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Gameplay
Combos (Midscreen)
Combos from A moves
5A > 5B > 5C > 236B > 5D (1578 damage. 12 heat gain)
Your basic BnB. Also gives you an item.
5A > 5B > 2B > 5C > 236B >5D (1621 damage. 14 heat gain)
2A > 2B > 5B > 5C > 236B> 5D (1359 damage. 14 heat gain)
2A > 2B > 5B > 5C > 3C > 22C (1407 damage. 11 heat gain)
6A > j.B > j.C > dj.B > j.C > j.236AAA (1633 damage. 13 heat gain)
6A > 6C > j.236C > j.C > 5C > j.B > j.C > dj.B > j.C > j.236AAA (2367 damage. 23 heat gain)
Combos from B moves
5B > 5C > 236B > 5D (1899 damage. 12 heat gain)
5B > 5C > 3C > 22C (1692 damage, 9 heat gain)
Combos from C moves
5C > 236B (1903 Damage, 18 heat gain)
5C > 3C > 22C (1501 damage, 6 heat gain)
5C > 6A > j.B > j.C > dj.B > j.C > j.236AAA (2314 damage, 17 heat gain)
Counter 2C > Dash > 5C > 2C > 214C > 236B Dash underneath the bubble and do 236B on the other side if you're close enough to the corner that they'll make it there.
Counter 2C > Dash > 5C > 2C > 214C > j.B > j.C > dj.B > j.C > j.236AAA (3290 damage, 24 heat gain)
3C > 22C > Rapid > Dash > 2C > 214C > j.B > j.C > dj.B > j.C > j.236AAA (2848 damage, 9 heat gain)
3C > 22C > Rapid > Dash > 2C > 22C > 5C > 236B (3518 damage, 14 heat gain)
3C > 22C > Rapid > Dash > 2C > 214C > 6C > 22C > 5C > 236B (3513 damage. 11 heat gain)
Combos (Corner)
Combos from A moves
2A/5A > 5B > 5C > 236B > 5C > j.B > j.C > dj.B > j.C > j.236AAA (2637 damage. 28 heat gain) Platinum's most basic corner BnB.
2A/5A > 5B > 5C > 236B > 5C > 2C > 214C > 236B (2392 damage, 29 heat)
2A/5A > 5B > 5C > 236B > 5C > 2C > 214C> j.B > j.C > dj.B > j.C > j.236AAA (2492 damage. 33 heat gain)
Combos from B moves
5B > 5C > 236B > 5C > j.B > j.C > dj.B > j.C > j.236AAA (3243 damage. 27 heat gain) Another basic corner BnB. This time without the 2A/5A confirm for more damage.
5B > 5C > 236B > 5C > 2C > 214C > 236B (2932 damage, 27 heat gain)
5B > 5C > 236B > 5C > 2C > 214C > j.B > j.C > dj.B > j.C > j.236AAA (3628 damage, 33 heat gain)
5B > 5C > 236B > 5C > 2C > 214C > 6C > 22C > 5C > Air Combo 1 (4360 damage, 40 heat gain)
Combos from C moves
5C > 236B > 5C > j.B > j.C > dj.B > j.C > j.236AAA (3678 Damage, 24 Heat)
5C > 236B > 5C > 2C > 214C > 236B (3268 Damage, 25 Heat)
5C > 236B > 5C > 2C > 214C > j.B > j.C > dj.B > j.C > j.236AAA (4193 Damage, 30 Heat)
5C > 236B > 5C > 2C > 214C > 6C > 22C > 5C > j.B > j.C > dj.B > j.C > j.236AAA (5081 Damage, 38 Heat)
6C > j.236C > j.C > Dash > 5C > 2C > 236B > 5C > 2C > 214C > j.B > j.C > dj.B > j.C > j.236AAA (4096 Damage, 39 Heat)
3C > 22C > Rapid > 2C > 22C > 5C > 236B > 5C > 2C > 214C > 6C > 22C > 5C > j.B > j.C > dj.B > j.C > j.236AAA (4626 Damage, 26 Heat)
Combos involving items
Frying Pan/Fan
5B > 5C > 5D > Dash > 5C > 6A > j.B > j.C > dj.B > j.C > j.236AAA (2605 damage, 24 heat gain) Midscreen combo.
j.D > Air Dash > j.C > 22C > Dash > 5D > Dash > 5C > 236B > 6C > j.236C > j.C> 22C > 5C > sj.B > j.C > dj.C > j.D > j.C > j.236AAA (4445 damage. 40 heat gain) Corner/Near corner only.
j.D > 5C > 236B > 6C > j.236C > j.C >22C > 5D > 2C > 22C > 5C > j.B > j.C > dj.B > j.C > j.236AAA (4452 damage. 39 heat gain) Corner only.
5C > 236B > 5C > 2C > 214A > > 6C > 22C > 5D > 2C > 22C > 5C > j.B > j.C > dj.B > j.C > j.D > j.C > j.236AAA (5362 damage, 43 heat gain) Corner only.
5C > j.D > 5C > 236B > 5C > 5D > Dash > 2C > 2C > 214C > j.B > j.C > dj.B > j.C > j.D > j.C > j.236AAA (4867 damage, 40 heat gain) Corner/Near corner only.
j.D > Air Dash > j.C > 22C > Dash > 5D > Dash > 5C > 236B > 6C > j.236C > j.C> 22C > 5C > sj.B > j.C > dj.C > j.5D> j.C > j.236AAA (4880 damage. 27 heat gain) Corner/Near corner only.
5C > j.D > 5C > 236B > 5C > 5D > Dash > 2C > 2C > 214C > j.B > j.C > dj.B > j.C > j.236AAA (4867 Damage, 40 Heat) Also can end with 214C > 214D > j.C > dj.C > 236AAA If you have at least one use left
Hammer/16t. hammer
5B > 5C > 236B > 5C > 2C > 214C > sj.B > j.C > dj.C > j.D(Hammer) > 5C > sj.B > j.C > dj.C > j.D (4826 damage. 49 heat gain) Corner only.
5C > 236B > 6C > 22C > 5C > sj.B > j.C > dj.C > j.D(Hammer) > 5C > sj.B > j.C > dj.C > j.D (5468 Damage, 45 Heat) Corner only.
5C > 236B > 5C > 2C > 214C > 6C > 22C > 5C > sj.B > j.C > dj.C > j.D(Hammer) > 5C > sj.B > j.C > dj.C > j.D (5781 damage. 54 heat gain) Corner only.
Counter 2C > 5C > 2C > 236B > Dash > 5C > 2C > 214C > 6C > 22C > 5C > sj.B > j.C > dj.C > j.D(Hammer) > 5C > sj.B > j.C > dj.C > j.D > 5C > 632146C (7626 Damage, 13 Heat) Can start close to corner.
Kitty Missiles/Giant Missiles
5D > Dash > j.B > j.C > dj.B > j.C > j.236AAA (2250 Damage, 10 Heat) Midscreen also.
5D > 236B > 5C > 2C > 214C > sj.5B > j.5C > dj.5B > j.C > j.236AAA(3866 damage. 32 heat gain. If you have giant missile, it does 4477 damage and you gain 34 heat instead)
Item into another item combos
Pan > Hammer 5C > j.D > 5C > 236B > Dash > 5C > 5D > Dash > 2C > 2C > 214C > 5D (Gain Hammer) > sj.C > dj.C > j.D(Hammer) > 5C > sj.B > j.C > dj.C > j.D (5627 Damage, 57 Heat)
Missile > Hammer 5B > 5C > 236B > 5C > 2C > 214D > 5D(Gain Hammer) > sj.C > dj.C > j.D(Hammer) > 5C > sj.B > j.C > dj.C > j.D (4500 Damage, 52 Heat)
Attack moves
Normals:
5A: An okay poke, can use for hit confirm and pressure as well
2A: Same as 5A.
6A: Not a -really- good anti-air but it's okie, easy to combo off of it.
J.5A: Quick poke but low range.
5B: Best poke, very good range. Can combo into 5C or 236B from counter hit. Max range not working with 5C.
2B: Quick low hit. Pretty good for pressure and can combo into 5B or 5C. Also good for pressure.
6B: It's an okay overhead. Normal hit it not that good but on counter hit the opponent is stunned for a while.
J.5B: Low range but good hitstun.
5C: Great move. Can follow up with 236B for a LOT of damage in corner. It's also jump cancelable. Also good for pressure because of instant overheads.
2C: Haven't used it much other than combo move. Can follow up with 214C on corner. On counter hit you can combo into 214C on midscreen.
6C: Another good move to use in pressure and sometimes in combos. Fatal on counter hit for very good combo potential in corner. Sending you in air and allowing you to use J.5C after it.
3C: Can't combo off of it except 22C and distortion (632146C). Can be used in pressure if opponent keeps blocking. Can cancel into bubble if opponent blocks for better pressure.
J.5C: Very good range but low hitstun. Pretty good on counter hit.
J.2C: Pretty good for pressure and safer lands. Not really combo-able most of the time. Doesn't have hitstun but can cancel into J.236C.
Drives
Bat 5D: A great DP. It makes your opponent back off and it is a good option since no meter is required. It's not a good item to save though.
J.D: Same as above. But it seems it does less damage? Will check again.
Uses: 3
Cat Staff 5D: A very good move to punish the opponent from far away. The range is godlike. You can scare the opponent not to do any mistakes with it.
J.D: Can punish opponent pretty easy. Also an overhead.
Uses: 5
Cat Missiles 5D: Very good projectile. It can go through other projectiles and most of the time you can combo off them. Three missile version (214D) is pretty good for pressure.
J.D: Same as above, but in the air.
Uses: 3
Hammer 5D: Nothing really special, safe on block and takes away a primer, but not really worth using much.
J.D: In the corner, this can lead to massive damage combos (A.k.a. Hammer loops). You have to be at as max height as you can because you won't be able to combo off them.
Uses: 3
Frying Pan 5D: A pretty good item. You can do it after 2b/5c and follow up with 5B > 5C > 236B. It makes the opponent spin and it brings you closer to corner. You can also use it during some combos for extra damage.
J.D: It's an instant overhead, and it's pretty good. You can also combo off it most of the time. Can be mashed in the air to use again before you land.
Uses: 4
Bombs 5D: Almost useless, the opponent can easily move away from it.
J.D: Pretty much same as above, but more useless.
However, 214D version (3 bombs) is pretty good, sometimes can be used for pressure.
Specials
236A > A/B/C: Air combo finisher. Doesn't really seem like something that could be used for pressure or anything else.
236B: The range and damage of this move are amazing. It is REALLY unsafe though, if you're going to throw this at random, you better have 50 heat to rapid. A lot of normal beat it, so watch out.
j.236C: Very good move to use in pressure. In combos too, but more rarely. It can cancel into any move you press.
214A/B/C: Bubbles are really good. They can lead into damaging combos and be used for good pressure, especially in corner.
22C: This move hits your opponent when they're down. You can rapid it for a combo. Can also be used in some combos without rapid.
Distortions:
632146C: Good combo finisher. Would be best if you didn't throw it out on random. If you do though and opponent blocks it, you can control it a bit and move backwards to make it safer.
236236D: This distortion good or bad depending on your next item. It basically "Upgardes" your items, but some of the upgraded items are not worth 50 heat.
Super Bat: Nothing special, same thing with more range and a little more range.
Super Frying Pan: Range is very good, allowing for instant overhead and catching the opponent further. You can follow into some good damaging combos, especially in the corner.
Super Hammer: It's pretty good. Mostly can't be used in combos though. However, when you use it in the air, it can cause the opponent to fall. If you hit with it and opponent guards, it removes 2(?) guard primers. If it hits the opponent it does a lot of damage.
Super Cat Staff: Incredible range and very good damage. one of the best weapons to upgrade in my opinion. Air version is pretty good too.
Super Bombs: Nothing special. They're practically the same as the normal version just bigger, but not really worth wasting 50 heat.
Super Kitty Missiles: One of the best projectiles. They beat pretty much everything and do good damage. If you're close you can start a combo if they hit, but you're mostly going to use them from away.
Astral
Shining Layered Force (Aka Starlight Breakeeeeeer!)
236236C: Platinum shoots a beam from her staff. Basically to combo into it, you need to trap the opponent in bubble and use it.
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