
6B 620 256
BBCS (Platinum 6B) Thrusts her hips forward and attacks (like Princess Peach in SSB).
Hits high, can link into other normals at specific ranges.
Input Damage Heat Gain
6C 760 314
BBCS (Platinum 6C) Spins with staff on the spot.
Causes Fatal Counter on Counter Hit. Jump cancellable. Has lower body invincibility, leads to high mixups.
Input Damage Heat Gain
3C 600 248
BBCS (Platinum 3C) Swings herself on her staff and kicks low.
Hits opponents on the ground.
Input Damage Heat Gain
A (in the air) 220(300) 91 (124)
BBCS (Platinum jA) Punch angled downwards.
Input Damage Heat Gain
B (in the air) 480 198
BBCS (Platinum jB) Turns backwards and attacks with small wings.
Hits high.
Input Damage Heat Gain
C (in the air) 660 273
BBCS (Platinum jC) Smacks with staff by spinning in midair while riding it.
Long range. Useful for air to air.
Input Damage Heat Gain
2C
(in the air)
300x3 124x3
BBCS (Platinum j2C) Flurry kick downwards.
3 hits, but pretty weak. Good in some combos.
Input Damage Heat Gain
6AB -- --
BBCS (Platinum 5B) 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.
Input Damage Heat Gain
AB 1000 0
BBCP (Platinum CT) Turns her staff into a popgun and shoots a big glove out. Extremely deceptive hitbox, hits much further than it looks. Very useful in corner carry combos (can be combo'd any time after close 2C), or after 5D Pan/Fan, j.D bat, or a very high hitting Mami Circular also combo in the corner.

Throws

Input Damage Heat Gain
BC 0, 1500 0, 621
BBCS (Platinum throw) Summons a massive bell to send opponent flying.
Causes wallbounce in the corner. Puts lots of space between you and the opponent mid screen.
In BlazBlue: Chronophantasma, it's special cancelable into Mami Circular midscreen for an extra hit.
Makes the opponent fly incredibly fast across the screen. You can also super cancel it into Cure Dot Typhoon, but damage wise, Mami Circular > Rapid Cancel > stuff would be better.
Input Damage Heat Gain
4BC 0, 1500 0, 621
BBCS (Platinum throw) Same as forward throw, but makes the opponent bounce up before landing. The back throw also has an interesting property, it allows 22C to be used immediately. This allows combos like 4BC into corner > 22C > 5C > 236B > stuff. Due to this property, 4BC > Miracle Jeanne > stuff can be interesting.
Input Damage Heat Gain
BC
(in the air)
0, 1500 0, 621
(BBCS Platinum AThrow) 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).

Drive

Input English Name Japanese Name Damage Heat Gain
D Magical Symphony マジカルシンフォニー Majikaru Shinfonī --
BBCS (Platinum noItem5D) Randomly summons a Magical Weapon and equips it. Pressing the D button will randomly select one among 7 types of equipment/modes for Platinum's staff. After selecting, various techniques corresponding to the staff mode can be used (with certain restrictions). The following staff mode is notified at the bottom through the symbol next to the word NEXT. Platinum does not start the match with a drive item equipped, and must press D to acquire it. Every time you push D with the equipped staff, the number of times you can use the associated technique will decrease. Pressing the D button again once the item has disappeared will make it appear again with the next type of equipment. Each of these weapon's effects will be described below.

Note: Miracle Jeanne upgrades your next weapon. Upgraded versions will be detailed as well.

Overdrive

Input English Name Japanese Name Literal Translation Damage Heat Gain
AB
CD
Magical Heart Catch マジカルハートキャッチ Majikaru Hāto Kyatchi Magical Heart Catch
Platinum the Trinity (Sprite, Overdrive) Current equipped Magical Weapon has infinite uses until Overdrive finishes.


Frying Pan (3 Uses)

Input Damage Heat Gain
D 500 207
BBCS (Platinum FryingPan5D) Swings the Frying Pan
Short reach, but will spin opponent on hit. Attacking afterward will keep them in standing state.
Input Damage Heat Gain
D (in the air) 800 331
BBCS (Platinum FryingPanjD) Swings the frying pan below her.
Overhead. Bounces, so it leads into combos.

UPGRADED VERSION: Paper Fan (3 Uses)

Input Damage Heat Gain
D 800 331
BBCS (Platinum Fan5D) Swings the fan. Pretty much the same as the frying pan but has longer reach. Opponent spins for a longer time as well.
Input Damage Heat Gain
D (in the air) 800 331
BBCS (Platinum FanjD) Swings the fan below her. Overhead hit. Can be followed with 5A.

Hammer (3 Uses)

Input Damage Heat Gain
D 1100 455
BBCS (Platinum hammer5D) A close-ranged but powerful hammer.
Knocks down. Does heavy damage, but can’t combo afterwards. Used for ending combos. Break 2 Guard Primers on block.
Input Damage Heat Gain
D (in the air) 600x2 (Level 1), 700x2 (Level 2), 800x2 (Level 3) 248x2 (Level 1), 248, 289 (Level 2), 248, 331 (Level 3)
BBCS (Platinum hammerjD) Quick, straight falling hammer.
Breaks 2 Guard primers on block, good as an aerial ender.

UPGRADED VERSION: 16 Ton Hammer (3 uses)

Input Damage Heat Gain
D 1600 662
BBCS (Platinum superHammer5D) Knocks down. Longer range, and trips opponents on the ground (like Potemkin’s head slide). Blockable low.
In Extend, it can follow-up after a hit. Breaks 3 Guard Primers on block.
If this move is used while Platinum is away from the opponent, it causes an unblockable quake that knocks opponent down.
Input Damage Heat Gain
D (in the air) 900, 950 (Hit), 372, 393 (Quake) 0
BBCS (Platinum superHammerjD) Same, includes slide head effect.

Cat (5 uses)

Input Damage Heat Gain
D 800 331
BBCS (Platinum CatStick5D) Staff turns into a huge cat head, landing a vertical strike.
Range of Litchi 6B and takes about 10F to come out. Knocks opponent down. Long recovery time. In Extend, the opponent ground bounces fairly high on CH.
Input Damage Heat Gain
D (in the air) 800 331
BBCS (Platinum CatStickjD) Same as above, but hits high.

UPGRADED VERSION: Lion (5 uses)

Input Damage Heat Gain
D 1200 496
BBCS (Platinum superCatStick5D) Staff turns into a lion head.
Immense range. Damage increases from normal cat. Vertical strike. Still takes about 10F to come out. Knocks opponent down. Ground bounces on CH.
Input Damage Heat Gain
D (in the air) 1200 496
BBCS (Platinum superCatStickjD) Same as above, but hits Overhead.

Bomb (6 uses)

Input Damage Heat Gain
D 280, 800 115, 331
BBCS (Platinum Bomb) Tosses bombs horizontally in a parabolic arc.
Huge range and height. Goes through other projectiles, and continues to explode on ground. Optimal for increasing existing distance, as well as forcing an opponent at range to either block, or close with you under the bomb's trajectory for an attempt to punish. In Extend, it can now shoot in 3 directions depending on lever movement.
Input Damage Heat Gain
D (in the air) 280, 800 115, 331
BBCS (Platinum Bomb) Identical to grounded use.

UPGRADED VERSION: Large Bomb (6 uses)

Input Damage Heat Gain
D 420, 1200 (5D), 280, 800 (4D, 6D, Air) 173, 496 (5D), 115, 331 (4D, 6D, Air)
BBCS (Platinum superBomb) Significant size and damage increase.
Input Damage Heat Gain
D (in the air) 420, 1200 (5D), 280, 800 (4D, 6D, Air) 173, 496 (5D), 115, 331 (4D, 6D, Air)
BBCS (Platinum superBomb) Identical to grounded use.

Bat (3 uses)

Input Damage Heat Gain
D 600 248
BBCS (Platinum homerun5D) Swings in front of her
A bat with short range but invincible frames on start up. Great for reversals. On CH, sends opponent flying very high, allowing for some combos.
In Extend, causes blowback to corner on ground hit and launches opponent on CH.
Input Damage Heat Gain
D (in the air) 600 248
BBCS (Platinum homerunjD) Swings horizontally. Hard to hit with.
In Extend, causes blowback to corner as well.

UPGRADED VERSION: Excaliborg (3 uses)

Input Damage Heat Gain
D 800 331
BBCS (Platinum superHomerun5D) Immense increase in range compared to normal Bat. No damage increase. Keeps invincible frames.
In Extend, it launches opponent on regular hit.
Input Damage Heat Gain
D (in the air) 800 331
BBCS (Platinum superHomerunjD) Same as above.
In Extend, it wallbounds, untechable until opponent hits the ground.

Missile (3 uses)

Input Damage Heat Gain
D 400, 600 (Air) 165, 248 (Air)
BBCS (Platinum Missile) Launches one missile straight forward.
The missile has unlimited horizontal range and can be combo'd off counter-hit, making it the weapon of choice against zoners and more defensive players. With a combination of good speed and damage, limited punishability due to a low recovery time, and screen-wide influence, missiles have amazing synergy and applicability.
Input Damage Heat Gain
D (in the air) 400, 600 (Ground) 165, 248 (Ground)
BBCS (Platinum Missile) Identical to grounded use.

Cat Missile (3 uses)

Input Damage Heat Gain
D 600, 1000 (Air) 248, 414 (Air)
BBCS (Platinum superMissile) Summons giant cat missiles that fly towards the opponent.
Input Damage Heat Gain
D (in the air) 600, 1000 (Ground/Air) 248, 414 (Ground/Air)
BBCS (Platinum superMissile) Identical to grounded use.

Present Box (2 uses)

Input Damage Heat Gain
D -- --
BBCP (Platinum Present Box)BBCP (Platinum Present Box (2)) New to BlazBlue: Chronophantasma.
Tosses three presents in an arc. When the opponent gets close to them, little faces pop out on a spring as a trap.
Input Damage Heat Gain
D (in the air) -- --
BBCP (Platinum Present Box)BBCP (Platinum Present Box (2)) Identical to grounded use.

UPGRADED VERSION: Treasure Chest (4 uses)

Input Damage Heat Gain
D -- --
BBCP (Platinum Jack in the Box)BBCP (Platinum Jack in the Box(2)) New to BlazBlue: Chronophantasma.
Present boxes now become chests, and inside are cat faces that rocket into the sky after being triggered.
Input Damage Heat Gain
D (in the air) -- --
BBCP (Platinum Jack in the Box)BBCP (Platinum Jack in the Box(2)) Identical to grounded use.

Special Attacks

Input English Name Japanese Name Damage Heat Gain
236A +
A/B/C
(midair also)
Air Persia エアペルシャ Ea Perusha 450[300] (A/B/C Followup) 186[124] (A/B/C Followup)
BBCS (Platinum AirPersia)
BBCS (Platinum AirPersiaA)
BBCS (Platinum AirPersiaB)
Stomp an opponent with a pogo stick. Three different attacks can be performed depending on which button is pressed while hopping.
In Extend, it causes Fatal Counter. It is also projectile invulnerable during hop.
Input English Name Japanese Name Damage Heat Gain
236B Mami Circular マミサーキュラー Mami Sākyurā 1690 699
BBCS (Platinum MamiCircular) Strikes the opponent with a flying surfboard attack. Breaks one Guard Primer on block. Enduces groundslide on Counterhit. If used in the corner, Platinum can combo after it.
Input English Name Japanese Name Damage Heat Gain
Hold 2, then 8C Happy Magika ハッピーマギカ Happi Magika 100
BBCP (Platinum HappyMagicka1)
BBCP (Platinum HappyMagicka2)
New move in BlazBlue: Chronophantasma.
Platinum taunts her opponent to attack her, and if attacked, launches a doll at the opponent that knocks down on hit.
This move is a mixed bag; it blocks all normals and specials, which seems great on paper. However, the doll can be easily dodged by many characters with jump cancels on normals, and due to the long recovery after launching the doll, punishes are easy. Along with this, throws will beat the counter no matter what, so if you throw out the counter randomly, it can be easily punished by that as well. However, this move shines against characters who cannot easily bait it.
Overall, it's a situational move that can shine against some characters, and flounders against others. Just don't get into the habit of using it as your only escape.
Input English Name Japanese Name Damage Heat Gain
236C
(in the air)
Swallow Moon スワロームーン Suwarō Mūn -- --
BBCS (Platinum SwallowMoon) Rides on a balloon and hovers of a short period of time. While in midair, movement can be controlled with directional inputs. Attacking or using the Barrier Guard will end this state.
Input English Name Japanese Name Damage Heat Gain
214A/
B/C
Dream Sally ドリームサリー Dorīmu Sarī 600 (Version A/B/C) 248 (Version A/B/C)
BBCS (Platinum DreamSally) Creates a bubble to trap enemies. Pressing a different button will summon a different type of bubble.
Input English Name Japanese Name Damage Heat Gain
214D Mystic Momo ミスティックモモ Misutikku Momo 550 (Melee Item), (400, 600)*N (Magical Missile), (600, 1000)*N (Magical Missile Special), (280, 800)*N (Magical Bomb), (420, 1200)*N (Magical Bomb Special) 227 (Melee Item), (165, 248)*N (Magical Missile), (248, 414)*N (Magical Missile Special), (115, 331)*N (Magical Bomb), (173, 496)*N (Magical Bomb Special)
BBCS (Platinum MystiqueMomo) Throws her Magical Weapon and then becomes unarmed. If Magical Bomb or Magical Missile is equipped when activating this attack, she will throw three bombs or missiles simultaneously.
Input English Name Japanese Name Damage Heat Gain
41236D Dramatic Sammy ドラマティックサミー Doramatikku Samī 0, 1500 0, 621
BBCS (Platinum DramaticSammy) Runs up to the opponent, grabbing them. If a Magical Weapon is equipped, its charges will regenerate. If a Magical Weapon is not equipped, one will be summoned.
Input English Name Japanese Name Damage Heat Gain
22C
(when the opponent is down)
Fallen Melody フォーリンメロディ Fōrin Merodi 400 165
BBCS (Platinum FallingMelody) Jump on a downed opponent using a pogo stick.

Distortion Drives

Input English Name Japanese Name Damage Heat Gain
632146C Cure Dot Typhoon キュアドットタイフーン Kyua Dotto Taifuun 800*2, 260*11 0
BBCS (Platinum CureDotTyphoon) Swings rod around in a tornado fashion. Starts slow, then speeds up. If the attack lands, charges of the equipped Magical Weapon will regenerate. If a Magical Weapon is not equipped, one will be summoned. Easily juggles the opponent.
Input English Name Japanese Name Damage Heat Gain
236236D Miracle Jeanne ミラクルジャンヌ Mirakuru Jan'nu -- --
BBCS (Platinum noItem5D) Summons a more powerful version of the next Magical Weapon. Any currently equipped Magical Weapon will disappear.

Astral Heat

Input English Name Japanese Name Damage Heat Gain
236236C
(midair also)
Shining Layered Force シャイニングレイアードフォース Shainingu Reiādo Fōsu Death 0
BBCS (Platinum ShiningLayeredForce) First immobilizes the opponent with lasers, then dishes out massive damage with an even larger laser. Deals 2519 damage. Can combo off a throw (if the command is input at the end of the grab) or Dream Sally.

Keys English Name Korean Name Skill Type
-SD Cure Dot Typhoon 큐어 도트 타이푼 Weapon Skill
Keys English Name Korean Name Skill Type
ASD Shining Layered Force 샤이닝 레이어드 포스 Armor Skill
Keys English Name Korean Name Skill Type
A-D Dream Sally 드림 샐리 Helm Skill
Keys English Name Korean Name Skill Type
AS- Dramatic Sammy 드라마틱 루비 Trinket Skill

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