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Posted

I went to the arcade yesterday, figured out Plat's moves and combos in arcade mode, and then played against people all day with her. I know there's already gameplay threads and stuff so i don't really need to discuss what each move does, but rather, I figure I'll just post general thoughts:

Normals-

Standing B is her best poke, the range is great. On counter hit, you can follow up with 236B, but on normal hit, 236B won't work after it, so be careful. Also, from max range, 5B 5C won't connect, so be careful.

2B is great because it actually has pretty good range for a quick low. Plat does a lot of overhead mixups, so 2B is invaluable to just throw out to keep the opponent honest.

5C is amazing. You can jump cancel on block, 236B connects from it, you use it to start air combos, etc. Because of plats ability to do so many instant overheads, after 5C, the opponent really has to watch out.

3C, since you cant combo normally from it, is also good to keep the opponent mixed up if they block high post 5C. I believe you can still do 236B after it, and it'll catch the opponent. Also on block (esp in corner), it cancels into bubble for some sick pressure.

6A, I haven't messed around with too much yet. I like the anti-air factor, but the range is pretty short. It's easy to combo off of it tho.

6C i haven't messed around with much either, but the fact that it puts you in the air allowing you to instantly do a j.C after it is pretty sweet, you can def make some sick mixups from it.

6B is ok for an overhead. On normal hit, it's garb, but on counter hit, it stuns the opp long enough to get a 5B 5C 236B. In the corner, that adds up to hella damage.

2C so far I've only used in combos. I used it once as an anti air, but I didn't use it enough to really figure out how good of an anti-air it is. Outside of combos, when I did it, it was usually cause I wanted 3C, but accidently did 2C.

j.A is just a quick poke with low range, but its not bad.

j.B also has low range, but slightly longer hitstun than j.C i believe

j.C has amazing horizontal range, and I just spammed it out a lot. The problem is, unless it's CH or like, Plat is really close/low to the ground when she does it, it was hard to combo after it. However, on CH, esp in the corner, it leads to a mad damaging combo.

j.2C is interesting. It has like, no hitstun, so it's not really for jumping in to combo with. I used it a lot just to land and then jump again and do stuff. I often cancelled it into j.236C for overhead mixups.

Drive -

Bat - Bat is great because the BBCS2 pressure is really really dumb, and sometimes bat is your only option out without dropping a ton of meter. If it makes the opponent back off too, then that's plus as well. It's also safe on block, which is another plus. Air bat didn't seem that great tho, even when i hit with it, it did little damage and sent the opponent away. It's better used for anti-ground pressure.

Frying pan - The frying pan is great, too. Because it spins the opp, you can do 2B/5B D, then run up and 5B 5C 236B. It brings you way closer to the corner than if you didn't do it. I also caught opponents running at me with the frying pan, so the priority is pretty decent considering the short range. It's also safe on block, which is great.

Air frying pan is great for the instant overhead. Even if the opponent blocks, you can mash D in the air and do it again before you land.

Hammer - Hammer is prolly my least favorite. The j.D for it only really works as a combo or right above the opp, but the hitbox isn't big enough for it to be worth risking usually. The ground version is nothing special. Safe on block, but not really worth using. I usually just tossed it when i got it, which actually was more useful because I hit jumping opponents a lot with the hammer.

Cat staff - The regular standing version is ok. It can hit an opp that doesn't tech right away after a midscreen 236B. The air version is really where it's at tho. It can punish things so easily if you see the opponent do anything from that far away. Also, in the corner, the opp won't know whether to block high or low, so you can keep them at bay by doing one or the other. 2B 5C 236B or cat overhead. I won many rounds thanks to this.

Cat Bombs - They're silly, air ver is pretty useless, I like that it goes off screen and then just shows up, but usually the opponent moves too fast for it to hit. 3 bomb version is pretty sweet tho.

Cat missles - GDLK. They beat all other projectiles and you can't go through them. The 3 missle version is great for pressure. And yeah, being able to combo off of them is great, too.

Specials-

236A - Used for air combo finishers mostly. I like how it grounds the opp on wakeup and leaves plat in a really good position. Also, on the ground, it can be used to cross the opponent up in goofy ways, but I haven't really figured out how safe/good that is yet.

236B - The only downside to this move is how unsafe it is. The amazing range, the high damage not only in the corner, but always makes it a good move. Adding a rapid cancel to make this move safe makes it a lot easier to just toss out against the opponent in hopes that it tags them. Sadly, a lot of random normals beat it out, which is kind of a shame considering how unsafe it is.

j.236C - I love this move. It's so gimmicky and can be used in so many ways. Since pressing a button cancels it out into whatever attack you press, you can do it and cancel it really quickly. Makes pressure really interesting, and part of what makes her so fun.

214A/B/C - Bubbles are amazing. The opponent fears moving a lot in fear of getting frozen by the bubble. Makes your pressure a lot stronger. A lot of normals just straight up beat the bubble, but in the right setup, it's deadly. And yeah, as mentioned earlier, it's great for pressure in the corner. 5B 5C 3C bubble, repeat.

22C - Didn't use it that much, might start using it more. I just kinda forgot about it.

Supers-

632146C - The invul super that DP-less characters have. It hits above, and to both sides. You can move around when you do it, so while it's unsafe, you can actually sometimes go backwards and make yourself safe without using a rapid.

236236D - This super is really fun.

Super bat - Nothing special, serves the same purpose as regular bat but more range, which is cool, but not necessary cause .

Super fan - Bigger range means instant overheads from further away, and so it might catch an opponent running at you from way further than they expect.

Super Hammer - I like the super hammer, j.D with it causes the opp to fall, so even if it whiffs, you still can get wakeup pressure. 5D with the super hammer is also pretty sweet.

Super Cat Staff - The range is godlike, that's all.

Super Bombs - Actually probably the most useless because they're really not that much better than regular bombs. Sure they're a bit bigger, but not really THAT much better.

Super Cat Missles - Amazing move. They're gigantic and beat everything. I haven't figured out how to send all 3 out at once though. But i LOVE getting super cat missles.

---

In general, the way I played Plat was I would try to find a way to activate my item first. Depending on what my opponent did and what item i got depended on how i played the match. In general, I would run up and poke a lot with 5A 2B 5B etc, and I would 5C into overhead mixups with j.2C on the way up cancelled into j.236C into j.C/j.B/j.AAA. I would try to keep offensive pressure and push the opp to the corner. It was really all about getting them to the corner and doing big combos.

The parts I found I had trouble with was pressure. It seems every character can pressure like it's melty blood, but without a DP, Plat has a really hard time dealing with it. Now that all B/C moves are air unblockable without barrier, it's harder and way more risky to jump out of pressure strings. So characters like Ragna, with a fast long range 5B were able to shut me down really hard. Tager, on offense was annoying, but plat is able to keep him in the corner pressured really well. The only move that gave her problems when she was on the offense was his 2C. Aside from defensive problems, I think she's a solid enough character. Sure she's got "random" aspects, but if you know how to use them to your advantage in the right situation, it's not as much "random" as "dealing with what you get". My main complaint is I wish her 5C has more horizontal range, as I would like to be able to max range 5B 5C 236B, but her 5C is still a strong move.

If anyone has questions, feel free to ask. I'll be playing more in the next 2 weeks thanks to winter break, but this is just how i feel after day 1, so this may change.

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Posted

so, HeartNana. Does she feel like a GG character at all? (If a veteran GG player decided to pick up Platinum as their first character for BB, would they feel right at home using her?)

Posted

You could've posted this in the general discussion thread, but oh well.

Could you tell us more about her command throw?

Posted
Sure she's got "random" aspects, but if you know how to use them to your advantage in the right situation, it's not as much "random" as "dealing with what you get".

This is exactly what I've been saying, w/r/t people throwing away her items every time they get something they don't want.

Thanks for the impressions. Some things were clarified, like the differences between her bat and excaliborg (kind of disappointing that it's just extra range, unless there is more to discover).

One thing though; does her missiles truly go through everything? Like, every other projectile? Would a normal missile go through spark bolt? If not, a large missile perhaps?

Again, thanks for your thoughts. I'll be looking forward to any more you have to report on her. What Hiago said, though; it could have been in the discussion thread, but I think a post this large (especially since you are offering to answer questions etc) is understandable for a new topic.

Posted
You could've posted this in the general discussion thread, but oh well.

Could you tell us more about her command throw?

I feel like general discussion might not be as gameplay focused.

Command throw is good because in BBCS2, lots of characters have hella strong rushdown, including Plat, so poking with 5B and then throwing out the command throw is good for keeping the opponent at bay. However, its only 1500 damage and kind of risky. I need to mess around with it more, that's for sure.

Gamma - Maybe? I didn't play GG very seriously, but I think you'll be fine.

Cirno - Yeah I might be missing things but the bat has 1F invul so it's kinda hard to get better than that, haha.

And yeah if a missle is already out, and tager does spark bolt, the missles will eat it, i'm pretty sure.

Posted
I feel like general discussion might not be as gameplay focused.

Command throw is good because in BBCS2, lots of characters have hella strong rushdown, including Plat, so poking with 5B and then throwing out the command throw is good for keeping the opponent at bay. However, its only 1500 damage and kind of risky. I need to mess around with it more, that's for sure.

I get your point. It just happens that we are discussing all gameplay related stuff in that thread, don't worry.

Regarding the command throw: there's aboslutely no possibility for a follow-up combo, right? Can you possibly RC in the corner and follow-up with something? I'm pretty sure you can on midscreen, even if you use a RC.

Posted

Which characters do you think will give Platinum the most trouble? We've already speculated Hakumen, but we can't play the game of course.

Also, how good are throw follow-ups mid-screen?

Posted
I think I've seen people follow up her command throw in videos a number of times (corner only).

Wasn't it her normal throw? I have seen them only follow-up the normal throw.

Posted

I just watched a video where someone landed the command throw in the corner, and all he followed up with was getting an item. I haven't even seen people land it in the corner that often, so he may be thinking of her normal throw.

Posted

Yeah, you're right. Forgot about that for a minute. Then from the looks of it it's not even possible to follow up on in the corner unless you RC it. If you RC it though, you don't get the item.

Posted
Thanks You Very Much HeartNana. I only have 1 question. What tier would you put platinum in?

Too early to tell, sorry.

I get your point. It just happens that we are discussing all gameplay related stuff in that thread, don't worry.

Regarding the command throw: there's aboslutely no possibility for a follow-up combo, right? Can you possibly RC in the corner and follow-up with something? I'm pretty sure you can on midscreen, even if you use a RC.

Without a RC there's no way to follow it up.

Which characters do you think will give Platinum the most trouble? We've already speculated Hakumen, but we can't play the game of course.

Also, how good are throw follow-ups mid-screen?

I personally had a hard time with Ragna. His pokes seemed faster and longer range than Plat's, and she has a hard time in the corner dealing with any sort of pressure.

Noel's 2D gives Plat problems, too.

I didn't play against any Hakumen players but I can def see how that match can be problematic...

Oh yeah another thing:

If you do like, 5B 5C 236B midscreen, if you rapid right away and then dash at the opponent, you can pick them up with 2B 5C into a legit air combo. :toot:

No idea if you guys knew about that, but if you need an extra 1000 damage or so to kill the opponent, that's one way to do it.

Posted

That's pretty nice about the air combo. I think I've seen it used, but we'll have to add it to the combo thread if it's not already there.

After seeing Shadow fight Kaqn, I had a bad feeling that Ragna might give Plat trouble. As long as Ragna has 5B and Inferno Divider...

Posted
Without a RC there's no way to follow it up.t.

Just to clear misunderstandings, "I'm pretty sure you can on midscreen, even if you use a RC." was meant to have a "can't" instead of "can". As in:

I'm pretty sure you can't on midscreen, even if you use a RC.

At any rate, thank you for the information.

Posted
how good is 6a as an anti air...? in vids it looks like it has no range...

Here's also an example of its invuln.

Can't think of any questions at the moment. Got a pretty good 'mind-feel' of the character right now.

Posted
Have you figured out any good Fatal Counter combos yet, and if you have how much do they go up too?

Not anything yet, sorry. Those are the types of things I usually find out by watching other players do stuff and then copying.

I should be going to the arcade in a couple days, and then I have a long winter break where I'll have plenty of time to practice Plat, and I can probably answer more questions.

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