Kiba Posted June 17, 2011 Posted June 17, 2011 (edited) Things to watch out for: 5C in high damage combos in the corner Instant overheads 5B 3C 6B 6C fatal gets very big damage especially if in the corner. Her items, all of which are troublesome (will be explained) Bubble oki in corner Swallow moon mixup Command grab Upgraded neko staff Platinum's bombs can help for oki pruposes or even to help her to get in or keep someone out. They are +8 on block and the bombs upgraded serve the same purpose. This is where 236C/D comes in. As the bombs move upwards in an arc it'll allow you to get under it and get in to pressure Platinum. Platinum's missles serve the same purpose as the bombs I think, but upgraded it causes more damage and can get her 6k if in the corner and if the player knows what they are doing. Essentially you'd jump over them but be wary of grabs or any other sneaky thing she attempts to do to you. Platinum's bottle, I just consider it as her 'dp'. She is invulnerable for 1-7f? And it's very easy to mash from IB in pressure, especially against Tsubaki. Upgraded it has a little more range and does a little more damage but this is the item users may be unlikely to upgrade. Platinum's cat staff is there for range purposes but she cannot combo from it. Upgraded it has insane range and if used as a J.D (either) it's an overhead. You need to be careful about the way you approach platinum whilst she has this. Running in may do you no good and using 236x is a risk and can get you butchered. One would try to attempt to get her from the air but you need to be wary about her 2 AAs. Platinum's pan can be used as an instant overhead, and this is where deciding on the blocking stance can be an issue. There isn't an exact way to watch out for it, but you do need to know Platinum's JC normals as it'll give you a general idea of when to block high. There are 6A, 5A and 5C. Upgraded it does a little more damage and I think it has more untechable time. If you can get in on Platinum, applying good mixup and pressure is good as her defensive options are poor (only has DD and bat). I also want to mention you can hit her out of her command grab, but if she's closer to you, you may want to jump out instead since it's less risky. As she lands on the ground from her J.2C I have been told that you can throw her out of anything she tries to do after. (Needs to be confirmed) At the start of a match the best thing to do would be either to try to get in or move away. Alternatively you could use 22A but using anything else can result in Platinum beating you with 5B/3C. Edited June 17, 2011 by Kiba
Airk Posted June 17, 2011 Posted June 17, 2011 (edited) A few comments: 236C/D are, as Kiba says, excellent against bombs. A lot of Platinum players won't even know how to deal with this. Missiles don't have foot attribute, so if Platinum throws a missile and tries to run in after it, 214X will carry you through the missile easily. Just don't get too predictable since she can 2A/2B/3C you out of it if she's expecting this. No one in their right mind will upgrade the bat. :P I don't see anything to indicate that you have any sort of advantage against her on the ground after j.2C - it doesn't have any landing recovery, it's just hard to combo off because of the lack of hitstop. ORDINARY j.C however seems to have landing recovery, so yes, throwing her after that should work. Be a little cautious when you start the round against scrubby Platinum players; It continues to amaze me how many of them will start the round with Mami Circular ("Heart Car") which will hit you out of 22C and also backdash, I think, but if you just block, it's free damage for you. Another popular but not very smart Platinum opener seems to be jump back/backdash D. Backdash D is easily CH-punished by 236C jump back version is a little safer, if done high enough, but still affords you a chance to close in. Platinum can cancel 6C into a jumping attack, so it's tough to punish. Wait until JUST before she lands and stick out a jab to catch her landing recovery if she doesn't do this. Edited June 17, 2011 by Airk
Eshi Posted June 17, 2011 Posted June 17, 2011 22C? Why not start the match with 22A? It's a lot faster and probably does CH heart car on the match opener.
Airk Posted June 17, 2011 Posted June 17, 2011 Oops. Sorry. That was my brain shutting off. I meant 22A. I think heart car is high enough to go over even 22A at the start, but it might be related to how quickly you get 22A off.
pktazn Posted June 17, 2011 Posted June 17, 2011 If you see that they're happy in their heart car I would say just block and punish. It's really bad on block unless they can RC.
Airk Posted June 17, 2011 Posted June 17, 2011 Yeah. Fundamentally, it's better to block and punish if you suspect them of scrubby heartcar action, than it is to throw out the 22A, because honestly, I can't think of anything that Platinum would do at match-start that is likely to get hit by 22A other than Heart Car (Or uh...command grab? o.O), and you can get a bigger punish on that by blocking.
BatousaiJ Posted June 17, 2011 Posted June 17, 2011 Heart car block -> Automatic counter combo. You have all the time in the world. One thing worth noting is that if you punish too quickly, they'll actually still be in the air and you won't get a full punish for some of your options. Also, air to air is really ass in that match up as whatever the jumping normal is for the one where she swings her staff will beat out your air to air options rather easily. They can also hit confirm a CH of that that into a heart car combo which as we know hurts real bad in the corners. You should always have an eye on the tool she's got in hand(especially after the DD item) so you know what options she has available to her. Even good Platinum players get a little overboard with reversals when they've got the bat so it's actually easy to bait. The bombs eat 236x on start up reaction everytime and you can just high jump over the bullets with ease. I think the hammer has moves that breaks primers so watch out for that and the frying pan has that instant overhead going for it so watch out for it especially when it's enhanced by DD where they can get a full combo off of that without RC. I still haven't played any exceptional Plats yet(too early?) but they haven't been too hard to fight overall.
Kiba Posted June 17, 2011 Posted June 17, 2011 I think the hammer has moves that breaks primers so watch out for that The hammer removes 2 primers, and upgraded, it will take off 3. This and her 236B are the only moves she has that break primers. and the frying pan has that instant overhead going for it so watch out for it especially when it's enhanced by DD where they can get a full combo off of that without RC. They can get a full combo from the frying pan w/o an RC so it's still something to watch out for. Oh and btw, Airk, I upgrade the bat because it's hilarious :3
BatousaiJ Posted June 17, 2011 Posted June 17, 2011 Regular frying pan gets full combo off instant overhead start up without RC? Hum, I guess the guy just didn't know about that. 236B is her heart car? I really should take Plat to training mode to learn her basics but I really have no desire to learn her at all.
Kiba Posted June 17, 2011 Posted June 17, 2011 Regular frying pan gets full combo off instant overhead start up without RC? 236B is her heart car? Yup. Dw, I'll play you with my Platinum whenever I can next time and help to come up with ideas of how to deal with situations. Oh yea, did I mention her 6B is +1 on block...?
BatousaiJ Posted June 17, 2011 Posted June 17, 2011 6B is her ass overhead, I'd imagine. Ya, I remember trying to mash jab afterwards and getting punished for it so I figured as much. Something about Plat makes me not be afraid of her... probably because it's a bit early for people to truly be exceptional at using her but I do have problems fighting her with my subs so that sounds good. Also, what would be a good way to react and punish to her command grab?
Airk Posted June 17, 2011 Posted June 17, 2011 Oh and btw, Airk, I upgrade the bat because it's hilarious :3 Okay, that's a perfectly acceptable reason. 6B is indeed her overhead. it's pretty short on range, and it's a tricky confirm to turn into damage, but don't mash after blocking. For her command grab, I uh... usually just mash 2A. >.< It's got like 25 frames of startup even if she DOESN'T need to run towards you any, so...uh...just hit her in the face with something. About the only time I get caught with it anymore is if I'm up against some nutjob who will throw out heart cars mid-blockstring to try to catch me jabbing them out of the throw. :P She's actually kinda fun to play as though. Plus... Pony win pose!
Kiba Posted June 17, 2011 Posted June 17, 2011 Okay, that's a perfectly acceptable reason. Lmao. 6B is indeed her overhead. it's pretty short on range, and it's a tricky confirm to turn into damage, but don't mash after blocking. She needs to hit you from a distance in order to get a combo. If she hits you when she's too close she will not be able to combo from it at all. If she scores a CH with it you will be stunned for quite a while, although I'm not sure what else she can do from a CH 6B since regardless she can hit you with 5C.
CrescentSaber Posted June 20, 2011 Posted June 20, 2011 Is Plat's distortion where she spins around like a little cyclone a viable reversal method for her? I've seen it done before.
Yggjrasil Posted October 31, 2011 Posted October 31, 2011 (edited) Also, what would be a good way to react and punish to her command grab? You can 2A, 5B, or jump, just pay attention to her legs, they make a cartoony, spiraly motion when she does it, and it's relatively slow. Most good Plats don't even use it unless they've conditioned their opponent. Oh yeah, another thing, If you like to charge in the air against Plat. Stop, Mystic Momo (214D where she tosses an item out, with bombs and missiles she tosses out 3 of them) on CH is very damaging especially if it's with Frying Pan. She can get 4k+ off of it and really good oki. Edited October 31, 2011 by Yggjrasil
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